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星球殖民物语

在一颗小星球上建立你的殖民地。房子盖在哪、路怎么修由你决定,伐木工、搬运工、磨坊主、矿工和士兵会自己把活干完。一环一环搭起产业链,用士兵扩大领土,愿意的话再去攻下邻居的总部。

星球殖民物语画面:一座红色殖民地,总部、风车、水井和工坊之间修满了道路,搬运工在路上运货

怎么玩

开局只有一座总部,里面存着木板、石头、一些工具和几十个人。你要做的是挑地方盖房子、把房子连上道路,剩下的交给居民:帮工会走上道路当搬运工,拿上斧头的帮工成了伐木工,拿上锤子的当建筑工。每座建筑都要原料,也会产出东西,把这些建筑一环一环连起来,就是一条产业链。第一次开局时会先放一段开场剧情:殖民船找到这颗星球、登陆、卸下物资、发现遗迹(随时可以跳过,「帮助」里能重看)。第一次玩建议选「新手开局」:和平建设,会先有新手引导一步步带你盖伐木场、连路、盖采石场和锯木厂、扩张领土(点哪里、选什么都会用发光框标出来),之后跟着左上角的目标继续。用别的方式开第一局时,也会问你要不要看引导;「帮助」里随时可以重看。熟悉以后可以「快速对战」,或者自定义新游戏:星球有大陆、群岛、高山、森林、荒漠、冰原六种,资源和初始物资分三档,最多三个电脑对手(每个都有自己的性格:建设者、开拓者、好战者、经营者),胜利条件可以选征服对手、占领土地、铸 20 枚金币或不设终点。每颗星球都有编号,记下编号就能再玩同一颗。

道路和旗子

  • 每座建筑门前都有一面旗。道路只能在旗子之间修,货物和工人都只走道路。
  • 每段路有一个搬运工,一次背一件货,从这面旗送到下一面旗。一面旗上最多放 8 件货,放满了,门口的建筑就得等。
  • 多插旗子能提速。在一条长路中间插一面旗,路就分成两段,多一个搬运工。总部门口最好修好几条路,别让所有货都挤在一条路上。
  • 路很忙时会有驴来帮忙,前提是你盖了养驴场。
  • 路不能穿过树、岩石、农田和房子,也不能修出自己的领土。盖房时勾着「自动修路」,游戏会替你连到最近的路。
  • 运输优先级:一面旗上有好几件货等着时,搬运工先拿排在前面的那一类(建材、食物、军需、矿石和金属、原料、工具)。在「经济」里可以调整顺序。
  • 仓库存放:点一座仓库,可以按货物类别设「集中到这里」或「不收,运走」。比如把建材集中到前线附近的仓库,盖房就更快。

盖房子

点一下地面,面板会列出这里能盖什么。空地按大小分成小型(黄色标记)、中型(橙色)、大型(红色)和山上的矿井(灰色),点工具栏的「空地」可以把这些标记都显示出来。地面越平越空,能盖的房子越大。工地连上路后,中型和大型建筑会先来一个平地工把地面整平,再来建筑工;材料是木板和石头,一件件运到才能盖完。拆掉还没盖完的工地,已经送到的材料会放回旗子上运回仓库。

工人和工具

除了帮工,每种工人都要一件工具:伐木工要斧头,石匠和矿工要镐,建筑工、兵器匠和地质学家要锤子,平地工和护林人要铲子,渔夫要鱼竿,猎人要弓,农夫要镰刀,面包师要擀面杖,屠夫要屠刀,铁匠要钳子,冶炼工和铸币工要坩埚。总部和仓库会慢慢多出新的帮工。缺工具时,面板会写明缺的是哪一件;金属加工厂会先打造工人急需的工具,也可以在「经济」里预订备用。

产业链

  • 建材:伐木场砍出原木,锯木厂锯成木板;护林人补种树木。采石场凿岩石堆,岩石凿完后用花岗岩矿。
  • 食物:渔夫小屋、猎人小屋;农场种谷物,磨坊磨面粉,面包房用面粉和井水烤面包;养猪场用谷物和水养猪,屠宰场出肉。
  • 矿井:矿工每干一次活要吃一份鱼、肉或面包。煤矿和花岗岩矿一次出两份,铁矿和金矿一次一份,山里的矿会挖完。
  • 金属:炼铁厂用煤把铁矿石炼成铁;金属加工厂用铁和木板做工具;兵器铺用铁和煤轮流打剑和盾。
  • 军队:酿酒厂用谷物和水酿啤酒。总部或仓库里凑齐一个帮工、一把剑、一面盾和一桶啤酒,就会招募一名士兵。铸币厂用金子和煤铸金币,送到军事建筑里能让士兵升级。

领土和军事

  • 只能在自己的领土里盖房,边界上也不行。兵营(2 名士兵)、哨所(3 名)、瞭望塔(6 名)、要塞(12 名)建好后,要等第一名士兵住进去,领土才会扩大。
  • 靠近敌人的军事建筑会住满士兵,自家腹地的只留一名,多出来的士兵会回总部待命;这两个人数都可以在「军事」里调。总部默认留 5 名士兵守家,这些人不会被派出去,也可以在「军事」里改。
  • 士兵分 5 个军衔:列兵、上等兵、中士、军官、将军,军衔越高越能打。
  • 进攻:点敌人的军事建筑,选择派多少士兵,面板会按双方士兵的军衔、附近可能来的援兵和敌人仓库能补进的士兵估算胜算。士兵从你附近的军事建筑出发,每座至少留一个看家。到了门口,守军一个一个出来单挑;守军打光,建筑就归你,它附近敌人的房子会烧掉。总部和仓库被攻下会直接烧毁。
  • 投石车:朝射程内敌人的军事建筑扔石头,砸中就少一名守军。它只能削弱,占领还得靠士兵。
  • 援兵:你的建筑被进攻时,附近的军事建筑会各派一名士兵赶来,在门口迎战。
  • 招兵:仓库里有帮工、剑、盾和啤酒时就会招出新兵。剑、盾和啤酒会自动集中到总部,不会散在各个仓库里凑不齐。
  • 和平期:电脑开局一段时间内不会进攻(简单约 40 分钟,普通约 25 分钟,困难约 12 分钟,好战的对手更早),开局时会提示,和平期结束时也会提醒。
  • 谁的总部和仓库全部丢光,谁就输了。

遗迹

每颗星球上散落着十来处遗迹,是很久以前的殖民者留下的,位置和里面的东西每局都不一样。谁的领土先扩到遗迹那里,东西就归谁:8 块木板和 6 块石头、3 件工具、4 枚金币、2 名老兵、一批食物,或者一张古地图(周围的迷雾一下子散开)。点遗迹能看说明,小地图上的金点是你知道的遗迹。电脑也会去抢。

随机事件

新游戏默认开着随机事件(自定义里可以关)。12 分钟后开始,每隔 7 到 12 分钟发生一件事,对所有玩家都一样:丰收季(农田长得快一倍)、春雨(树长得快)、旱季(农田长得慢)、流星雨(三座山里多出金、铁、煤矿)、移民(每家总部来 6 名帮工)、商船(有港口的玩家收到铁、煤和金子)、鱼群洄游(海边的鱼变多)。持续一段时间的事件会在时钟下面显示剩余时间。挑战关卡里没有随机事件,今日星球有,而且同一天大家遇到的一样。

组队

有两个以上电脑对手时,自定义新游戏可以选「你和电脑 1 一队」。盟友之间不会互相进攻,看到的东西共享,领土各管各的;盟友先达成胜利条件也算你们赢。

战争迷雾和侦察

开着战争迷雾时,没去过的地方是黑的,去过但现在看不到的地方是暗的。领土、建筑和走动的人周围才看得见。点一面旗选「派侦察兵探路」,侦察兵会往外走几圈;瞭望哨能一直看清很远的地方。

航海

  • 港口:海边的仓库,船在这里装卸货物和人。港口会占下周围一小片土地。
  • 造船厂:造船匠用木板造船,一条船 6 块木板,最多 6 条船。
  • 船运:有两座港口后,路连不上的地方缺什么东西、缺什么工人,港口会自动从另一边调过来,用船运过去。
  • 远征:点港口选「准备远征」,凑齐一个建筑工、4 块木板和 6 块石头后,等船装好,点「选择目的地」,再点一处标出来的海岸。远征队会在那里建一座新港口,从此你在那片土地上也有了立足点。
  • 群岛星球被弯弯曲曲的海峡切成好几座岛,家乡的岛迟早会住满,航海在这里最有用。海边一般留有沙滩,方便盖港口。

挑战和今日星球

  • 菜单里的「挑战」是固定的星球和目标,每关各练一样本事:开拓领土、打通金币产业链、跨海殖民、在贫瘠的荒漠里打仗、和抢地盘的对手赛跑、扛住好战的困难对手、在拥挤的星球上以一敌三。
  • 每关有三星用时:在标准时间内完成得三星,1.5 倍以内两星,完成就有一星。最好成绩记在这个浏览器里。
  • 「今日星球」每天换一颗,同一天所有人玩到的是同一颗。星球类型、资源和目标每天都不一样:可能是和电脑比占地、攻下电脑的军事建筑、铸金币,或者跨海殖民。

看懂你的殖民地

  • 选建筑时,卡片会写出范围内有什么,比如「范围内大树 27 棵」;鼠标停在卡片上,星球上会亮出它的工作范围。
  • 建筑头顶飘着红色菱形表示出了问题(没路、没工人、资源用完),黄色表示在等东西;旗子周围出现红圈表示货堆满了。
  • 建筑面板会显示「效率」,也就是最近两分钟有多少时间在干活。
  • 「消息」会记下完工、缺工具、运输堵塞、被进攻这些事,点一下就能转过去看;「统计」里有领土、建筑、士兵、人口的曲线和最近十分钟的产量。
  • 「经济」里可以调分配:东西不够分时,谁先拿到。比如把铁多分给兵器铺,就能更快造出士兵。
  • 「建筑」一览按种类列出你所有的建筑和平均效率,每座建筑是一个小方块:绿色在干活,黄色在等东西,红色出了问题,点一下就转过去。
  • 左下角的小地图把整颗星球摊平:各家领土的颜色、没探索过的黑暗、你正在看的位置(白圈)。点小地图就能转到那里。

找矿

山里藏着煤、铁、金和花岗岩,但看不出来。在山脚插一面旗并连上路,点旗子选「派地质学家」,他会在附近十几个地方敲一敲,插上牌子:黑色是煤,红褐色是铁,黄色是金,灰色是花岗岩,白色表示什么也没有。牌子过几分钟会消失。把矿井盖在有牌子的地方。

操作方式

  • 电脑:拖动转动星球,滚轮缩放,点击选择,右键取消。鼠标停在东西上会显示它是什么。
  • 手机:单指拖动,双指缩放,点按选择;面板从下方弹出。
  • 快捷键:B 显示空地,R 修路,H 回到总部,空格暂停,Esc 关闭面板、取消修路或从菜单回到游戏。右上角可以切换 1×、2×、4× 速度。
  • 声音:背景音乐有两首轮流播放,田园风的《家园》和手风琴的《丰收圆舞曲》;建成、驻军、攻占、发现遗迹、随机事件都有各自的乐器音效。镜头拉近时还能听到看得见的活计:伐木的斧声、采石的镐声、锯木声、打铁声和铸币的叮当声。右上角喇叭按钮关掉全部声音,音符按钮只关音乐。

几个小技巧

  • 伐木场要盖在树林边上,不是树林中间,不然路修不进去。护林人就盖在伐木场旁边。
  • 门前旗子堆满了货,说明路太堵:多修一条路,或者在长路上多插几面旗。
  • 大型空地很宝贵,留给农场和养猪场,小房子盖在边角。
  • 早点扩张到有矿的山边;没有煤和铁,就没有工具和士兵。

设计说明

为了让一局在网页里玩得完,生产节奏定得比较快。四个民族:罗马人、维京人、努比亚人和日本人,只是房子样子不同(维京人的陡屋顶、努比亚人的平顶和圆顶、日本人的两层塔顶),经济和军队完全一样。自定义新游戏里可以选自己的民族,电脑对手随机。为了好上手,还加了电脑开局的和平期、总部留守、进攻胜算估算、挑战和今日星球。

常见问题

游戏会保存吗?

大约每 30 秒,以及关掉或切走页面时,会自动保存在当前浏览器里,回来后在菜单里点「继续上次的游戏」。正在路上走的人保存后会回到最近的仓库。

手机上会不会卡?

手机上会自动降低地形精度、关闭阴影。菜单的「设置」里可以在「精致」和「流畅」两档画质之间切换,旧电脑也可以选「流畅」。殖民地很大时可以把视角拉近一点,看到的东西少,画面会更顺。

灵感来自哪里?

星球的样子来自 Oskar Stålberg 的网页作品 Planet。星球殖民物语的程序、模型和电脑对手都是游戏夯自己写的。

版本说明

2026-10-05 第三次更新:点选更准,在山坡上斜着看时也能点中光标下的那块地,被山挡住的地方不会再被误选;菜单里新增「设置」(音乐音量、音效音量、画质),「回到游戏」和「继续上次的游戏」放到最上面,游戏进行中开新局要再点一次确认;小地图以你的总部为中心,没探索过的地方显示成灰蓝色;右侧面板按内容伸缩;新手引导的提示框不再挡住面板;修正中等宽度屏幕上物资栏和时间栏重叠、天气提示挡住消息的问题。

2026-10-05 再次更新:建筑和居民的模型全部细化(地基、木构架、带百叶窗的窗户、烟囱和各自的道具;居民有了胳膊和腿,走路会摆臂,手里拿着本行的工具);加入两首背景音乐、乐器音效和看得见的活计的声音,右上角可以单独关掉音乐。

2026-10-05 更新:新增开场剧情,第一次开局时用星球镜头配字幕讲殖民船登陆的故事,可以跳过,也能在「帮助」里重看;之后会换上插画和动画。

2026-10-04 第六次更新:新增新手引导,11 步,用发光框标出该点的地方和该选的建筑,做完一步自动进入下一步,可以跳过、退出,也能在「帮助」里重看。

2026-10-04 第五次更新:新增 7 种随机事件(丰收季、春雨、旱季、流星雨、移民、商船、鱼群洄游)和组队模式(你和电脑 1 一队);游戏内帮助扩写成五节。

2026-10-04 第四次更新:新增遗迹(每局随机散落,领土扩到就能拿到补给、工具、金币、老兵、食物或古地图);军事建筑头顶用彩色圆点显示驻军和军衔;结束画面加入各方产量对比;困难电脑会多建一套兵器和金币产业,明显更强。

2026-10-04 第三次更新:加入四个民族(罗马人、维京人、努比亚人、日本人,各有自己的房子样式)、运输优先级、仓库存放设置(集中到这里 / 不收运走)和进攻胜算估算;电脑出兵前也会先算胜算;拆掉没盖完的工地会退回已送到的材料;“占领土地”改为按你们所在、走得到的这块大陆计算;修正电脑在木板用完后再也盖不了伐木场的问题。

2026-10-04 再次更新:新增 7 个挑战(三星用时、最好成绩)和每天一颗的「今日星球」,新增建筑一览和小地图;群岛星球真正分成了多座岛,海边留出沙滩方便盖港口;电脑会在前线修要塞、凑够兵力再进攻,开局有和平期;剑盾和啤酒集中到总部,不再因为分散在不同仓库而招不到兵;修正开局在密林里修不出路的问题。

2026-10-04 更新:加入航海(港口、造船厂、船运、远征)、战争迷雾、侦察兵和瞭望哨、援兵;新游戏可以选星球类型、资源、初始物资、对手数量和胜利条件,电脑对手有不同性格;新增消息记录、统计图、分配设置、建筑效率、问题标记和工作范围提示。

2026-10-04 首个版本:完整的道路与搬运系统、工具和职业、地质学家与矿井、领土与士兵军衔、进攻与占领、三档电脑对手、自动存档。

How to play

You start with a headquarters holding boards, stones, a few tools and a few dozen people. Your job is choosing where buildings go and joining them to roads; the settlers do the rest. Helpers walk out onto the roads as carriers, a helper with an axe becomes a woodcutter, one with a hammer becomes a builder. Every building needs something and makes something, and chaining them together is the whole game. Your first game opens with a short story: the colony ship finds the planet, lands, unloads and comes across the ruins (skip it any time; Help replays it). On a first try pick "First game": peaceful, and a guided tour walks you through your first woodcutter, road, quarry, sawmill and barracks, with a glowing frame round each thing to click; after that the goals in the top left take over. A first game started any other way offers the tour too, and Help can replay it at any time. After that, try a quick match or set up your own: six kinds of planet (continent, islands, highlands, woodland, desert, tundra), three levels of resources and starting goods, up to three computer rivals with their own characters (builder, expander, warlord, merchant), and a choice of win condition: conquest, holding land, minting 20 coins, or none. Every planet has a number, so you can play the same one again.

Roads and flags

  • Every building has a flag in front. Roads run only between flags, and wares and workers only travel on roads.
  • Each stretch of road has one carrier, who carries one ware at a time from flag to flag. A flag holds at most 8 wares; once it is full, the building at that flag has to wait.
  • More flags, more speed. A flag in the middle of a long road splits it and adds a carrier. Give the headquarters several roads so not everything squeezes through one.
  • Donkeys help on busy roads once you have a donkey breeder.
  • Roads cannot cross trees, rocks, fields or buildings, or leave your land. With "auto road" ticked, a new building is joined to the nearest road for you.
  • Transport priority: when several wares wait at a flag, the carrier takes the kind that comes first (building materials, food, army supplies, ore and metal, raw goods, tools). Change the order under Economy.
  • Warehouse storage: click a warehouse to set each kind of ware to "collect here" or "take out". Collect building materials in a warehouse near the front, for instance, and building there goes faster.

Building

Click the ground and the panel lists what fits there. Spots come in small (yellow markers), medium (orange), large (red) and mines on mountains (grey); the Spots button shows them all. The flatter and emptier the ground, the bigger the building it takes. Once a site is connected, medium and large buildings first get a planer who levels the ground, then a builder; boards and stones arrive one by one until it is done. Tear down an unfinished site and the materials already delivered are put out at its flag and carried back.

Workers and tools

Apart from helpers, every worker needs a tool: woodcutters an axe, stonemasons and miners a pick-axe, builders, armorers and geologists a hammer, planers and foresters a shovel, fishers a rod, hunters a bow, farmers a scythe, bakers a rolling pin, butchers a cleaver, metalworkers tongs, iron founders and minters a crucible. Warehouses slowly gain new helpers. When a tool is missing the panel says which; a metalworks makes the tools workers are waiting for first, and you can order spares under Economy.

Production chains

  • Materials: woodcutters fell logs, the sawmill turns them into boards, foresters replant. Quarries cut rock piles; a granite mine takes over when they run out.
  • Food: fisheries and hunters; farms grow grain, mills grind flour, bakeries bake bread from flour and well water; pig farms raise pigs on grain and water for the slaughterhouse.
  • Mines: each shift costs a miner one fish, meat or bread. Coal and granite mines yield two, iron and gold mines one, and mountains run out.
  • Metal: the smelter turns iron ore into iron with coal; the metalworks makes tools from iron and boards; the armory forges swords and shields in turn from iron and coal.
  • Army: the brewery brews beer from grain and water. A helper, a sword, a shield and a beer in a warehouse become a soldier. The mint strikes coins from gold and coal, which promote soldiers in military buildings.

Land and war

  • You can only build inside your borders, and not on the border itself. Barracks (2 soldiers), guardhouses (3), watchtowers (6) and fortresses (12) widen your land once their first soldier moves in.
  • Military buildings near the enemy fill up; those deep in your land keep one soldier and send the rest back to the headquarters. You can change both numbers under Military. The headquarters keeps five soldiers at home by default; they are never sent out, and Military lets you change that too.
  • Soldiers have five ranks, from private to general; higher ranks fight better.
  • Attacking: click an enemy military building and choose how many soldiers to send; the panel estimates your chance from both sides' ranks, the help nearby buildings may send, and the soldiers a nearby enemy warehouse can send in. They leave from your military buildings nearby, each keeping one at home. At the door the defenders come out one at a time; when none are left the building is yours and enemy houses in the land it holds burn down. Headquarters and storehouses burn when taken.
  • Catapults hurl stones at enemy military buildings in range; a hit kills a defender. They only wear a building down; soldiers still have to take it.
  • Reinforcements: when one of your buildings is attacked, nearby military buildings each send a soldier to fight at its door.
  • Recruiting: a warehouse with a helper, a sword, a shield and beer turns out a new soldier. Swords, shields and beer gather at the headquarters by themselves, so they never end up split between warehouses.
  • Peace at the start: the computer does not attack for a while (about 40 minutes on easy, 25 on normal, 12 on hard, sooner for a warlord). You are told when the game starts and warned when the peace ends.
  • Whoever loses every headquarters and storehouse is out.

Ruins

A dozen or so ruins of an older colony lie about every planet, in different places and with different things inside each game. Whoever's land reaches a ruin first gets what it holds: 8 boards and 6 stones, 3 tools, 4 coins, 2 veteran soldiers, a store of food, or an old map that lifts the fog around it. Click a ruin to read about it; gold dots on the minimap are the ruins you know of. The computer goes after them too.

Random events

New games have random events on by default (a custom game can turn them off). From minute 12, every 7 to 12 minutes something happens, the same for every player: a bumper harvest (fields grow twice as fast), spring rain (trees grow faster), drought (fields grow slowly), a meteor shower (fresh gold, iron and coal in three mountains), newcomers (6 helpers at every headquarters), a trading ship (iron, coal and gold for everyone with a harbour) or a fish run (more fish along the coasts). Events that last a while show the time left under the clock. Challenges have no random events; the planet of the day does, the same for everyone that day.

Teams

With two or more computer players, a custom game can put you and computer 1 on one team. Allies never attack each other and share what they see, while each keeps its own land; if your ally reaches the goal first, you both win.

Fog of war and scouting

With the fog of war on, land you have never seen is dark and land seen earlier is dimmed. You only see around your land, buildings and people. Click a flag and send a scout to walk a few loops outward; a lookout tower keeps a wide area in sight.

Seafaring

  • Harbours are warehouses by the sea where ships load and unload; a harbour holds a little land around it.
  • Shipyards build ships from boards, 6 per ship, up to 6 ships.
  • Shipping: with two harbours, whatever wares or workers one side cannot reach by road are fetched from the other side and shipped across automatically.
  • Expeditions: click a harbour and prepare an expedition. Once a builder, 4 boards and 6 stones are aboard, choose a destination and click one of the marked coasts. The expedition builds a new harbour there: a foothold on new land.
  • Archipelago planets are cut into several islands by winding straits. Your home island fills up sooner or later, so seafaring matters most here. Coasts usually have open beaches with room for a harbour.

Challenges and the planet of the day

  • Challenges in the menu are fixed planets with a set goal, each about one skill: pushing your border out, the full chain to coins, settling across the sea, war in a poor desert, a land race against an expander, holding off a hard warlord, and one against three on a crowded planet.
  • Each has a par time: finish within it for three stars, within one and a half times for two, and any finish earns one. Best times are kept in this browser.
  • The planet of the day changes daily and is the same for everyone on that day. The planet type, resources and goal change each time: a land race with the computer, taking its military buildings, minting coins, or settling across the sea.

Reading your colony

  • Building cards say what is within reach, for example "27 grown trees in reach"; hover a card to see its working area on the planet.
  • A red diamond over a building means a problem (no road, no worker, nothing left to work); amber means it is waiting. A red ring round a flag means it is full.
  • Building panels show efficiency: how much of the last two minutes it spent working.
  • Messages keep finished buildings, missing tools, jams and attacks, each with a button to look. Statistics charts land, buildings, soldiers and people, and what you made in the last ten minutes.
  • Economy has distribution settings: who gets a ware first when there is not enough. Give the armory more iron, for instance, to raise soldiers faster.
  • All buildings lists everything you have by type with average efficiency. Each building is a small square: green is working, amber is waiting, red has a problem. Click one to go there.
  • The minimap in the lower left unrolls the whole planet: everyone's land in their colour, unexplored darkness, and a white ring where you are looking. Click it to go there.

Finding ore

Mountains hide coal, iron, gold and granite, but you cannot see it. Put a flag at the foot of a mountain, connect it, click it and choose "Send a geologist". He taps a dozen spots nearby and leaves signs: black for coal, rust for iron, yellow for gold, grey for granite, white for nothing. Signs fade after a few minutes. Build mines where the signs are.

Controls

  • Desktop: drag to turn the planet, scroll to zoom, click to select, right-click to cancel. Hover over things to see what they are.
  • Phone: drag with one finger, pinch to zoom, tap to select; panels slide up from the bottom.
  • Keys: B shows spots, R builds a road, H goes home, Space pauses, Esc closes a panel, cancels a road or takes you from the menu back to the game. Switch between 1×, 2× and 4× speed in the top right.
  • Sound: two pieces of music take turns, the pastoral "Homestead" and the accordion "Harvest Waltz"; finished buildings, soldiers moving in, captures, ruins and random events each have their own instrument call. Close up you also hear the work you can see: axes, picks, saws, anvils and the clink of the mint. The speaker button in the top right turns all sound off, the note button only the music.

Tips

  • Put woodcutters at the edge of a wood, not in the middle, or no road can reach them. Foresters go right next to them.
  • A flag piled with wares means a jam: add a road or put more flags along long roads.
  • Large spots are precious; keep them for farms and pig farms and fit small houses into corners.
  • Expand toward ore early: without coal and iron there are no tools and no soldiers.

Design notes

Production runs fast enough for a game to fit a browser session. There are four peoples, Romans, Vikings, Nubians and Japanese, who differ only in how their houses look (steep Viking roofs, flat Nubian roofs with domes, two-tier Japanese roofs); the economy and army are the same. Pick yours in a custom game; computer rivals get one by chance. To make it easier to learn there is a peace period before the computer attacks, a headquarters guard, attack odds, challenges and the planet of the day.

FAQ

Is my game saved?

About every 30 seconds, and whenever you close or leave the page, the game is saved in this browser. Come back and choose "Continue saved game" in the menu. People who were out walking are back in their nearest warehouse after loading.

Will it run smoothly on a phone?

Phones get a coarser mesh and no shadows. Settings in the menu switch between Detailed and Smooth graphics; Smooth also helps on older computers. With a big colony, zoom in a little: less to draw means a smoother picture.

What inspired it?

The look of the planet comes from Oskar Stålberg's web toy Planet. The code, models and computer opponent of Planet Colony were written for GameHangar.

Version notes

Third update, 2026-10-05: clicks land more precisely, on slopes seen at an angle too, and never on ground hidden behind a hill; a Settings section in the menu (music volume, effects volume, graphics); "Back to the game" and "Continue saved game" now sit at the top, and starting a new game during one asks for a second click; the minimap is centred on your headquarters and shows unexplored land in slate blue; the side panel fits its content; the tour's bubble no longer covers the panel; fixed the supplies bar running under the clock on medium-width screens and the weather line covering messages.

Second update, 2026-10-05: every building and settler model refined (foundations, timber framing, shuttered windows, chimneys and props of the trade; settlers now have arms and legs, swing them as they walk and carry the tool of their trade); two pieces of background music, instrument calls and the sounds of work you can see, with a separate music switch in the top right.

Update, 2026-10-05: an opening story for your first game, told with the planet and captions (skippable, replayable from Help); illustrations and animation will follow.

Sixth update, 2026-10-04: a guided tour for the first game, eleven steps with a glowing frame round each thing to click; it moves on as you do each step, can be skipped or ended, and can be replayed from Help.

Fifth update, 2026-10-04: seven random events (bumper harvest, spring rain, drought, meteor shower, newcomers, trading ship, fish run) and team games (you and computer 1 together); the in-game help now has five sections.

Fourth update, 2026-10-04: ruins scattered at random on every planet, giving supplies, tools, coins, veterans, food or an old map to whoever's land reaches them first; coloured beads over military buildings show who is inside and their ranks; the end card compares what every side made; the hard computer runs a second arms and coin industry and is clearly stronger.

Third update, 2026-10-04: four peoples (Romans, Vikings, Nubians, Japanese), each with its own houses; transport priority; warehouse storage settings (collect here / take out); attack odds, which the computer now checks too before it marches; tearing down an unfinished site gives back the materials delivered; land goals now count the land you can walk to from home; fixed the computer never building another woodcutter once its boards ran out.

Second update, 2026-10-04: seven challenges with par times and best times, and a new planet every day; an all-buildings overview and a minimap; archipelago planets are now really split into islands, and coasts keep open beaches for harbours; the computer builds strongholds on the front and gathers soldiers before attacking, after a peace period at the start; swords, shields and beer gather at the headquarters, so recruiting no longer stalls when they sit in different warehouses; fixed starts deep in a forest where no road could get out.

Update, 2026-10-04: seafaring (harbours, shipyards, shipping, expeditions), fog of war, scouts and lookout towers, reinforcements; new games choose planet type, resources, starting goods, number of rivals and win condition, and computer rivals have characters; a message log, statistics charts, distribution settings, building efficiency, problem markers and working-area hints.

First release, 2026-10-04: full road and carrier system, tools and trades, geologists and mines, territory and soldier ranks, attacks and conquest, a computer opponent at three levels, auto-save.

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