A browser-based island empire game in the spirit of the classic early-2000s German browser strategy games — slow real-time timers, table-driven UI, alliances-and-raids gameplay. Original name, assets, text and numbers.
Bots play alongside humans using the exact same rules and actions.
Play it live: https://nostr.social/tideholm/ — sign in with a pod (create one).
| Your island | The world map |
|---|---|
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Available in English, German and Czech — pick a language on the login
screen or in-game; the whole UI, error messages and even battle reports are
rendered in each player's own language (public/i18n.js holds the
dictionary; adding a language is one new block there plus a help page).
node server.jsThen open http://localhost:3000 and register with any name + password.
No dependencies. State is saved to data/world.json every 30 seconds and on
shutdown. Delete that file to start a fresh world.
World & server
| Var | Default | Meaning |
|---|---|---|
PORT |
3000 | HTTP port |
GAME_SPEED |
5 | Multiplies production, divides build times. 1 ≈ classic pace (hours), 5 = minutes. Lower it (2–3) for a slower, more deliberate world. |
BOTS |
20 | Bots spawned when a new world is created |
FREE_ISLES |
30 | Uncharted (colonizable) islands on a new world |
LAND_RESPAWN |
0 (off) | Uncharted islands added when the map runs out of them. Fires on world load, i.e. a server restart — so with it on, a deploy can reshape a live map and move the dominance threshold (all islands count toward WIN_SHARE). Off by default; see #36. |
WORLD_THEME |
generated | Map backdrop: generated (seeded fictional chart) or aegean (real coastlines; build other regions with tools/build-region.js) |
WIN_SHARE |
0.6 | Island share a player/alliance must hold for a dominance victory |
WONDER_WIN_LEVEL |
5 | Great Beacon level that wins the world. Raising it stretches the endgame: each level costs 1.55× more and takes 1.5× longer, and every completed level is announced world-wide. |
NIGHT_BONUS |
— | Night window HH-HH (e.g. 22-6) where defenders get a bonus |
ADMIN_TOKEN |
— | Enables the admin panel at /admin.html (stats, announce, reset) |
Season lifecycle (#8, #2)
| Var | Default | Meaning |
|---|---|---|
WORLD_START |
now | Launch time (epoch ms or ISO date). Before it, the world is frozen and shows a signup countdown so everyone starts together. |
SEASON_AUTO |
off | Auto-recycle a finished world into the next season |
SEASON_END_GRACE_HOURS |
48 | Bragging window a won world lingers before auto-reset |
SEASON_SIGNUP_HOURS |
24 | Pregame countdown for the next auto-started season |
Balance / difficulty (#7, #13) — all default to prior behavior
| Var | Default | Meaning |
|---|---|---|
PROTECT_GRACE_HOURS |
72 ÷ speed | Newcomer shield in real hours (independent of speed). Set e.g. 48 for two real days. |
PROTECTED_POINTS |
40 | Points below which a player can't be attacked |
BULLY_RATIO |
3 | Attack point-band: no punching up/down past this ratio |
MORALE_FLOOR |
0.3 | Min attack-power multiplier when outweighing the defender |
BOT_MORALE_FLOOR |
= MORALE_FLOOR |
Same, but vs bot defenders. Season 6 ran at 1 (the leader fights bots at full power) until 2026-09-08, then 0.3 like humans: a big player farming small bots pays the same morale tax as bullying a small human. |
WONDER_WIN_COUNT |
1 | How many winning-level Beacons ONE captain must hold at once. At 2, build both (~2× the wonder bill — the pacifist premium) or build one and capture a rival's: conquest carries buildings intact, so an enemy's rising tower is a prize as much as a threat, and stealing a lone finished beacon no longer wins by itself. Wonder stays personal — alliances have the crown. Clamped [1, 5]. See #178. |
WIN_BASIS |
all | What WIN_SHARE is a share of: all islands on the map, or populated (inhabited only). Under season-6 curves a crown priced against the whole map is a decoy — the flagship ladder to 23 islands costs a second beacon — while half the living world tracks beacon-cost all season and rises as colonies land. See #177. |
POOL_TRADE_SPEED / POOL_TRAVEL_MIN / POOL_TRAVEL_MAX |
8 / 30 / off | The Tidepool's sails (#176): minutes per field for pool deliveries, the floor, and an optional ceiling in minutes (0 = uncapped). Defaults reproduce #76's behaviour exactly (pool boats match TRADE_SPEED, 30-min floor, no cap). Distance stays real — the #30 brake holds — but the market's boats can be tuned apart from merchant convoys. Loosening mid-season strands nothing, so these are env knobs, not world stamps. Season 6 runs 2 / 10 / 100. |
TRANSIT_POP_FACTOR |
0 (free) | What fraction of its population an army costs while at sea — troops aboard attack, return, scout and colonize voyages charge pop × factor (ceil) against their home farm. 0 is the old behaviour: transit was population-free, so perpetual raiding pipelined a standing force unboundedly past the cap (train into the gap while the army sails; nothing re-checks on return). 0.5 — half rations at sea — keeps campaign surges possible while bounding the pipeline at ~2× cap; 1 is strict. Support is #40's domain at full cost under its own world flag. Clamped to [0, 1], junk falls back to free. See #174. |
FLAGSHIP_COST_GROWTH |
1 (flat) | The conquest unit rides the same positional curve as the Colony Ship, under its own knob — position is islands owned plus flagships already paid for (garrison, queue, aboard any movement), so batches cannot dodge. With settling taxed and flagships flat, width-by-conquest bypassed the expansion tax ~10× cheaper at position 10. Tune softer than COLONY_COST_GROWTH: conquest already pays in blood (1.2 puts the 10th flagship at ~29k all-in, the 15th ~73k). Same [1, 3] clamp as #61. See #173. |
FLAGSHIP_STORAGE_CLAMP |
1 (on) | A flagship's price is clamped to the launching isle's storehouse, resource by resource, while at least one of the three still fits. Under #173 every resource climbs the same ladder, so wood overflows first and gold four rungs later; those four rungs used to be unbuyable for a non-money reason ("no storehouse can hold it") and now cost a full storehouse of the overflowed resource. Once all three overflow the bare curve returns — unaffordable until the storehouse grows. Net: four more flagships per storehouse level, ~8% off the bill to isle 24, nothing off the calendar. 0 restores the bare curve. See #182. |
BOT_RESPAWN |
1 (on) | Whether a bot wiped to its last island receives a refuge. Set 0 and a wiped bot is eliminated — the season's BOTS become a finite population and attrition consolidates the endgame into PvP. Never gates humans. See #172. |
BOT_GARRISON_RATIO |
∞ | Cap a bot's standing defence to islandPoints × ratio (raiders exempt). Set e.g. 12 to stop bots turtling into unbeatable fortresses. |
TRADE_SLOTS_PER_HARBOR |
1 | Merchant slots granted per Harbor level (#30). A shipment occupies one slot for the round trip, so distance costs throughput, not just patience — supplying a distant island is genuinely expensive. Applies to trade and market shipments; the Tidepool is exempt. New worlds only: existing seasons load unlimited (tradeSlots: null) so a restart cannot tighten logistics under plans already in motion. 0 grants no slots at all. |
COLONY_COST_GROWTH |
1 (flat) | Colony Ship price multiplier per step along the expansion curve — cost × growth^(position-1), stepped per ship. Position is islands owned plus every colony ship already paid for (in a garrison, in a training queue, or sailing to settle), so ordering singly costs exactly the same as ordering a batch — counting islands alone let a player split orders for a 25% discount. 1.3 is the tuned brake on going wide: the 10th step costs ~29k all-in instead of 2.7k, the 15th ~106k. Steeper bites much harder than it looks (1.6 puts the 15th at 1.9M). Clamped to [1, 3] — anything outside falls back to flat, because an unbounded value made the ship unbuildable at any wealth while reporting "not enough resources" (#61). The train form quotes the real batch total, which is dearer than the single-ship price times the count (#62). Only meaningful from a fresh world. |
Example — a fair, self-running "casual" world:
GAME_SPEED=3 \
WORLD_START=2026-07-20T18:00:00Z \
PROTECT_GRACE_HOURS=48 BOT_GARRISON_RATIO=12 BOT_MORALE_FLOOR=1 \
SEASON_AUTO=1 SEASON_SIGNUP_HOURS=24 SEASON_END_GRACE_HOURS=48 \
ADMIN_TOKEN=... node server.js- One island per player on a 40×40 ocean grid.
- Three resources — wood 🪵, stone 🪨, gold 🪙 — produced in real time by the Lumberyard, Quarry and Gold Mine.
- Storehouse caps how much you can hold; Island Hall speeds up construction.
- Sequential build queue (max 3), costs rise ~1.55× per level.
- Build a Barracks to train troops: Spearman (all-rounder), Raider (offense + big carry), Sentinel (defense).
- Click any island on the map to attack it. Travel time depends on distance and your slowest unit; the battle resolves on arrival, the winner loots proportionally to surviving carry capacity, and survivors march home.
- Battle reports for both sides; incoming attacks show origin and ETA.
- Build a Harbor to launch Colony Ships, then click an uncharted (gray) island to settle it. First ship to land claims it; latecomers sail home. Switch between your islands with the dropdown in the header.
- Conquest is loyalty-based: every island has loyalty 0-100. Each winning attack with a surviving Flagship breaks 25-40 of it; at 0 the island is captured — buildings, stores and all — and the surviving army garrisons it. Loyalty regenerates over time, so conquest takes waves. A fresh conquest starts restive at 25. Armies returning to a lost island scatter. A player whose last island falls respawns on a fresh one.
- Support: station troops on any inhabited island as defenders (allies, or
your own islands as transfers), recall them anytime. Stationed troops
fight and die with the garrison; their owner gets battle reports. They
also keep consuming the population of the island that raised them, from
the moment they sail until they are recalled — so helping an ally costs you
the farm space at home, and sending troops away never frees room to train
more. Attacks are exempt. (Supporting your own island is a transfer: the
troops join that island's garrison and cost population there instead.)
Per-world (
supportCostsPop): on for new seasons, off for seasons that began before the rule existed, so a restart cannot change the terms mid-season. - Scouts spy out garrisons, stores, loyalty and buildings — contested by the defender's own scouts (counter-espionage).
- Wall strengthens all defenders and takes damage when the island is sacked. Farm caps population: every unit costs pop, bigger armies need bigger farms.
- Trade: ship resources to any inhabited island (allies or your own) from the Harbor — capacity 250 × 1.5^(level-1) per shipment. The Harbor also grants merchant slots (one per level by default), and a shipment holds one until the merchants sail home — so a far-off delivery ties up a merchant for twice the travel time, and how much you can move at once is finite. Market trades charge both sides a slot; Tidepool swaps are exempt.
- Quality of life: rename your islands, a battle simulator in the attack panel, the map centers on your island, and unicode player names.
- Morale: attacking a much smaller player blunts your attack (down to
MORALE_FLOOR, 30% by default). Optional night defense bonus viaNIGHT_BONUS=22-6. - Victory: a player or alliance holding
WIN_SHARE(default 60%) of all islands wins the world — or raises the Great Beacon toWONDER_WIN_LEVEL. Either way it's announced to everyone, with a banner in the UI. Start the next season from the admin panel's reset (which archives the old world and can open a signup countdown), or letSEASON_AUTO=1recycle a won world on its own. - Bots wage real war: they scout targets and remember the intel, skip fortresses, favor soft targets, and run flagship conquest campaigns against empires their own size — never against small humans (<150 pts).
- Bot personalities (#22): every bot rolls an archetype and temperament at
spawn. Most are settlers (varied build biases, own sleep phase and tempo);
a few are unmarked warlords who hunt above their weight; some are
barbarians — marked on the map, never attack, never retaliate: a safe
farm loop. Grudges pierce all safety bands: farm a bot, expect an answer.
Mix via
BOT_PERSONAS, global pace viaBOT_TEMPO. - Rankings tab: every player by total points. Mail tab: write to any human player. Alliance tab: found an alliance (name + tag), invite players, accept or decline invitations. Allies cannot attack each other, and alliance tags show on the map and rankings.
- Bots play for real: they grow their economy, keep garrisons, raid nearby islands for loot, hold grudges and strike back at whoever attacks them, and expand to uncharted islands (up to 3 each) — all through the same game actions humans use. Beginner protection: bots ignore players under 40 points and won't attack anyone more than 3× their size.
Attack power A vs defense power D (home garrison defends). If A > D the
attacker wins and loses fraction (D/A)^1.5 of the army; the defender's
garrison is wiped. Otherwise the attacker is wiped and the defender loses
(A/D)^1.5. Loot is capped by the survivors' carry capacity, drawn
proportionally from the target's stocks.
Defense counts the garrison plus all stationed support, then the Wall:
D = (defenders + 15×wall) × (1 + 0.08×wall). A sacked island loses one
wall level.
If a Flagship survives a winning attack it breaks 25-40 loyalty; at 0 the island changes owner: the Flagship is consumed, survivors stay as the garrison, and the island's buildings and resources transfer. Loyalty regenerates at 2/h (×speed). An attack that arrives at an island you already own (e.g. captured by an earlier wave) reinforces it.
- ✅ Core loop: login, resources, buildings, queue, map, bots
- ✅ Units + combat: barracks, troops, attacks with travel time, battle reports
- ✅ Colonization: harbor, colony ships, uncharted islands, multi-island play
- ✅ Conquest: flagships, island capture, respawn after elimination
- ✅ Bot war AI: raids, grudges and retaliation, bot expansion
- ✅ Alliances, messaging, rankings
- ✅ War depth: loyalty conquest, support troops, scouts, wall, farm cap
- ✅ Trade shipments + QoL: renaming, battle simulator, map centering
- ✅ Bot war college, dominance victory, morale, night bonus
See deploy/DEPLOY.md — a systemd + Caddy recipe for a VPS, or Fly.io.
The server enforces a single instance via a lockfile, keeps rolling world
backups in data/backups/, rate-limits registration/login per IP and
actions per player, and logs actions and errors (not polling) to stdout.
Set TRUST_PROXY=1 behind a reverse proxy so rate limiting sees real
client IPs and session cookies are marked Secure.
Run the engine test suite with node tests.js. Balance-test a simulated
world with node playtest.js [days] [bots].
Set ADMIN_TOKEN to enable the admin panel at /admin.html: world stats,
announcements to all players, and season reset (archives the old world to
data/backups/, keeps the hall of fame). Without the env var the admin
API is disabled entirely.
Tideholm doubles as "plugin zero" for JSS's plugin system
(JavaScriptSolidServer#206):
mounted at /tideholm inside a pod server, where your WebID is your
player — no password, auto-provisioned on first request. See
jss-plugin/ (adapter + manifest) and run the end-to-end proof with
npm install && node jss-plugin/demo.js (JSS >= 0.0.214 comes from the
devDependency; the game itself stays zero-dependency).
tests.js/tests.app.js— engine invariants and app-layer (HTTP, prefix mount, host identity) tests:node tests.js && node tests.app.jsgame.js— pure game engine (formulas, lazy time resolution, actions, persistence)bots.js— bot spawn + decision tick, built on the same engine actionsapp.js— application core: world lifecycle, sessions, JSON API, static files.createApp({ basePath, identify, ... })is transport-agnostic so a host process (e.g. a JSS plugin) can mount the game under a prefix with its own identity provider (WebID → player)server.js— thin standalone launcher: socket, signals, port hopping, rate limiting, lockfile, backupspublic/— vanilla JS single-page client (+help.html)tests.js— engine math and invariant testsAMM.md— the Tidepool: how the constant-product pool works, how its parameters were derived, and what to lift if you want one elsewhereTRAIL.md— the Trail: peg-in/peg-out, the signed courier loop, Bitcoin anchoring, threat model, and the open trust boundary (#154) — the spec for sealed gold's whole lifecycleNEWS.md— announcements sent to players in-game, with the exact text and what each one shippeddeploy/— systemd unit, Caddyfile, Dockerfile, fly.toml, deploy guide

