Merchant Kings of Africa

Five ages of trade, statecraft and war

RULESET 38New worlds are created at ruleset 38. Every change in the last ten rulesets is switched on from day one.

A browser kingdom-builder set in the trading empires of historical Africa. Claim hexes on a fogged map, raise cities in mudbrick and granite, and staff every building with real people — because in this game labour is the scarce resource. Then run the caravans, set the terms, and hold the routes that carry gold, salt, ivory, kola and indigo.

100human kingdoms to a world
5ages of research, stone to gold
54buildings, each staffed by real people
0downloads — it runs in the browser
The arc of a kingdom

Five ages, five ways to build

Research carries a kingdom from packed earth to gilded stone. Each age changes what you can raise, and the buildings look like the age that built them.

I

Stone Age

Thatch and timber — packed earth, woven fence, the first granary you dare not lose.

Thatched hut · palisade · granary · well · watchtower · market stall
II

Iron Age

Mudbrick and adobe — sculpted mass, toron beams, the first monumental weight.

Smelter · tannery · salt works · warehouse · barracks · gold mine
III

Kingdom Era

Mortarless granite — coursed drystone, conical towers, walled compounds fitted without mortar.

Caravanserai · royal palace · mint · scriptorium · weaver's house
IV

Imperial Era

Plaster and minaret — the trade-empire apex; architecture of commerce and of learning.

Grand temple · harbor · university · war college · saddlery
V

Golden Age

Gilded stone — the trans-continental hub, at the scale the routes finally justify.

Grand bazaar · grand citadel · great library · naval yard · treasury
What you actually do

Four things, all of them yours to get wrong

The fogged hex overworld

Settle what you can hold

The overworld is a fogged hex map. You claim tiles, send settler parties, and found cities on the ground worth having — deposits, water, a route that other people need. Your territory is traced as one continuous band, so a glance tells you whose border you are standing on.

Settling is blocked while a foreign army stands on the hex, and the button says so before you tap it.

A kingdom-era city with townsfolk in the streets

Staff every building yourself

Nothing is produced by a number. Every unit of grain, iron and cloth comes from a person standing in a building, walking there from the housing you built. Understaff a smelter and it simply does less; overstaff a farm and someone else goes idle.

The city readout shows workers actually on site against workers ordered — a farm you staffed this morning may still be walking.

The overworld at overview zoom with a river route

Trade on terms you set

Caravan routes carry a resource, a daily volume, a reserve the origin city keeps for itself, and as many guards as you care to post. Feeding a distant ally can no longer quietly starve the city doing the feeding, and a guarded route is drawn with a shield.

Guards cost half upkeep while posted. Underfund the garrison and it thins out through desertion.

A golden-age city

Sign, or fight

You only see kingdoms you have actually met — by scouting their territory or by an envoy reaching you. Treaties, rights of passage, research pacts and vassalage all go through the diplomacy table, with a written note attached to the offer if you want one.

War closes the table: no trade agreements or alliances with a kingdom you are at war with. Peace and vassalage still go through.

The current build

Screenshots, unretouched

These are captures of the game as it plays today, taken from the current build and not touched up. The city art is early and the map is plainer than it will be. The simulation underneath is thirty-six rulesets deep, and that is the part these plates are meant to show.

The overworld hex map with fog, coloured borders and named settlements.
The overworldFog, borders and named settlements. Territory is traced with one band around a realm's outer edge.
The city view's Workers tab.
The city, staffedFifteen of sixty-four villagers on the farm; the other forty-nine are idle. Well fed, and still shrinking at 4.3% a year — the card underneath says why.
The Economy tab's Routes panel.
Caravan routesTwo routes: wood going out at five a day with four per cent lost on the road, and a millet route still waiting for its first delivery because there is no millet to send.
The research window showing the tech tree grouped into five ages.
Five ages of researchCapstone technologies are outlined — researching one carries the kingdom into the next age.
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Up to a hundred kingdoms to a world. One is crowned.

Worlds run in real time and keep their ruleset for life. Pick your colour, name your kingdom, and place your first tile — it takes about a minute, and there is nothing to download.

Found your kingdom