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This tutorial covers the very basics of most aspects of the game. If you are interested in more detailed descriptions of any of the games elements, check the in-game help page.

Xeno Wars is a strategy game. It contains elements of a Role Playing Game (RPG) genre, it allows interaction with thousands of other players via Internet which makes it Massively Multiplayer Online (MMORPG), but primarily it's a good, old, turn based strategy. Those of you who have played Civilization or Heroes of Might and Magic series will know this already, for those who are not familiar with the concept though here is a brief explanation of the turn system.


Turn based strategies, as opposed to real time strategies, give the player time to contemplate next move, to think through the strategy. In turn games time only flies when player allows it, when he's ready to proceed to the next turn (and hits End Turn button).
When End Turn button is pressed your base moves ahead in time, your subjects perform their jobs (terraforming, building etc.), pay taxes and procreate. In the time between the turns your base is frozen in time, no matter if you leave the game for an hour, a week or a month.

To keep all bases progressing at the same pace each player is "given" one turn every hour. Those turns accumulate until maximum number of turns is reached. Initially this number is 15, however it can be increased as your base evolves.

It doesn't matter if you log in every hour to perform your activities, or wait hours between making your turns, you're going to expand your base at the same pace as other players.


Before you create your base the game will ask you which world you would like to play on and will provide a suggested world. You should only be concerned with this if you already have friends playing on a specific world, you will want to find it on the list and after you have selected it, press Start. Otherwise, just go with the suggested world. Don't worry, you will have an option to create the base on another world after you have started playing.


Xeno Wars lets you take raigns of one of the base in the world filled with all sorts of strange creatures. You can command one of the six races: Empire, Orkons, Elves, Tyrants, Renegades, Technocrats and Psionics. Each race has its own distinct characteristics which affect the game and your Base in both positive and negative ways.

BBefore you create your Base you might want to read what are each race strong and weak points to find the one that fits best what you intend to do with your Base. For example, if you intend to wage war on other players as your main goal you might want to select a race which has bonus to military attack power. If you intend to focus on advancing your bases's economy more than anything else you might want to select a race with economic bonuses (traders, terraformers, miners, builders, scientists).


nce you have selected your race it's time to establish your Base. It's important to note here that there is no map in Xeno Wars, your base exists in a "virtual" location. The reason behind it is simple: in a MMO game, where thousands of players interact it would be very limiting to put a player on a map, in neighborhood of just a handful of other players. Removing map from the equation allows you to trade, ally and fight with ALL Bases in the World, which proves a much more rewarding experience.

The main characteristic of your Base is its size. It is described by the amount of land you possess counted in acres. You may acquire land either by buying it, or by taking it from other Bases during a war.

nitially, as your young Base expands, you will buy land. This can be done in the Base tab, in 'Base' section. Every acre you buy has its cost in gold. The bigger your base is, the more expensive each acre gets. As your domain grows you will find that it's easier to expand by waging a war than buying the land.

The size of your Base is limited by the level of your Base. You will need to upgrade your Base rank if you intend to expand beyond your current land limit. Upgrading your Base requires a certain amount of all of the resources and in some cases, a rare power orb obtainable either by exploring, trading with other Bases or a reward from the Shop.


There are 4 kinds of resources at your disposal: credits, food, minerals and energy. If you want to be a successful ruler you need to make sure you utilize all of those resources properly.

Credits will be your main concern as it ties in with every aspect of running your Base. You will obtain credits through taxes (each of your subjects pays certain amount of credits each turn), traders and when you have built them, mines. You will need credits to buy new land and to trade with other Bases (trading with other bases is a crucial part of the game as you will learn). Once you decide to build an army, you will require credits to pay their salary each turn.

Food is critical resource in each Base, as every single one of your subjects needs food to stay alive. You will need to make sure you have enough Terraformers to sustain your population. If you have less food than is required to feed your subjects at the end of the turn, they will start dying.

Minerals are supplied by Miners.They are used as a material to build all the buildings in the game. If you run out of minerals, the current construction project will come to a halt.

Energy, is required to preform actions. Your Base's engineers will provide and utilize energy. Like other resources, energy can be stored, sold to other bases or stolen in an attack


The population of your base is essential to victory. With each turn it grows by a certain amount (based on the amount of land in your base and the current population). Your new subjects start off as unemployed, but can, and should be assigned certain jobs. The available professions are: Terraformers, Miners, Builders, Scientists, Engineers, Traders and Soldiers.

Terraformers grow food needed to keep your population alive. The more terraformers you have, the more food they will produce each turn.

Miners provide your base with minerals. The more miners you have, the more minerals they will produce each turn.

Builders create all the buildings in your base. The greater the number of your builders, the faster selected structure will be created.

Scientists work on discovering new advancements for your base. The more scientists work on a research project, the fewer number of turns will it take for it to be completed.

Engineers produce energy. The more engineers you have, the more energy you will produce each turn. It's important to note that in order to preform an action, you need to have at least one engineer for every acre of the base you're taking action upon.

Traders provide your base with credits. The more traders you have, the more credits you will earn each turn..

Soldiers make up your army. Each soldier you train is assigned to civil defence, your basic military force. Civil Defence can be turned into more powerful units, which can be discovered by your Scientists.


Your base becomes more powerful as you construct additional buildings, each providing a specific bonus. You will need to hire builders in order to construct them. Each building has a specific 'build cost', so the more builders you hire, the faster it will be completed.


Discoveries are your bases way of advancement. They are divided into three categories: buildings, action and military. Each discovery has a specific "requirement" of how many discoveries you need to complete before researching it.


Before you start your struggle with other bases you will need to name your Hero. He is going to be your most powerful and valuable subject. Hero will lead your armies to battle, explore new lands, find alien artifacts and through his skills, increase effectiveness of your people

Your Hero is characterized by a number of statistics:

Life - The amount of hit points your hero possesses. Each military conflict and exploration attempt carries a risk of injuring your hero, or even his death. He can be healed and resurrected but remember, as long as your hero is dead, you cannot send your army into combat, nor command your hero to do anything. Each point spent into rising Life grants your hero 5 hit points.

Motivation - Motivation represents the number of actions your hero can undertake at a given time. Each study, exploration or gambling attempt consumes 1 Motivation point. Hero's Motivation is replenished 1 point every 5 minutes until it reaches the maximum (initially 5). It costs 3 points to increase Motivation attribute by 1.

Combat - This skill represents your hero's ability in hand-to-hand combat. Each point decreases the chance of your hero being wounded during either a battle or an exploration attempt. It costs 1 point to increase your Hero's Combat skill by 1.

Strategy - The ability and skill of your Hero to lead your army. Each point of Strategy increases the combined strength of your whole army by 1%. It costs 1 point to increase your Strategy skill by 1.

Action - The ability of your hero to reinforce the power of your engineers. Each point of your hero Action skills increases the energy generation by 0,5% and the total Action power of your base by 1%, both when is used offensively or defensively. It costs 1 point to increase your Action skill by 1.

Leadership - The ability of your hero to inspire the civilian population. Each point spent in Leadership increases the productivity of terraformers, miners, builders, scientists and traders by 0,5%. It costs 1 point to increase your leadership skill by 1.


There is a number of activities your hero may undertake. Initially you will only be able to Study and Explore new lands, later as you grow your base and raise an army you will also be able to attack rival bases. Other activities for your Hero need to be unlocked. Each activity will consume one Motivation point.

Studying - your hero spends time improving his skills through theoretical knowledge. Studying carries no risk of your hero sustaining any injuries and grants a high amount of experience. The more your hero studies, the higher the rank of the skill and the more experience it grants. Every level of Study grants your hero one extra skill point.

Exploring - This action allows the hero to venture into dangerous lands in search of credits and various powerful artifacts. Each land has requirements that must be met. Your Hero must be at a required level, have adequate Combat skill and sometimes be accompanied by a group of soldiers. Some of the lands have their own specific list of treasures which might be found there. Exploring carries a risk of your Hero getting injured or killed. Every exploration attempt awards credits and experience.


Action is one of the important tools you can use to support your own base, help your allies, or damage your enemies. Actions are divided into two categories Defensive and Offensive.

Defensive is used for peaceful purposes: gaining resources, enhancing the productivity of the civilian population, and shielding your kingdom from attacks.

Offensive has only one purpose: to damage your enemies. You will use Offensive Actions to destroy enemy base supplies, hinder their profession productivity, kill its people and even destroy their buildings.


Sooner or later your base will need an army. Your Hero might need a few strong men to help him explore one of the lands. You might want to protect yourself from attack of another base. Or you might decide to attack someone yourself. For all this you will need soldiers.

Once you assign your unemployed subject to be Soldiers, they will become the basic military unit at your disposal: Civil Defense. While Civil defense is a fairly weak unit on its own, it has no upkeep cost and can be upgraded into one of the more powerful units, once you discover them. Each of the advanced units needs to be trained, which is a onetime cost, then for each of those units salary needs to be paid every turn.


When you start playing Xeno Wars, you have to accept the fact that if you want to become Xeno Lord you WILL have to take part in combat. Fighting other players is the core of gameplay. Even if you do not wish to attack anyone, there will be others who will send their armies to stop you from beating them to the ultimate goal.

There are two forms of military encounters in Xeno Wars: raid and invasion. Each of those attacks can only be performed once in a turn.

Raid is a quick attack on an enemy base with the aim to steal resources. Your loot depends on the amount resources gathered by target base and the size of that base. If you're picking bases smaller than your own, the loot is going to be significantly lower than if you raided someone bigger than you.

Invasion is the ultimate form of military attack. While invasion will also yield loot, its main purpose is to steal land from your enemy. This attack can only be performed during an active Alliance war.


An alliance is a group of bases working together under one banner. Allied bases can form pacts to enhance their economy, action or military power. All bases in the alliance have a chance to improve their worker productivity through Guilds. The most important matter however, is that only an Alliance can raise the Nether Portal, key to achieving victory in Xerno Wars.

There is one more aspect of the game reserved for Alliances: War. Single base cannot be in the state of war with another base, this political action is reserved for groups of bases, Alliances. The purpose of a War is gaining land and resources by taking it from another Alliance. After you declare war on another alliance there is a 24 hour period for preparations. When that time is finished you have 24 hours to attack or use Offensive Actions on any given base belonging to a hostile alliance. Only during the 24 hour period of active war it's possible to launch invasions.