TunaWars

TunaWars

Command an Ancient nation.

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$1.99

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  • Released
  • Updated
  • July 27, 2026
  • August 19, 2026
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TunaWars — Wars of the Ancient World A turn-based strategy game of ancient warfare, from the Greek city-states to the rivalries of Rome, Carthage and Persia. Every order resolves together when you end the turn: foresight beats reflexes. COMMAND AT A DISTANCE You do not command your armies. You send them orders, and the orders travel. A march order to a frontier host rides out by courier and takes effect when it arrives — two turns later, three if the roads are poor. Until then it does what you last told it. News comes back the same way: a distant host shows where it was last seen, and one silent too long may already be gone. Your capital is wherever your ruler stands. Take a city with the ruler inside and you capture the ruler. TAKING A CITY IS NOT KEEPING IT Every city has a loyalty and a citizenry split between the few and the many. How you took it decides what you inherit: a city stormed is cowed first and bitter after; one that opened its gates to a stratagem is half yours already. A restless city produces at three-quarters, a seething one at half — and a seething city does not merely riot. It defects to whoever its people would rather be ruled by, or raises a rebel band in your own fields. Buy them with largesse, distract them with festivals, purge the council, remit the tax — or garrison the place and learn that a garrison stops the revolt without stopping the resentment. Declare your ruler for the Few or for the Many, and half the world hardens against you. GIVE AWAY WHAT YOU CANNOT REACH The far province is the one you cannot govern, because every order you send arrives late. So stop sending orders. Name a general satrap over it and he decides for himself — recruiting, moving armies, answering raids — while your couriers are still on the road. He remits what you ask, or what he thinks fit. You see his renown when you appoint him. You never see his ambition. THIRTEEN PEOPLES — AND ROME Hoplites and the Makedonian pike phalanx, Punic and Mauryan elephants, Iranian cataphracts, Celtic warbands, Scythian cities that pick up and move — and now Republican Rome, whose maniples rotate fresh ranks forward and win the fourth round of a battle rather than the first. Rome's consuls serve a term, not a career, and it builds no siege engines: it must take them from someone who does. Every unit is rated on every terrain — a hoplite line unbreakable on the plain collapses in the forest. WHAT YOU SEND, AND WHO LEADS IT Send a spy where an army cannot go: he passes walls and garrisons alike, and reports by courier, so even fresh intelligence arrives old. Send a named general who picks his own moment — the impetuous charge, the refused wing, or the decision to decline battle and slip away. Send a siege train against a great wall, because little else will bring one down. Raze a captured city for its wealth, or found your own and name it for your ruler. Grain and metal are not numbers in a treasury. They cross the map as convoys — routed, escorted, raided and seized. A captured convoy keeps hauling for its new owner, and can be taken back. Cut an army off and it lives off the land, stripping the ground it stands on. AN ENEMY AS BLIND AS YOU ARE The AI plays the game you play. It sees only what its own units have seen, it estimates a garrison it has not scouted, and its orders ride the same slow couriers yours do. Honed by evolutionary training, not hand-fed bonuses, rivals do not cheat. YOUR CHRONICLE, WRITTEN AS YOU PLAY An on-device AI chronicler recounts your turns as vivid ancient prose. Watch any turn replay itself blow by blow. No cloud, no account. ENDLESS WORLDS, SOLO OR TOGETHER Play historical maps built from real coastlines, real elevation and real rivers — Thermopylae is narrow because Thermopylae is narrow — or endless generated ones. Once a year the great tuna shoals run the coast, a windfall for every unblockaded port. Face the AI, or challenge other players in Hot Seat or through Game Center.
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What's New in TunaWars

2.7

August 19, 2026

TunaWars 2.7 — The Loyal and the Restless A conquered city has opinions. A distant province needs a man you cannot fully trust. And Rome has arrived. CITY POLITICS AND LOYALTY - Every city has a loyalty — devoted, content, restless or seething — and a citizenry leaning populist, balanced or elite. - How you take a city sets what you inherit: stormed cities start cowed and bitter, one taken by stratagem starts halfway loyal. - A captured city passes through Cowed, then Recovering, then settles — or does not. A restless city produces at 75%, a seething one at 50%. - A seething city defects to a sympathetic neighbour, or raises a rebel band on your own ground under its own banner. - Govern with Largesse, Festivals, a Purge of the council or a tax remission — each on a cooldown, none free. - A garrison at strength holds off the revolt — but a long occupation breeds the resentment it suppresses. - Declare your ruler For the Many or For the Few. Cities lean one way or the other; the declaration is reversible, at a price. - Foreign cities show only a loyalty band, dated by courier — or nothing until you scout them. - Politics can be switched off for a new world. The Aegean showcase seeds the Peloponnesian War: Athenai for the many, Sparta for the few, Kerkyra between. SATRAPS - Appoint a general as satrap over a distant province and he acts on his own initiative — recruiting, moving armies, answering raids — rather than waiting on orders that arrive too late. - A satrapy is not a region you draw: it is everything his seat can reach by courier before yours can. - His fealty drifts with distance, success and neglect. Recall a satrap grown comfortable and he may refuse — and take his province with him. - You see a candidate's renown before you appoint him. You never see his ambition. - AI rulers appoint satraps too, and the shipped opponents were trained in a world with them. ROME - Republican Rome joins as the thirteenth people. - The Maniple relieves its own line: it tires slowly and grows stronger the longer a battle runs. Rome loses the first round and wins the fourth. - Velites screen the legion. Rome fields no elephants or heavy horse, and builds no siege train: it must capture one. - Consuls are relieved on a fixed term. Rome never produces a legendary lifetime commander, and never charges impetuously. - The socii raise troops as Rome's own; Roman units recover at full rate at home. - Roman armies are numbered Legions under Legates; the fleet is the Classis. - Three new campaigns: the Second Punic War (218 BC), the Second Macedonian War (200 BC) and the Roman–Seleukid War (192 BC). SUPPLY BECOMES CONVOYS - Goods no longer move through an invisible ledger. Every shipment is a convoy on the map — routed, delayed, escorted, raided and seized. A captured convoy hauls for its new owner, and can be retaken. - Your treasury holds gold and nothing else. Grain and metal live in the depot network, so buying at the frontier drains it. - Territory the network cannot reach founds its own depot and feeds itself — and when the corridor reopens, sends home one fat, slow, tempting convoy. - Fleets eat. Escort and Raid Supply are new orders. A MAP MADE OF REAL GROUND - All four historical theatres rebuilt from real coastlines, elevation and rivers, with 131 cities at their true positions. - One uniform scale everywhere — a hex in Bactria is the same distance as a hex in Attica. - Corinth, Thermopylae, the Cilician Gates, the Hellespont and the Khyber are guaranteed chokepoints, not accidents of generation. ALSO - A siege train: a slow, costly engine park that makes a great wall assailable. - Armies out of command range can be merged and split, by courier. - New worlds start with larger armies; faster rendering on big maps. - Fixes: battle reports name both sides and lead with the order of battle; tactics and commander sheets scroll on iPhone; borders scale under pinch-zoom. - Enemy spies are now hidden from you, as yours are from them.

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