TunaWars

TunaWars

Command an Ancient nation.

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$1.99

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  • Released
  • Updated
  • July 27, 2026
  • August 4, 2026
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TunaWars — Wars of the Ancient World A turn-based strategy game of ancient warfare, from the clash of Greek city-states to the rivalries of Rome, Carthage and Persia. Rival nations vie for a hex world by conquest, trade and cunning. Every order — marches, stances, recruits, trades, wall repairs — plays out together when you end the turn, so victory rewards foresight over 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: an army reports in only when it moves, so distant hosts show where they were last seen, and one silent too long may already be gone. Roads double your reach. Distance is the real limit on how large a realm one ruler can hold. THE RULER IS A PERSON Your capital is not a star on the map — it is wherever your ruler stands. Move the court and it travels at half a courier's pace, dragging your command radius with it: a royal progress brings distant provinces briefly under close command. Take a city with the ruler inside and you capture the ruler. Their realm is leaderless while a successor is crowned, and the dispatches riding to that fallen seat fall into your hands instead. Every ruler has a character — cautious or reckless, proud or treacherous — hidden until their deeds reveal it. They age, die and are succeeded, each heir bringing fresh traits. Omens and the favor of the gods bend history in ways no two games repeat. TEN PEOPLES, TWENTY KINDS OF TROOPS Field hoplites and the Makedonian pike phalanx, Italic legionaries who storm walls, Punic and Mauryan war elephants, Iranian cataphracts, Celtic warbands, Nubian archers, and Scythian horse archers whose cities pick up and move. Every unit is rated on every terrain — a hoplite line unbreakable on the plain collapses in the forest. Troops carry experience from Raw to Elite: survivors sharpen, replacements dilute a veteran company. WAR, SIEGE AND SUPPLY Ambushes, skirmish tactics and zones of control shift the tide of battle. Ride cavalry to outmarch and raid, and keep your armies fed along their supply lines or watch them wither. Cities stand behind walls stormed level by level: a stout garrison bloodies attackers from the ramparts, unmanned walls fall fast. Encircle a city and starve it out, or raise your own in stone. ALLIANCES AND HEGEMONY Beat a rival to its last city and it may submit, becoming an ally in the manner of Rome's socii or the League of Delos. Allies pay tribute, let you recruit in their cities and count toward your dominion — but a resentful subject may revolt. TRADE, GOLD AND THE TUNA RUN Work grain, fish, cattle, stone and metal from land and sea, and barter surplus on an open market where every nation competes. Hire mercenaries with gold when your levies will not do — and pay them every turn, or watch them desert. Harsh seasons punish armies caught in the open. And once a year the great tuna shoals run the coast — a windfall for every port you hold free of blockade. AN ENEMY AS BLIND AS YOU ARE The AI plays the game you play. It sees only what its own units can see, it estimates a garrison it has not scouted, and its orders ride the same couriers yours do. Honed by evolutionary training rather than hand-fed bonuses, opponents do not cheat — they scheme. YOUR CHRONICLE, WRITTEN AS YOU PLAY An on-device AI chronicler recounts your turns as vivid Greek prose. Watch any turn replay itself blow by blow, then read what the chroniclers made of it. No cloud, no account — it runs privately on your device. ENDLESS WORLDS, SOLO OR TOGETHER Play a hand-crafted, Aegean-inspired map or endless procedurally generated ones. Face the AI, or challenge other players — locally in Hot Seat or online through Game Center. Fog of war keeps every campaign tense.
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What's New in TunaWars

2.0

August 4, 2026

TunaWars 2.0 — Command at a Distance This is the largest change the game has had. Orders no longer teleport. COURIERS AND COMMAND • Marches, stance changes, recruits, and building decrees now travel by courier from your ruler's seat and take effect when they arrive. Roads double your reach. • The map shows what you last knew, not what is true. Armies report in only when they move; a host that has been silent too long is shown as presumed lost — and you can still send orders into the uncertainty. • Word of battles, sieges, and betrayals reaches you late, marked with how old it is. THE RULER'S SEAT • Your capital is now wherever your ruler stands. Moving the court is a journey at half courier speed, and your command radius travels with it. • Lose the city your ruler is in and the court flees — command is disrupted until it arrives somewhere safe. • Take a city with the enemy ruler inside and you capture the ruler, plunging their realm into a deeper interregnum. Their in-flight dispatches are seized and read. TEN CIVILIZATIONS • Makedonian, Italic, Punic, Mauryan, Iranian, Celtic, Scythian, and Nubian join the Hellenic and Tribal peoples. • Twenty unit types: pike phalangites, legionaries, war elephants, cataphracts, horse archers, longbowmen, quinqueremes and more — each rated per terrain. • Scythian cities are nomadic and can pick up and move. • Units now carry experience from Raw to Elite. Veterans hit harder; replacements dilute them. A FAIRER, SHARPER AI • The AI now plans on what it can actually see, estimates the strength of garrisons it has not scouted, and suffers the same courier delays you do. No hidden bonuses — it schemes instead of cheating. GOLD AND MERCENARIES • A gold economy, hireable mercenary companies with ongoing upkeep, and professional troops. DYNASTIES • Rulers age, die, are assassinated, or are toppled by catastrophe. Heirs bring fresh traits. Your own house is visible; rivals' remain hidden. TURN REPLAY AND CHRONICLES • Watch any turn replay itself, blow by blow, then read the chronicle written on your device. UNDER THE HOOD • Rebuilt save system: faster world list, explicit saves at every action, and a clear warning instead of silent failure if storage is unavailable. • Hundreds of rules fixes across movement, combat, supply, sieges, and multiplayer determinism.

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