Kiomet is an online real-time-strategy game, in which you expand your territory by sending units to capture towers.
Drag units to capture towers. To upgrade a tower, click it and then click an available upgrade. Upgrades have their requirements listed next to them.
You start with your in a shielded tower, and a few soldiers marching out to the towers around it. Every tower you hold makes shields, and many kinds make units too. Dragging from one of your towers to another tower sends every mobile unit in it along the roads. Shields stay behind to defend the tower. A force claims each empty tower it passes through, fights whatever it meets, and keeps going if it wins.
To earn points, capture more towers and hold them. Your score is the value of the towers you hold: most count for one point, and mines, factories, quarries, towns, refineries and cities count for more. A tower that is upgrading or disabled counts for nothing until it is working again.
Protect your King as losing it will cost you the game! You might want to move your to a
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which can survive a few
.
Everything is done with the mouse. Keys can be rebound under Controls in the settings.
On a touch screen, drag with one finger to send units or select, drag with a second finger to pan, and pinch to zoom.
There are 27 kinds of tower, each holding a different mix of units. The eight basic kinds are scattered across the map, and the rest are reached by upgrading. Click a tower to see its upgrades. Each upgrade lists the other towers it requires, for example a headquarters requires a radar somewhere in your territory. Only working towers count towards requirements.
Upgrading takes time, and while it is under way the tower is out of action: it makes nothing, sees no further than a mine, and does not count towards other upgrades or your score. A tower can also be demolished back to its basic kind with the red button in its menu.
Villages develop into towns, provided you have a Headquarters, and towns into cities: one tower every 30 seconds.
A tower only holds so many of each unit. Extra units circle it for a while, then start to vanish, so send them somewhere useful. A tower with no owner slowly loses both its units and its upgrades.
Some towers see further than others. Radars, early warning systems and satellites reveal more of the map around them.
There are 10 kinds of unit. Each has its own speed and strength, and each side spends its units in a fixed order when two forces meet, so a shield always absorbs damage before a soldier is lost. Some highlights:
A tower left with no defenders after a nuke is demolished to its basic kind. Bunkers take only a third of the damage from shells and nukes, and headquarters two thirds, so a well shielded one survives several.
Your is your only unit that cannot be replaced. A tower with your King in it makes shields but no other units, so keep it out of your barracks.
Towers at and next to your King have high morale: they make units and shields twice as fast, hold ten extra shields, and forces leaving them march faster and fight with an edge.
To move your King, drag from its tower like any other force; the King goes along with every other unit there. If the path leads through territory you do not own, hold the pointer on the destination for a moment until the King appears there, to confirm you mean it. Never send your King into an ally’s tower; it will not be welcome.
can automatically send units via supply lines. To create a supply line, click a tower to open its menu. Then drag from the tower as normal. If the resulting path has moving arrows, you’ve succeeded. Hold R to display all your supply lines. To delete a supply line, create the same one again or hold Shift + R.
A tower sends along its supply line whenever it fills up, so nothing is wasted. Units that arrive at a tower with a supply line carry on along it. Choppers leaving on a supply line pick up soldiers and tanks from the tower as long as they can still fly. A supply line is cleared when the tower changes hands or is upgraded to a kind that makes no units.
Select an enemy tower and click the to request or accept an alliance. Until broken, the alliance will prevent each side from attacking.
A request is one-sided until the other player accepts it. Allied towers are not open roads: units you send to an ally’s tower become theirs, and follow its supply line if it has one, so paths route around allied territory unless it is the destination. When an alliance forms, any forces already heading through the new ally’s land stop at the next tower. Either side can break an alliance at once from the same button.
When a player is defeated, their towers are left leaderless with whatever units were in them. These zombies do not attack, but you must defeat them to take the tower. They thin out over time.
Warnings appear at the top of the screen: your King is unsafe or under attack, or a tower is full or overflowing. Click one to jump to the tower concerned, or click ✘ to dismiss it. New players also get a short tutorial in the same place.
As you play you earn ranks: Candidate, Tactician, Strategist, Representative, Senator, and Supreme Leader. Tacticians spawn with more soldiers, Strategists have every tower unlocked, and Senators spawn with helicopters.
Until you reach Strategist, upgraded towers may be locked. You start with three keys, and keys appear on the map every few minutes: capture the tower holding one to take it. Spend a key to unlock a tower kind for good, or watch an ad if you run out.
Use the panel in the bottom left to send messages to other players. Remember to never share personal information in chat!
You are encouraged to join if you have a question.
How to Kiomet by Leecros on is a good video tutorial!