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Seas of Glory Wiki

faq

FAQ

Frequently asked player questions for Seas of Glory.

Seas of Glory is a mobile medieval naval strategy game where players build coastal ports, command fleets, raid rival ports, and coordinate through Armadas. The public site describes it as a persistent PvP world where every port can be conquered, including yours.

Where can I read the public game overview?

Section titled “Where can I read the public game overview?”

The main public site is seasofglory.com. It covers the game premise, playtest status, platform plans, Armada focus, and high-level FAQ.

Seas of Glory is planned for iOS and Android. The public site says there is no PC, console, or browser version planned at this stage.

Yes. Seas of Glory is a persistent multiplayer strategy game with player-vs-player conflict. Solo play exists alongside group systems such as Armadas, diplomacy, trade support, defense, and conquest.

The public site describes the world as having no safe zone and no pause button. Defense, storage planning, spying, and Armada support can matter even when a player is not actively attacking.

The public site says Seas of Glory is not pay-to-win. The game is currently free during playtest and early release, with a fair subscription model being explored.

The public site points players to the official Seas of Glory Discord for playtest registration. It also says early community members can receive Founding Captain recognition.

The public site says global Early Access is planned for late summer 2026, with a closed playtest already running through Discord.

This site is structured as the public player knowledge base for Seas of Glory. It explains how systems work in player language, while the public marketing site remains the main place for playtest and launch information.

Reference pages are refreshed from the current game data whenever the wiki is rebuilt, so ship, building, and resource values can stay aligned with the live game.

Getting Started introduces core systems. Port Growth explains HQ, Docks, Warehouse, Farmland, and production. Fleet Building explains ship roles.

Early building choices are affected by several systems. HQ shapes progression, Docks affect ships, Warehouse sets resource capacity, Farmland affects population, and production buildings create wood, cloth, and metal.

Armadas are player alliances. Members coordinate attacks, defend important ports, support each other with resources, use forums for planning, manage diplomacy, and combine conquest pressure. The full guide is Armadas.

Diplomacy statuses describe how one Armada treats another in a specific world. Alliance enables committed cooperation, including Trade Routes between Armadas, once accepted. Ceasefire pauses fighting once accepted. Friendly and Unfriendly are map signals. War marks open hostility. See Social and Diplomacy for the full status table.

Yes. Solo players can build, raid, spy, trade, and defend. Armadas add resource support, defense coverage, diplomacy, forums, and combined conquest pressure.

Combat compares attacking fleets with port defenses, stationed ships, supporting ships, Port Defenses, and port strength. Spy Ships reveal information, combat ships add attack power, cargo capacity affects loot, Fire Ships can damage Port Defenses, and Flagbearers create conquest pressure. See Combat.

Spy Ships are for spying. A spy-only attack can reveal useful target information if the Spy Ships survive. Mixed into a normal attack, they fight as weak combat ships instead of acting as a clean spying mission. See Spying for when to spy and how to use reports.

Fire Ships are siege ships. Their special value comes after a winning attack if they survive and can damage Port Defenses. They need combat support because their siege value does not matter if the attack loses.

Conquest uses Flagbearers and influence. Winning with surviving Flagbearers can build conquest pressure, and repeated attacks may be needed before influence fades. A final successful conquest changes who owns the port. See Conquest.

Territories are named map areas used for endgame Armada control. Holding ports inside a territory can give an Armada control of that area, and territory control feeds the world-level Armada race. See Territories.

Territories are a map control and Armada competition system. The direct value comes from held ports, protected routes, and the pressure an Armada can project from that area.

Your Warehouse may be full. Production, trade, raids, voyages, and market activity all interact with storage capacity. Resources above the Warehouse cap cannot be stored.

Trade Routes move resources between ports over time. They depend on Trade Post progression, Trade Ships, relationships, storage capacity, and route commitments.

The header search works with ship names, building names, resources, or systems. Example searches include Spy Ship, Fire Ship, Docks, Warehouse, Armadas, Trade Routes, and Conquest.