A modern remake of Warfare 1.0 (1995) by Carric Moor Games. Turn-based hex strategy with city management, unit recruitment, tactical combat, and AI opponents — playable in the browser or as a standalone Windows desktop app.
Browser (no build required):
cd warfare
python3 -m http.server 8000
# Open http://localhost:8000Windows Desktop (standalone .exe):
Download Warfare_2.0.0_Windows_x64.zip from Releases, extract, and double-click warfare.exe. No browser or dependencies needed — runs in its own native window.
Or use the NSIS installer (Warfare_2.0.0_x64-setup.exe) for Start Menu shortcuts and uninstaller.
No frameworks. Just vanilla HTML5 + Canvas + ES Modules, wrapped in a Tauri desktop shell.
- Hex grid map — procedurally generated continent with islands, bridges, and varied terrain (plains, hills, forests, mountains, swamps)
- 50+ cities — configurable count (20-80), each with population, economics, defense, knowledge, satisfaction, and garrison stats
- 7 unit types — Commander, Scout, Raider, Army Corps, Artillery, Mechanized, Defender — each with unique movement, combat stats, and terrain costs
- Tactical combat — unit-type matchup matrix, terrain bonuses, city fortification, equipment capture, truce/surrender mechanics
- Economy — tax collection, investment allocation across 4 sectors, city growth, revolt system
- AI opponents — 4 personality types: Genteel, Aggressive, Insane, Benevolent
- Unit management — recruitment, replenishment, splitting, merging, troop transfers, standing orders
- Sectors — Map divided into a sector grid. Control all cities in a sector to rule it. Tax bonuses for controlled and adjacent sectors. Toggle overlay via menu bar.
- Town Events — 20 random event types per turn (plagues, fires, tech advances, economic booms, sabotage, etc.) with rubber-banding: winning leaders get more negative events, losing leaders get more positive ones. Toggleable.
- Fog of War — Enemy units hidden unless spotted. Two visibility levels (spotted vs. detailed). Ranged by difficulty. Explored hexes stay dimly visible. AI always has full vision. Toggleable.
- Difficulty Settings — Four levels (Easy, Normal, Hard, KILL THE HUMAN) affecting AI bonuses, fog visibility, and starting AI relationships.
- Scoring & Hall of Fame — Points for combat victories, leader kills, holding towns/sectors. Top 5 scores saved to localStorage.
- Split Units — Divide a unit's troops in half. Original keeps leadership/experience, new unit starts fresh.
- Leader Relationships — AI temperament system (Forgiving, Normal, Quick to Anger, Vengeful) affecting grudge and forgiveness rates. 8 relationship stages from Neutral to MUST KILL.
- Strategy Hints — Context-aware tips every 3 turns across 6 categories (early game, economy, combat, sectors, danger, general). 24 unique hints with cooldowns. Dismissible.
| Size | Dimensions | Max Cities |
|---|---|---|
| Standard | 60×45 | 50 |
| Large | 100×75 | 100 |
| Huge | 120×90 | 200 |
| Unit | Move | ATK | DEF | Cost | Role |
|---|---|---|---|---|---|
| Commander | 3 | 2 | 10 | - | Leader. Death = elimination. |
| Scout | 15 | 1 | 1 | 60g | Fast recon. Views city stats. |
| Defender | 0 | 2 | 8 | 50g | Cheap garrison. Cannot leave city. |
| Army Corps | 7 | 7 | 7 | 100g | Balanced front-line troops. |
| Raider | 12 | 6 | 3 | 200g | Fast strike force. |
| Artillery | 4 | 3 | 9 | 300g | City defense specialist. |
| Mechanized | 5 | 9 | 3 | 350g | Negates fortification. |
Detailed docs for each game system:
- Units & Combat — unit types, stats, movement, terrain costs, combat matchups, capture mechanics
- Technology — 12 tech tiers from Primitive to Transcendent, knowledge growth, unit tech bonuses, notifications
- Cities & Economy — city attributes, taxes, investment, growth, revolts, recruitment
- Orders & Movement — standing orders, move-to system, animated movement, pathfinding
- AI Opponents — personality types, decision logic, behavior patterns
- Controls — mouse, keyboard, right-click menus, info panel, menu bar
- New Features — sectors, events, fog of war, difficulty, scoring, split units, relationships, hints
warfare/
├── index.html # Single page app shell
├── css/warfare.css # All styling
├── js/
│ ├── main.js # Entry point, game loop, UI wiring
│ ├── config.js # Constants, balance values, combat matrix
│ ├── hex.js # Hex math (axial coords, neighbors, distance)
│ ├── map.js # Continent + island generation, terrain, cities
│ ├── renderer.js # Canvas drawing (grid, terrain, cities, units, HUD)
│ ├── camera.js # Viewport pan, scroll, zoom, bounds clamping
│ ├── input.js # Mouse/keyboard, hex click, pathfinding, animation
│ ├── unit.js # Unit creation, recruitment, management, splitting
│ ├── player.js # Player model, treasury, income
│ ├── combat.js # Combat resolution, matchups, capture, truce/surrender
│ ├── ai.js # AI decision engine, 4 personalities
│ ├── turn.js # Turn manager, phase sequencing, auto-movement
│ ├── investment.js # Tax/investment, city growth, revolt logic
│ ├── orders.js # Unit orders system (attack, hold, dig-in, move-to, etc.)
│ ├── sectors.js # Sector grid, ownership, tax bonuses
│ ├── events.js # Random town events (20 types, rubber-banding)
│ ├── fog.js # Fog of war, visibility ranges, explored hexes
│ ├── hints.js # Strategy hints (24 tips, 6 categories, cooldowns)
│ ├── save.js # Save/load to localStorage
│ └── utils.js # Seeded RNG, helpers
├── assets/ # Logo and images
├── docs/ # Detailed game documentation
└── src-tauri/ # Tauri desktop wrapper (Windows .exe build)
├── Cargo.toml # Rust dependencies
├── tauri.conf.json # Window config, bundle settings
├── build.rs # Tauri build script
├── icons/icon.ico # App icon (generated from logo)
└── src/main.rs # Rust entry point
The game runs as a standalone Windows application via Tauri. The .exe is 3.3MB — all JS, CSS, and HTML are embedded inside. Uses WebView2 (built into Windows 10/11).
Prerequisites: Rust 1.89+, cargo-tauri, cargo-xwin (for cross-compilation from Linux)
Build from source:
# Copy frontend assets to dist/
cp -r index.html js css assets favicon.png dist/
# Cross-compile Windows .exe + NSIS installer
cd src-tauri
cargo tauri build --target x86_64-pc-windows-msvc
# Output:
# target/x86_64-pc-windows-msvc/release/warfare.exe (standalone .exe)
# target/x86_64-pc-windows-msvc/release/bundle/nsis/Warfare_2.0.0_x64-setup.exe (installer)Rebuild after game changes: update dist/ with current frontend files, then re-run cargo tauri build.
Warfare 1.0 was a Windows 3.1 turn-based strategy game released in 1995 by Carric Moor Games. This remake preserves the core gameplay — hex grid, city economics, 7 unit types, AI personalities — while modernizing the interface and adding new systems: sectors, town events, fog of war, difficulty scaling, scoring, split units, leader relationships, and strategy hints.
If you played the original game and have suggestions/corrections drop an issue and we'll review and implement the changes if it improves gameplay!
AGPL-3.0 — See LICENSE for details.
