197 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.4
  • Designer: Motts
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 11th Feb 2024
  • Release Date: n/a
  • Games Played: 0
  • #1:
  • #2:
  • #3:

Design Information
Territories 264
Continents 448
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Attack Only Borders
Fortify Only Borders
View Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 5,7,9,11,13,15,17
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Axeman
Bowman
Courier
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Blue Default Default
4 Purple Default Default
5 Yellow Default Default
6 Green Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 SkyBlue Default Default
11 Brown Default Default

Board Description

FULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Scenario: Royal Rumble

Scenario Variation: Base Game

Players start with Capital (castle icon) and Tower then fill most unmarked spaces randomly.

Marked spaces and center spaces are filled with neutrals.

Attacks on neighboring territories (melee) are D6 vs D6 before bonuses

Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses

Towers have additional Artillery attacks at +2 range within line of sight.

Five fortifies to any connected.

Capitals may access their Knowledge and Mercenary menus of matching color.

Knowledge is gained via libraries (book icons) and improved via arcane knowledge.

Knowledge unlocks green and yellow border continent bonuses and increases your troop gains.

Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks.

All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,7,9,11,13,15,17,19,22,25,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn8
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 264
Continents 448
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Attack Only Borders
Fortify Only Borders
View Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 5,7,9,11,13,15,17
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Axeman
Bowman
Courier
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Blue Default Default
4 Purple Default Default
5 Yellow Default Default
6 Green Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 SkyBlue Default Default
11 Brown Default Default

Board Description

FULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Scenario: Little Learned

Scenario Variation: Royal Rumble, but each player begins with local Library, 5 units.

Players start with Capital (castle icon), Tower, and Library (book icon), then fill most unmarked spaces randomly.

Marked spaces and center spaces are filled with neutrals.

Attacks on neighboring territories (melee) are D6 vs D6 before bonuses

Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses

Towers have additional Artillery attacks at +2 range within line of sight.

Five fortifies to any connected.

Capitals may access their Knowledge and Mercenary menus of matching color.

Knowledge is gained via libraries and improved via arcane knowledge.

Knowledge unlocks green and yellow border continent bonuses and increases your troop gains.

Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks.

All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,7,9,11,13,15,17,19,22,25,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn8
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 264
Continents 448
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Attack Only Borders
Fortify Only Borders
View Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
8 9 10
Card Sets Worth 5,7,9,11,13,15,17
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Axeman
Bowman
Courier
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Blue Default Default
4 Purple Default Default
5 Yellow Default Default
6 Green Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 SkyBlue Default Default
11 Brown Default Default

Board Description

FULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Scenario: Barbaric Beginnings

Scenario Variation: Increased player cap, Castles start as neutral, Center spaces are randomized

Players fill most unmarked spaces randomly.

Marked spaces and most of the cities are filled with neutrals.

Attacks on neighboring territories (melee) are D6 vs D6 before bonuses

Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses

Towers have additional Artillery attacks at +2 range within line of sight.

Five fortifies to any connected.

Capitals may access their Knowledge and Mercenary menus of matching color.

Knowledge is gained via libraries and improved via arcane knowledge.

Knowledge unlocks green and yellow border continent bonuses and increases your troop gains.

Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks.

All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,7,9,11,13,15,17,19,22,25,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn8
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 264
Continents 448
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Attack Only Borders
Fortify Only Borders
View Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 5,7,9,11,13,15,17
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Axeman
Bowman
Courier
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Blue Default Default
4 Purple Default Default
5 Yellow Default Default
6 Green Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 SkyBlue Default Default
11 Brown Default Default

Board Description

FULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Scenario: Frontier Frenzy

Scenario Variation: Royal Rumble, except all areas start with Neutrals rather than random player territories.

Players start with Capital (castle icon) and Tower.

All other spaces are filled with neutrals varying from 1-3 for unmarked, 5 for resources, and 7 for towers.

Attacks on neighboring territories (melee) are D6 vs D6 before bonuses

Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses

Towers have additional Artillery attacks at +2 range within line of sight.

Five fortifies to any connected.

Capitals may access their Knowledge and Mercenary menus of matching color.

Knowledge is gained via libraries (book icons) and improved via arcane knowledge.

Knowledge unlocks green and yellow border continent bonuses and increases your troop gains.

Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks.

All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,7,9,11,13,15,17,19,22,25,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn8
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 264
Continents 448
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Attack Only Borders
Fortify Only Borders
View Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 5,7,9,11,13,15,17
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Axeman
Bowman
Courier
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Blue Default Default
4 Purple Default Default
5 Yellow Default Default
6 Green Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 SkyBlue Default Default
11 Brown Default Default

Board Description

FULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Scenario: Logistical Limbo

Scenario Variation: Royal Rumble, with return to placement from attack and return to attack from fortify

Players start with Capital (castle icon) and Tower then fill most unmarked spaces randomly.

Marked spaces and center spaces are filled with neutrals.

Attacks on neighboring territories (melee) are D6 vs D6 before bonuses

Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses

Towers have additional Artillery attacks at +2 range within line of sight.

Five fortifies to any connected.

Return to Placement from Attack and Return to Attack from Fortify.

Capitals may access their Knowledge and Mercenary menus of matching color.

Knowledge is gained via libraries (book icons) and improved via arcane knowledge.

Knowledge unlocks green and yellow border continent bonuses and increases your troop gains.

Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks.

All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,7,9,11,13,15,17,19,22,25,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn8
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 264
Continents 466
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Attack Only Borders
Fortify Only Borders
View Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 5,7,9,11,13,15,17
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Axeman
Bowman
Courier
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Blue Default Default
4 Purple Default Default
5 Yellow Default Default
6 Green Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 SkyBlue Default Default
11 Brown Default Default

Board Description

FULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Scenario: Treasure Towers

Scenario Variation: Towers are now capitals, provide +2 placement troops and attack with D8

Players start with Primary Capital (castle icon) and Secondary Capital (tower icon) then fill most unmarked spaces randomly.

All Towers count as Capitals without menus, but with +2 placement troops.

Marked spaces and center spaces are filled with neutrals.

Attacks on neighboring territories (melee) are D6 vs D6 before bonuses

Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses

Towers have additional Artillery attacks at +2 range within line of sight.

Five fortifies to any connected.

Capitals may access their Knowledge and Mercenary menus of matching color.

Knowledge is gained via libraries and improved via arcane knowledge.

Knowledge unlocks green and yellow border continent bonuses and increases your troop gains.

Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks.

All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,7,9,11,13,15,17,19,22,25,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn8
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 264
Continents 448
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Attack Only Borders
Fortify Only Borders
View Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 5,7,9,11,13,15,17
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Axeman
Bowman
Courier
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Blue Default Default
4 Purple Default Default
5 Yellow Default Default
6 Green Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 SkyBlue Default Default
11 Brown Default Default

Board Description

FULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Scenario: Melee Madness

Scenario Variation: Only towers and castles have ranged attacks

Players start with Capital (castle icon) and Tower, then fill most unmarked spaces randomly.

Marked spaces and center spaces are filled with neutrals.

Attacks on neighboring territories (melee) are D6 vs D6 before bonuses

Towers and Castles have ranged attacks, and Towers have additional Artillery attacks at +2 range within line of sight.

Five fortifies to any connected.

Capitals may access their Knowledge and Mercenary menus of matching color.

Knowledge is gained via libraries (book icones) and improved via arcane knowledge.

Knowledge unlocks green and yellow border continent bonuses and increases your troop gains.

Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks.

All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,7,9,11,13,15,17,19,22,25,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:5

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn8
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone