MischkaLoMania
Fast-paced real-time conquest for 1 to 8 players – from the Stone Age to the atomic bomb.
MischkaLoMania is a fast-paced real-time strategy game in the spirit of a 16-bit-era classic. Every player starts with one stronghold and 30 people on a small sector map, assigns their population across four tasks, researches through nine eras, and conquers the map through sieges.
Members open their own games – with no game master required, optionally with up to seven AI opponents across four difficulty levels. You play in an animated interface with a minimap and instant sliders; the game keeps running in real time even while you're offline.
To play, you need a free Clanwirtschaft account and a community that has activated the game.
- Genre
- Real-time strategy
- Platform
- Browser
- Players
- 1–8 per world, AI opponents
- Map
- 3×3 to 5×5 sectors
- Game speed
- 1–10 minutes per round
What makes this game stand out
- Every member opens their own worlds – player count, eras, speed and AI opponents all freely chosen
- AI opponents in four levels from Easy to Brutal, who also wage war on each other
- Four tasks, one population: gathering, research, production, defence
- Finite resource deposits per sector – expand to secure your supply
- Three research tracks per era: attack weapon, defence weapon, shield
- Joint sieges: several players can attack the same stronghold
- From the First World War era onward, aircraft attack every sector – the atomic bomb wipes it out permanently
MischkaLoMania: rules & gameplay
All details reflect the current state of the game. Numeric values are for game balance and may be adjusted.
Creating & joining a world
- Any member with permission to play can create a world: name, 2 to 8 slots, start and end era (1 to 9 each), a game speed of 1 to 10 minutes per round, and 0 to 7 AI opponents sharing one difficulty level.
- Map size depends on player count: 3×3 for 2–3 players, 4×4 for 4–5, 5×5 sectors for 6–8. Some tiles are impassable gaps; every home sector is guaranteed to stay connected. Neighbours are only the four directly adjacent sectors, not the diagonal ones.
- When you join, you choose a free player colour – blue, red, green, yellow, purple, orange, turquoise or pink – and get a home sector at the edge of the map with a stronghold already built. Once every slot is filled, the world starts.
- The game speed applies to everything: growth, gathering, research, production, build times, combat and AI turns all run in rounds of the chosen length.
AI opponents
AI opponents join the world immediately and are named Rotbart, Nachtfalke, Eisenhand, Sturmkralle, Steinbeißer, Glutauge, Wolfszahn and Schattenfuchs. They play by the same rules as you, with no hidden bonuses: they assign their population, research, produce, station defence weapons, found strongholds in empty neighbouring sectors, take over abandoned strongholds – and attack the weakest neighbour once they feel strong enough. They treat humans and other AI players the same way.
| Level | Takes a turn every | Population deployed | Attacks at superiority | Settles and builds |
|---|---|---|---|---|
| Easy | 12 rounds | 50% | 2.6 : 1 | no |
| Normal | 7 rounds | 72% | 1.9 : 1 | yes |
| Hard | 4 rounds | 88% | 1.4 : 1 | yes |
| Brutal | 2 rounds | 100% | 1.05 : 1 | yes |
AI players are marked with their level in the rankings.
Stronghold & population
You start with 30 people; a stronghold holds at most 500. Only free, unassigned people reproduce. Anyone gathering, researching, producing or defending doesn't add to the population – so you're constantly weighing growth against work.
Gathering, research & production
- Gatherers extract raw materials – one per era: wood, stone, bone, tin, copper, iron, silver, gold and lead. The first three are available from the start, tin through iron from the fourth era with a mine, silver through lead from the seventh.
- Every sector has its own finite deposits: 500 to 1,500 units per resource, chosen at random. Once a deposit is exhausted, your gatherers can no longer extract anything there. Deposits belong to the sector – whoever conquers a stronghold inherits what's left.
- Researchers work on three separate tracks: attack weapon, defence weapon and shield. The first step on each track costs 10 wood; every further upgrade costs enough research points plus 100 units of the current era's resource.
- Producers manufacture the researched weapons. Each weapon has a recipe – a rock costs 2 stone, a spear costs 1 wood and 1 stone or bone, a cannon costs 3 wood and 3 iron, an atomic bomb costs 10 iron, 5 gold and 5 silver. If materials are short, fewer weapons are produced. Older weapons remain available too.
- Buildings: mine, factory and laboratory – one of each per stronghold, with a build time of 10 rounds. A new stronghold takes 3 to 60 minutes: the more settlers you send, the faster it's built.
The nine eras
| Era | Attack weapon | Defence weapon | Resource |
|---|---|---|---|
| Stone Age | Rock | Stick | Wood |
| Bronze Age | Small catapults | Spear | Stone |
| Iron Age | Pike | Short bow | Bone |
| Early Middle Ages | Archer | Boiling oil | Tin |
| Late Middle Ages | Large catapult | Crossbow | Copper |
| Industrial Revolution | Cannon | Musket | Iron |
| First World War | Biplane | Anti-aircraft gun | Silver |
| Second World War | Jet fighter | Surface-to-air missile | Gold |
| Modern Age | Atomic bomb | Mortar | Lead |
Each era increases your weapons' striking power, your defences' resilience, and the speed at which your shield repairs the stronghold.
Deploying: found, capture, reinforce, besiege
With a single action, you send people – armed if you like – into another sector. What happens depends on the target:
- Empty sector: you found a new stronghold.
- Abandoned stronghold: you take it over – research and storage there start from scratch.
- Your own stronghold: your people reinforce it as a garrison.
- Someone else's stronghold: you start a siege, or join one already underway.
Ground troops can only reach neighbouring sectors – or further ones via an unbroken chain of your own strongholds. From biplanes, jet fighters and the atomic bomb onward, this restriction no longer applies.
Siege & combat
- People versus people: only the defenders you've sent out in front of the stronghold, plus the garrison, actually fight. Anyone who stays inside the stronghold is safe. Defenders have a home advantage.
- Weapons count: an unarmed person has 1 combat power, an armed one roughly 3.6 to 9.75 depending on the era. Headcount determines losses, while combat power determines the damage dealt.
- Stronghold under fire: only armed attackers damage the stronghold. Stationed defence weapons and armed defenders reduce the damage, and the shield keeps repairing it.
- If the stronghold falls, it becomes abandoned and can be taken over. If every attacker has fallen or withdrawn, the defender wins.
- Each unit can retreat individually. If its home stronghold no longer exists, it's lost.
- The fallen take their weapons to the grave; recalled defenders return theirs to storage.
The atomic bomb
In worlds that reach the Modern Age, you can research and build the atomic bomb. It can strike any sector on the map: the stronghold and all its buildings are wiped out, and the sector becomes permanently uninhabitable. Your entire stock of atomic bombs is used up in the process.
Game interface
The game runs in its own animated interface right in your browser – including full screen or in a new tab. On the left you see the minimap in player colours, your stats and an action bar that only offers what's currently possible. In the centre is your sector with its stronghold, mine, factory and laboratory, along with your workers, defenders and attackers. Sliders take effect the moment you release them, the display refreshes automatically every 15 seconds, and clicking the minimap switches sectors without reloading the page.
Points & victory
Points are awarded for resources gathered, people born, defeated opponents and the highest era reached. Defeated players stay on the ranking too – with a gravestone next to their name.
The winner is whoever still owns strongholds last – whether human or AI. The world then closes automatically.
How to get started
Open a world
Create a world, set the player count, eras, speed and AI opponents, and invite your fellow players – or join an open world and choose your colour.
Assign your population
Keep plenty of people free at first so they can multiply, gather 30 wood for your first research step, and send the rest out to gather resources.
Expand
Found strongholds in free neighbouring sectors before deposits run dry or someone else gets there first – and gear up for your first siege.
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