Seat of Power
About the Game
Rule the Ancient World
Seat of Power is a real-time strategy game about building a kingdom that lasts. Found towns, feed and tax your people, link mines to workshops and markets, and defend it all with an army that grows stronger in every battle. Four ancient cultures each play their own way, and Atlantis has a campaign of its own.
A Living Economy
Your towns grow on food and trade. Townspeople farm or staff your buildings. Mines dig copper and clay, logging camps cut timber, and workshops turn them into goods for your markets. Each culture also has a unique resource: silk, linen, olive oil or obsidian tools. Caravans and tradeships carry goods to distant markets. Tax hard for gold, but every tax costs loyalty, and a disloyal town breaks away.

Win the Map, Not Just the War
Win over independent towns with forts, trade, bribes or force. Earn favor with city states through trade and quests. Hire mercenaries, spies and officers. Be the first to win the Atlantean expedition's full trust through trade, and its cannon, the Godslayer, is yours.
Sign treaties, demand tribute or declare war. Send spies in enemy colors to sow dissent, sabotage, bribe commanders or assassinate.
Command Your Army
Recruit soldiers at forts, put a general or your king in command, and drill them. Light, Ranged, Shock and Heavy troops counter one another, and veterans rise from Recruit to Elite. Research better weapons, armor, farms and workshops, and fight at sea with warships. If your king falls, a new one is crowned, but your reputation pays for it.
Summon Your God
Raise your temple, the Seat of Power, and spend mana to summon Ra, Shangdi, Poseidon or the Feathered Serpent, each with powers that can turn a war.
The Chinese
Masters of population and industry. Larger, faster-growing towns, bigger work crews and fort garrisons, and the cheapest spearmen to keep. Ge Infantry wound every enemy around their target, and Chu-Ko-Nu crossbowmen shoot fast. The Palace proclaims imperial edicts, and even empty forts wear down nearby towns. Taxes are lower, and spearmen top out early.
The Egyptians
Masters of trade. The highest taxes, extra profit on every foreign sale, and larger, faster caravans. Khopesh Infantry ignore most enemy armor, backed by Medjay Archers. The Pyramid's patron, Hathor, Osiris, Horus or Set, blesses your realm more with every year, and Ra costs half the mana to keep.
The Greeks
Masters of elite soldiers and diplomacy. Their soldiers have more armor and health and train 50% faster, but cost twice as much to keep. Tower Shield Infantry hold the line and Peltasts harass with javelins. Colonists found colonies, the Senate sets your policies, city states favor you, and your spies train sharper. Towns stay smaller.
The Olmecs
Masters of numbers and monster hunting. Soldiers are fragile but cheap, farms grow more food, and Atlatl Throwers, ready from day one, slow what they hit. Jaguar Warriors charge down archers. They hit the Umai harder and draw more mana from them, the Altar blesses your war parties, and harbors launch twice the canoes.
The Umai
Monsters breed in lairs across the map: Karkath in the seas, swarming Khemruk, Xalotlan and Zhuang Gui on land. They ignore you until you strike their lair, then pour out and hunt the attacker. Destroy a lair for gold, mana, veterancy and city-state favor, then raise a shrine on the empty pit.
Atlantis: The Campaign
A volcano has buried Atlantis in ash. As King Ozer, build a holdout on the coast, take in refugees, mine iron and fill your storehouses for fleets of steam galleys, while the Restorationists race to mend the ancient Arch. Send out expeditions to the outside world to make contact with other civilization.
Features
Skirmish against the AI or play online, 2 to 8 nations
11 battlefields, from the Fertile Crescent and Memphis to Knossos and Tenochtitlan, in four sizes
Fog of war
Diplomacy
Campaign
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release