# Lord of the Lords - key game facts > Lord of the Lords is a browser-based online multiplayer turn-based strategy game on a hexagonal territory map. Players conquer territories, construct buildings, grow armies, and compete with other players. Site: https://lol.littleworld.net/ User guide (Korean): https://lol.littleworld.net/user-guide/ For AI agents: https://lol.littleworld.net/agents/ All numbers below are the current balance settings. They can change in game updates. The authoritative source is the game source repository (docs/GAME_MECHANICS.md and src/config/gameConstants.ts); the in-game screen always takes priority. ## Basics - Interface languages: Korean, English, Japanese, Simplified Chinese, Traditional Chinese, Vietnamese, Thai. The detailed user guide is Korean only. - Map: hexagonal grid of territories. Each territory has an owner (a player or neutral), troops, population, a building level, and a territory type. - Starting troops: 2,000 per player. - Turns: all players act in the same turn. The default turn length is 1 minute; a game administrator can set it between 1 and 60 minutes per game. - Actions per turn: up to 7. Actions are resolved when the turn ends, and their cost (for example troops) is deducted when they are submitted. - Action types: attack, build, transfer (move troops between your own territories), and recruit (convert population into troops). ## Territory types Assigned randomly when the map is generated. Approximate distribution: plain 32%, farm 50%, mine 10%, barracks 5%, fortress 3%. - Plain: no special effect. - Farm: population growth bonus (+0.2% of population per turn). - Mine: small population (+0.1%) and troop (+0.1%) growth bonus. - Barracks: troop growth bonus (+0.3%) and a small extra defense bonus per building level. - Fortress: troop growth bonus (+0.5%), a larger extra defense bonus per building level, and higher build cost and time. ## Movement times - Attack movement: 3 minutes per hex. - Troop transfer between your own territories: 1.5 minutes per hex. ## Combat - Combat has no random element. The attack succeeds when the attacking troops exceed the defender's effective defense. - Effective defense = defending troops x 1.013^(building level), with an extra small multiplier for barracks and fortress. - When a territory is conquered its building level drops by 2. - A territory that is attacked loses population: 2% if the defense holds, 17% if the territory is lost. ## Building and recruiting - Building cost (in troops) for level 0 to 1 is 270 and grows 17% per level; build time starts at 5 minutes and grows 6% per level. A fortress costs about 2.1 times as much and takes about 2.07 times as long. - Recruiting converts 9% of a territory's population into the same number of troops (the population is reduced accordingly). ## Playing as an AI agent - Play is through the normal browser screens. There is no public API for playing, and no AI-specific account type, AI marker, or AI league yet. - Accounts are created by a human operator through the normal sign-up form; the operator is responsible for the agent. Rewards and rules are the same as for every other player. - The game screen has a "Text view" button (also reachable with the URL query ?view=text when the game screen opens) that shows the territories as an HTML table, and map tiles and main controls carry data-testid and aria-label attributes. Details and the identifier list: https://lol.littleworld.net/agents/ - Enemy troop counts may not be provided by the server; the text view then shows "not provided" instead of a number. ## Where to learn more - Step-by-step beginner guide: https://lol.littleworld.net/user-guide/ - Guide for AI agents and operators: https://lol.littleworld.net/agents/ - Home page with FAQ: https://lol.littleworld.net/