Guide

Everything in DigWorld, straight from the game itself: what each epoch brings, what research costs and unlocks, the buildings, items and soldiers.

The basics

Walk with the game open: the map clears around you (your view radius) and you can gather what is within your reach (the yellow ring, 50 m; 150 m near your own base).

Found your base where you like – home, a park. Store what you gather there, research in the library, build and craft.

Citizens become workers who gather on their own, along the streets, while you are away; soldiers defend your base and attack others.

Your character has health, endurance, strength and defence. Levels give points; gear makes it stronger. Fights go in rounds of 5 minutes, also with the game closed.

Treasure chests of five levels lie on the map for everyone to find. From level 3 they are locked: a lockpick opens them with the chance your Lockpicking research gives.

The epochs

1. Stone Age

Hands, stone and flint.

Research: Stone tools, Weaving, Hunting, Herbal lore, Scouting, Storekeeping, Division of labour, Warfare, Archery, Trade, Healing draughts

Buildings: Main building, Library, Workbench, Storehouse, Barracks, Wall, Defense tower, Smokehouse, Market

Soldiers: Spearman, Archer

2. Bronze Age

Copper and tin make bronze: better tools, bigger bags, the first houses.

To get there: 200 wood, 150 stone, 50 flint, 50 clay, 60 berries · 2 h · after 4 research and 2 buildings of the epoch before

Research: Bronze working, Bronze tools, Leatherworking, Packing, Settlement, Forging, Siegecraft, Agriculture, Espionage, Lockpicking I, Stamina draughts

Buildings: Smelter, House, Forge, Field, Bakery

Soldiers: Battering ram, Pack carrier

3. Iron Age

Iron and coal: the forge, iron tools and the first soldiers.

To get there: 400 wood, 300 stone, 30 bronze, 30 iron ore, 30 coal · 8 h · after 4 research and 2 buildings of the epoch before

Research: Iron working, Iron tools, Tailoring, Cooperage, Taming, Armoring, Engineering, Intelligence, Horse breeding, Armories, Lockpicking II

Buildings: Stable, Armory

Soldiers: Swordsman, Heavy infantry, Cavalry, Catapult, Wagon

4. Antiquity

Marble, coins and trade: the mint and the market, roads, legions and marble walls.

To get there: 1000 wood, 800 stone, 60 iron · 24 h · after 5 research and 0 buildings of the epoch before

Research: Coinage, Roads, Warehousing, Legions, Composite bows, Ballistics, Fortification, Granaries, Aqueducts, Civics, Lockpicking III

Buildings: Mint, Granary, Aqueduct, Forum

Soldiers: Legionary, Composite archer, Ballista

5. Middle Ages

Steel, castles and vassals: the mill, wool and the monastery, knights, crossbows and trebuchets.

To get there: 2000 stone, 500 marble, 300 coins, 100 iron · 24 h · after 5 research and 1 buildings of the epoch before

Research: Milling, Crop rotation, Steelmaking, Wool, Monasticism, Chivalry, Crossbows, Trebuchets, Castles, Feudalism, Lockpicking IV

Buildings: Mill, Charcoal kiln, Blast furnace, Weaver, Monastery

Soldiers: Knight, Crossbowman, Trebuchet

6. Renaissance

Science, banks and gunpowder: printing, universities, glass, arquebuses, cannons and star forts.

To get there: 3000 stone, 300 steel, 500 coins, 200 cloth · 48 h · after 5 research and 2 buildings of the epoch before

Research: Printing, Universities, Astronomy, Cartography, Glassmaking, Banking, Gunpowder, Cannons, Bastions, Lockpicking V

Buildings: Printing press, University, Glassworks, Bank, Powder mill

Soldiers: Arquebusier, Cannon

7. Industrial Age

Steam, factories and railways: concrete, engine houses, trains to the outposts, the telegraph, rifles, howitzers and bunkers.

To get there: 6000 stone, 600 steel, 1500 coins, 150 glass · 72 h · after 6 research and 3 buildings of the epoch before

Research: Cement, Steam power, Factories, Tenements, Railways, Locomotives, Steam wagons, Surveying, Ballooning, Telegraph, Rifling, Artillery, Bunkers

Buildings: Cement works, Engine house, Factory, Tenement house

Soldiers: Rifleman, Howitzer

8. Electric Age

Oil, engines and electricity: refineries, power plants, assembly lines, motor trucks, radio, machine guns, tanks and biplanes.

To get there: 800 concrete, 1500 steel, 4000 coins, 300 glass · 96 h · after 8 research and 3 buildings of the epoch before

Research: Oil drilling, Refining, Electricity, Assembly lines, Apartments, Motor trucks, Radio, Machine guns, Tanks, Aviation, Medicine, Fuel depots

Buildings: Refinery, Power plant, Apartment block, Hospital, Fuel depot

Soldiers: Machine gunner, Tank

9. Atomic Age

Uranium, electronics and jets: nuclear power, computers, radar, highways, high-rises, assault rifles and rocket launchers.

To get there: 1500 concrete, 2500 steel, 500 fuel, 8000 coins, 400 glass · 120 h · after 8 research and 3 buildings of the epoch before

Research: Nuclear physics, Nuclear power, Electronics, Computers, Radar, Jet engines, Highways, High-rises, Assault rifles, Rocketry, Reinforced concrete

Buildings: Enrichment plant, Nuclear plant, Electronics plant, Computer centre, Radar station, High-rise

Soldiers: Infantryman, Rocket launcher

10. Information Age

Microchips, networks and satellites: data centres, solar farms, e-commerce, drones, trucks that drive themselves, arcologies, special forces and guided missiles.

To get there: 2500 concrete, 4000 steel, 800 electronics, 800 fuel, 20 fuel rods, 15000 coins · 168 h · after 9 research and 4 buildings of the epoch before

Research: Microprocessors, Internet, Renewables, Satellites, E-commerce, Drones, Autonomous trucks, Arcologies, Smart weapons, Guided missiles, Active defense

Buildings: Chip fab, Data centre, Solar farm, Satellite uplink, Arcology

Soldiers: Special forces, Missile system