First Campaign In Development

Al-Andalus

A land of cities, rival dynasties and shifting frontiers.

Explore the first campaign of Medieval Realms: Dynasties, set across medieval Iberia and the western Mediterranean world, where cities, dynasties, trade routes and political rivalries shape every strategic decision.

Explore the map See playtest status

Visitor questions

What this campaign is

  1. It takes place on the playable Al-Andalus map: medieval Iberia and the western Mediterranean, including the Maghreb south of the strait.
  2. The exact period is not locked for public communication yet. The setting is medieval; no date will be announced before the game design confirms it.
  3. Confirmed cities and three map regions (Iberia, Maghreb, Ibiza) already structure the board. Named factions are not locked for this page.
  4. Strategy comes from geography, cities, routes and diplomacy: mountains slow expansion, coasts open trade and invasion, and the right cities reshape the campaign.
  5. The world map, armies and economy are playable in the repository. Cities, diplomacy and the campaign presentation remain In Development.
Official Al-Andalus campaign map from the game, showing provinces across Iberia and the Maghreb.

Campaign Overview

A Realm Divided

Cities, political borders and regional powers define the strategic landscape of Al-Andalus. Expansion requires more than military strength: geography, resources, diplomacy and control of key cities all influence the balance of power.

This is the map used in the game, not a concept illustration.

In Development

Strategic Regions

Regions Shape Strategy

These cards name the three regions already used to build the campaign map. They are not an interactive atlas.

Iberia

The main landmass of the campaign map. Most confirmed cities sit here, from coasts to interior plains and highlands.

Maghreb

The land south of the strait. Crossing to Iberia is a slower maritime step on the playable map.

Ibiza

A separate island region on the campaign map, reached by a maritime link.

Cities

Cities Are the Heart of Power

Cities are political, economic and military anchors. Controlling the right cities can reshape an entire campaign. Only cities confirmed in the current campaign data are listed; a dedicated cities directory does not exist yet.

Ishbiliya

Iberia

Plains city. An interior political and economic anchor.

Plains support food production.

In Development

Gharnata

Iberia

Highland city. Mountains slow armies and favour the defender.

Highland ground yields materials rather than farmland.

In Development

Tulaytula

Iberia

Central plains city on the campaign map.

Plains support food production.

In Development

Saraqusta

Iberia

Interior plains city on the north-east of the map.

Plains support food production.

In Development

Burgos

Iberia

Northern plains city.

Plains support food production.

In Development

Jaca

Iberia

Mountain city on the northern edge of the map.

Highland ground yields materials rather than farmland.

In Development

Barcelona

Iberia

Mediterranean coastal city.

Coasts open maritime access and coastal wealth.

In Development

Marrakech

Maghreb

Inland Maghreb city on the southern reach of the map.

Plains support food production.

In Development

Dynasties and Powers

Rival Powers

Named factions are not locked yet for public communication. Political powers will be revealed as campaign development progresses.

In Development

Geography

Geography Is Strategy

Mountains slow expansion. Valleys connect cities. Coastlines open trade and invasion routes. Geography is not decoration — it shapes every campaign.

On the playable map, plains are faster to cross, mountains take longer and favour the defender, and rivers or maritime links (the strait, the island of Ibiza) cost extra time. Agricultural plains, coasts and highlands are all present.

Trade and Economy

Control the Resources

Cities produce food, gold, materials and manpower according to their terrain. A resource market already lets you buy and sell goods for gold. There is no convoy or trade-route overlay to protect on the map.

Playable

Diplomacy

Every Border Creates a Relationship

Alliances, rivalries, neutrality, war and peace are decided from the campaign map, not from a separate conference table. Treaties and commercial agreements remain In Development.

In Development

Warfare

Expand. Defend. Survive.

War is fought at campaign scale: move armies, defend borders, control passages and besiege cities. There are no real-time tactical battles.

Playable

Historical research

History Behind the Campaign

Medieval Realms: Dynasties uses historical research to establish the political, geographical and cultural foundations of each campaign. Historical information may be adapted when necessary to create readable and meaningful strategy gameplay. This is world design, not a public technology tree.

Historical Foundation

Sources, maps, confirmed cities and context inform where the campaign takes place.

Gameplay Adaptation

Borders, distances, balance and resources are adapted so strategy stays readable on the map you play.

Development Progress

Campaign Development

Statuses describe the current repository, not a public release. The campaign itself remains In Development.

  • World mapPlayable
  • CitiesIn Development
  • BordersPlayable
  • RegionsIn Development
  • EconomyPlayable
  • DiplomacyIn Development
  • ArmiesPlayable
  • Historical contentIn Development
  • UX/UIIn Development

Devlog

Building Al-Andalus

Follow how historical maps, geography and strategic gameplay are transformed into the first campaign of Medieval Realms: Dynasties.

See development status

Shape the First Campaign

Follow development and take part in future playtests of the first Medieval Realms: Dynasties campaign. Registration is not open yet.

See playtest status Explore the Game