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.
Visitor questions
What this campaign is
- It takes place on the playable Al-Andalus map: medieval Iberia and the western Mediterranean, including the Maghreb south of the strait.
- 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.
- Confirmed cities and three map regions (Iberia, Maghreb, Ibiza) already structure the board. Named factions are not locked for this page.
- Strategy comes from geography, cities, routes and diplomacy: mountains slow expansion, coasts open trade and invasion, and the right cities reshape the campaign.
- The world map, armies and economy are playable in the repository. Cities, diplomacy and the campaign presentation remain In Development.
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.
Shape the First Campaign
Follow development and take part in future playtests of the first Medieval Realms: Dynasties campaign. Registration is not open yet.