MergeCiv starts on a 3×3 grid with a single Wheat Field and unfolds into a multi-layer civilization strategy game. This guide covers every core system in the order you unlock it, with late-game layers tucked behind spoiler blocks until you want them.
Merging is the heart of MergeCiv. Your grid starts as a 3x3 board filled with basic tiles. Drag one tile onto an identical tile of the same type and tier to combine them into a single higher-tier version. Resource tiles only produce while a settlement tile works them — tap or hover any Villager, House, Village, or Castle to see the dashed gold halo marking the cells it works.
tier × 1.1^(tier−1)/s before multipliers. Merging two worked Tier 1 tiles into one worked Tier 2 raises output (2.0/s → 2.2/s), but merging two worked tiles of Tier 2+ trades two streams for one ~1.65x stream — a ~17% production drop. Merge unworked tiles first, or drag an unworked tile onto a worked one. See the merge strategy guide for the full math.
Your economy starts with three raw materials on the board, expands into Gold, Culture, and Mana after your first Resettlement, and unlocks deeper currencies in late-game layers.
Generated by worked Wheat Fields. Spent on spawning Villagers (after meeting your +1/s per population upkeep) and early upgrades.
Produced by worked Forests. Spent on Stockpiles, settlement tier unlocks, and grid expansions. Keep Wood flowing so storage never bottlenecks your run.
Mined from worked Ore Deposits. Starts with a smaller base cap (60) and fuels mid-game upgrades, Apprentice improvements, and the Mage Tower.
Earned passively from Tribute (each past society recorded by Resettlement pays 0.001 × highest_tile_tier³ Gold/s) and Taxes (Gold/s per population). Spent on Imperial upgrades, the Magic Book, spells, and Artifacts.
Awarded when you Resettle based on your total settlement population. Spent in the Empire panel on permanent Legacy upgrades that survive Resettlements.
Unlocked by buying the Magic Book after your first Resettlement. Generated by the Apprentice while resting (and while working once you pass the MANA Test). Fuels spells, Magic upgrades, and Crystal infusions.
Every resource has a capacity cap. When a bar fills up, excess production is lost. Build and merge Stockpiles early, and unlock Subterranean Stockpiles once you have Castles to move all storage onto a dedicated Underground grid.
Upgrades are grouped by tier and currency in the Research panel. Knowing which upgrades survive resets helps you plan each run.
Bought with Food, Wood, and Ore. Standard upgrades unlock tile types (Forest, Ore Mine, Villager, Stockpile), settlement merges (Houses, Village, Castle), automation (Auto-Scout, Apprentice), grid expansions (up to 6x6), and Resettlement. Scalable upgrades (Stockier Stockpiles, Stacked Stockpiles) stack across levels within a run.
Purchased with Gold (plus raw resources) after your first Resettlement. Includes Taxes (passive Gold/s per population), Secure Vaults (+50 Gold cap per Stockpile tier per level), Grain Silos (+100% Food cap per level), and Scout/Apprentice speed upgrades.
Opened after Resettlement via the Magic Book (1,000 Gold per level, up to Lv 100). Tier 3 unlocks Charge Up, MANA Test, Magical Upheaval, Infused Harvest, and the Mage Tower (10 levels of 50k Ore + 100 Mana to unlock Ascension). Tier 4 upgrades — including Mana Syphon, Fission, Conservation of Magic, Mana Monolith, and Reinvestment — persist through Resettlements and Ascensions.
Bought with Culture in the Empire panel and kept across all Resettlements in the current Ascension. Fellow Pilgrims starts every run with a settlement on the board, Traditions provide flat passive Food/Wood/Ore per second, Divine Mandate & Chief's Order keep Auto-Scout and the Apprentice unlocked, and Cultural Renown boosts Resettlement Culture by +50% per level.
Resettlement (Prestige) is MergeCiv's first reset layer. When your board fills up and the next Villager or upgrade takes too long, you Resettle to claim Culture and boost your permanent Gold income.
Resettlement unlocks once your grid reaches 6x6 and costs 5,000 Food, Wood, and Ore. Your Culture payout scales with total settlement population (multiplied by Cultural Renown, Ritual of Culture, and Roost Culture upgrades). Before clicking Resettle, always merge your highest-tier tiles one last time — even Stockpiles or unworked tiles — because each Resettlement records a past society whose permanent Tribute Gold/s scales with the cube of the highest tile tier on the board when you resettle (0.001 × tier³/s).
Building the Mage Tower to level 10 unlocks Ascension, the second reset layer. Ascending resets your board, Gold, and Culture upgrades, but claims all pending Magic Crystals you charged with Mana during the run. Each owned Magic Crystal permanently adds +100 Mana capacity and can be assigned to Rituals (such as a 7x7 grid, starting with a maxed Magic Book, 10x–1,000x storage caps, or keeping automation across Ascensions).
Magic begins after your first Resettlement, well before Ascension. Initially, clicking Rest pauses the Apprentice's merging so it can channel Mana; passing the MANA Test (5,000 Gold + 100 Mana) removes the Rest button so your Apprentice generates Mana continuously while working.
Your Mana cap equals your Magic Book level (up to 100), plus 100 per owned Magic Crystal, plus your appraised Glistening Gem bonus. Once the Mage Tower is complete, you can infuse Mana into pending Magic Crystals (or let Mana Syphon automatically funnel overflow Mana into crystals whenever your bar is full).
After your first Ascension, unlocking the Department of Magical Appraisals (100M Wood + 100M Ore) opens the Artifacts tab and automatically appraises every artifact you find. Artifacts are bought with Gold: the first purchase in an Ascension costs 1,000,000 Gold, each purchase multiplies the price by 1.3x, and Ascending resets the Gold price back to 1,000,000 while keeping every artifact and level you own.
Your first Rare pull is always Itemized Paystub, your first Epic is always Interest Accumulator, and your first Legendary is always Printing Press; unowned Epics and Legendaries are always prioritized before duplicates. Duplicate pulls grant 1 XP toward the artifact's next level along a Fibonacci curve (1, 3, 5, 8, 13, 21...).
Later, purchasing the Artifact Phylactery (100M Culture) lets you Imbue a level 10+ artifact at the Citadel: it consumes the Phylactery and performs a full Citadel-tier reset to rebirth that artifact at level 1 one rarity higher (up to Mythic with the Astral Tree's Reliquary constellation) with amplified scaling and fewer marbles in the drop bag. See the Ascension & Magic guide for full details.
As your civilization expands, you unlock additional grid layers and long-term progression modes beyond the starting board.
Your main gameplay board. Starts at 3x3, expands to 6x6 via Standard upgrades, and reaches 7x7 and 8x8 through Ritual of Space and Border Expansion.
Unlocked via Subterranean Stockpiles (500k Wood + 500k Ore, requires Castles). Moves all Stockpiles to a dedicated subterranean grid that mirrors your Surface dimensions so your Surface board stays free for settlements and producers.
tier²/s), Libraries raise Knowledge cap, Theatres raise Culture cap, and completed Citadels can be Imbued up to Tier 100 to unlock permanent Milestones.Automation upgrades handle routine spawning and merging while you focus on layout, upgrades, and reset timing.
Unlocked via Apprentice (1,000 Food + 200 Ore). Smart Apprentice protects tiles currently worked by a settlement, Genius Apprentice lifts that restriction when you want worked tiles merged, Space Conscious Apprentice leaves Stockpiles alone until the grid is full, and Apprentice Control lets you toggle [Work] on individual tiles to pin them in place.
Hand-spawning recharges in 3 seconds, and Auto-Scout (500 Food + 500 Wood) delivers a new tile every 10 seconds (halved per level of Animal Husbandry). The Scout strongly prefers empty cells beside tiles of the same type and tier, naturally forming merge clusters.
While closed, your civilization accrues up to 12 hours of production (capped by your storage limits) and banks up to 4 hours of 10x Speed Boost time. See the Idle Progression guide for the full math and daily boost routine.
Each chapter below dives deep into one system with exact formulas and worked examples from the game's code:
Quick Reference & Comparisons: Strategy Tips · FAQ · Merge Games Without Energy · MergeCiv vs Merge Mansion · Browser Idle Merge Games