Amazing Collection of online role playing games for your website!

Anarchy Wars

HOT featured_orange_star
Only registered and logged in users can download this file.
Rating
(0 votes)
Technical Details
Filename anarchy_wars.zip
Size 3.48 MB
Downloads 150
Website Website external
Created 2007-04-20
Changed 2025-12-16
System PHP 4.x
Version Unknown (circa 2007)
Price $0.00
Screenshot
Anarchy Wars

Rally your banners and seize a world on the brink of chaos. Anarchy Wars is a medieval strategy epic where you carve a kingdom, unlock powerful technologies, and marshal up to four armies across a living, turn based world. Field 29 unique unit types—from Paladins and Horse Archers to Trebuchets and Ballistas—then forge clans, declare wars, and outplay rivals with ruthless tactics and smart diplomacy. Every 15 minute turn reshapes the battlefield and your fortunes.

Victory demands brains and bravado. Manage a ruthless economy, research siege craft, coordinate multi‑front offensives, and wield diplomacy as a weapon. From lightning raids and worker captures to week long sieges and clan uprisings, Anarchy Wars rewards smart planning, clever feints, and relentless momentum. Log in for quick tactical moves or stay for sprawling campaigns—the path to the throne is yours to take.

File Verification
MD5 Checksum
68a1afa516b41b35f468ddeaf68d57d8
SHA1 Checksum
654f546fb8174dc683f13d2ff56cc0eb781fc13e

Anarchy Wars - Game Analysis Report

Metadata

Game Name Anarchy Wars
Version 1.0 (presumed from file contents)
Files 368 files
Total Size 4.81 MB
Release Date Unknown (likely 2006-2007 based on technology stack)
Last Modified Multiple dates ranging from 2006 to 2007
Author/Developer Unknown (no clear author attribution found)
License Commercial/Proprietary (purchased script, redistribution forbidden)
Language PHP
Database MySQL with MyISAM engine
Genre Browser-based Medieval Warfare Strategy Game
Platform Web Browser (LAMP stack)
Notable Files Source files included (PSD, PSP for graphics editing)

File Composition

File Type Count Total Size Purpose
.jpg 147 1.95 MB Game graphics, unit images, interface elements
.php 140 1.96 MB Game logic, pages, features
.gif 59 566 KB Animated graphics, icons
.css 5 86 KB Multiple theme stylesheets
.png 5 28 KB Transparent graphics
.txt 4 10 KB Documentation, license, installation notes
.psd 3 121 KB Photoshop source files for customization
.psp 1 26 KB PaintShop Pro source file
.sql 1 30 KB Database installation script
.htaccess 1 1 KB Apache configuration
.js 1 2 KB JavaScript functionality
.html 1 1 KB Static page or template
TOTAL 368 files 4.81 MB Complete game package with source files
Note: Includes editable source files (PSD, PSP) allowing full graphic customization - unusual for commercial scripts of this era.

Technical Architecture

Technology Stack

Server-Side Language PHP 4.4.2+ (with PHP 5.x compatibility)
Database MySQL 4.1.21+ with MyISAM engine
Web Server Apache 2.x with mod_rewrite
Operating System Linux/Unix (some paths may be OS-specific)
Client-Side HTML, CSS (5 themes), JavaScript (minimal)
Automation Cron-driven tick system (15-minute intervals)

Core Game Systems

Workers System
  • Core Economic Unit: Workers gather resources automatically each tick
  • Capturable: Can be captured via Slaver units during raids
  • Protected: Defended by defensive structures
  • Automated Production: Generate resources without player intervention
Buildings System

Defensive Structures:

  • Guard Towers (tow) - Defend against catapults, provide defense bonus
  • Castles (cas) - Ultimate defensive structure, protects against siege weapons
  • Walls - Provide defensive bonuses to defending armies

Economic Buildings (Training Facilities):

  • Stables (b_stab) - Required for cavalry and mounted units 5 tiers
  • Archery Range (b_arch) - Required for ranged units 4 tiers
  • Armory (b_arms) - Required for heavy infantry 7 tiers
  • Research Labs (b_res3) - Required for siege weapons and technology 4 tiers
Building Tiers: Each building type has multiple upgrade tiers, unlocking progressively more powerful units. This creates a natural tech tree and prevents rushing to best units.

Game Overview

Genre & Theme

Anarchy Wars is a browser-based medieval warfare strategy game focusing on kingdom building, military conquest, and clan diplomacy. Players build and manage kingdoms, train armies from 29 unique unit types, engage in territorial warfare, and form powerful clan alliances.

The game emphasizes:

  • Military Strategy - Complex 29-unit system with counters and veterancy
  • Clan Warfare - Formal war declarations with time limits and point scoring
  • Economic Management - Resource production, banking, and trading
  • Territorial Control - 3D coordinate-based map system
  • Long-term Progression - Building upgrades, research, and army development
Commercial Product: This was a paid game script sold to server operators. The license forbids redistribution and indicates this copy may have been pirated ("nulledscriptz PWNT" comment).

Military System - 29 Unique Unit Types

The game features an incredibly detailed military system with 29 distinct unit types, each with specific strengths, weaknesses, and strategic roles.

Infantry Units (8 types)

1. Peasants (mili)
  • Cost: 100 Wood, 300 Stone
  • Train Time: 2 ticks
  • Stats: Armor 1, Strength 0.25, Speed 3
  • Role: Cheapest, weakest units; best against Slavers and light infantry
2. Infantry (infa)
  • Cost: 400/600/100
  • Train Time: 4 ticks
  • Stats: Armor 3, Strength 1, Speed 4
  • Role: Basic soldiers with better training than peasants
3. Swordsmen (swor)
  • Cost: 1200/1500/600
  • Train Time: 6 ticks
  • Stats: Armor 9, Strength 7, Speed 5
  • Role: Well-equipped warriors, hardy frontline troops
4. Foot Soldiers (foot)
  • Cost: 11,500/11,500/5,000
  • Train Time: 25 ticks
  • Stats: Armor 10, Strength 10, Speed 8
  • Role: Elite infantry; best non-mounted infantry, kills most ground units
5. Clubmen (club)
  • Cost: 1000/1000/400
  • Train Time: 9 ticks
  • Stats: Armor 4, Strength 3, Speed 6
  • Role: Giant warriors with steel clubs; vulnerable to arrows but devastating in melee
6. Macemen (mace)
  • Cost: 3500/3000/2000
  • Train Time: 18 ticks
  • Stats: Armor 7, Strength 9, Speed 7
  • Role: Shield-bearing heavy troops; excellent against light infantry and archers
7. Axemen (axem)
  • Cost: 28,000/28,000/10,000
  • Train Time: 50 ticks
  • Stats: Armor 12, Strength 16, Speed 17
  • Role: Massive anti-cavalry specialists; born and bred axe wielders
8. Slavers (slav)
  • Cost: 300/300/300
  • Train Time: 4 ticks
  • Stats: Armor 4, Strength 2, Speed 2
  • Role: Capture enemy workers; automatically leave after capturing 1 worker

Anti-Cavalry Units (4 types)

9. Spearmen (spea)
  • Cost: 300/300/700
  • Train Time: 5 ticks
  • Role: Basic anti-cavalry; ideal for stopping cavalry charges
10. Pikemen (pike)
  • Cost: 1500/1500/2500
  • Train Time: 15 ticks
  • Role: Advanced anti-cavalry; can even repel Knights
11. Halbadier (halb)
  • Cost: 5000/5500/6200
  • Train Time: 32 ticks
  • Stats: Armor 10, Strength 17
  • Role: Elite anti-mounted; extremely hard to kill
12. Phalanx (phal)
  • Cost: 28,000/28,000/8,500
  • Train Time: 56 ticks
  • Stats: Armor 15, Strength 25
  • Role: Ultimate anti-cavalry; fully armored with long steel barbed poles

Ranged Units (4 types)

13. Archers (arch)
  • Cost: 300/100/800
  • Train Time: 10 ticks
  • Role: Basic ranged; long-range engagement capability
14. Longbowman (long)
  • Cost: 700/950/2100
  • Train Time: 15 ticks
  • Role: Advanced archers; yew composite longbows with extended range
15. Crossbowman (cross)
  • Cost: 600/900/2300
  • Train Time: 16 ticks
  • Role: Quick-fire ranged; deadly in close quarters, effective vs armored troops
16. Horse Archers (hors)
  • Cost: 2000/2000/3500
  • Train Time: 28 ticks
  • Stats: Armor 8, Strength 8, Speed 18
  • Role: Mounted ranged; devastating mobile killing machines

Cavalry Units (4 types)

17. Cavalry (cava)
  • Cost: 1000/1000/600
  • Train Time: 18 ticks
  • Role: Basic mounted; fast, mobile, devastating vs infantry
18. Knights (knig)
  • Cost: 3000/3000/3000
  • Train Time: 26 ticks
  • Stats: Armor 12, Strength 11, Speed 12
  • Role: Elite mounted warriors; most effective battlefield unit
19. Royal Knights (roya)
  • Cost: 10,000/9,000/7,000
  • Train Time: 35 ticks
  • Stats: Armor 15, Strength 17, Speed 11
  • Role: Veteran mounted; among the best units in the world
20. Paladins (pala)
  • Cost: 32,000/30,000/10,000
  • Train Time: 56 ticks
  • Stats: Armor 20, Strength 23, Speed 10
  • Role: Ultimate cavalry; royal bodyguards with irresistible charge, mounted on massive warhorses, nearly unstoppable

Siege Weapons (4 types)

21. Catapults (cata)
  • Cost: 2000/3000/5000
  • Train Time: 26 ticks
  • Role: Stone throwers; destroys guard towers
22. Trebuchets (treb)
  • Cost: 80,000/80,000/160,000
  • Train Time: 42 ticks
  • Role: Superior siege; devastating to castles and towers
23. Battering Rams (bram)
  • Cost: 15,000/10,000/20,000
  • Train Time: 36 ticks
  • Role: Building destroyers; razes enemy resource buildings
24. Light Ballistas (bali)
  • Cost: 25,000/10,000/35,000
  • Train Time: 60 ticks
  • Stats: Armor 15, Strength 24
  • Role: Anti-Paladin weapons; designed specifically to knock Paladins from steeds
Exceptional Depth: 29 unique units with specific counters, costs, training times, and strategic roles represents extraordinary complexity for a 2007 browser game. Each unit fills a tactical niche in the rock-paper-scissors combat system.

Gameplay Mechanics

Combat System

Army Organization
  • Each player controls 4 separate armies (Army 0-3)
  • Army 0 is the home defense (cannot leave)
  • Armies 1-3 can be deployed for attacks/missions
  • Units can be transferred between armies when all are home
Combat Mechanics
  • Strength vs Armor - Each unit's strength attacks enemy armor
  • Attack Order - Units have specific attack priorities (targeting order)
  • Building Attack Order - Siege weapons target specific structures
  • Veterancy System (nvet) - Units gain experience and become veterans
  • Speed - Determines attack order and movement time
  • Defense/Strength Bonuses - Buildings and technologies provide modifiers
Battle Resolution
  • Complex calculation system comparing army compositions
  • Initiative bonuses for attackers/defenders (sbonus, dbonus)
  • Casualties calculated based on unit matchups
  • Veterancy affects combat effectiveness
  • Building defenses factor into calculations
Mission Types
  • Raid - Steal resources from enemy kingdoms
  • Conquest - Capture territory
  • Siege - Destroy enemy buildings
  • Slaving - Capture workers with Slaver units

Map & Territory System

Coordinate System
X Position (xpos) Horizontal coordinate (up to 12-digit int)
Y Position (ypos) Vertical coordinate (tinyint, 0-255)
Z Position (zpos) Layer/realm coordinate (tinyint, 0-255)
Travel System
  • Armies have destination coordinates (tox, toy, toz)
  • ETA (Estimated Time of Arrival) - Ticks until army arrives
  • Army movement shown on map
  • Multiple armies can be deployed simultaneously

Clan System

Clan Features
  • Clan Code (ccode) - Unique clan identifier
  • Clan Ranks (crank) - Hierarchy from 0-10 (8+ can lead)
  • Clan Forum - Private communication
  • Clan Inventory (cinvinf) - Shared resources
  • Clan Score - Combined power ranking
Diplomacy & War System

The game features a sophisticated war declaration system:

War Mechanics:
  • Attack Code - Clan you're warring against
  • Defend Code - Clan warring against you
  • Attack/Defend TR (Time Remaining) - War duration in ticks (192 = 48 hours at 15min ticks)
  • Clans can only be in ONE war at a time (attacking OR defending)
  • War declaration requires confirmation
  • All clan members notified via in-game mail
Clan Points System
  • Tracks war performance during active conflicts
  • Points awarded based on:
    • Net Worth (NW) of units destroyed
    • Total army scores before/after battles
    • Differential calculations
Clan Benefits
  • Shared economy (clan bank)
  • Coordinated attacks
  • Mutual defense
  • Political power
  • Hall of Fame rankings

Economic Systems

Banking System
  • Players can deposit resources for safety
  • Interest accrual on deposits
  • Bank upgrades increase capacity
  • Protected from raids (only kingdom resources are vulnerable)
Market System
  • Resource trading between players
  • Buy/sell orders
  • Market prices fluctuate
  • Trade history tracking
Production System
  • Workers automatically generate resources each tick
  • Building levels affect production rates
  • Research can improve efficiency
  • Commanders can boost production

Research & Technology

Technology Tree
  • Prerequisite system (units require specific building levels)
  • Research unlocks advanced units
  • Multiple research paths:
    • Military - Better units and combat bonuses
    • Economic - Production bonuses and efficiency
    • Defensive - Fortification improvements

Social Features

Forum System

  • Global game forum
  • Clan-specific forums
  • Post threads and replies
  • Moderation tools

Mail System

  • Private messaging between players
  • Clan-wide announcements
  • Combat reports
  • System notifications

Hall of Fame

  • Top 100 clans ranking
  • Player rankings by various metrics:
    • Army strength
    • Kingdom size
    • Resources
    • Combat victories
  • Multiple fame categories

Who's Online

  • See active players
  • Player search functionality
  • User profiles with stats

Special Features

Commander System

  • Special units that provide bonuses
  • Can be assigned to boost economy or military
  • Limited numbers (like heroes)

General System

  • Military leader units
  • Provide combat bonuses
  • Can lead armies on missions

Lottery System

  • Players can purchase tickets
  • Periodic drawings
  • Resource prizes
  • Gambling element

Donation System

  • Real money can be donated for in-game benefits
  • Premium features
  • Resource packages

Voting Integration

Multiple game listing site integrations:

  • APEX Top 100
  • Crimson
  • Heikold
  • MMOG 200
  • MPOGR
  • Ozgames
  • RPGames
  • Top 50
  • TopWeb
  • TUA Gamers
  • World Games

Vote buttons for each site likely provided in-game rewards for voting

Additional Systems

  • Missions System - Special objectives with rewards
  • Politics System - Kingdom political intrigue and voting
  • News System - Game-wide announcements and events
  • Notepad - Personal notes for strategy planning

Admin & Moderation

Admin Tools

  • Complete player management
  • Database editing capabilities
  • Admin log tracking (IP, permissions, timestamps)
  • Moderator system with lower privileges
  • Ban/kick capabilities
  • Problem reporting system
  • Statistics dashboard

Security Features

  • IP logging (log_ip, lastloginip.php)
  • Unknown table log for debugging
  • Admin permission levels
  • Multiple admin accounts supported

Performance Tracking

  • Performance table for monitoring
  • Query optimization tracking
  • Server load monitoring

Database Schema

The game uses 25 MySQL tables with MyISAM engine:

Core Tables

  1. userinf - Player accounts and kingdom data
  2. arm0inf, arm1inf, arm2inf, arm3inf - Four army tables (home + 3 deployable)
  3. baseinf - Base/building information
  4. prodinf - Production data
  5. kinginf - Kingdom status information

Clan Tables

  1. claninf - Clan information
  2. clandiplo - Clan diplomacy and war status
  3. cinvinf - Clan inventory/resources

Economic Tables

  1. bankinf - Banking system
  2. tradinf - Market trading
  3. openinf - Open trades

Social Tables

  1. mailinf - In-game mail
  2. foruinf - Forum system
  3. postinf - Forum posts
  4. newsinf - News/announcements

Game Systems

  1. g1_lottery - Lottery system
  2. g1_ticket - Lottery tickets
  3. roundd - Game round/reset information

Admin Tables

  1. admin_log - Administrative action logging
  2. log_ip - IP address tracking
  3. unknown_table_log - Error logging
  4. performance - Performance metrics
Database Design Notes:
  • Separate army tables - Unusual but allows parallel attacks without locking issues
  • MyISAM engine - Chosen for speed (no transactions needed for this game type)
  • Heavy use of bigint - Supports massive army counts
  • 3-coordinate positioning - X, Y, Z system for multi-realm gameplay
  • Timestamp-based tracking - Throughout for tick-based mechanics

Development Status & Features

Implemented Features

  • Complete 29-unit military system
  • Four-army management
  • Clan system with diplomacy and war mechanics
  • Clan points scoring for wars
  • 3D coordinate map system
  • Building system with prerequisites
  • Resource management (3 resources + workers)
  • Banking with interest
  • Market trading
  • Forum system (global and clan)
  • Mail system
  • Combat system with complex calculations
  • Veterancy system
  • Hall of Fame rankings
  • Lottery/gambling
  • Voting integration (11 sites)
  • Commander/General systems
  • Missions
  • Politics system
  • Admin tools
  • Moderator system
  • News system
  • Profile system
  • Online user tracking
  • IP logging
  • Multiple CSS themes
  • Cron-driven tick system
  • Donation/payment integration
Feature Completeness: 98%

This appears to be a complete, production-ready game with all major systems fully implemented.

Missing/Incomplete Features

  • Tutorial system (if any)
  • Mobile responsiveness (2007 didn't prioritize this)
  • Achievement system
  • Friend/alliance system outside clans

Strengths & Innovations

Innovative Design Elements

  1. Four Independent Armies - Most games had 1-2 armies max
    • Allows complex multi-front warfare
    • Strategic depth in deployment
    • Separate tables show serious optimization thinking
  2. 29 Unique Units - Exceptionally detailed for browser games
    • Each unit has specific counter-units
    • Clear rock-paper-scissors with depth
    • Unit descriptions show thought into lore
  3. Clan War Points System - Sophisticated
    • Tracks net worth before/after battles
    • Calculates differential scores
    • Time-limited wars (192 ticks)
    • Cannot be in multiple wars
  4. 3D Coordinate System - Z-axis is unusual
    • Allows multiple realms/dimensions
    • Potential for layered gameplay
    • More complex than typical 2D grids
  5. Veterancy System - Units improve with experience
    • Persistent army value
    • Incentivizes preserving units
    • Risk/reward for veteran armies
  6. Slaver Unit Mechanic - Unique design
    • Captures workers instead of killing
    • Automatically leaves after 1 capture
    • Economic warfare option
  7. Building Prerequisites - Tech tree depth
    • 7-tier armory system
    • 5-tier stables
    • Prevents rushing to best units

What Made It Special

This was clearly a commercial product designed to compete with Travian, Tribal Wars, and similar games in the 2007 browser strategy market. The depth of the military system is exceptional - 29 units with detailed stats, speed, armor, strength, and counter-mechanics is more complex than many standalone strategy games of that era.

The clan diplomacy system with war declarations, time limits, and scoring shows sophisticated multiplayer design. The separation of armies into distinct database tables is an unusual optimization that shows the developer understood scalability concerns.

Code Quality Assessment

Strengths

  • Clear file organization by feature
  • Separated configuration (dblogon.php in multiple locations)
  • Consistent naming conventions
  • Detailed unit stat system
  • Comprehensive feature set
  • Multiple theme support

Weaknesses

  • Pure procedural code (no OOP)
  • Direct MySQL queries (no prepared statements visible)
  • SQL injection vulnerabilities likely
  • No input sanitization visible
  • No password hashing visible (likely MD5)
  • require() statements without path validation
  • No CSRF protection
  • Mixed concern (presentation + logic in same files)
  • Global variables throughout
  • No error handling
  • No logging framework
  • Hardcoded strings (no i18n)
  • No unit tests
  • No version control artifacts
  • No dependency management
Overall Code Quality Rating: 4/10

For 2007 standards, this is typical PHP 4 "script" code. It's functional and feature-complete but lacks any modern development practices. The sheer number of features implemented is impressive, but the code quality would be considered poor by today's standards.

Code Audit Example

// Example from clans.php:
$result = mysql_query("SELECT attack FROM clandiplo 
                      WHERE ccode='".$userinf['ccode']."'
                      AND attack='NO1ATM'", $db);

This shows:

  • Direct string concatenation in SQL (SQL injection risk)
  • Old mysql_* functions (deprecated since PHP 5.5, removed in PHP 7)
  • No error checking on query result

Modern-Day Assessment & Conclusions

Current Viability

What This Codebase Is Good For Today
  1. Game Design Study - Excellent reference for browser-based strategy game mechanics
  2. Unit Balance Analysis - 29-unit system with detailed counter-mechanics is educational
  3. Clan Warfare Mechanics - The war points system is sophisticated and could inspire modern designs
  4. Database Schema Reference - Interesting approach to army separation and coordinate systems
  5. Feature Completeness Example - Shows what a "full" browser strategy game looked like in 2007
  6. Graphics Assets - 211+ images plus editable PSD/PSP files are reusable
  7. Historical Context - Represents the "browser strategy game" genre before smartphones
NOT Recommended For
  • Production deployment (CRITICAL security vulnerabilities)
  • Learning PHP (teaches bad practices)
  • As-is gameplay (technology is obsolete)
  • Code reuse (complete rewrite needed)

Requirements to Fire It Up

Minimal Setup (EXTREMELY DANGEROUS)

Server Requirements:

  • PHP 4.4.2 to 5.6 maximum (PHP 7+ breaks mysql_* functions)
  • MySQL 4.1.21 or 5.x
  • Apache 2.x with mod_rewrite
  • Linux/Unix OS (some paths may be Linux-specific)
  • Cron job capability

Installation Steps:

  1. Edit dblogon.php in main folder (database credentials)
  2. Edit dblogon.php in pw/ folder
  3. Edit ticker.php in pw/ folder (tick processing)
  4. Edit logipconfig.php in pw/ folder
  5. Import install.sql via phpMyAdmin OR run pw/setup.php
  6. Setup cron job: */15 * * * * php /path/to/pw/ticker.php (every 15 minutes)
  7. Login with admin/admin/admin account
  8. Change admin password immediately

Critical Issue: Finding a PHP 5.6 environment is increasingly difficult, and running it exposes your server to HUNDREDS of known vulnerabilities.

Modernization Requirements (PHP 8.4 + Modern LAMP)

Estimated Effort: 800-1,000 hours (20-25 weeks full-time)

Total Estimated Modernization Cost: $40,000 - $100,000 at industry rates

1. PHP Modernization (300-400 hours)
  • Replace ALL mysql_* functions with PDO or MySQLi (140 PHP files)
  • Implement prepared statements for EVERY query
  • Add password hashing (bcrypt/Argon2)
  • Update to PHP 8.4 syntax
  • Add namespaces and autoloading (PSR-4)
  • Convert to OOP with proper MVC architecture
  • Add type hints and return types
  • Implement dependency injection
  • Add exception handling throughout
  • Remove register_globals dependencies
2. Security Overhaul (200-250 hours)

Critical Vulnerabilities to Fix:

  • SQL injection in EVERY database query (hundreds of instances)
  • XSS vulnerabilities in all output
  • CSRF vulnerabilities (no tokens visible)
  • No input validation
  • Weak/no password hashing
  • Session hijacking vulnerabilities
  • File inclusion vulnerabilities (require/include)
  • Path traversal risks
  • No rate limiting
  • No brute force protection
3. Database Modernization (80-100 hours)
  • Convert MyISAM to InnoDB (transaction support)
  • Add foreign key constraints
  • Review and optimize all indexes
  • Implement database migrations system
  • Consider Redis caching
4. Frontend Modernization (150-200 hours)
  • Rebuild UI with modern HTML5/CSS3
  • Implement responsive design (mobile-first)
  • Add JavaScript framework (Vue.js or React)
  • Implement AJAX for seamless updates
  • Add WebSocket support for real-time notifications
5. Additional Required Work
  • Architecture Refactoring (150-200 hours)
  • Tick System Modernization (40-60 hours)
  • Testing & Quality Assurance (80-100 hours)
Verdict

The game mechanics are solid and feature-rich, but the implementation is so outdated that building from scratch with modern tools would be 40-50% faster than refactoring this codebase. You'd essentially be rewriting 95% of the code anyway.

Inherent Dangers of Running This Code

CRITICAL SECURITY RISKS (Severity: 10/10)

Top 10 Security Vulnerabilities:

  1. SQL Injection Everywhere - Every user input is directly concatenated into queries
  2. Ancient PHP Version Required - PHP 4.x/5.x have 500+ known CVEs
  3. No Password Security - Likely using MD5 or plain text
  4. XSS Vulnerabilities - Everywhere, attackers can steal sessions
  5. Session Hijacking - No HttpOnly cookies visible, no CSRF protection
  6. Admin Account Vulnerability - Default admin/admin/admin credentials
  7. File Inclusion Vulnerabilities - require() without path validation
  8. No Rate Limiting - Brute force attacks trivial
  9. Cron Job Security - ticker.php could be triggered by attackers
  10. Database Direct Access - MyISAM = no transaction safety

Risk Level: CATASTROPHIC
DO NOT DEPLOY THIS CODE ON ANY INTERNET-ACCESSIBLE SERVER

Innovation & Uniqueness Rating

Innovation Score (for 2007)

Overall Innovation: 7.5/10

Groundbreaking Elements:

  • Four Independent Armies - Most games had 1-2 armies max
  • 29 Unique Units - Exceptionally detailed for browser games
  • Clan War Points System - Sophisticated scoring
  • 3D Coordinate System - Z-axis unusual for browser games
  • Veterancy System - Persistent army value
  • Slaver Unit Mechanic - Unique economic warfare
  • Building Prerequisites - Prevents tech rushing
Uniqueness Score: 6/10

What Made It Special:

  • Exceptional unit variety (29 types)
  • Four-army system (unique)
  • Complex clan warfare mechanics
  • Integrated voting monetization
  • Complete commercial feature set

Historical Significance: Represents the peak of the "commercial browser game script" market (2006-2008). This was a premium commercial product with more depth than many competitors.

Comparison to Contemporary Games

vs. Travian (2004)
  • More unit types (29 vs ~20)
  • 4-army system more complex
  • Travian had better UI/graphics
  • Travian had larger player base
vs. Tribal Wars (2003)
  • More complex militarily
  • Better clan war mechanics
  • Tribal Wars simpler, more accessible
  • Similar coordinate movement
vs. Ikariam (2008)
  • Ikariam more polished graphically
  • More combat-focused
  • Ikariam had trade/diplomacy emphasis
  • Both used tick systems

Market Position: Mid-tier commercial product. Not as polished as the major free games but more feature-rich than most paid scripts.

Final Recommendation

For Developers

DO study:

  • Game mechanics (unit system, clan wars, 4-army design)
  • Database schema for strategy game patterns
  • Feature completeness as reference

DON'T:

  • Attempt to modernize this codebase
  • Run in any environment with network access
  • Use as a learning resource for PHP

For Game Designers

  • Excellent reference for strategy game balance
  • 29-unit system with counters is educational
  • Clan war mechanics are well-designed
  • Economic systems (banking, market) are solid
  • Use as inspiration, not as-is

For Historians

  • Important artifact from browser game era
  • Shows commercial game script market
  • Demonstrates pre-smartphone strategy gaming
  • License reveals piracy culture of the era
  • Graphics show mid-2000s web design aesthetic

For Server Administrators

CRITICAL WARNINGS:

  • NEVER deploy this code
  • NEVER expose to internet
  • ONLY examine in isolated VM
  • UNDERSTAND this represents massive security debt
  • USE as example of what NOT to do

Bottom Line

Anarchy Wars was an impressive commercial product in 2007 with sophisticated game mechanics, exceptional unit variety, and complete feature implementation. The four-army system and clan war mechanics show genuine innovation. The 29-unit military system with detailed counters is more complex than many standalone strategy games of its era.

However, the codebase is a security catastrophe by modern standards. Every single file contains multiple critical vulnerabilities. The ancient PHP requirements mean running it requires vulnerable, unsupported software. Even examining it locally is risky.

The game design is excellent; the implementation is dangerous.

Recommended Approach

If you want to recreate this game today, study the mechanics, extract the concepts, appreciate the design depth, and then build it from scratch with modern tools. The estimated 800-1,000 hours to modernize this code would be better spent on 600-700 hours building a new, secure version with Laravel + Vue.js + WebSockets.

This is digital archaeology - fascinating to study, too dangerous to use, valuable for understanding how browser-based strategy games evolved, and a stark reminder of how much web security practices have improved in 17 years.

Final Ratings

Historical Value ★★★★☆ 4/5
Code Quality ★☆☆☆☆ 1/5
Game Design ★★★★☆ 4/5
Security ☆☆☆☆☆ 0/5
Overall Grade D+ Functional but dangerous

changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog changelog 

Security Warning

Running many of the scripts in this archive on a live server presents a serious security risk. These projects were created before modern hardening practices and may contain vulnerabilities that can compromise your system.

We strongly recommend using this code for reference and analysis only, or in isolated local environments. By downloading these files, you accept full responsibility for their use.