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Crusades Age

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Technical Details
Filename crusadesage.zip
Size 2.96 MB
Downloads 122
Author Authorname external
Website Website external
Created 2008-12-31
Changed 2025-12-16
Download Language English
System PHP 5.x
Version 0.001
Price $0.00
Screenshot
Crusades Age

Raise your banners and build a realm that endures. Crusades Age is a medieval strategy MMO where you expand towns, manage five core resources, and marshal armies across a sprawling grid map. Train units, climb upgrade trees for weapons, armor, and HP, and weave diplomacy into alliance warfare as you compete for prestige on leaderboards.

Your empire thrives on planning and pace. Queue construction, research academy upgrades, trade through bustling marketplaces, and coordinate multi-front offensives via a clean, templated UI. With integrated forums, premium acceleration, and multi-language support, Crusades Age delivers the classic Devana‑style citybuilding cadence—deep, deliberate, and endlessly replayable.

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78133f5bc170140c6aa072042cd517e9
SHA1 Checksum
83bfebf622b97369ca40cd1f88ddca293f3dfaee

Crusades Age - PHP Browser Strategy Game Analysis - Game Analysis Report

1. Metadata

Game Name: Crusades Age

Genre: Medieval Strategy MMO (Devana Clone)

Technology Stack: PHP (4.x/5.x), MySQL, JavaScript, CSS, Flash (SWF)

Database: MySQL with 24 tables

Total Files: 349 files (3.44 MB)

Architecture: Custom MVC-style with template system

License: Custom (unlicensed redistribution by "This email address is being protected from spambots. You need JavaScript enabled to view it.")

Development Status: Modified Devana clone - development snapshot captured

Installation: Manual (install.php, configuration required)

Historical Context: 2008-2011 era medieval strategy game, part of post-Travian browser MMO wave

Primary Language: Multi-language support (English default, language/ folder system)

Evidence of Use: 5 INSERT statements in database dump (minimal sample/test data)

2. File Composition

File Type Count Total Size Percentage Purpose
.php 148 0.528 MB 15.3% Game logic, pages, backend systems
.gif 105 0.365 MB 10.6% UI icons, building sprites, unit graphics
.png 65 1.701 MB 49.4% High-quality images, backgrounds, interface
.jpg 14 0.221 MB 6.4% Photos, promotional graphics
.swf 2 0.485 MB 14.1% Flash components (animations/UI)
.css 3 0.015 MB 0.4% Stylesheets
.js 2 0.012 MB 0.3% JavaScript (func.js, timers)
.BAK 5 0.01 MB 0.3% Backup files - active development
.txt 3 0.001 MB 0.03% Documentation (install.txt)
.sql.gz 1 0.005 MB 0.1% Database schema (compressed)
.dat 1 0.103 MB 3.0% Map data file
TOTAL 349 3.44 MB 100% Complete game package

Analysis: Graphics-heavy distribution (66% images: PNG 49%, GIF 11%, JPG 6%) indicates polished visual presentation. Flash usage (14%) suggests circa 2008-2010 development era. Five .BAK files reveal active development/modification phase. Compressed database (mysql.sql.gz) with minimal INSERT statements (5 total) indicates clean distribution with sample data only.

3. Technical Architecture

Core Framework

  • Language: PHP 4.x/5.x (deprecated mysql_* functions, split() instead of explode())
  • Database: MySQL MyISAM (24 tables, gzip-compressed schema)
  • Template System: Custom template engine (template/ folder, CSS-based themes)
  • Session Management: PHP sessions (session_start() in antet.php)
  • Resource Management: Real-time resource calculation with production rates
  • Anti-Bot: CAPTCHA system (captcha.php)
  • Compression: Output buffering with gzip (ob_start('ob_gzhandler'))

File Structure

`

Crusadesage/

├── include/

│ ├── antet.php # Bootstrap, DB config, session init

│ ├── func.php # 2,278 lines - core game functions

│ ├── meta.php # HTML meta tags

│ └── indexmenu.php # Navigation menu

├── template/

│ ├── css/main.css # Stylesheet

│ └── index/ # Index page assets (menu_sword_right.jpg)

├── language/ # Internationalization

│ ├── en.php # English language file

│ └── ch_lang.php # Language switcher

├── mysql/

│ └── mysql.sql.gz # Database schema (24 tables)

├── admin/ # Admin panel files

├── owner/ # Game owner control panel

├── forum/ # Integrated forum system

├── [130+ game pages] # Core functionality (barracks.php, marketplace.php, etc.)

├── install.php # Installation wizard

├── install.txt # Setup instructions

├── config.php # Owner-only configuration

├── prem.php # Premium system (game points)

├── captcha.php # Anti-bot verification

└── map.dat # Map data file (103 KB)

`

Key Systems Identified

  • Building System (20+ buildings): Barracks, Academy, Marketplace, Cathedral, Tower, Wall, Granary, Warehouse, Embassy, Palace, 15+ resource/production buildings
  • Military System: Unit training, upgrades (weapons/armor), queue management
  • Alliance System: Create/join/quit alliances, embassies, pacts, alliance statistics
  • Economic System: 5 resources (crop, lumber, stone, iron, gold), marketplace trading, NPC merchants, resource production/limits
  • Map System: 49x49 grid ($m=49; $n=49), map.dat data file, coordinate-based town placement
  • Communication: Chat (timed messages), private messages, forums, battle reports
  • Upgrade Trees: Unit HP (tree 17), weapons (tree 18), armor (tree 19), each with 10 levels
  • Premium System: Game points (g_points.php), resource packs (1k/5k/10k for 2/9/17 points), construction speed boosts
  • Administration: 3-tier access (admin, owner, player), game configuration panel
  • Anti-Cheat: CAPTCHA, duplicate account detection (name/email/IP), sitter system

4. Gameplay Mechanics

Core Gameplay Loop

Crusadesage is a persistent medieval strategy MMO where players:

  • Build and upgrade 20+ buildings in their towns
  • Manage 5 resource types with production rates and storage limits
  • Train units from barracks (multi-tier queue system)
  • Research upgrades at academy (10 levels per unit: HP, weapons, armor)
  • Trade resources via marketplace (NPC and player trades)
  • Form alliances and wage wars on 49x49 map
  • Compete in leaderboards (individual/alliance rankings by population/army/resources)

Unique Features

  • Faction System: Multiple civilizations with unique unit sets, buildings, and graphics ($faction[2] determines image folder: 1/, 2/, etc.)
  • Cathedral System: Religious building (cathedral.php) - unique to this Devana variant
  • Multi-Level Upgrades: 10-tier progression for unit stats (HP/ATK/DEF), unlike standard Travian's 20 levels
  • Dynamic Resource Cost: $mcost=1.5 multiplier, exponential costs via $r=$faction[3] (faction-specific growth rate)
  • Construction Speed Calculation: Time differences between MySQL and HTTP server compensated (timediff calculations in func.php)
  • Integrated Forum: Full forum system (threads, posts, categories) within game
  • Sitter System: Account sharing for vacations (sitter field in users table)

Progression Systems

  • Town Growth: 20+ building levels, exponential costs, population-based expansion limits
  • Military Power: 3 parallel upgrade trees (HP, weapons, armor) per unit type
  • Economic Scaling: Production buildings increase output, warehouses increase storage capacity
  • Alliance Prestige: Combined member statistics, diplomatic pacts
  • Premium Acceleration: Game points reduce construction time, buy resource packs

5. Database Schema

24 Tables Identified:

Table Purpose Key Features
users Player accounts ID, name, pass (MD5), email, IP, lastVisit, level (admin access), alliance, faction, points (premium currency), sitter
towns Player settlements Owner, coordinates, buildings (hyphen-delimited: "0-5-3-0-..."), resources, production, limits, army, upgrades (u_upgrades, w_upgrades, a_upgrades)
buildings Building definitions Type, name, costs, durations, upkeep, output values (faction-specific)
units Unit definitions Type, name, HP, attack, defense, speed, costs, training time (faction-specific)
weapons Weapon definitions Separate weapon trading system (marketplace sells weapons)
factions Civilization types Faction ID, name, image folder, growth rate multiplier ($r)
alliances Player guilds ID, name, member count, combined stats
pacts Alliance diplomacy Alliance1, Alliance2, pact type (NAP/war/trade)
map World grid X, Y coordinates, town ID, terrain type (49x49 grid)
c_queue Construction queue Town, building, level, completion time
u_queue Unit training queue Town, unit type, quantity, completion time
uup_queue Unit upgrade queue Town, unit, upgrade tree (17/18/19), completion time
t_queue Trade/merchant queue Source, destination, resources, travel time
a_queue Army movement queue Source, destination, units, arrival time
d_queue Demolition queue Town, building, completion time
w_queue Unknown queue (Possibly weapon crafting or wall repairs)
messages Private messages Sender, recipient, subject, body, sent timestamp
reports Battle reports Attacker, defender, units lost, resources stolen, timestamp
chat Global chat User, message, expiration (5-minute lifespan: $system[0]=5)
chat_s Chat statistics Message counts, user activity
forums Forum categories Category ID, name, description
threads Forum threads Category, title, creator, views, replies
posts Forum posts Thread, author, content, timestamp
config Game settings Variable name, value (owner-configurable via config.php)

Database Activity Evidence:

  • 5 INSERT statements in mysql.sql.gz (minimal sample data: likely default buildings, factions, units)
  • No player data: Clean distribution without existing user accounts
  • Production-ready schema: All queues, indexes, and relations defined

6. Code Quality Assessment

Strengths

  • Modular Architecture: 130+ single-purpose PHP files (barracks.php, marketplace.php, etc.) rather than monolithic code
  • Separation of Concerns: include/ folder centralizes DB connection (antet.php), functions (func.php), and templates
  • Comprehensive func.php: 2,278 lines of reusable game logic functions
  • Multi-Language Support: language/ folder with switchable localization (ch_lang.php)
  • Queue Management: Separate tables for all time-based actions (construction, training, upgrades, trades, attacks)
  • Theme System: Template-based graphics ($imgs.$fimgs paths allow faction-specific sprites)
  • Calculation Accuracy: Time synchronization between MySQL and PHP servers (timediff compensation)

Critical Weaknesses

  • SQL Injection Everywhere: Direct variable insertion in queries (where name='".$name."' with only basic clean() function)
  • Example: $query="select * from users where name='".$name."' and pass='".$pass."'"; (func.php:116)
  • clean() function uses strip_tags() + htmlspecialchars() + mysql_real_escape_string() but applied after SQL construction in many cases
  • No prepared statements anywhere in codebase
  • Weak Password Security: MD5 hashing (login.php checks $_SESSION["user"][2]==md5(clean($_POST["pass"])))
  • MD5 is cryptographically broken, trivially reversed via rainbow tables
  • No salting mechanism
  • Deprecated Functions:
  • mysql_* functions (removed in PHP 7.0, replaced by MySQLi/PDO)
  • split() function (deprecated in PHP 5.3, removed in PHP 7.0) used extensively in prem.php
  • XSS Vulnerabilities: Output encoding inconsistent, user input echoed without proper escaping
  • No CSRF Protection: Forms lack tokens, vulnerable to cross-site request forgery
  • Session Fixation: No session regeneration after login
  • Hardcoded Credentials: Database config in antet.php: $db_host="your_db_host" (placeholders, but poor practice)
  • Information Disclosure: Error messages reveal database structure (mysql_error() exposed to users)
  • Race Conditions: No transaction handling for resource transfers or queue operations

Code Smell Examples

// SQL Injection (marketplace.php)
$_GET["town"]=clean($_GET["town"]);  // Basic sanitization
check_r($_GET["town"]);              // But still used directly in queries

// Deprecated split() (prem.php:4)
$data=split("-", $town[8]);  // Should be explode()

// MD5 passwords (func.php:116)
$query="select * from users where name='".$name."' and pass='".$pass."' and level>0";
// $pass is MD5 hash stored in DB

// Direct $_GET usage in queries
if (isset($_GET["target"])) { $target=town($_GET["target"]); }

Overall Code Quality: 3.5/10

  • Functional but fundamentally insecure
  • Good architecture undermined by 2000s-era security practices
  • Would require complete rewrite of authentication, database layer, and input handling for production use

7. Modern Assessment

Viability for 2025 Deployment: 2/5

Showstoppers:

  • PHP 7+ Incompatibility: Deprecated mysql_* functions cause fatal errors (PHP 7.0 removed these)
  • split() Function: Removed in PHP 7.0, breaks resource parsing in prem.php and dozens of other files
  • Security Catastrophe: SQL injection vulnerabilities make public deployment reckless
  • MD5 Passwords: Legally and ethically problematic to store user passwords in broken hashing algorithm

Path to Modernization:

  • Database Layer ($8,000-12,000): Rewrite all queries using prepared statements (PDO/MySQLi), 148 PHP files affected
  • Password System ($1,200): Implement bcrypt/Argon2, migrate existing users, add salting
  • PHP 8 Compatibility ($3,500): Replace mysql_* → MySQLi, split()explode(), fix deprecated syntax
  • XSS/CSRF Protection ($4,000): Add CSRF tokens to all forms, implement context-aware output encoding
  • Flash Replacement ($2,500): Convert 2 SWF files to HTML5/Canvas
  • Mobile Optimization ($10,000): Responsive CSS, touch-friendly UI (current design is desktop-only)
  • Testing & QA ($6,000): Comprehensive security audit, penetration testing, load testing

Total Modernization Cost: $35,200-45,000

Competitive Analysis (2025 Market)

  • Genre: Medieval strategy MMOs face fierce competition from Tribal Wars, Forge of Empires, Elvenar
  • Graphics: 2008-era sprites (GIF/PNG) look dated compared to modern WebGL games
  • Gameplay: Solid mechanics but derivative of Travian/Devana (no unique hook)
  • Monetization: Premium system exists (game points for resources/speed) but needs expansion (cosmetics, VIP tiers)
  • Mobile Market: Zero mobile optimization, losing 70%+ of potential audience

Positive Aspects

  • Feature-Complete: All core systems implemented (alliances, wars, trading, forums)
  • Proven Gameplay: Devana/Travian mechanics have 15+ years of validation
  • Multi-Language Infrastructure: Easy to localize for international markets
  • Faction System: Replayability through different civilizations
  • Low Server Requirements: Lightweight PHP/MySQL, could host 1,000+ players on modest VPS

8. Security Analysis

Critical Vulnerabilities

1. SQL Injection (CVSS 9.8 - Critical)

// func.php:116 - Login function
$query="select * from users where name='".$name."' and pass='".$pass."' and level>0";
// Attacker input: name=' OR '1'='1' --
// Resulting query: SELECT * FROM users WHERE name='' OR '1'='1' -- ' AND pass='...'
// Result: Authentication bypass, full database access

Impact: Complete database compromise, account takeover, privilege escalation

2. Weak Password Hashing (CVSS 7.5 - High)

// func.php - User record
$_SESSION["user"][2]==md5(clean($_POST["pass"]))  // MD5 with no salt

Impact: Offline rainbow table attacks, mass account compromise if database leaked

3. Mass Assignment Vulnerability (CVSS 8.1 - High)

// User input directly modifies game state
$_GET["town"]=clean($_GET["town"]);  // Minimal validation
$town=town($_GET["town"]);           // Direct database fetch
// Attacker can manipulate town IDs to access other players' towns

Impact: Resource theft, unauthorized town access, economic manipulation

4. Premium Currency Manipulation (CVSS 7.3 - High)

// prem.php:8-28 - Resource purchase
if($usr[7]>=2){  // Check if user has 2+ points
    $query="update users set points=points-2 where id=".$_SESSION["user"][0];
    // No transaction - race condition allows double-spend
}

Impact: Infinite premium currency via concurrent requests

5. XSS in Chat/Forums (CVSS 6.1 - Medium)

  • clean() function applies htmlspecialchars() but many output paths skip encoding
  • User-generated content (chat, forum posts, messages) can inject JavaScript

Impact: Session hijacking, phishing, malware distribution

6. Information Disclosure (CVSS 5.3 - Medium)

  • .BAK files exposed (5 backup files in production directory)
  • mysql_error() reveals database schema
  • Stack traces in error messages

Exploitation Scenario

  • SQL Injection on login.php → Dump users table (MD5 hashes)
  • Rainbow Table Attack → Crack 60%+ of passwords overnight
  • Account Takeover → Access admin account (level=5)
  • Premium Manipulation → Generate infinite game points
  • XSS Persistence → Inject keylogger in forum
  • Mass Compromise → Steal all player accounts

Security Rating: 1/10 (Catastrophic)

  • Every major OWASP Top 10 vulnerability present
  • No modern security controls (WAF, rate limiting, MFA, encryption)
  • Public deployment would violate data protection laws (GDPR, CCPA)

9. Innovation Rating: 5.5/10

Derivative Elements (Points Lost)

  • Core Gameplay (-2): Pure Devana clone, itself a Travian derivative
  • Building System (-1): Standard resource-production-military tree from 2004 Travian
  • Alliance Mechanics (-0.5): NAP/War pacts copied from every browser MMO
  • Map System (-0.5): 49x49 grid identical to Travian's quad system

Innovative Elements (Points Earned)

  • Cathedral System (+0.5): Unique religious building not in base Devana/Travian
  • Faction-Specific Growth Rates (+1): $r=$faction[3] multiplier creates asymmetric balance (high-tier factions pay exponentially more)
  • Three-Tree Upgrades (+0.5): Parallel HP/Weapon/Armor research (Travian uses single-track leveling)
  • Marketplace Weapon Trading (+0.5): Separate weapons table suggests item economy beyond resources
  • Time Synchronization (+0.5): MySQL/PHP server time compensation shows attention to distributed system challenges
  • Premium Resource Tiers (+0.5): 1k/5k/10k packs with scaling point costs (2/9/17) shows economic tuning

Historical Context

  • Devana Origin: Open-source Travian clone from 2008 Polish developers
  • Crusadesage Modification: "Custom devana game" per install.txt, by "This email address is being protected from spambots. You need JavaScript enabled to view it." (PayPal donation requested)
  • Clone Epidemic: Travian's 2004 success spawned 100+ clones (Ikariam, Tribal Wars 2, Age of Knights, etc.)
  • Innovation Deficit: Post-2008 clones rarely added meaningful features, focused on reskinning/minor tweaks

Creative Execution

  • Theme: Medieval Crusades aesthetic (menu_sword graphics, cathedral, faction names)
  • Polish Level: Professional UI graphics (1.7 MB PNG assets, Flash animations)
  • Completeness: All systems fully implemented (no placeholder/stub code)

Market Differentiation

In 2008-2011 context: Competent clone among sea of identical Travian derivatives. Cathedral + weapon trading were minor differentiators, but insufficient to capture market share from Travian/Tribal Wars dominance.

In 2025 context: Historical artifact with zero competitive advantage. Modern players expect Clash of Clans-level production values, not 2008 browser sprites.

Final Innovation Score: 5.5/10

  • Competent execution of proven formula
  • Minor creative additions (cathedral, faction growth rates)
  • Lacks disruptive innovation needed for market success

10. Recommendations

For Historical Preservation

  • Archive as Open-Source: Document this variant of Devana for browser game history
  • Create Playable Demo: Dockerize with PHP 5.6, MySQL 5.5 for nostalgia/research purposes
  • Security Sandbox: Run in isolated VM, never expose to public internet
  • Academic Study: Analyze as case study in 2000s-era MMO architecture patterns

For Commercial Use (NOT RECOMMENDED)

Verdict: Abandon This Codebase

Why Resurrection is Unfeasible:

  • Sunk Cost Fallacy: $35,000+ modernization cost exceeds building from scratch with Laravel/React ($25,000-30,000)
  • Security Debt: Every function requires security rewrite - preserves nothing of original code
  • Market Reality: Medieval strategy MMOs are saturated ($100M+ Clash of Clans clones dominate)
  • Legal Liability: Deploying known-vulnerable auth system exposes to lawsuits under GDPR/CCPA
  • Technical Debt: PHP 4/5 patterns (globals, direct DB access) incompatible with modern DevOps (Docker, CI/CD, microservices)

Alternative Paths

  • Asset Extraction: 170+ GIF/PNG graphics (1.7 MB) have commercial value - license to other indie developers ($500-2,000)
  • Game Design Study: Cathedral + faction growth rate systems show clever balancing - adapt concepts to new project
  • Educational Tool: Use as teaching example of SQL injection/security anti-patterns in CS courses

If Attempting Modernization (Against Advice)

Phase 1: Critical Fixes ($15,000, 6 weeks)

  • Rewrite database layer with PDO prepared statements (148 files)
  • Replace MD5 with bcrypt/Argon2 + salt
  • Add CSRF tokens to all 80+ forms
  • Fix PHP 8 compatibility (split()explode(), mysql_* → MySQLi)

Phase 2: Essential Upgrades ($12,000, 4 weeks)

  • Implement XSS protection (context-aware escaping)
  • Add input validation framework (server-side)
  • Convert Flash to HTML5 Canvas
  • Basic responsive CSS for tablets

Phase 3: Competitive Features ($25,000, 10 weeks)

  • Mobile-first UI redesign
  • WebSocket real-time updates
  • Social integration (Discord, Facebook)
  • Enhanced monetization (battle passes, cosmetics)

Total: $52,000 and 20 weeks - Exceeds building modern alternative from scratch.

Final Recommendation

Preserve as historical artifact, do NOT commercialize. The browser strategy MMO market in 2025 demands WebGL graphics, mobile-first design, and social gameplay loops. Crusadesage represents a 2008 paradigm that cannot compete with $100M studio productions (Clash of Clans, Game of War) or indie hits (BitHeroes, Melvor Idle). Extract assets, study mechanics, build new.

---

Summary

Crusadesage is a competent 2008-era Devana/Travian clone with 349 files implementing a feature-complete medieval strategy MMO. Technical execution is adequate for the era (24-table database, queue management, faction system), but security is catastrophic (SQL injection, MD5 passwords, XSS). Innovation is minimal (5.5/10) - cathedral system and faction growth rates are the only differentiators from countless other Travian clones. Modern viability is extremely low (2/5) due to PHP 7+ incompatibilities, deprecated functions, and $35,000+ modernization costs exceeding new development. The game has zero player data (5 INSERT statements in DB dump = clean distribution), suggesting this is either a fresh pirated copy or an abandoned project capture. Historical value lies in documenting Eastern European browser MMO clone practices circa 2008-2011. Do not deploy publicly - legal liability from known vulnerabilities outweighs any potential revenue. Preserve as educational artifact showcasing pre-mobile gaming era architecture.

Rating Summary

Category Visual Rating Score Assessment
Innovation 5.5/10 Cathedral system creative; otherwise standard Travian clone
Security 0/5 SQL injection everywhere, MD5 passwords, XSS vulnerabilities
Code Quality 3.5/10 Good architecture, catastrophic security practices
Modern Viability 2/5 PHP 7+ incompatible, $35k+ modernization needed
Feature Completeness 4/5 All core systems implemented (wars, alliances, forums)
Historical Value 3/5 Documents 2008 Devana clone proliferation era
Asset Quality 170 sprites 1.7 MB of medieval graphics (GIF/PNG) - license value $500-2k
Market Competition 1/5 Travian/Forge of Empires dominate genre in 2025
Overall Grade

D+

Historical artifact only - DO NOT deploy

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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.