Many Bumps
Season #1Elv Eden▾
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Renown, the spotlight and the divisions

Renown is one number a server's people earn many ways: a bump or invite (+3), a server's first ever bump (+10), bump-streak milestones at 3, 7, 14, 30, 60, 100 days (+3 to +60), a Battle of the Realms, horde or raid fought (+2), counting milestones (+4 and up), a top.gg vote (+3) and a signed-in visit to this site, once a day (+1, and a plunder). It counts for the last seven days.

The spotlight. Once an hour the home page draws one kingdom from everyone with renown this week. A kingdom's chance is its renown divided by the square root of its size - a Hamlet of 49 with 30 renown weighs as much as a City of 10,000 with 430 - and a kingdom drawn sits out the next 24 hours. A server whose size we never learned counts as 250 members.

Streaks. Bump on consecutive days and every invite is worth x1.1 from day 7 and x1.25 from day 30 on the expansion bar.

Divisions. 🏡 Hamlet under 250 members · 🏘️ Town under 2,000 members · 🏙️ City under 20,000 members · 🏰 Realm 20,000+ members. Every top list can be filtered by division, so each weight class has its own #1.

Rising is member growth over the week from daily counts (until a week of counts exists: renown per 100 members). Influence: each night yesterday's renown becomes Influence in the realm (x0.5, up to 25 a day).

How land grows

Two bars. Nothing claims land the moment it happens. Every counted invite - and every battle your people win - fills your kingdom's expansion bar; badly lost battles fill its subtraction bar (quiet days take land directly - see below). When a bar fills, the borders actually move: +4 cells, or -3. Filling one bar first burns down the other, so a win undoes a pending loss.

Battle tiles (2026-10-03). Every Battle of the Realms is fought over one free tile nobody has fought over this season. A win or a podium place fills the kingdom's expansion bar and its claim on that tile - or, when its land doesn't touch it, on a free tile next to its land; a full claim takes the tile. Counting milestones and games of Stones are skirmishes on random tiles for far less. Each kingdom sends soldiers by its week's activity (one more per Barracks level); kingdomless fighters are mercenaries a ruler can hire; the shadows fight against everyone. A claim is always the kingdom's - the Chronicle never names the person.

The early push. Past half full, every invite also rolls for a push before the bar is full: the odds climb from nothing at 65% to 20% at a full bar, and a General's invite, the Expansion skill and a day of victor's momentum all raise them (never above 60%). An early push spends the whole bar - a gamble that pays better the fuller you are. The bump confirmation shows the odds as they stand.

Big realms move slowly. The bar a kingdom must fill starts at 16 points and grows by 0.6 for every cell it already holds. A new kingdom expands after a handful of invites; a large one needs many. Recruits' invites are worth 3 points, higher ranks more, and the Expansion skill - the only kingdom skill - adds 5% a level.

Streams are kingdoms too. A Twitch, YouTube or Kick link posted in a bump channel (or on Add a server) founds the stream's kingdom - or bumps it - and the poster joins its army. Its viewers are its energy: the bot looks at the stream every few minutes, and every viewer-minute goes on the expansion bar, growing with the audience but less than in proportion (ten viewers for an hour are worth about two thirds of a Recruit's bump; a thousand, about ten bumps). Watching keeps the kingdom active, so no land slips away while people watch.

Small and new kingdoms grow faster. Everything that fills the expansion bar counts extra for a server under 250 members (up to x1.6 at 50 or fewer) and for a kingdom founded in the last 14 days (x1.5 on day one, fading to x1), never more than x2 together.

Going quiet costs land - slowly, then fast. Activity is anything real people do for the kingdom: an invite or bump, a battle, horde, raid or Escape fought, counting in its server, a vote or a signed-in visit to this site. The first 3 quiet days cost nothing. Then 1% of the kingdom's land slips from its edges every night for 7 nights (at least one cell, but never the capital) - slowly, so a kingdom can come back strong: every cell lost in those nights goes back onto its expansion bar the moment its people return. If the quiet goes on, the nightly loss doubles every 2 days (never more than half the land in one night) until the kingdom falls and its land is free; one bump then settles it anew at a fresh capital, with everything the slow nights took and half of what the fast nights took back on its expansion bar.

Direction is earned. Each invite adds its channel's compass point to your kingdom's tally, and a filled bar expands toward one of those points, picked in proportion to the tally. Bump mostly in northern channels and your realm grows north. Boxed in? The kingdom founds a settlement elsewhere - a new territory with its own skills.

Direction is a leaning, not a rail. Each hub channel points a way, and a claim posted there usually drifts within 35° of it - but roughly 25% of the time the scouts wander off somewhere of their own choosing. Two kingdoms bumping in the same channel never march in lockstep, and borders come out ragged rather than drawn with a ruler.

A Cooperative is one ruler with several servers: stats add up, but each server's claim is 1/N unless every member's invite was posted within a day.

Ranks

RankNeedsClaimsPerks
Recruit0+ invitesx1fills the bar 3 points an invite; votes in ceasefire polls
Soldier10+ invitesx1.4fills x1.4; counts x1.4 in battles
Veteran30+ invitesx1.8fills x1.8; counts x1.8 in battles; better odds of an early push
Captain60+ invitesx2.2fills x2.2; counts x2.2 in battles; /rally once a war day (+2)
Commander120+ invitesx2.6fills x2.6; counts x2.6 in battles; /rally once a war day (+3); named on the kingdom's site page
General250+ invitesx3fills x3; counts x3 in battles; /rally once a war day (+4); named first on the kingdom's site page

Borders, treaties, wars

Two kingdoms that touch share a border. Rulers can offer a treaty (peace for good), stand firm, or declare an attack. Only the bot ever declares a war: every invite on an open border adds tension, an attack adds more, and each night the bot rolls (3% per point of tension, +20% for an attack, capped at 65%). The side that stoked more is the aggressor.

A war lasts 7 days. Each night's battle scores that day's invites and Battle of the Realms joins - both weighted by rank, a join worth as much as an invite - plus the kingdom's attack minus the enemy's defence, plus any rallies. Attack and defence come from the territories, not from skills: garrisons and forts on tiles, barracks and walls in the capital, military research. A tile holds 6 fort and garrison levels between them, and each costs more the more of the other it already has, so a territory is built for defence or attack, or a mix - never both at full strength. So a server that only set up battles fights an invite server on equal terms: its members join battles, theirs post invites. Between neighbours, the week's winner takes 10-25% of the loser's land from the front line inward - capitals included.

Distant wars. A ruler can attack any claimed kingdom, border or not, but a feud across the map turns into a war only about 15% as often as a border does (never above 20% a night). If it comes, the loser's land shrinks 10-25% from its edges into free land; the winner takes nothing directly, but the loser's neighbours can bump into the ruins. A kingdom that loses its last cell starts over at a fresh random capital.

Land pressure. As the world fills, every claim shrinks - down to a third of its normal size once free land is scarce - so latecomers still get a foothold and wars become the main way to grow.

Anyone in either army can call a ceasefire poll: it passes at 60% with at least 5 votes. A ceasefire is 2 quiet days; one invite from either army breaks it; if it holds, the war ends with no land moved.

Treaties can be torn up in the open or quietly. Quiet breaks are named in the Chronicle a few days after the next war between the two ends.

Hordes and raids

🧟 The Horde battle comes once a week (Saturday 19:00 by default). Everyone who joined faces a horde of hundreds. Each round a Hold the line button opens for 90 seconds and only the first N presses count - N shrinks every round; those who held cut down part of the horde, the rest are taken by it. Near the end of every round a simple question appears with 30 seconds left: the first right answer saves everyone that round (one save per person per battle - more in later seasons). It ends when the horde is wiped out, the line is gone, or dawn comes after 10 rounds. Survivors earn 3 plunder (the fallen 1; +2 to all if the horde is wiped) and every survivor adds 1 to their kingdom's expansion bar.

👹 Raids happen only in servers that set a /raid-channel. A raid gathers until its party is full (5 heroes by default), then picks a time at least 2 hours away between 12:00 and 22:00 local, DMs every hero, and the party can vote it earlier or later until an hour before. The Shadow Guild's champion has hit points that grow with the party and with the shadows' power. Each round is a four-answer question (45 s): every right answer is a hit, and the more of the party get it right the harder every hit lands. Then a quick guard question (30 s) - half the party right and nobody is touched; otherwise the boss strikes everyone who missed the first one. It ends when the boss is slain (living heroes 4 points, their kingdoms +3 on the bar), the party is wiped, or the boss escapes after 10 rounds.

Your power in both = 10 + 0.5 per invite sent (cap 60) + 0.25 per bump (cap 30) + 2 per day of your bump streak (cap 20) + your kingdom's forts and barracks (cap 20) + 5 for voting for the bot that day. Attack is 60% of it, defense the rest.

Stones at the bathhouse table

🏮 Stones is Spades: 52 cards, spades always trump. Bid how many tricks you'll take (Nil = none, for a bonus), follow the led suit if you can, and spades can't be led until one has been played. A made bid scores 10 a trick plus 1 per extra trick (a bag); a missed bid loses 10 a trick; every few bags cost a penalty. Duel (1v1): 13 cards each, first to 100 - usually two hands. Teams (2v2): partners across the table, first to 250. /stones play opens a table; computer spirits take empty seats; a turn left 90 seconds plays itself. Winners take 3 plunder, everyone else 1, and every game earns renown. Coming: kingdom packs that swap 3 random non-spade cards into your deck, heroes and pets at the table, the card shop, and a website table.

Roles and parties

Everyone holds a few roles at once - citizen (you represent a kingdom and its ruler accepted you), birthplace (the kingdom of a server you're a member of), army (a member of a kingdom's server who plays the games) and politician (anyone who bumps). Every bump also leans you toward a party: 🐘 BFG Party for bumping a server that's home, 🫏 The Assembly for promoting other kingdoms while standing for one, ⚔️ Mercenary for bumping with no kingdom of your own. Pick one with /party pick or let your bumps decide; /party show is your card and the standings are here. Roles and parties are identity - they change nothing in battles or growth.

The realm (economy)

Every kingdom runs an economy the way a Stellaris empire does, scaled to a Discord server. Seven resources: energy, minerals, food, alloys, research, unity, influence. Every tile's terrain carries a deposit; a district (farm, mine, generator, industry, laboratory, shrine, city - three levels) works it. Buildings fill the capital's slots (forge, market, laboratory, temple, walls, barracks, embassy...); the capital grows village → town → city → metropolis → capital. Pops are your people - the army, this week's active members, a share of the member count - and too few for the jobs means everything runs slower. Shortages hurt stability, which scales every yield.

The lore of it. A server's member count is the population its kingdom had before it went through the drift from the old universe. Kingdoms that were connected before the drift are still drawn to each other - that is the handshake and the partnerships. The king (the server owner) leads their people back to where they were, one settled pop at a time; it may never happen. Those who never make it back become the stones of the drift.

Cities rise from a meter that every bit of bot use fills - invites and bumps most, battles, games, counting, website visits and votes too - and a bigger kingdom fills it faster (up to x2), so cities come slowly at first and more often as the realm grows: the first at 25 points, then 70, 135, 220... each houses more pops. A ruler can also build a City district for minerals. Forts and garrisons on border tiles feed war days (and a fortified tile falls last). Influence buys a tile of your choosing - any free tile touching your land, picked on the map - beside the expansion bar. Research has three branches: economy, military, expansion (Roads make every invite worth more). A steward runs any of it on auto until you take an area over from the kingdom page's Manage the realm.

Activity works the jobs. Settled pops only work when people do things for the kingdom: every person active that day puts 2 more to work, every bump, battle, count, visit or vote a little more. More hands than jobs is overtime, up to 150% from every tile.

Buildings are the base (2026-10-03). Every building adds to the resource it is for, and 50% of that comes whatever the day's activity - so a kingdom whose people go quiet keeps a trickle of what it built for a while. Activity pays the workers: after 2 quiet days they go unpaid and every building wears down 10% a day until it stands abandoned (nothing in, nothing out, no soldiers from a Barracks); an active day repairs 15%. An abandoned building has to be demolished and rebuilt by the ruler (or the steward, when it runs the buildings).

Research is speed (2026-10-03). Each kind of action researches one resource: bumps and invites minerals, battles alloys, counting unity, website visits research, votes influence, bump streaks food, and every active person energy. The more researched, the more often that resource comes in: once a day with no research, down to every 12 hours at full - the extra intakes land through the day. Several different people acting on the same resource in a day research it faster (up to x3). It fades a little on quiet days, except influence, which never goes down.

Bonus tiles. About one land tile in twelve carries a marker: 🏰 Bastion +0.75 defence while held · ⚔️ Armory +0.75 attack while held · 🌱 Fertile Ground +1 Expansion level while held. They count only while you hold the tile - take one in a war and it's yours.

Unity is member growth: hard unity follows the month, soft unity the week. Every kingdom starts at 50% and never shows below 20%, though a shrinking kingdom keeps saying "growth rate down". Counting can lift it past 100%.

Battles

There is always a Battle of the Realms gathering fighters in every server that connected a channel with /battle-channel. Press Join; when the clock runs out everyone fights in one shared battle, round by round (never fewer than 10), until one is left - and the next battle opens right after. Battles start on the hour, every hour from 7am to 10pm. Press 🔔 Ping me to be told when one opens and when it's about to start, in the channel or by DM.

🕯️ Dungeon Battles. From 10pm to 7am the fights move below ground and come every hour and a half - 11:30pm, 1am, 2:30am, 4am, 5:30am. The rules, the odds and the rewards are exactly the same; only the place changes, and the place is a dungeon. Nobody dies cleanly down there: the pits, the rack, the flooding cells, the things kept chained on the deepest level. Join if you can stomach it.

Plunder. Every battle you fight earns one, and the top five earn 5 / 4 / 3 / 2 / 1 more - a separate currency from bump points, spent on Vigor, Cunning or Luck with the hub's 💰 Spend points button, the buttons on your realm or /battle-upgrade: a small steady edge each, plus a small chance every round of something good or bad - a shield wall or a stumble, an ambush or a backfire, fortune or a rake. There is no top level, but each level does a little less than the last: Vigor tops out around +10% weight and Cunning around +12% killing odds, most of it by level 10, and the events stay rare. Upgrades are a nudge; rank, the handicap and the dice decide battles. Rank nudges those odds a touch. All three reset when the season turns.

Rumour has it not every fighter on the field is who they claim to be.

Odds are earned, not bought: your army rank multiplies your strength (Recruit x1, Soldier x1.4, Veteran x1.8, Captain x2.2, Commander x2.6, General x3), and a handicap favours fighters from smaller servers, so a 30-member server's champion is worth more than a 3,000-member server's. Battles don't hand out land directly: a win puts 4.5 points on the winner's expansion bar and the rest of the top five 2, 1.25, 0.75, 0.5, while going out in the bottom half puts 0.6 on that kingdom's subtraction bar. The winner also gets a day of victor's momentum: every invite fills the bar x1.25. The top five earn plunder, never bump points.

Groups win together. A Cooperative (one ruler, several servers) or a kingdom with partners earns x1.5 the bar points, and each partner kingdom takes 50% of them plus the same day of momentum - so a partner's champion winning is nearly as good as your own.

Staying alive pays too. Second through fifth place still fill their kingdom's bar, again x1.5 for a Cooperative or a partnered kingdom. So every fighter a Cooperative's servers send in is progress toward the next expansion.

The leaderboard. Every fight is recorded on the battle leaderboard - wins, top fives, kills, deaths and how many battles you've joined in a row. Real people only; it resets with the season. Admins can hang it in a channel with /battle-leaderboard, where it updates itself.

Rulers can call a training battle any time for their own servers and their partners' - points only, no land. Every battle is written into the Chronicle.

Get the bot

Many Bumps is free to add to any server: add Many Bumps to your server, then press Start setup (or run /setup) to pick a battle channel, a ping role and the leaderboard in a minute. Setting up founds the server's kingdom on the map right away - battles, an advertising channel, or both. Battles alone grow it (wins and top-five finishes fill its expansion bar), invites grow it faster, and both count in its wars. The server's members, roles and activity then count for its kingdom (Economy, Unity, settlements). The home page ranks kingdoms by land, by Economy and by Kingdom Size - members across a kingdom's servers, a bragging right with no effect on play - and the Tops page has every list in full, Unity and Influence included. The bot never reads or stores what anyone types. Our other bots are on the Install page.

Names, filters, privacy

Every server name is screened before it becomes a kingdom - slurs and explicit terms in any font or spacing never reach the map. Hub admins can also filter words per channel or server-wide; a filtered post is deleted, or moved to the channel it belongs in with a quiet "is this the right place?" for the poster.

Nothing anyone types is stored or shown here. The site shows server names, invites and the game's own stats - never message text.

Leaving. The first invite you post in a hub gets you a one-time note about the game and how to opt out. /kingdoms-optout (or the button on Your realm) dissolves every kingdom you rule and drops your ranks - your bumps still work, they just never touch the map; /kingdoms-optin brings you back. A server owner can remove one server with /kingdom-remove in that server or on Your realm. A removed server stays off the map until the person who removed it bumps it again or runs /setup in that server.

Partners, rivals, seasons

When two armies keep posting each other's invites, both rulers get a handshake. Partners share a forum post, the partner role, and peace on any border they share. A ruler can also propose a partnership to any claimed kingdom from the Chronicle page, and a kingdom at war can send an ambassador there - a ceasefire offer the other ruler accepts or declines.

Every active poster gets a rival each week - whoever's count was closest - and a Sunday scorecard by DM.

Settlements. Once the bot is in a server, its roles appear on its land: a village for a role with anyone in it, a town at 10, a city at 50. Click one on the live map to see the role and how many hold it.

A season is two months and is named Season #N: World - this one is Season #1: Elv Eden. Then a new world rises as a new landmass on the planet, a new logo, and the Chronicle becomes History.