๐๏ธ ๏ผ๐๐๐ธ๐ ๐ผ๐๐ธ๐๐ ๐ ๐ธ๐บ๐ ๐ง || ๐ฆ๐ญ ยท Village
Pops 7 for 12 jobs ยท today's activity put 4 to work (output 57%) ยท stability 51 (yields x0.96) ยท 14 tiles, 9 with districts ยท building slots 2/2 ยท offense +0 ยท defense +0
๐๏ธ 0 cities ยท city meter 10 / 25 - filled by every bump, game, count, visit and vote your people make (x1.07 for a kingdom this size; bigger fills faster). Each city houses 2 pops. A ruler can also build a City district on the Tiles page for minerals.
Energy183-0.78/day ยท cap 2,300
Minerals75.82+29.78/day ยท cap 2,300
Food129+1.65/day ยท cap 2,300
Alloys50.05+0.83/day ยท cap 2,300
Research20.05+0.55/day
Unity13.3+0.48/day
Influence44.84+3.29/day ยท cap 400๐งญ Research speed
Every action researches one resource, and research is how often it comes in: a resource nobody researched arrives once a day with the nightly tick; a fully researched one every 12 hours (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 each day the activity stops - except influence, which never goes down.
| Resource | Researched by | Points | Comes in |
|---|---|---|---|
| โก Energy | each person active in a day | 5.1 | every 23.1 h (x1.04) |
| โ๏ธ Minerals | bumps and invites | 6.5 | every 22.8 h (x1.05) |
| ๐พ Food | bump streaks | 0.0 | every 24 h (x1.00) |
| ๐ฉ Alloys | battles, hordes, raids and Escape | 0.0 | every 24 h (x1.00) |
| ๐ฌ Research | signed-in website visits | 0.0 | every 24 h (x1.00) |
| ๐๏ธ Unity | counting | 0.0 | every 24 h (x1.00) |
| ๐ Influence | votes for the bot | 0.0 | every 24 h (x1.00) |
Today: 1 people and 1 actions put 4 of 7 settled people to work on 12 jobs (output 57%; more hands than jobs is overtime, up to 150%).
Pops are your server's people: the army (invite posters), this week's active members and a share of the member count. Your member count is the population the kingdom had before it went through the drift; the king leads them back one settled pop at a time, and it may never be all of them. Every tile's terrain carries a deposit; a district works it. The capital produces on its own. Research: none.
๐ค The steward
Strategy Balanced ยท steward runs: build, arms, claims, research
๐ Latest
- claim**๏ผ๐๐๐ธ๐ ๐ผ๐๐ธ๐๐ ๐ ๐ธ๐บ๐ ๐ง || ๐ฆ๐ญ** claimed tile 2399 for 25.4 influence (paid by The steward). 2026-11-01 23:00
- work0 people and 0 actions put 2 of 7 people to work on 11 jobs today. 2026-11-01 23:00
- renown+3 influence from yesterday's renown (6) 2026-10-31 23:00
- buildThe steward built a level 1 โ๏ธ Mine on tile 2087 for 57 minerals. 2026-10-31 23:00
- work0 people and 2 actions put 3 of 7 people to work on 10 jobs today. 2026-10-31 23:00
- work2 people and 2 actions put 7 of 7 people to work on 10 jobs today. 2026-10-30 23:00
- work0 people and 0 actions put 2 of 7 people to work on 9 jobs today. 2026-10-29 23:10
- wearThe workers at the ๐ข๏ธ Silo went unpaid (3 quiet days) - it is wearing down (90%). 2026-10-29 23:10
How it works
- Districts sit on tiles and work the tile's deposit (a mine on a mountain, a farm on grassland, a generator on the coast). Three levels each.
- Buildings live in the capital's slots and refine or multiply: a forge turns minerals into alloys, a market sells surplus, walls and barracks arm the whole realm.
- Forts and garrisons on border tiles feed every war day's defense and offense; a fortified tile falls last when a war goes badly.
- Influence buys a tile of your choosing - any free tile touching your land - next to the ordinary expansion bar that invites and battles fill.
- Your people's activity works the jobs. Settled pops only work when people do things for the kingdom: each person active today and each bump, battle, count, visit or vote puts more hands to work. More hands than jobs is overtime - more out of every tile.
- Research from your people: bumps research minerals, battles alloys, counting unity, website visits research, votes influence, streaks food, and every active person energy - each raises that resource's yield.
- Techs spend research points on three branches: economy, military, expansion (roads make every invite worth more).
- Shortages hurt stability, stability scales every yield. The steward keeps all of it running until you take an area over.

