Many Bumps
Season #1Elv Eden▾
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You own223 ⚡ Energy +3.07/day79.85 ⛏️ Minerals +7.64/day259 🌾 Food +10.64/day6.17 🔩 Alloys +0.9/day27.05 🔬 Research +1.41/day20.2 🕊️ Unity +0.58/day68.87 👑 Influence +3.71/day

🏛️ Versus I|I Advertising & Entertainment · Town

Pops 17 for 11.5 jobs · today's activity put 2 to work (output 42%) · stability 52 (yields x0.96) · 51 tiles, 8 with districts · building slots 3/3 · offense +0 · defense +1

🏘️ 2 cities · city meter 75 / 135 - filled by every bump, game, count, visit and vote your people make (x1.255 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.

⚡ Energy223+3.07/day · cap 2,300
⛏️ Minerals79.85+7.64/day · cap 2,300
🌾 Food259+10.64/day · cap 2,300
🔩 Alloys6.17+0.9/day · cap 2,300
🔬 Research27.05+1.41/day
🕊️ Unity20.2+0.58/day
👑 Influence68.87+3.71/day · cap 400

🧭 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.

ResourceResearched byPointsComes in
⚡ Energyeach person active in a day9.1every 22.4 h (x1.07)
⛏️ Mineralsbumps and invites16.6every 21.3 h (x1.13)
🌾 Foodbump streaks3.2every 23.4 h (x1.03)
🔩 Alloysbattles, hordes, raids and Escape9.6every 22.3 h (x1.08)
🔬 Researchsigned-in website visits6.6every 22.8 h (x1.05)
🕊️ Unitycounting0.2every 24 h (x1.00)
👑 Influencevotes for the bot0.0every 24 h (x1.00)

Today: 0 people and 0 actions put 2 of 17 settled people to work on 11.5 jobs (output 42%; 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: eco1.

🤖 The steward

Strategy Balanced · steward runs: build, arms, claims, research

📜 Latest

  • work0 people and 0 actions put 2 of 20 people to work on 11.5 jobs today. 2026-11-01 23:00
  • renown+1.5 influence from yesterday's renown (3) 2026-10-31 23:00
  • buildThe steward built a level 1 ⛏️ Mine on tile 4996 for 57 minerals. 2026-10-31 23:00
  • tradeThe steward sold 53.4 energy for 30.34 minerals. 2026-10-31 23:00
  • tradeThe steward sold 41.2 food for 15.61 minerals. 2026-10-31 23:00
  • work0 people and 2 actions put 3 of 20 people to work on 10.5 jobs today. 2026-10-31 23:00
  • intake⚡ Energy came in early: +10.21 - the people's research has it arriving every 22.3 h. 2026-10-30 23:30
  • armsThe steward raised tile 5840's fort to 1 for 18 alloys. 2026-10-30 23:00

Full ledger →

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.