Many Bumps
Season #1Elv Eden▾
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You own224 ⚡ Energy +2.01/day5.41 ⛏️ Minerals +10.24/day151 🌾 Food +1.51/day79.07 🔩 Alloys +2.11/day26.76 🔬 Research +0.6/day16.96 🕊️ Unity +0.48/day54.9 👑 Influence +3/day

🏛️ The Association · Village

Pops 6 for 5 jobs · today's activity put 2 to work (output 63%) · stability 50 (yields x0.95) · 14 tiles, 2 with districts · building slots 2/2 · offense +0 · defense +0

🏘️ 0 cities · city meter 13 / 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.

⚡ Energy224+2.01/day · cap 1,500
⛏️ Minerals5.41+10.24/day · cap 1,500
🌾 Food151+1.51/day · cap 1,500
🔩 Alloys79.07+2.11/day · cap 1,500
🔬 Research26.76+0.6/day
🕊️ Unity16.96+0.48/day
👑 Influence54.9+3/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 day4.1every 23.2 h (x1.03)
⛏️ Mineralsbumps and invites5.5every 23 h (x1.04)
🌾 Foodbump streaks0.0every 24 h (x1.00)
🔩 Alloysbattles, hordes, raids and Escape0.0every 24 h (x1.00)
🔬 Researchsigned-in website visits0.0every 24 h (x1.00)
🕊️ Unitycounting0.0every 24 h (x1.00)
👑 Influencevotes for the bot0.0every 24 h (x1.00)

Today: 0 people and 1 actions put 2 of 6 settled people to work on 5 jobs (output 63%; 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.

🤖 The steward

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

📜 Latest

  • renown+1.5 influence from yesterday's renown (3) 2026-11-01 23:00
  • claim**The Association** claimed tile 941 for 25.4 influence (paid by The steward). 2026-11-01 23:00
  • work1 people and 1 actions put 4 of 6 people to work on 5 jobs today. 2026-11-01 23:00
  • buildThe steward built a level 1 ⛏️ Mine on tile 931 for 42 minerals. 2026-10-31 23:00
  • buildThe steward built a level 1 ⛏️ Mine on tile 939 for 40 minerals. 2026-10-31 23:00
  • tradeThe steward sold 42.4 energy for 24.09 minerals. 2026-10-31 23:00
  • work1 people and 1 actions put 4 of 6 people to work on 3 jobs today. 2026-10-31 23:00
  • intake⛏️ Minerals came in early: +6.53 - the people's research has it arriving every 23.1 h. 2026-10-31 22:00

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.