🏛️ CaMp Offcial Server · Village
Pops 7 for 6.5 jobs · today's activity put 2 to work (output 55%) · stability 50 (yields x0.95) · 5 tiles, 4 with districts · building slots 1/2 · offense +0 · defense +0.25
🏘️ 0 cities · city meter 3 / 25 - filled by every bump, game, count, visit and vote your people make (x1.025 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.
Energy151+2.85/day · cap 1,500
Minerals20.25+7.37/day · cap 1,500
Food108+7.73/day · cap 1,500
Alloys11.79+0.79/day · cap 1,500
Research6.52+0.53/day
Unity3.76+0.47/day
Influence57+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.
| Resource | Researched by | Points | Comes in |
|---|---|---|---|
| ⚡ Energy | each person active in a day | 1.7 | every 23.7 h (x1.01) |
| ⛏️ Minerals | bumps and invites | 1.7 | every 23.7 h (x1.01) |
| 🌾 Food | bump streaks | 0.0 | every 24 h (x1.00) |
| 🔩 Alloys | battles, hordes, raids and Escape | 0.0 | every 24 h (x1.00) |
| 🔬 Research | signed-in website visits | 0.0 | every 24 h (x1.00) |
| 🕊️ Unity | counting | 0.0 | every 24 h (x1.00) |
| 👑 Influence | votes for the bot | 0.0 | every 24 h (x1.00) |
Today: 0 people and 0 actions put 2 of 7 settled people to work on 6.5 jobs (output 55%; 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
- work0 people and 0 actions put 2 of 7 people to work on 6.5 jobs today. 2026-11-01 23:00
- renown+1.5 influence from yesterday's renown (3) 2026-10-31 23:00
- buildThe steward built the 🏪 Market to level 1. 2026-10-31 23:00
- work0 people and 1 actions put 2 of 7 people to work on 6 jobs today. 2026-10-31 23:00
- buildThe steward built a level 1 ⛏️ Mine on tile 5944 for 47 minerals. 2026-10-30 23:00
- buildThe steward built a level 1 🌾 Farm on tile 5839 for 45 minerals. 2026-10-30 23:00
- buildThe steward built a level 1 🌾 Farm on tile 5838 for 42 minerals. 2026-10-30 23:00
- work1 people and 1 actions put 4 of 7 people to work on 3 jobs today. 2026-10-30 23:00
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.

