Many Bumps
Season #1Elv Eden▾
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You own138 ⚡ Energy +0.61/day25.55 ⛏️ Minerals +13.18/day95.77 🌾 Food +1.88/day27.92 🔩 Alloys +0.82/day5.3 🔬 Research +0.55/day3.33 🕊️ Unity +0.48/day54 👑 Influence +3/day

🏛️ PLAY HOW YOU WANT · Village

Pops 5 for 6 jobs · today's activity put 2 to work (output 57%) · stability 50 (yields x0.95) · 4 tiles, 3 with districts · building slots 2/2 · offense +0 · defense +0

🏘️ 0 cities · city meter 3 / 25 - filled by every bump, game, count, visit and vote your people make (x1.02 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.

⚡ Energy138+0.61/day · cap 2,300
⛏️ Minerals25.55+13.18/day · cap 2,300
🌾 Food95.77+1.88/day · cap 2,300
🔩 Alloys27.92+0.82/day · cap 2,300
🔬 Research5.3+0.55/day
🕊️ Unity3.33+0.48/day
👑 Influence54+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 day1.7every 23.7 h (x1.01)
⛏️ Mineralsbumps and invites1.7every 23.7 h (x1.01)
🌾 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 0 actions put 2 of 5 settled people to work on 6 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.

🤖 The steward

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

📜 Latest

  • work0 people and 0 actions put 2 of 5 people to work on 7 jobs today. 2026-11-01 23:00
  • wearThe workers at the 🛢️ Silo went unpaid (4 quiet days) - it is wearing down (90%). 2026-11-01 23:00
  • wearThe workers at the 🌽 Granary went unpaid (4 quiet days) - it is wearing down (80%). 2026-11-01 23:00
  • buildThe steward built the 🛢️ Silo to level 1. 2026-10-31 23:00
  • work0 people and 0 actions put 2 of 5 people to work on 6.5 jobs today. 2026-10-31 23:00
  • wearThe workers at the 🌽 Granary went unpaid (3 quiet days) - it is wearing down (90%). 2026-10-31 23:00
  • work0 people and 0 actions put 2 of 5 people to work on 6.5 jobs today. 2026-10-30 23:00
  • renown+1.5 influence from yesterday's renown (3) 2026-10-29 23:10

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.