Many Bumps
Season #1Elv Eden▾
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You own237 ⚡ Energy +5.77/day68.01 ⛏️ Minerals +5.93/day223 🌾 Food +3.29/day73.92 🔩 Alloys +1.48/day35.94 🔬 Research +0.99/day20.74 🕊️ Unity +0.59/day94.5 👑 Influence +3.5/day

🏛️ Nightmare Regs 27 · Town

Pops 5 for 4.5 jobs · today's activity put 2 to work (output 67%) · stability 55 (yields x0.99) · 0 tiles, 0 with districts · building slots 1/3 · offense +0 · defense +0

🏘️ 0 cities · city meter 1 / 25 - filled by every bump, game, count, visit and vote your people make (x1 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.

⚡ Energy237+5.77/day · cap 1,500
⛏️ Minerals68.01+5.93/day · cap 1,500
🌾 Food223+3.29/day · cap 1,500
🔩 Alloys73.92+1.48/day · cap 1,500
🔬 Research35.94+0.99/day
🕊️ Unity20.74+0.59/day
👑 Influence94.5+3.5/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 day0.5every 23.9 h (x1.00)
⛏️ Mineralsbumps and invites0.5every 23.9 h (x1.00)
🌾 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 4.5 jobs (output 67%; 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 4.5 jobs today. 2026-11-01 23:00
  • wearThe workers at the 🌽 Granary went unpaid (23 quiet days) - it is wearing down (40%). 2026-11-01 23:00
  • work0 people and 0 actions put 2 of 5 people to work on 4.5 jobs today. 2026-10-31 23:00
  • wearThe workers at the 🌽 Granary went unpaid (22 quiet days) - it is wearing down (50%). 2026-10-31 23:00
  • work0 people and 0 actions put 2 of 5 people to work on 4.5 jobs today. 2026-10-30 23:00
  • wearThe workers at the 🌽 Granary went unpaid (21 quiet days) - it is wearing down (60%). 2026-10-30 23:00
  • tradeThe steward sold 40.3 energy for 20.15 minerals. 2026-10-29 23:10
  • work0 people and 0 actions put 2 of 5 people to work on 4.5 jobs today. 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.