The field manual

How the world works

Every number on this page is the game's own — read straight from its configuration, the same way the in-game Codex reads it. When the game is rebalanced, this page changes with it.

Population & Food

People are your workforce
A city works one tile for every 2 citizens it has. Own more ground than you have people and the extra tiles sit idle — the Land tab shows which.
Everyone eats
Food upkeep is 1 flat plus 0.02 per citizen, every tick. Fields are always staffed to appetite first, so labour caps your surplus, never your dinner.
Growth needs surplus, not survival
A city grows only while food production exceeds upkeep by 25%. Base growth is 0.01% per tick — a fed city roughly doubles in a day and a half.
Small cities rebound fast
Below 60 citizens, being fed at all is enough, and growth is multiplied by up to 24×, fading to normal at the threshold. A shattered city recovers in hours, not days.
Starvation is a day-scale death
Out of food, a city loses 0.02% of its people per tick (at least 0.005), halving in about half a day. Unrelieved, it collapses.
Fat cities are trimmed
A city already sitting at zero net food drifts back down toward the surplus line at 0.2% per tick. Feed it or it shrinks to what it can feed.
Soldiers are people
Every unit costs its size in population when it finishes, and refuses to recruit if the city can't spare them. Demobilizing returns 80% of them.
A new city starts at
20–40 citizens.

Land & Economy

Extraction
Each worked tile yields its biome's table × 0.05 per tick. Extraction buildings multiply their own tile's target resource by 2.5.
Plains
3 food per worked tile
Coast
2 food, 1 gold per worked tile
Forest
1 food, 3 wood per worked tile
Hills
2 stone, 1 iron per worked tile
Mountains
2 stone, 2 iron per worked tile
Warehouse cap
5000 per resource. A Granary lifts the food cap only — stockpile to outlast a siege.
Who works what
The governor staffs food tiles first, then fills the rest by your Focus pick, which pulls 3× harder toward its resource. Pin a tile by clicking it on the map and it is worked no matter what.
A floor under the workforce
Below 5 workers a settlement always has hands for that many tiles, so a husk can still feed itself back up.
Raided land heals
Plundered tiles recover 1 yield point per tick back to 100. A raid costs the victim time, not permanent ground.
Outposts claim ground
An Outpost takes the 2 hexes around it and can be raised up to 4 hexes outside your border — the only way to take land without founding a city.
Settlers get dearer
Each city you already hold multiplies the next settler's cost by 0.5 — city #3 costs twice city #1. Sprawl is priced.

Cities & Queues

Two lanes, not one
Construction and Training are separate queues. They run at the same time and never block each other.
Pay as you go
Nothing is charged up front. The item at the head of each queue draws its cost spread over its build time — run dry and it STALLS where it stands until income catches up. Nothing is lost.
Reorder or cancel freely
The ▲ ▼ buttons move an item; ✕ cancels it. Whatever it has already drawn is spent, so cancel early.
Claim radius
Tier 1 claims 3 hexes, and every tier adds one more ring.
Tier is bought, not earned
Tier rises only through a Tier Invest project: 6h, cost × current tier, and it is gated on population — 50, 120, 300, 700 citizens for tiers 2, 3, 4, 5. Tier never drops.
Each tier picks a governance branch
Military, economic, population or vision. Investing off your established branch costs extra gold, so a realm develops a character.
Stack cap
A city fields 15 units per stack, rising to 25 through military picks (+3 each). Settlers and wagons are exempt.

War & Siege

You must declare war
Realms start neutral. No attack lands until you declare — and an ally cannot be attacked at all.
Sieges are timed by tier
Ringed and cut off, a city falls in 10h / 20h / 1.7 days / 3.0 days / 3.0 days for tiers 1–5. A frontier holding can fall overnight; a core city takes days.
Or storm it early
Once a siege is 12.5% of the way through you may assault instead of waiting — faster, and much bloodier. A Keep adds 200 wall HP to break through, a Garrison Wall 120.
Walls defend
A Keep adds 50 to the garrison's strength while besieged, a Garrison Wall 30.
You must actually surround it
A besieging force has to hold at least 50% of the ring around the city. One stack parked next to it is not a siege.
Capture keeps the city
Taking a city costs it 30% of its people, and the rest is yours.
Razing takes time
Burning a finished structure (an outpost, a road) means standing on it for 10m without leaving; half-built work goes in 3m. Cities themselves cannot be razed — capture is the only way to take one.
Field battles give you a deploy phase
When you are watching, a fight pauses for 10m of world time so you can place your line before it joins.
Armies eat on the march
Outside your own territory a stack lives off what it carries and what wagons bring to a Supply Depot. Starve and it withers in the field.
Mercenaries stand in camps
March an army beside a neutral mercenary camp to hire: 60 gold and 0.15/tick after.

The Round

How you win
Most territory when the clock runs out wins. That is the whole victory condition — the score on the standings board is tiles held.
Round length
7.0 days of real time. A tick is 15 seconds, and the world runs whether you are watching or not.
Ground counts three ways
Tiles your cities claim, tiles your outposts claim, and neutral ground within 1 hex of a standing army of yours. Marching claims nothing permanently — plant an outpost.
It is a persistent world
Nothing waits for you. Leave a city undefended overnight and it can be gone by morning, though a core holding takes days to crack.

Now go hold some ground

The same manual is in-game — the 📖 Codex button, top bar.