Everything in the game, on one page. Just want the highlights? See the Features page.
Lay roads, then ring the kingdom in stone. Walls, towers and gates, with Guards up on the walls.
Set wages per building and villagers change jobs on their own when a better one opens up.
Crops, meat, lumber, ale and bread flow from producers through Markets to villagers. Break the chain and people go hungry fast.
Villagers age, marry and have children, and immigrant families arrive when the kingdom looks worth moving to.
Run short on houses and the homeless put up shacks and tents on the outskirts.
Set an income tax, watch the ledger, and borrow from the Treasury tab when you're short. Loans have to be paid back.
The Export Office ships surplus goods out of the kingdom for gold. Processed goods sell for more than raw ones.
Peasantry, Nobility and Clergy each track their own approval of you, driven by different needs. Pleasing one can cost you another.
A villager can be fed and happy but disloyal, or loyal and still furious about a wrong you never put right.
Faith is its own need, met at Mass. Neglect it and the Clergy turns on you however full the treasury is.
Pass Due Process, ban public assembly, and live with what changes.
Only unjust acts raise it: killing without cause, condemning without trial, arresting the innocent. Lawful punishment is free.
Fear works, for a while. High Dread cows the bold and terrifies the rest, and it fades if you stop feeding it.
Push the Royal Guard too far and they start plotting.
Your advisor writes a yearly report on the realm: rebel threat, unemployment and anything else you should have noticed.
Double-click the Keep to go inside. The King holds court on his throne with his Personal Guards around him.
Petitioners queue and kneel. Paupers beg for alms, the hungry for grain. Grant, refuse, remove, arrest or kill, and every choice lands on an estate.
Up to four sworn Guards stay at the King's side. When one falls, the next steps up.
Name someone to taste the King's meals, or find out the hard way why the job exists.
Kill, Arrest, Detain, Banish, Condemn. The target can kneel or resist, and a refusal becomes a fight.
Assassins, disloyal Guards and rebels all come for the King. He runs for the Keep when it gets bad.
The accused stand before three Justicars. Evidence usually means a conviction. Without it, they might walk free.
Years in a cell, banishment escorted to the border, or death. The verdict is read out in the courtroom.
Prisoners live in their cells: pacing by day, asleep on their cots at night. Some bribe the jailer or break out.
A Guard walks the condemned up the steps: a kneel, last words, the chair or the rack, then the end.
The King's death sentence without a trial. It adds Dread, more with every villager who watches.
Gangs form around a leader, usually the richest among them, with their own members, meetings and grudges.
Rival gangs meet, clash and go to war in the streets. Every gang fight is to the death.
Thieves rob villagers and buildings. Gangs arm themselves from the Armory or from kitchen knives.
Guards respond to what they see or hear from a witness. A robbery in a quiet corner can go completely unpunished.
Stop a suspect in the street and turn out their pockets.
An established gang leader demands tribute from the Crown, and it escalates over years if you refuse.
Order the Guards after one gang member and the rest of the gang comes for your Guards.
Someone who saw a crime may come forward, and a confession can send a criminal straight to trial.
The Keep, churches, Tavern, Dance Hall, Theater, Market, Prison and Hall of Justice all have rooms villagers actually walk into.
Bishops say Latin Mass to full pews. Couples marry in the Chapel.
Barkeeps pour and patrons drop in at any hour for a drink, a rest or a fight.
Songstresses on their stages, a play on a good night, and the nobles paying for all of it.
Stallholders stock food and goods, and you can walk up and buy.
Another player joins your running game as one of your villagers, with that villager's job, house and gold.
The invader learns who's disloyal, which gang works which street and how many Guards are out.
Steer the body yourself, or let it live its normal life while you wait for an opening.
Recruit disloyal villagers, run operations, start protests and set a rebel attack in motion.
When a rebellion breaks out the invader can join it, switching to the rebels' colours until it ends.
A Guard invader picks Crown or Traitors in a coup. Striking the King in uniform unmasks you, and every Guard comes for you.
Sprint, vanish into the crowd, resist arrest, bribe the jailer or break out. The alarm only goes up if someone saw you.
Rather not meet strangers? Only let your friends invade.
Deer, wolves, bears and birds live in and around the kingdom and don't care about your walls.
A wolf or bear can go after a named villager. Guards and Hunters nearby come running.
Hunters track game for meat and take down predators before they reach the streets.
Raise chickens and cows for meat and cheese.
Send a Guard out to the Den when a pack starts taking your livestock.
Work, meals, rest and a night at the tavern. Everyone has somewhere to be.
Villagers talk about what actually happened near them: a robbery, an execution, a tax rise, the weather.
Rain, storms and snow. Thunder scatters the street and sends children running for cover.
Each season brings its own pressure. Hard winters mean hungrier, colder villagers.
Angry villagers stop in the street and call the Crown to account. Leave them and the crowd grows.