Choose your world
When you enter the realm you pick a world. Each world is its own map with its own rulers, alliances and rankings, and each has its own name. Your kingdom lives in the world you choose.
Raise your city
Your city starts as a timber hamlet. The keep sits at its heart; around it you raise:
- Lumber camps, quarries, iron pits and farmland, which bring in wood, stone, iron and food.
- The storehouse, which decides how much you can keep, and the hidden cellar, which protects part of your stores from raiders.
- The barracks, where troops are trained, and the Academy, where research improves your kingdom.
- The market, for trading resources with other rulers.
- The Ramparts, which you fortify with traps and turrets.
Every building shows what an upgrade costs and how long it takes before you confirm it.
Climb the titles
Prestige grows as you build, research and fight. With enough prestige, and for some titles the right treasures, you claim the next title: Freeman, then Baron, Viscount, Earl, Marquis and Duke, each in three grades, and finally Prince Regent and King. Higher titles let you hold more cities, oases and forts: from Baron you can found a branch city, and a King can hold six besides the capital.
Stay safe early on
A new kingdom starts under beginner protection for seven days. While it lasts, other players cannot attack you, and you cannot attack them. Protection ends when the seven days run out, or earlier if you reach the title of 3rd Baron.
You begin with 800 each of wood, stone, iron and food, 50 workers and 30 coins. The storehouse starts small, so raise it early. See Resources and upkeep and Buildings for the detail.