Player field guide

Build a household that endures.

Practical guidance for gathering, crafting, trade, transport, village life, and the long road between them.

01

First settlement

Quick start

1

Establish your home

Claim an available plot from Home. Village regions are a forgiving start because markets and contract labor are usually closer.

2

Secure food

Gather grain or fish, then make food rations. Every household member consumes one ration per hour.

3

Queue work

Open a Work Action, choose its work region, supply home, amount, and worker. Travel and carrying are included in the plan.

4

Improve your tools

Make stone tools early, then add a kiln, pottery wheel, loom, baskets, carts, and an animal pen as your household grows.

5

Watch the village

Village Overview shows hourly needs, stock coverage, wages, labor, and queued community work.

6

Trade surplus

Move goods to a market locker to list them, buy what you lack, or arrange transport between ports.

02

Rules at a glance

Common questions

Does the world continue while I am offline?

Yes. Work, travel, needs, crops, animals, and upkeep continue. Household Hibernation in Profile pauses household simulation without catch-up costs until you resume.

How do the calendar and work clock differ?

The header calendar follows UTC. Work, travel, food, crops, wear, and upkeep use labor-days; one labor-day takes one real hour.

Why is my next task not starting?

Player Work shows the exact blocker: missing consumables, an unavailable tool or facility, a worker in the wrong place, full storage, or protected natural stock. Fix the blocker and the order can start without requeueing.

Where do finished goods go?

Properties, players, servants, ships, and market lockers all have separate custody. A player finishing work in a region with an owned home deposits carried goods there when space permits; market goods remain in their locker until collected.

How do food and hunger work?

Each household member consumes one ration per hour from their current home, or from carried food while away. Hunger slows work, health recovers during fed hours, and prolonged hunger can be fatal.

Why can I not gather the final natural resources?

Renewable locations protect their final 10% so they can recover. Reduce the batch count, choose another region, or wait for replenishment.

03

Plan before labor

Work & queues

Choose and plan

Work Actions shows what can be done. Select an action, then choose its region, amount, supply home, and an eligible worker.

Supply homes matter

The plan checks unreserved home storage together with eligible carried goods for materials, food, tools, facilities, and carrying capacity.

Separate queues

Player work follows your chosen order. Contract batches wait independently for village labor, while urgent village food production may take priority.

Retained servants

Compatible actions can be assigned to a named servant. The order may wait until that servant is eligible and able to reach it.

Read the estimate

Estimates include travel, loading, unloading, and work. Reusable tools and facilities wear as they are used.

Opportunities

Accept an optional objective before doing its matching work. Delivery offers require the goods at the named village before the deadline.

04

Your base of operations

Homes & inventory

Map and property

Select a region on Home to inspect its property, inventory, fields, facilities, and animals. Inspecting another island does not move your player.

Separate custody

Home storage and carried goods are separate. Work reservations claim exact inputs without duplicating or moving them prematurely.

Build in stages

An unbuilt site offers limited storage. Build the house for comfort and capacity, then add facilities where production needs them.

Fields and animals

Crops keep growing while you are away. Pens have finite capacity, so leave room for young animals and keep herd feed stocked.

05

Local exchange

Market

Market lockers

Purchased goods, sale proceeds, and some rewards wait in the relevant village locker until you collect or reuse them.

Post, request, fulfill

Choose the correct village, source, quantity, and price. Completed activity records where the bronze and goods went.

Property and fields

Properties and Farm Plots have separate market tabs. Review ownership and destination before buying.

Escrow

Listings and transport keep payment or goods in escrow until the authoritative transaction is completed or canceled.

06

Build the pen first

Livestock

Capture in the wild

Capture attempts take one hour and have a 50% success chance. Find goats in Northern Ridge, sheep in Interior Plain and Medhu Plain, and donkeys in Medhu Plain.

Buy from players

Market Animals lists adult and young sheep, goats, and donkeys. Choose payment and an owned destination pen with enough space.

Keep the herd healthy

Fed adults can breed, sheep regrow wool, and goats produce milk. Young animals use half a pen space; adults use one.

07

Passage and freight

Player transport

Find a route

Market → Transport shows departure and destination ports, seats, cargo capacity, fees, and auto-accept terms.

Payment and cargo escrow

Bronze and freight remain protected until delivery. A denial, cancellation, or expiry returns them automatically.

Departure readiness

The vessel must be at the advertised port with food and capacity. Passenger departure also waits for the traveler to finish other work and reach the port.

08

Community economy

Village & servants

Read village needs

Compare hourly needs, stock, labor, wages, and queued work to decide what your household should produce or trade.

Hire and support servants

A supporting property and village can retain a servant. Keep food and wages at the homes that support them.

Contract village labor

Compatible jobs can be contracted at the current reserved wage. Contracts remain separate from Player Work.

09

Fortify the settlement

Walls & defense

Only a village lord can order wall construction. Walls are built in one-hour sections. Materials shift from lumber toward stone as the fortification grows stronger.

Defense bonus

A completed wall adds its listed defense bonus to every defender when the village is attacked.

Parallel construction

Workers may build different sections at the same time. The next level becomes available after the current level is complete.

10

Road and sea

Travel & combat

Travel is planned work

Choose a destination and what to carry. Time and food depend on the route, roads, equipment, and transport.

Crossing islands

Sea travel needs a player-owned ship at the departure port with enough crew and provisions. Land travel stays within an island.

Roads and equipment

Maintained roads shorten routes. Shoes improve personal travel; an adult donkey at departure improves land speed and carrying capacity.

Combat is optional

You can gather, craft, trade, own property, and travel without fighting. Review weapons, armor, food, ships, and retainers before joining a rally.