Establish your home
Claim an available plot from Home. Village regions are a forgiving start because markets and contract labor are usually closer.
Player field guide
Practical guidance for gathering, crafting, trade, transport, village life, and the long road between them.
First settlement
Claim an available plot from Home. Village regions are a forgiving start because markets and contract labor are usually closer.
Gather grain or fish, then make food rations. Every household member consumes one ration per hour.
Open a Work Action, choose its work region, supply home, amount, and worker. Travel and carrying are included in the plan.
Make stone tools early, then add a kiln, pottery wheel, loom, baskets, carts, and an animal pen as your household grows.
Village Overview shows hourly needs, stock coverage, wages, labor, and queued community work.
Move goods to a market locker to list them, buy what you lack, or arrange transport between ports.
Rules at a glance
Yes. Work, travel, needs, crops, animals, and upkeep continue. Household Hibernation in Profile pauses household simulation without catch-up costs until you resume.
The header calendar follows UTC. Work, travel, food, crops, wear, and upkeep use labor-days; one labor-day takes one real hour.
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.
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.
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.
Renewable locations protect their final 10% so they can recover. Reduce the batch count, choose another region, or wait for replenishment.
Plan before labor
Work Actions shows what can be done. Select an action, then choose its region, amount, supply home, and an eligible worker.
The plan checks unreserved home storage together with eligible carried goods for materials, food, tools, facilities, and carrying capacity.
Player work follows your chosen order. Contract batches wait independently for village labor, while urgent village food production may take priority.
Compatible actions can be assigned to a named servant. The order may wait until that servant is eligible and able to reach it.
Estimates include travel, loading, unloading, and work. Reusable tools and facilities wear as they are used.
Accept an optional objective before doing its matching work. Delivery offers require the goods at the named village before the deadline.
Your base of operations
Select a region on Home to inspect its property, inventory, fields, facilities, and animals. Inspecting another island does not move your player.
Home storage and carried goods are separate. Work reservations claim exact inputs without duplicating or moving them prematurely.
An unbuilt site offers limited storage. Build the house for comfort and capacity, then add facilities where production needs them.
Crops keep growing while you are away. Pens have finite capacity, so leave room for young animals and keep herd feed stocked.
Local exchange
Purchased goods, sale proceeds, and some rewards wait in the relevant village locker until you collect or reuse them.
Choose the correct village, source, quantity, and price. Completed activity records where the bronze and goods went.
Properties and Farm Plots have separate market tabs. Review ownership and destination before buying.
Listings and transport keep payment or goods in escrow until the authoritative transaction is completed or canceled.
Build the pen first
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.
Market Animals lists adult and young sheep, goats, and donkeys. Choose payment and an owned destination pen with enough space.
Fed adults can breed, sheep regrow wool, and goats produce milk. Young animals use half a pen space; adults use one.
Passage and freight
Market → Transport shows departure and destination ports, seats, cargo capacity, fees, and auto-accept terms.
Bronze and freight remain protected until delivery. A denial, cancellation, or expiry returns them automatically.
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.
Community economy
Compare hourly needs, stock, labor, wages, and queued work to decide what your household should produce or trade.
A supporting property and village can retain a servant. Keep food and wages at the homes that support them.
Compatible jobs can be contracted at the current reserved wage. Contracts remain separate from Player Work.
Fortify the settlement
A completed wall adds its listed defense bonus to every defender when the village is attacked.
Workers may build different sections at the same time. The next level becomes available after the current level is complete.
Road and sea
Choose a destination and what to carry. Time and food depend on the route, roads, equipment, and transport.
Sea travel needs a player-owned ship at the departure port with enough crew and provisions. Land travel stays within an island.
Maintained roads shorten routes. Shoes improve personal travel; an adult donkey at departure improves land speed and carrying capacity.
You can gather, craft, trade, own property, and travel without fighting. Review weapons, armor, food, ships, and retainers before joining a rally.
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