The words the desks use, in one place.
- Land and Open Land
- Every acre you hold is land. Open Land is the part with nothing built on it yet. Build on it, barren acres house only 15 people.
- Might and the Might band
- Might sums your land, army, and buildings into one number. The Targets desk favors provinces between 85% and 115% of your Might, a fair fight.
- Root Survey
- Covert op that reveals a target's exact defense and army. Root before every War march, it is shared with your Circle for 12 days.
- Citadel Survey
- Cheaper covert op: land, stores, citizens, buildings, and a fogged army.
- Deep Survey
- Expedition that wins open land by force. The host it demands grows with your Might, and it burns Ash, so keep Ash Kilns running.
- Marshal
- Leads marches and expeditions. You start with two seats, one always garrisoned at home. More seats open at Skill Tree level 5 and 10 (max 4).
- Field seat
- A marshal seat that can leave home. Until level 5 you have one, so alternate a hit with a Deep Survey.
- Skill point and level
- Skill Tree XP raises your level, each level grants a skill point. Spend points on nodes in your specialty's trunks.
- Path and Specialty
- Path (Warmonger, Oracle, Covert) is picked at founding. Specialty is committed with your first skill point and decides which trunks you can spend in.
- Draft rate and floor
- Off Civil, the draft turns citizens into soldiers each day. It pauses below 7 citizens per acre, so you never draft your workforce dry.
- Army Upkeep
- Your army costs gold in wages and food to feed. Troops in training eat too, except Nestkin recruits, who eat once they muster.
- Housing %
- People over beds. Barren acre 15, any building 25, Hearth 85. Above 100% citizens leave, above 115% troops desert.
- Ash and Ash Kilns
- Ash pays for spells and Deep Surveys. Fresh provinces start with none, each Ash Kiln makes 8 a day.
- Founding shield
- 24 game days of protection from province creation or reset, even if you join late in the Season. Practice on the Target Dummy while it holds.
- Game day vs real time
- One game day is one real hour. Labels read Day N, counted from the start of the Season.
- Traditional, Plunder, Massacre
- Traditional takes land, delivered when the army returns. Plunder steals gold, food, and Ash on the spot. Massacre slaughters citizens, rogues, and sorcerers and needs a Hostile target.
- Ravage
- An economic strike that needs an Unfriendly target. No land is taken and nothing comes home: it burns gold, food, and Ash, and cuts down citizens. It can land from 60% of their defense at 20% odds, rising to a sure strike once your offense beats their defense. Damage scales with those odds, so a 20% strike burns a fifth of a full one. Your losses run about 40% lighter than a Traditional March, and their army bleeds half as much.
- Circle
- Same-faction team under a Crown, Dawn with Dawn and Dusk with Dusk. The beginner checklist points you there at Skill Tree level 3.
- Building efficiency
- Percent buildings (Barracks, Forges, Watch Posts and more) need citizens as workers. Understaffed, they run below full output. Workshops raise efficiency.
- Theft Alert
- Stacks on a province after recent thefts. Each stack cuts that haul by 30% (floor 15%) and decays one stack every 3 days. Rotate targets.