Realm of Karguun
A realm of kingdoms, one day at a time.

Glossary

Glossary
Every word of the realm, in plain terms. The same explanations appear when you tap a dotted word in the game. The Chronicle of Karguun · Questions

Your resources

Money
Gold coins pay for buildings, troops, exploring and science. Each working peasant earns about 2 gold a day; Banks add more. Wages for your specialists and elites are paid from it every day.
Peasants
Your people. They work in your buildings (each building has 15 jobs), pay taxes, and are drafted into your army. They grow about 2.5% a day while there is room.
Food
Bushels of food. Everyone in your province eats 0.25 a day; Farms grow 70 each. If it runs out, people and soldiers leave and no children are born. Stored food spoils 1% a day.
Runes
Runes power your wizards' spells. Towers make 10 a day each. Stored runes fade 1% a day.
Networth
A measure of your province's strength: land, buildings, people, army, gold and science, all added up. Attacks, spells and thievery work best between provinces of similar networth.
Acres
The land you own, built or barren. More land means more buildings, more people and more strength. Taken in attacks or explored.
Networth per acre
Networth divided by land. A high figure usually means a strong army for the province's size; a low one means an easy target.

Your province

Race
Your people. Each race has its own specialist and elite troops, bonuses and weaknesses. See the Chronicle's chapter on the peoples.
Ruler
You: your title (from honour), your name and the mark of your personality.
Land
All the acres you own, built or barren. Land taken in attacks and land you explore arrives over a few days.
Building efficiency
How well your buildings work, from how many of their jobs are filled. Below 100% every building gives less. It moves toward its target a little each day.
Trade balance
Aid you have sent minus aid you have received, valued in gold. A large debt makes the aid you receive taxed.
Honour
Earned by winning battles and landing spells and thievery on worthy targets; lost when you are beaten. Honour brings titles, each with small bonuses and more votes.
Offensive points
Your total attacking strength at home: troops' offence, modified by your military efficiency and bonuses. Compare it with a target's defence in the War Room.
Defensive points
Your total defending strength: troops at home, modified by your military efficiency and bonuses. An attacker needs more offence than this to win.
Stealth
How hidden your thieves are, as a percentage. Each operation uses some; it recovers 3% a day. Operations need at least 10%.
Mana
Your wizards' strength for casting, as a percentage. Each spell uses some; it recovers 3% a day. Casting needs at least 10%.
Protection
For your first 72 days no one can attack you, cast on you or send thieves against you, and you can't do so to others. Use it to build.
Generals
Each army needs at least one general to lead it. You have 5; one always stays home. Each extra general sent with an army adds 5% offence.
Building credits
Won in battle. Each credit pays for one building, so it costs no gold.
Specialist credits
Won in battle. Each credit trains one specialist for free.
Plague
A sickness that stops children being born and weakens your defence and tax collection for about 10 days. Hospitals help cure it.
Military efficiency
How well your troops fight, set mostly by the wages you pay. Raising wages raises it slowly; very large armies are a little less efficient.
Wage rate
How much of the normal wage you pay your specialists and elites (50% to 200%). Paying more makes them fight better, slowly.
Draft rate
The share of your people you want in the army. While your army is smaller than this, peasants are drafted every day at the speed you choose.
Barren land
Land with no building on it. It houses fewer people (15 an acre instead of 25) and grows only 2 bushels. Build on it.
Jobs
Every building except Homes has 15 jobs. Filled jobs earn gold and keep your building efficiency up.
Maximum population
How many people your land can house: about 25 on each built acre, 15 on barren land, plus Homes. Above it, people leave.
Mercenaries
Hired for one attack at 350 gold coins each; they fight with 3 offence. At most one for every 5 troops sent.
Exploration cost
Exploring costs gold and soldiers for every acre, more as your province grows. You need at least 50% of your land built, and the land arrives over 24 days.

Figures on your pages

Total population
Everyone in your province: peasants, soldiers, specialists, elites, thieves and wizards. It can't go above your maximum population.
Army and thieves
Your army and thieves, and their share of your people. A large share leaves fewer peasants to work and pay taxes.
Employed peasants
Peasants with a job in your buildings. Only they pay taxes, about 2 gold a day each.
Unemployed peasants
Peasants with no job. They pay nothing; build more to put them to work.
Income
Gold earned each day: taxes from working peasants, Banks, and your bonuses.
Wages
Gold paid each day to your specialists and elites (1.5 each at the normal wage rate).
Net income
Income minus wages: how much your treasury grows each day.
Food grown
Food your farms and barren land grow each day, with your bonuses.
Food eaten
Food your people and army eat each day (0.25 each).
Food spoiled
Stored food that rots each day (1% of your stores).
Runes made
Runes your towers make each day, with your bonuses.
Generals ready
Generals at home and free to lead an army now. One always stays home.
Pay the army has felt
The pay your army has actually felt. When you change the wage rate, it follows a little each day.
Offensive efficiency
How hard your troops hit, from wages, buildings, science and bonuses. It multiplies your offence.
Defensive efficiency
How well your troops defend, from wages, buildings, science and bonuses. It multiplies your defence.
At home
Troops in your province now, defending it.
Away
Troops away with your armies; they defend nothing until they return.
In progress
Ordered and on its way; it arrives over the coming days.
Standing army
The troops at home. Each further army you send needs its own general.
Army
A further army: each needs a general of its own. It shows whether it is ready to march or in the field, and when it returns.
Wizards a day
How many wizards your guilds train each day, on average.
Mana a day
Mana your wizards regain each day.
Stealth a day
Stealth your thieves regain each day.
Known
Points you have in this science.
Science per acre
Points divided by your land. The effect depends on this, so a growing province needs more points to keep its bonus.
Science effect
What this science gives you now.
Free science points
Free points from Libraries, waiting to be placed in any science.
Workers
People able to work in your buildings: your peasants, and your prisoners as part-workers.
Workers for full efficiency
Workers needed to fill enough jobs for full building efficiency.
Own
How many you have now.
Share of land
How much of your land this building covers. Buildings that work by share count most for the first few per cent.
Effect
What these buildings give you now.
Next 1%
What building 1% more of your land as this would add.
Construct
How many to start building now.
Construction time
Days until new buildings stand. Accelerated building costs 2× for 50% of the time.
Cost per building
Gold for each building; it rises as your province grows.
Most you can order now
The most you can order right now with your gold, soldiers and land.
Training cost
Gold to train one, with your bonuses.
Soldiers available
Soldiers at home who can be trained, sent to explore or sent to war.
Price of science
Gold for one point of science. It falls by 1 each month, to no less than 5.
Learn
Points to buy with gold.
Assign
Free points to place in this science.
Land on its way
Acres on the way from exploring and battles.
Land put to use
How much of your land is built or being built. Exploring needs at least 50%.
Available
Troops at home you could send.
Send
How many to send in this attack.
Defence estimate
The target's defence from your kingdom's latest report; type your own if you know better.
Raw offence
Your army's strength before bonuses.
Offence with bonuses
Your army's strength with efficiency, generals and bonuses. It must beat the target's defence.
Helpers allowed
Mercenaries and prisoners you may add: at most one for every 5 troops sent.
Defence to beat
The defence you must beat, from the latest report and the target's bonuses.
Chance to win
How likely the attack is to win. Fortune moves both sides by up to 3.5%.
Expected acres
Land you would take if you win.
Returns
When the army comes home.
Troops
Troops in this army.
Acres
Land the army brings home.
Later
Arriving more than 24 days from now.
Total
Everything on its way.
Sent
The troops sent into battle.
Our losses
Troops we lost in the battle.
Their losses
Troops the enemy lost.
Buildings that survived
Buildings on the captured land that came with it; the rest arrive barren.
Credits won
Building and specialist credits won: each builds one building or trains one specialist for free.
Land arrives
When the captured land is yours.
Accuracy
How exact the report is: exact, or roughly within the share shown. More thieves or wizards give better reports.
Gathered by
Who in your kingdom brought the report home.
Being built
Buildings the target is building now.
Armies out
Armies away from home, and when they return.
Offence at home
The target's attacking strength at home, from the latest report.
Report age
How many days old the report is. Old reports may be wrong.
Ruler's temperament
How this ruler seems to play, from a Crystal Ball or Infiltrate. Every ruler run by the realm has a temperament (a Coward never attacks; a Vengeful one hunts whoever hit it last); human rulers have none. It can change during the season.

Buildings

Homes
Houses 5 extra people. Employs no one.
Farms
Grows 70 bushels of food a day. Everyone eats 0.25 a day.
Mills
Building costs −4% and exploration gold −3% for each 1% of your land.
Banks
Makes 35 gold coins a day, and raises income +1% for each 1% of your land.
Training Grounds
Military wages −3% for each 1% of your land.
Armouries
Training costs −3% for each 1% of your land.
Barracks
Armies return 1.5% faster and attack +1% harder for each 1% of your land.
Forts
Resources lost in battle −1.5% and defence +0.5% for each 1% of your land.
Guilds
Each has a 2% chance a day of training a wizard from your peasants.
Towers
Makes 10 runes a day for your spells.
Thieves' Dens
Thieves lost −4% and thievery +3% for each 1% of your land.
Watchtowers
Catch +2.5% and recognise +4% of enemy thieves for each 1% of your land.
Schools
Science costs −3% for each 1% of your land.
Libraries
Gives 3 free science points a day.
Hospitals
Cure the plague +2% and births +7% for each 1% of your land.
Taverns
Draft and mercenary costs −4% for each 1% of your land.
Stables
Breed 1 war horse a day and keep 75 each.
Dungeons
Hold 30 prisoners each; prisoners fight in your attacks.

Your army

Soldiers
Drafted from your peasants. Weak (1 offence and 1 defence), but needed to train specialists and elites, and to explore.
Offensive specialists
Your attacking specialist, trained from a soldier in 24 days. Paid wages every day.
Defensive specialists
Your defending specialist, trained from a soldier in 24 days. Paid wages every day.
Elites
Your race's best troops, trained from a soldier in 24 days. Strong, costly, and paid wages every day.
Thieves
Runs thievery: stealing, sabotage and spying on other provinces. Trained from a soldier for 600 gold coins.
Wizards
Casts your spells. Guilds train them from your peasants a little each day.
War Horses
Adds 1 offence to a troop it carries into battle. Bred in Stables.
Prisoners
Captured in battle and kept in Dungeons. Sent with an army, each fights with 3 offence.
Mercenaries
Hired for one attack at 350 gold coins each, fighting with 3 offence.

Attacks

Traditional March
Takes land: about 12% of the target's acres in a full-strength hit, at most 20%, with some of the buildings on it. The usual attack.
Raze
Fights 15% harder and burns the target's buildings to barren land. Takes nothing.
Plunder
Carries off up to 40% of the target's gold, food and runes.
Learn
Steals some of the target's science.
Massacre
Kills peasants, thieves and wizards.
Conquest
Takes land from a province almost exactly your size (95% to 105% of your networth), or any size in war. Can win in part with less offence.
Ambush
Strikes an enemy army on its way home and wins back land it took from your kingdom.

Sciences

Alchemy
Raises your income, up to +35%.
Tools
Raises your building efficiency, up to +47.4%.
Housing
Raises how many people your land can house, up to +17.5%.
Food
Raises the food your farms grow, up to +70%.
Military
Cuts your troops' losses in battle, up to −35%.
Crime & Deceit
Makes your thievery stronger, up to +65%.
Channelling
Makes your magic and rune output stronger, up to +65%.

Draft speeds

None
0% of your peasants a day become soldiers, at 0 gold coins each. Faster drafts cost more.
Reservist
0.5% of your peasants a day become soldiers, at 40 gold coins each. Faster drafts cost more.
Normal
1% of your peasants a day become soldiers, at 100 gold coins each. Faster drafts cost more.
Aggressive
1.5% of your peasants a day become soldiers, at 200 gold coins each. Faster drafts cost more.
Emergency
3% of your peasants a day become soldiers, at 500 gold coins each. Faster drafts cost more.

Spells

Minor Protection
Our defenders fight 5% more effectively.
Greater Protection
A longer-lasting ward: our defenders fight 5% more effectively, on top of Minor Protection.
Fog
Armies that attack us lose their way home for a couple of extra days.
Magic Shield
Hostile spells find our lands harder to touch.
Mystic Aura
The next hostile spell cast on us fails.
Fertile Lands
Our fields yield a quarter more food.
Nature's Blessing
Storms and Drought cannot touch us, and the plague may lift as it is cast.
Love and Peace
Our people have more children.
Tree of Gold
A windfall of gold, part of a day's income.
Quick Feet
Our next army marches out and back faster.
Builders' Boon
Construction goes a little faster.
Inspire Army
Lower wages and faster training.
Anonymity
Our next attack hides our province's name, though not our kingdom's. No honor is won.
Invisibility
Our thieves work 10% more effectively.
Clear Sight
A one-in-four chance to catch any enemy thief.
War Spoils
Land captured while it lasts comes home at once.
Fanaticism
Our army attacks harder but defends less well, and gains less.
Mind Focus
Research finishes sooner.
Town Watch
Our peasants take up arms when we are attacked, at a heavy cost in lives.
Aggression
Our soldiers fight as attackers only: strong on the march, weak at home.
Animate Dead
In the next defense, half of our fallen rise again as soldiers.
Reflect Magic
Some hostile spells rebound upon their caster.
Shadowlight
Reveals who sends the next thieves against us.
Patriotism
The draft runs faster.
Paradise
Wild land is tamed: a few new acres. Not during war.
Crystal Ball
See the target's throne as its ruler sees it.
Crystal Eye
Read the target kingdom's Paper, this month and last.
Storms
Storms batter the target and fewer children are born.
Drought
Less food, a slower draft, and horses die.
Vermin
Vermin devour the target's stored food.
Expose Thieves
The target's thieves work less effectively.
Greed
The target's army demands higher wages and the draft costs more.
Fool's Gold
Part of the target's gold turns to worthless dross.
Pitfalls
The target loses more troops in battle.
Fireball
Fire falls on the target's peasants.
Lightning Strike
Lightning destroys part of the target's runes.
Explosions
Aid sent to or from the target is damaged.
Amnesia
The target forgets some of its knowledge, most of it for a while.
Nightmares
The target's troops are haunted; some soldiers leave the army and some troops must retrain.
Mystic Vortex
A vortex tears away about half of the spells on the target, good and bad.
Meteor Showers
Meteors fall on the target for days, killing peasants and soldiers.
Tornadoes
Tornadoes tear down some of the target's buildings.
Land Lust
Steal a little of the target's land. Only in hostility or war.

Thievery

Infiltrate
Count the target's thieves.
Survey
Survey the target's buildings and construction.
Spy on Military
Count the target's army, at home, in training and in the field.
Spy on Sciences
Learn what the target's scholars know.
Rob the Granaries
Steal food.
Rob the Vaults
Steal gold.
Rob the Towers
Steal runes.
Kidnapping
Carry off peasants; most die on the road.
Steal Horses
Steal war horses.
Free Prisoners
Set the target's prisoners free.
Arson
Burn the target's homes.
Incite Riots
Stir up riots that cut the target's taxes for days.
Bribe Thieves
Turn some of the target's thieves, weakening its guard against us.
Bribe Generals
Buy one of the target's generals for a while.
Night Strike
Kill soldiers in their sleep.
Sabotage Wizards
Drain the target's mana.
Burn Forts
Burn the target's forts.
Assassinate Wizards
Kill the target's wizards.
Torch Farms
Burn the target's farms.
Propaganda
Win the target's peasants over to our side. Only in war.

Reports

Throne (Crystal Ball)
Crystal Ball: the target's Throne, as its ruler sees it (except its thieves and wizards).
Paper (Crystal Eye)
Crystal Eye: the target kingdom's Paper, this month and last.
Thieves' guild (Infiltrate)
Infiltrate: how many thieves the target has.
Survey
Survey: the target's buildings and what it is building.
Military (Spy on Military)
Spy on Military: the target's troops at home, in training and in the field, with its offence and defence.
Sciences (Spy on Sciences)
Spy on Sciences: the target's science.

Kingdoms and war

Monarch
The kingdom's ruler, chosen by votes. The monarch names the kingdom, writes its message, sets relations and stance, and runs dragon projects. Gives +10% income.
Votes
Each ruler votes for a monarch on the Politics page. Higher titles carry more votes (1 to 10).
Stance
A kingdom-wide posture chosen by the monarch: Peaceful, Fortified, Aggressive or none, each with gains and costs. Not used during war.
Relations
How angry kingdoms are with each other. Attacks, spells and thievery fill a measure of anger; it fades when the attacks stop.
Unfriendly
Anger has grown. Some spells and thief operations can only be used on kingdoms you are at least Unfriendly with.
Hostile
Serious anger. Hostile kingdoms take longer to answer, and the other side may declare war.
War
Open war between two kingdoms: faster, deadlier attacks, land taken from the enemy's exploration pool, and honour for victories. Lasts at least 48 days.
Ceasefire
An agreement between two kingdoms: no attacks, spells or thievery between them while it lasts.
Dragon
A beast a kingdom pays to send against another. It cuts the victim's income and food until their soldiers slay it.
Exploration pool
Uncharted land your kingdom can explore; it refills by 25 acres a day.
Rank
A ruler's title from honour, or King and Queen for the monarch.
Coordinates (k:i)
Where a kingdom stands: (kingdom:island). (3:7) is the third kingdom on the seventh island.
Gains
What an attack takes. Full gains need a target close to your size: much smaller or much larger provinces give little or nothing.

Stances

None
No bonuses and no drawbacks.
Peaceful
Better defended against spells and thieves, more children born; but we gain less in battle and our own spells and ops are weaker.
Fortified
More income, faster building and a stronger defense; but a weaker offense and slower armies.
Aggressive
Faster armies and fewer losses; but lower building efficiency, and others' anger toward us rises twice as fast.

Temperaments of the realm's rulers

Warmonger
Attacks whenever it can, with a thin margin, and as monarch declares war at every chance.
Berserker
Throws everything at the enemy, up to two attacks a session, and leaves little at home.
Bully
Picks on the smallest provinces it can still take land from, and only when it is sure to win.
Glory Hound
Goes for the biggest provinces it might beat, for the land and the honour.
Vulture
Finishes off provinces that were just hit, reading its kingdom's Paper and Crystal Eye reports.
Ambusher
Prefers targets whose armies are away, and ambushes any army carrying its land home.
Raider
Plunders and learns: takes gold, food, runes and science rather than land.
Butcher
Massacres and razes, above all in war.
Sniper
Always scouts first and attacks only with a fresh report; it almost never bounces.
Gambler
Attacks without scouting and with a thin margin; it often bounces and sometimes wins big.
Conqueror
Uses Conquest whenever the rules allow it, and marches otherwise.
Daredevil
Builds almost nothing but offence: it hits hard and is easy to hit back.
Coward
Builds a big army but never attacks, begs for ceasefires, and keeps its kingdom Fortified.
Paranoid
Builds watchtowers and forts, keeps protective spells up, and doubles its guard after any hostile act, even a caught spy.
Hermit
Builds and explores, and never attacks, writes, votes or sends aid.
Pacifist
Never strikes first or sends thieves, keeps the Peaceful stance and sends aid. Hit three times in three days, it turns Vengeful.
Vengeful
Goes after the last province hostile to it (an attack, a spell, thieves caught), at any size and with hexes and thieves too, until someone else crosses it.
Grudge Keeper
Tallies everyone who wronged it all season and hunts the worst of them.
Tit-for-Tat
Strikes back once for every hit it takes, and otherwise leaves you alone.
Shield of the Kingdom
Hits back at whoever attacked its kingdom-mates; for an anonymous attack, anyone in that kingdom.
Feudist
Picks a rival kingdom when the season starts and harries it all age, with armies, thieves and spells.
Hothead
Any hostile act sends it into a few days' rage against the culprit's kingdom.
Saboteur
Prefers thieves to armies, with the nastier operations (Night Strike, Burn Forts) once relations allow.
Hexer
Rains hexes on rivals, and Fireball and Lightning Strike once relations allow.
Spymaster
Scouts several provinces every session, so its kingdom always has fresh intelligence.
Pickpocket
Robs vaults and granaries constantly, a little at a time.
Loyal Soldier
Attacks the war enemy and kingdoms hostile to its own, and joins the targets its kingdom-mates hit.
Benefactor
Sends aid to kingdom-mates who were hit, or to the smallest.
Politician
Votes for itself, campaigns on the Moot and flatters humans; as monarch, a busy diplomat.
Peacemaker
As monarch, seeks ceasefires and peace early; it never provokes anyone.
Warlord
Campaigns for the throne; as monarch, declares war at every chance and keeps the Aggressive stance.
Dragon Keeper
Pours gold into dragon projects, raises them against enemies as monarch, and is first to fight a dragon on its land.
Miser
Hoards gold, spends only when rich and never sends aid.
Spendthrift
Spends every coin at once and keeps no reserve, so wages sometimes cannot be paid.
Land Baron
Explores at every chance and keeps a small army.
Scholar
Pours gold into science and builds libraries and schools.
Total Newb
Makes bad decisions (wrong buildings, wild pay and draft, hopeless attacks with home left empty, wasted runes, troops released, gold given away), and slowly learns: from 60% of the age it plays as Steady.
Absentee
Plays its protection, then logs in only about once every two days; its province drifts, ripe for the taking.
Addict
Logs in constantly, so its spells are always fresh and its army always ready.
Quitter
Plays normally until it loses a third of its land in a week, then says goodbye on the Moot and drifts like an Absentee.
Wildcard
Plays a different temperament every game month; a report shows this month's mood.
Rusher
Fierce in the first weeks of the age, and fades later.
Late Bloomer
A quiet builder early in the age who turns aggressive in its second half.
Challenger
Seeks out human rulers as worthy opponents.
Shy
Never attacks, hexes or sends thieves against human rulers.
Braggart
Boasts on the Moot and in couriers after every win.
Steady
No quirks: plays its style as a sensible ruler would.

Single player

File
Your own world in single player. It keeps every season you play in it and their scores.
Season
One game in a file, from founding your province to its last day (336 days for a short one). You can end it whenever you like and start another.
Speed
How fast days pass in single player, from a day each minute to a day every second. You can stop time whenever you like; it also stands still while no one is looking.
Jump
Letting several days pass at once. A moment you asked to be stopped for ends the jump early.
Moment
Something big that stops time: an attack on you, a war, the end of your protection, a dragon, a goal met, the last month.
Posture
How your AI kingdom-mates play, by your order: as they please, Grow, Defend, War, or Follow my targets.
Mark
An enemy province you have pointed out to your kingdom-mates. They attack and scout it first; under Follow my targets they attack nothing else.
Goal
One of the 4 aims a season gives you, worth points if met.
Score
Your land, honour, places and goals, times the difficulty of the world you chose. Each file keeps its best seasons.