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.
- 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.
- 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.
- 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.