Economy and resources
Starting kit, production rates, storage caps and core rules.
Last updated 29 October 2026
Starting kit
| Setting | Value |
|---|
| Starting resources | 750 food, 600 timber, 400 stone, 150 coin |
| Starting troops | Militia x100 |
| Starting buildings | Keep level 1 |
| Starting known area | radius 6 tiles around your keep |
Production
| Building | Produces | Per hour at levels 1 to 5, each building | Allowed |
|---|
| Farm | food | 360 / 720 / 1,080 / 1,440 / 1,800 | x4 buildings |
| Lumberyard | timber | 300 / 600 / 900 / 1,200 / 1,500 | x4 buildings |
| Quarry | stone | 240 / 480 / 720 / 960 / 1,200 | x4 buildings |
Storage
| Keep level | Storage cap |
|---|
| 1 | 2,000 |
| 2 | 4,000 |
| 3 | 7,000 |
| 4 | 11,000 |
| 5 | 16,000 |
Core rules
| Setting | Value |
|---|
| Ruleset version | combat-v2 |
| Minimum travel time | 10s |
| Scouting cost | 10 food |
| Scout speed | 600 tiles/hour |
| Combat: maximum rounds | 8 |
| Combat: seconds per round | 10 |
| Combat: random variance | plus or minus 10% |
| Estimate band edges | 0.6, 1.2 |
| Estimate bands | weak, even, strong |
| Simultaneous upgrades | 1 |
| Base vision radius | 6 tiles |
| Exploration range / reveal radius | 12 / 8 tiles |
| Chunk size | 32 x 32 tiles |
| Chunks opened per hour (cap, whole world) | 16 |
| Minimum distance between new cities | 32 tiles |