Creating a Kingdom
A kingdom begins with a single lord's ambition. To found thy own realm, thou must reach Level 10 and possess1,000 gold. With these requirements met, thou mayest declare thy kingdom and begin recruiting subjects.
Upon creation, thou must choose a name, banner colors, and a brief description for thy realm. These may be changed later, though frequent alterations damage thy kingdom's reputation score.
The founder becomes the King, wielding absolute authority over the realm. Kings may appoint officers, set kingdom policies, declare wars, and manage the treasury. With great power comes great responsibility— a negligent king may find their subjects defecting to more active rulers.
Joining & Invites
Players may join existing kingdoms through invitation or application. Each kingdom sets its own recruitment policies: some are open to all, whilst others require approval from officers.
| Rank | Permissions | Appointment |
|---|---|---|
| King | All permissions, cannot be removed | Founder or abdication recipient |
| Duke | Invite, kick members, manage wars | Appointed by King |
| Baron | Invite members, access treasury | Appointed by King or Duke |
| Knight | Participate in wars, view strategies | Promoted from Peasant |
| Peasant | Basic membership, territory protection | Default rank upon joining |
Leaving a kingdom incurs a 24-hour cooldown before joining another. This prevents rapid kingdom-hopping during wars. Additionally, thy contributed bricks remain with the kingdom—thou canst not reclaim them.
Donations & Brick Store
Kingdom prosperity depends upon the contributions of its members. Players may donate gold, materials, and bricks to the kingdom treasury. These resources fund upgrades, wars, and kingdom-wide benefits.
| Donation Type | Conversion Rate | Kingdom Benefit |
|---|---|---|
| Gold | 10 gold = 1 brick | Treasury funds, war chest |
| Materials | Varies by material | Building projects, war supplies |
| Bricks (Direct) | 1:1 | Kingdom upgrades, brick store |
The Brick Store allows kingdoms to purchase special items and upgrades unavailable elsewhere. Kingdom banners, unique titles, and powerful siege equipment may be purchased with accumulated bricks.
Top donors each week receive recognition and bonus rewards. Consistent contributors may be promoted to higher ranks, whilst inactive members may find themselves demoted or removed.
Kingdom Wars
War is the ultimate expression of kingdom rivalry. When diplomacy fails, kingdoms may formally declare war upon one another. During wartime, special rules apply and victory yields significant rewards.
To declare war, the King or Duke must spend 500 bricksfrom the treasury. A 24-hour preparation period follows, during which both sides may prepare defenses and rally their forces. War then rages for7 days.
| War Objective | Points | Description |
|---|---|---|
| Lantern Destroyed | 10 points | Burning enemy territory claims |
| Player Kill | 5 points | Defeating enemy kingdom members |
| Structure Captured | 25 points | Taking enemy buildings |
| Capital Raided | 100 points | Attacking the enemy's core territory |
The kingdom with more points at war's end is victorious. Winners claim a portion of the loser's treasury and may seize contested territories. The losing kingdom suffers a temporary debuff to resource gathering.
Diplomacy & Alliances
Not all inter-kingdom relations are hostile. Wise rulers forge alliances, establish trade agreements, and maintain non-aggression pacts. These diplomatic tools can be as powerful as any army.
| Agreement Type | Benefits | Requirements |
|---|---|---|
| Non-Aggression Pact | Cannot declare war on each other | Mutual agreement, 7-day duration |
| Trade Agreement | Reduced taxes on cross-kingdom trades | 100 bricks each, 30-day duration |
| Full Alliance | Shared vision, mutual defense, joint wars | 500 bricks each, indefinite |
Breaking a diplomatic agreement incurs severe penalties. Thy kingdom's reputation score drops, making future agreements harder to negotiate. In extreme cases, other kingdoms may unite against an oath-breaker.
Full alliances are the pinnacle of diplomatic relations. Allied kingdoms share map vision, automatically come to each other's defense, and may coordinate joint war declarations against common enemies. Choose thy allies wisely, for their actions reflect upon thee.