Wiki

The Art of Rulership

On the founding of kingdoms, the forging of alliances, and the waging of wars

Foundation

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.

Membership

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.

RankPermissionsAppointment
KingAll permissions, cannot be removedFounder or abdication recipient
DukeInvite, kick members, manage warsAppointed by King
BaronInvite members, access treasuryAppointed by King or Duke
KnightParticipate in wars, view strategiesPromoted from Peasant
PeasantBasic membership, territory protectionDefault 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.

Economy

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 TypeConversion RateKingdom Benefit
Gold10 gold = 1 brickTreasury funds, war chest
MaterialsVaries by materialBuilding projects, war supplies
Bricks (Direct)1:1Kingdom 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.

Conflict

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 ObjectivePointsDescription
Lantern Destroyed10 pointsBurning enemy territory claims
Player Kill5 pointsDefeating enemy kingdom members
Structure Captured25 pointsTaking enemy buildings
Capital Raided100 pointsAttacking 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.

Relations

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 TypeBenefitsRequirements
Non-Aggression PactCannot declare war on each otherMutual agreement, 7-day duration
Trade AgreementReduced taxes on cross-kingdom trades100 bricks each, 30-day duration
Full AllianceShared vision, mutual defense, joint wars500 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.