rule.land

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YOUR BARRACKS

Recruit troops

Each village adds 2 army slots. Archers and warriors arrive as four-person squads; each squad or siege engine uses one slot. Only your King claims land.

Resources keep producing while you recruit. Training takes 30 seconds and reserves an army slot. Cancel a training order here for a refund.

Your kingdom

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    THE FIELD GUIDE

    Make yourself at home.

    Explore: drag empty map space, right-drag, middle-drag, or use WASD / arrow keys to pan. Scroll or pinch to zoom. These camera controls also work while placing roads and walls; placement never changes your zoom. City / Battle / World below the minimap give you useful camera views. M opens the live north-up strategic map; M or Esc returns to the game. Drag to pan, scroll to zoom, and double-click to visit a location. Home locates your capital. Armies use clear symbols at wide zooms, with relationship colors. Click an edge crown to find your King; double-click an army to inspect it up close.

    Select & move: click a character or its badge, or use Tab to cycle. Drag directly from a character to draw a smooth route; drawing near roads snaps onto them. A new route replaces its previous orders. Q immediately plays as your King and follows him; WASD keeps moving him while mouse selection, dragging, V / T orders and formation hotkeys command other troops. Q recenters on him; C exits. Taking direct King control detaches him from a formation. C alone enables direct WASD control of any selected unit. Left-click empty ground, right-click, or the panel’s × to deselect. Right-click leaves issued routes running. H stops a selected character. Space locates it. Esc closes tools, deselects ships, or opens the pause menu.

    Formations: Shift-click troops or Shift-drag a selection box, then G to form up. The Forces list also supports Shift-click. Choose Wedge, Line or Column. Drag any member to draw a shared route, or press V and click a destination. T and a destination orders attack-move: engage enemies along the route, then continue. Move or H cancels it. Incoming siege shots show their impact area; selected troop markers show reload progress. Click an enemy to focus your squads; H stops the whole formation. Troops and siege defend together automatically; Hold fire disables it. F also aims siege manually. Keys 1–9 recall your first nine formations. Split formation restores individual controls. Your King leads land claims while the others escort it. J walks back to reachable owned land to finish an open claim; water and hostile defenses still block movement. Boarding a ship detaches that one troop from the formation.

    Build: B opens the compact circular menu at your cursor. [ / ] change categories; 1–4 choose a structure. Roads, walls and gates are drawn by dragging, then releasing. Shift guides a straight line. Scroll to zoom and right-drag to look around. Esc cancels an unbuilt preview without spending. Roads can cross woods and pass through gates, in either build order.

    Breaches: destroyed walls and gates leave debris for two minutes. Troops can cross immediately, but construction on the breached tile must wait until the debris clears. Capturing the land or using the eraser cannot clear it early. Roads already beneath a gate survive.

    Upgrade & erase: U opens the upgrade brush. Drag across your roads, walls or gates and release to upgrade the affordable segments once each. The preview shows the combined cost. Dirt roads become stone at capital level 4; wooden walls and gates become stone at level 3. X erases infrastructure instantly; other buildings take two minutes to remove, stopping production in the meantime. Removal can be cancelled from the selected building.

    Ships: harbors cost 100 wood and 50 gold and can be built on any land next to water. Each supports two ships, costing 100 wood and 60 gold each. Select a character and click an empty ship, or choose Board nearest ship. Both travel to a reachable meeting point on the shore. A ship carries one character, squad, or siege engine. Click water to sail around obstacles, or drag the ship to draw a water route. Click near the coast to land, or press E / Disembark to reach the nearest clear shore. Redirecting cancels a boarding order. Right-click or Esc deselects the boat. Water is never claimed; land claiming starts afresh after landing.

    Economy: start with 300 wood, 180 stone and 180 gold, plus a free capital and one King. Logging and mining produce 4 resources every 8 seconds; harbors produce 3 gold every 13 seconds. Level-1 villages collect 1 gold every 25 seconds. At level 2 they collect 3 gold every 23.8 seconds, so upgraded villages provide useful inland income. Economic upgrades now cost less; each level adds output and shortens the production cycle. The first three camps of each resource and first three harbors run at full efficiency; more share workers, so total income grows more slowly. Each additional economic building after the second adds 22% of its base cost. The opening economy is unchanged. Advancing to Kingdom costs 380 wood, 320 stone and 200 gold; State costs 800 / 700 / 450 and Empire costs 1500 / 1350 / 850. Upgrade camps and villages and connect roads to fund further progress. Road-connected buildings attract three civilians per village; each visit earns 1 gold, with an 24–30 second rest between visits. More territory gives all production a small bonus: +2.5% per 10% of the map, up to +20%. Fractions accumulate without being lost. Army upkeep costs 3 / 4 / 6 / 8 gold per minute for archers / warriors / catapults / cannons. After ten seconds out of combat, injured troops within 2.5 tiles of your capital or villages on your own land recover 8 HP per second for 1 gold and 1 wood (archers/catapults) or stone (warriors/cannons). The King recovers free. Unpaid upkeep pauses recovery; funds never go negative. Sandbox pays no costs.

    Developer mode: enable it on the mode selection screen before Singleplayer. Resources are unlimited and every building, upgrade tier and unit is unlocked for you. Placement rules, ship capacity and army slots still apply. Bots use the normal economy. Returning home and turning it off starts a normal game.

    Kingdom: start with a Tribal capital and access to barracks; build a village for army slots. Feudal adds construction stations, wooden walls, gates, roads and warriors. Kingdom adds stone walls and gates, watchtowers and catapults. State adds stone roads and cannons. Empire unlocks the megacity. Select your capital to advance; select other buildings to improve them.

    Diplomacy: click your capital to manage relationships, requests, alliances and trade. Click another capital to propose an agreement; both kingdoms need capitals. There is no ally limit. Alliances protect troops, trails, land and shipping for five minutes. Renewal opens 30 seconds early; both kingdoms must agree, and timely renewal keeps protection continuous. If the term expires without mutual agreement, protection ends. Bots honor signed terms and reassess at renewal. Green ALLY badges and red ENEMY badges show allegiance directly on the map; Relations view is on by default. Trade alone does not protect troops or territory. Trade requires harbors on connected water. Each arrival pays both partners 5 base gold plus roughly 1 gold per 4.5 sea-route tiles, plus their land bonus. Longer voyages pay more, but take longer. Income per voyage reduces above two trade partners as harbor traffic is shared. Trade improves relations; attacks and land theft damage relations and break trade. Bots consider friendship, proximity and military strength. Requests expire after 90 seconds.

    Pirates: each harbor supports one pirate ship in addition to its two transports, costing 160 wood and 120 gold. Sail or drag it near enemy merchant routes. Within 3.5 tiles it redirects a merchant to its home harbor; the stolen cargo pays both shares to you only on arrival. A pirate waits 24 seconds between interceptions. Allies and trade partners on either side of a route are protected. Pirate ships do not carry troops.

    Capitals: crowned labels and larger minimap diamonds mark every capital. Enclose an enemy capital to eliminate that kingdom, take all its territory and ordinary buildings, and destroy its capital. You keep your original capital and age. Defeated troops, training orders and fleets disappear. Capitals cannot be demolished while your kingdom stands. Bots build guarded towns, roads, walls, gates and active watchtowers, and plan campaigns against rival capitals. Alliances do not share victory: 80% is still an individual goal.

    Combat: archers and warriors form four-person squads, each using one army slot. Every village adds two slots. Recruitment takes 30 seconds, reserves a slot and pays upfront. You can cancel in the barracks for a full refund. Orders wait if an exit is blocked or village capacity is lost. Squads guard their position automatically; select a squad and click an enemy to focus it. Move or press H to cancel pursuit. Hold fire disables automatic attacks. Catapults and cannons also fire automatically; F aims a manual shot. Only the King can claim land or cut exposed enemy trails.

    Claim territory: close a walked loop to claim neutral or enemy land and the buildings on it. Enemy Kings can kill yours by crossing its exposed trail behind it. Every kingdom has exactly one King. A defeated King returns at its capital after 15 seconds. Villages provide income and army slots. Ten bots compete with you; first to 80% of the land wins. Water does not count. Expand the leaderboard to locate a kingdom.

    More room: the leaderboard and world map collapse. Extra selection commands live under Details. Building mode hides side panels automatically. F2 or the UI button hides overlays; press it again to bring them back.