This is the comprehensive list — every mechanic we could fit on one page, grouped by what it actually governs. If you just want the highlights, the Features page is the short version.
Place markets, mines, barns, shrines, housing, and more across a hand-crafted world, each with its own footprint and role.
Drag-and-chain road placement that snaps cleanly to the kingdom's grid, so your streets look planned instead of improvised.
Set wages per building and watch villagers switch jobs on their own when a better-paying role opens up elsewhere.
Food, lumber, and goods flow from gatherers through Markets and Fire Pits to villagers — break the chain and happiness collapses fast.
Villagers age, marry, have children, and immigrate in from outside the kingdom when conditions are good enough to draw them.
Run short on housing and the homeless start raising shacks on the outskirts — visible, unglamorous proof that your kingdom is behind.
A tax rate you set yourself, balanced against the approval hit it lands on whichever estate feels it most.
An Exports Office hires an Exporter to sell off surplus goods your Markets can't store, turning overproduction into gold.
Peasantry, Nobility, and Clergy each track their own approval, shaped by different needs — please one and you may be losing another.
Three genuinely separate signals. A villager can be fed and happy but disloyal, or loyal but privately furious about a wrong you never fixed.
A dedicated Faith need drives Clergy approval independently of food or wages — neglect it and the church turns on you regardless of the treasury.
Pass Due Process, an Assembly Ban, and other standing laws that reshape how the rest of the kingdom's systems behave.
A visible bar tracking how much of the kingdom still backs the state versus how much has tipped toward rebellion.
Rule with enough tyranny and the people closest to your throne start weighing whether they'd be better off without you — a real, rising danger you brought on yourself, not a fixed story beat.
An appointed Advisor delivers reports and counsel — and can become a target themselves if the kingdom turns violent.
Detain and search a suspect, order a Kill, Protect a target, or Sieze Assets — direct royal power, with real political cost attached.
Choose your own escort from the population — or go without, and rely on whichever Guards happen to be nearby.
Designate someone to taste your meals for you. Or don't, and find out the hard way why that role exists.
Assassination attempts are a real, standing threat with their own pacing — not a gated set-piece you trigger once and forget.
Push tyranny far enough and the discontent organizes — armed, led, and coming for the throne itself.
Prison, banishment, and bribery are all recoverable. Only the King's death ends the reign for good.
The King has his own exclusive line of dialogue, and the street reacts to him differently depending on loyalty, gang presence, and escort.
A King who's under real threat falls back to the Keep on his own, using its walls and Guards as his last line of defense.
Gangs form around a leader — usually whoever's richest among them — with their own membership and internal politics.
Rival gangs can meet, clash, and escalate all the way to open war, dragging bystanders and Guards into the fallout.
Thieves target villagers and buildings directly. Personal inventory caps limit any single haul, so no one heist ends the kingdom.
Guards have to actually see a crime happen — or hear it from a witness — before they'll act on it. A robbery in the wrong corner of the map can go completely unpunished.
Detain a suspect and search their inventory on the spot, with a dedicated report of what they were carrying.
An established gang leader can demand tribute directly from the crown — a multi-year escalation chain, not a one-off popup.
Captured criminals can bribe their way out or attempt an escape on a standing seasonal chance — prison isn't necessarily the end of their story.
A witness who talks can send a criminal straight to trial — justice that actually depends on someone deciding to speak up.
When another player invades, they're connecting straight to your kingdom in real time — not a scripted event, an actual person.
An invader enters looking like any other villager, free to case the kingdom before anyone realizes they don't belong.
A dedicated ability for scoping out defenses, guard positions, and targets worth hitting before committing to a move.
A six-slot action bar with rebindable keys for the invader's whole toolkit — items, abilities, and crime actions in one place.
Robbery, theft, and heists give an invader their own real economy inside someone else's kingdom.
Resist arrest, get banished, get jailed and bribe out, or simply blend back into the crowd — death is never the only exit.
Defend as the King with the full weight of the crown behind you, or slip in as the Invader with nothing but disguise, nerve, and a hotbar of tricks.
Deer, bears, and other wildlife move through and around the kingdom on their own, indifferent to your walls.
An Animal Attack event can put a named villager in real danger, drawing Guards and Hunters to respond.
A dedicated job role that tracks and takes down dangerous wildlife before it reaches your streets.
Chicken and cow barns with their own tiers, staffed by dedicated Barn Workers who keep livestock fed and productive.
Order a Guard out to the Den the moment a pack starts threatening your herds.
A craftable item that grants temporary immunity from predator aggression — useful when you need a villager somewhere dangerous.
Work, meals, rest, and self-chosen leisure once needs are met — every villager has somewhere to be, all day, every day.
Villagers comment on real events happening around them — crime, mercy, weather — budgeted per viewer so it reads like a crowd, not a script.
Thunder scatters the street and sends children running for cover — weather isn't just a visual layer, it's something the population responds to.
Spring, summer, fall, and winter each bring their own pressures — harder winters mean hungrier villagers, and your stockpiles had better be ready.
Robberies, protests, animal attacks, and more surface as visible auras in the world itself, not just entries in a log.
A running log of what your kingdom actually lived through — births, deaths, crimes, arrivals — that reads like a chronicle, not a changelog.
Aggrieved villagers gather in the street and chant for the crown to answer for itself — led by whoever's angriest.
Every system above interacts with the others — that's deliberate. Nothing here runs in isolation.