Every System, In Full

The whole kingdom, no stone unturned.

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.

Kingdom & Economy

Build it, staff it, feed it

Building placement

Place markets, mines, barns, shrines, housing, and more across a hand-crafted world, each with its own footprint and role.

Roads

Drag-and-chain road placement that snaps cleanly to the kingdom's grid, so your streets look planned instead of improvised.

Wages & the job market

Set wages per building and watch villagers switch jobs on their own when a better-paying role opens up elsewhere.

Resource economy

Food, lumber, and goods flow from gatherers through Markets and Fire Pits to villagers — break the chain and happiness collapses fast.

Population growth

Villagers age, marry, have children, and immigrate in from outside the kingdom when conditions are good enough to draw them.

Housing & homelessness

Run short on housing and the homeless start raising shacks on the outskirts — visible, unglamorous proof that your kingdom is behind.

Treasury & taxation

A tax rate you set yourself, balanced against the approval hit it lands on whichever estate feels it most.

Exports

An Exports Office hires an Exporter to sell off surplus goods your Markets can't store, turning overproduction into gold.

Estates & Politics

Three classes, three opinions of you

Class Approval

Peasantry, Nobility, and Clergy each track their own approval, shaped by different needs — please one and you may be losing another.

Happiness vs. Loyalty vs. Grievances

Three genuinely separate signals. A villager can be fed and happy but disloyal, or loyal but privately furious about a wrong you never fixed.

Faith & the Clergy

A dedicated Faith need drives Clergy approval independently of food or wages — neglect it and the church turns on you regardless of the treasury.

Laws

Pass Due Process, an Assembly Ban, and other standing laws that reshape how the rest of the kingdom's systems behave.

Tyranny & Balance of Power

A visible bar tracking how much of the kingdom still backs the state versus how much has tipped toward rebellion.

Coup threat

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.

The Crown's Advisor

An appointed Advisor delivers reports and counsel — and can become a target themselves if the kingdom turns violent.

Crown actions

Detain and search a suspect, order a Kill, Protect a target, or Sieze Assets — direct royal power, with real political cost attached.

The Crown

Wearing it is the easy part

Personal Guards

Choose your own escort from the population — or go without, and rely on whichever Guards happen to be nearby.

Food Taster

Designate someone to taste your meals for you. Or don't, and find out the hard way why that role exists.

Regicide

Assassination attempts are a real, standing threat with their own pacing — not a gated set-piece you trigger once and forget.

Rebellion

Push tyranny far enough and the discontent organizes — armed, led, and coming for the throne itself.

Death is the only true loss condition

Prison, banishment, and bribery are all recoverable. Only the King's death ends the reign for good.

The King's own voice

The King has his own exclusive line of dialogue, and the street reacts to him differently depending on loyalty, gang presence, and escort.

Sheltering in the Keep

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.

Crime & the Underworld

It's happening whether you look or not

Gangs

Gangs form around a leader — usually whoever's richest among them — with their own membership and internal politics.

Gang rivalries & war

Rival gangs can meet, clash, and escalate all the way to open war, dragging bystanders and Guards into the fallout.

Robbery & theft

Thieves target villagers and buildings directly. Personal inventory caps limit any single haul, so no one heist ends the kingdom.

Witness-based policing

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 & search

Detain a suspect and search their inventory on the spot, with a dedicated report of what they were carrying.

Demand Payment

An established gang leader can demand tribute directly from the crown — a multi-year escalation chain, not a one-off popup.

Prison, bribery & jailbreak

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.

Confessions & trials

A witness who talks can send a criminal straight to trial — justice that actually depends on someone deciding to speak up.

Invasions & Multiplayer

A real player, inside your walls

Live invasions

When another player invades, they're connecting straight to your kingdom in real time — not a scripted event, an actual person.

Disguised arrival

An invader enters looking like any other villager, free to case the kingdom before anyone realizes they don't belong.

Spy Sense

A dedicated ability for scoping out defenses, guard positions, and targets worth hitting before committing to a move.

Invader hotbar

A six-slot action bar with rebindable keys for the invader's whole toolkit — items, abilities, and crime actions in one place.

Crime income

Robbery, theft, and heists give an invader their own real economy inside someone else's kingdom.

Multiple ways it ends

Resist arrest, get banished, get jailed and bribe out, or simply blend back into the crowd — death is never the only exit.

Two thrones, two playstyles

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.

Wildlife & Nature

The land was never fully tamed

Roaming animals

Deer, bears, and other wildlife move through and around the kingdom on their own, indifferent to your walls.

Predator attacks

An Animal Attack event can put a named villager in real danger, drawing Guards and Hunters to respond.

Hunters

A dedicated job role that tracks and takes down dangerous wildlife before it reaches your streets.

Barns & animal husbandry

Chicken and cow barns with their own tiers, staffed by dedicated Barn Workers who keep livestock fed and productive.

The Wolf Den

Order a Guard out to the Den the moment a pack starts threatening your herds.

Predator Spray

A craftable item that grants temporary immunity from predator aggression — useful when you need a villager somewhere dangerous.

The Living World

What happens when you're not looking

Daily schedules

Work, meals, rest, and self-chosen leisure once needs are met — every villager has somewhere to be, all day, every day.

Ambient chatter

Villagers comment on real events happening around them — crime, mercy, weather — budgeted per viewer so it reads like a crowd, not a script.

Weather reactivity

Thunder scatters the street and sends children running for cover — weather isn't just a visual layer, it's something the population responds to.

Seasons

Spring, summer, fall, and winter each bring their own pressures — harder winters mean hungrier villagers, and your stockpiles had better be ready.

World events

Robberies, protests, animal attacks, and more surface as visible auras in the world itself, not just entries in a log.

The event chronicle

A running log of what your kingdom actually lived through — births, deaths, crimes, arrivals — that reads like a chronicle, not a changelog.

Protests

Aggrieved villagers gather in the street and chant for the crown to answer for itself — led by whoever's angriest.

That's the whole kingdom.

Every system above interacts with the others — that's deliberate. Nothing here runs in isolation.