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The World Map

The overworld

The world is a globe: march far enough east, west, north or south and you come around the other side. The top bar shows the day, your treasury with net daily change, and the End Day button — every unit refreshes its movement, income pays out, and everyone else takes their turn when you press it.

Nothing on the map interrupts you to deliver news. The chronicle button in the top bar keeps a count of everything that has happened since you last opened it; read it when you want to, and the count clears. With no party selected, the bar along the bottom tells you what a tap will do: pick a party to command it, or a holding to inspect it.

Moving

Tap your party, then tap a destination. The route appears with numbered day flags showing where each travel day ends, and a march card opens beside the target with the whole cost of the road:

  • how long it takes — "Arrives today", or the number of days;
  • why — what the road costs in movement points, and what the ground at the far end charges for each step onto it. A short hop through swamp at ×3 a step can cost more than a long march over plains;
  • what waits there — the garrison holding it and what it musters, or a note that the holding is undefended and walking in takes it.

Then March, or to think again. (Tapping the destination a second time marches as well.) Travel orders persist — your party keeps walking each day until it arrives, meets an enemy, or you press Halt.

Pricing a march

Zooming: pinch on a touch screen, or use the + / − / ⤢ pad in the bottom-right corner (⤢ snaps back to your party). The battlefield zooms the same way.

The top bar walks you through the day: while any party still has movement and no orders, ⏭ Next leads — tap it to jump to the next party awaiting orders (tapping it again waves the selected party past for the day). Parties on standing travel orders or holding for marchers never ask. Once every party is settled, End Day takes the lead, and each new morning jumps you straight to the first party awaiting orders.

Fog of war

You see what your parties and holdings can see. Explored land stays on the map, dimmed, but enemies show only when actually in sight. (The eye button toggles fog for a debug look at the whole world.)

Territory

Buildings claim the tiles around them, tinted in their owner's color. Owned tiles pay the building's income — scaled by how much of its claimed land you actually hold — and friendly ground heals your units every night.

A settled claim spreads: hold a building a few days and its territory creeps a tile outward, up to three tiles past its base reach. Capture resets the creep — a new banner spreads from scratch. Borders hold firm, though: the creep only takes open land, never ground inside another guild's own claim. A border moves when you take the building behind it, not by waiting. Spreading claims also ward the blight further (see below).

Buildings

Inspecting a building

Tap any building you've explored (with no party selected) to inspect it: its name, level, how many floors it rises or delves, what it yields and trains, who holds it, and its story. Your own cities and trainer buildings have their management doors right on the sheet.

The blighted heart

The center of the world belongs to Entropy: a vast wasteland thick with its fortified holdings, growing crueler the deeper you press — and richer. Garrisons stand harder near the heart, but so does the treasure: the finest relics in the world are found only in the deep blight. The outer wilds are gentler, broken up by oceans — water can be crossed, but at a crawl, so plan your marches around the coasts.

And the blight does not sit still. After the opening days it creeps outward, smothering the land to wasteland tile by tile — faster on Hard, slower on Easy — and any unclaimed hold it reaches is swallowed into Entropy's service, wardens and all. Claimed territory wards it off: the rot cannot take ground your banners cover, and ground it took heals wherever new banners rise. Entropy's armies never march beyond the rot's edge, so every hold you capture is both income and a wall. Let the wilds go untended, and the wasteland — and the Grand Decayer's reach — will grow to meet you. And do not mistake a quiet blight for a beaten one: when Entropy's armies run thin, new hosts crawl out of its heart, and what the rot swallows still hoards its treasure for whoever dares take it back.

The seven guilds all ring the blight. Everyone is fighting toward the same center; the question is who gets there strongest.

Seven guilds, one blighted world, and the Great Work.