Appearance
Valeron Kingdoms wiki
How the game works, written from the code. Each page starts with a short explanation and a "The basics" section for anyone new, then goes into exact numbers, formulas and worked examples, then lists how the system touches the others. Times are given at world speed 1 (one game second per real second) unless a page says otherwise.
New here? Start with Getting started.
Your village
- Accounts and signing in: registering, your lord's name, sessions, and securing a lord from before accounts.
- Getting started: the first hour, from claiming land to your first production chain.
- The village: the map, placing buildings, construction, storage, staffing and the production formula.
- Popularity: every factor, how peasants arrive and leave, food, ale and tax.
- Biomes: the seven biomes and what each is good and bad at.
- Weather: weather per territory, seasons, fronts, and what each kind does to farms, gathering, popularity and travel.
- Feasts: turning stores into Renown and popularity.
- Town charters: the charter a village takes at Large village and Walled town, what each one gives, and the buildings only a chartered village may raise.
- Interface: layouts for phones, tablets and computers, shortcuts, the realm overview, timers, the steward, undo and the world map tools.
Your lord
- Ranks and Renown: where Renown comes from and what each rank unlocks.
- Research: points, slots, branches and how bonuses stack.
- Quests: the steward's quest chain and its rewards.
- Profile: portrait, arms, titles and lifetime stats.
- Cards and Crowns: the premium currency, the card shop, packs and every kind of card effect.
- Cosmetics: the Wardrobe: banners, smoke, hall dressings, crest ornaments, plaques, standards, epithets, frames, seals and extra heraldry, bought with Crowns or earned. Looks only.
- Premium: what membership adds.
- Inbox: letters between lords, and the record of every scout report, battle, trade, world event and piece of news.
- Vassalage: swearing fealty to another lord for a Renown bonus that grows with their rank, the tribute a liege takes, feudal levies, calls for aid, stationed troops and titles.
- Automation: standing orders the server runs on a timer: auto-scouting, auto-transport, auto-selling, auto-hiring and auto-fighting.
War
- Espionage: spies trained at a Watch House, their four missions (infiltrate, steal research, sabotage, watch), the odds of being caught, and the Spymaster's shared intel and enemies list.
- Military: units, training, caps, sending armies, lining up an attack from a scout report, march speed, founding villages, PvE raids, AI targets in tiers with shared loot, capital garrisons and capital attacks.
- Battles: how the server fights a battle, step by step, and what decides the outcome.
- Sieges and strongholds: siege camps before villages and capitals, breaking a siege, capturing villages, strongholds and eviction, sanctuary, and browser alerts while away.
- Castles: the castle plot, pieces, garrisons, damage and repair, and the castles at territory capitals.
- Musters and levies: a body fighting as one host, from its lords' villages or its capital garrisons, with loot, Renown and losses shared by the worth of the troops each lord put in.
The realm
- World map: the realm, sites, camps and herds, scouts and their reports.
- Lands and territories: the political map, holding territory, taxes, kingdoms, capitals, garrison upkeep and conquest.
- Markets: capital markets, prices, carts and market tax.
- Guilds and Houses: guilds, orders, houses, kingdoms, offices, treasuries, coats of arms, wars, pacts and chat.
- Faith: faith from churches, monks and their missions (bless, heal, preach, excommunicate, escort, sanctify) and the Truce of God.
- Bounties: gold put up at a capital's board on a camp, castle, caravan, raider host or a lord at war, paid from battle reports.
- Realm events: plagues, famines, hosts from beyond, revolts, tournaments and the rest: how they start, how to take part and what they pay.
- Wandering lords: lords run by the server that keep every rank busy, how many there are, where on the ladder they live and what they do.
- Ages, wonders and the Crown: the season's five Ages and their rules, wonders at capitals, the Crown and royal decrees, the Hall of Fame, legacy rewards, catch-up Renown, frontier land and refugees.
Reference tables
Generated from the game content, so they are always current: buildings, resources, biomes, weather, research, cards, units, castle pieces, capitals, AI targets, musters, realm events, ranks, feasts, vassalage, markets, policies, offices, espionage, faith, bounties, Ages, wonders and the Crown, cosmetics and town charters.
Keeping the wiki current
The wiki is maintained alongside the code. When a change alters a rule or a number a player can see:
- Run
npm run wikito regeneratereference/. Never edit files there by hand; changetools/wiki/gen.tsinstead, and add a page function there for any new system with its own data. - Update the hand-written page for that system: the rule, the formula, the worked example, and its "Interactions" and "For maintainers" sections. Each page's "For maintainers" section lists the source files and constants it depends on.
- When a new system arrives, give it a page in the same shape (opening, The basics, details with numbers, Interactions, For maintainers) and add it to this index.
Describe what the code does today. Plans belong in docs/ROADMAP.md. Where the code does something odd, say so plainly on the page rather than describing what was intended.