Skip to content

World map ​

The world map is the whole realm seen from above: an island of seven biomes ringed by sea, dotted with village sites, territory capitals, wild camps, herds, caravans and loose piles of goods. You pick your first village site here, and later you send scouts out from your villages to collect stashes, hunt deer, dig into barrows and count the defenders of camps and castles.

All times on this page are at world speed 1. The server's worldSpeed setting divides every real-time duration, so on a world running at speed 2 each trip and respawn takes half as long in real time.

The basics ​

  • The realm is a square of 384 by 384 cells. Roughly 30 percent of it is land; the rest is sea.
  • Every claimable spot is a village site. Unclaimed sites show as small parchment dots; claimed ones show a village icon that grows as the village fills with buildings.
  • Your first village is claimed directly on the map. Every later village needs a commander to march there (see Military).
  • Scouts unlock at rank 1 (Cottar). Each one costs 25 gold and one peasant, is ready at once, and walks at 54 cells per game hour, about 1 minute 7 seconds per cell.
  • Scouts bring home goods from stashes (up to 400 units), 80 meat per trip from deer herds (both up to four times as much with the Commerce branch's Pack Baskets, Pack Ponies and Mule Trains) and grave goods from barrows. At camps, castles, caravans and villages they only report what they saw.
  • Scouts can also visit a territory's capital, the market town at its centre. They report the weather there (which you then see on the map until that spell ends) and the market's busiest goods.
  • Severe weather slows scouts crossing affected territories and shows as markers on this map. See Weather.

The realm ​

The map is generated from the world's seed every time the server starts, so it is never stored. A world saved at an older size (the original realm was 192 by 192) is migrated on load: every claimed site is carried to the matching spot on the new map, snapped to the nearest free cell of the same biome within 24 cells (any land if none is found), and kept at least 2.5 cells from other carried sites. Scouts on the road during a migration are sent straight home and lose what they carried.

Elevation fades towards the edges, which is why the realm is always an island. Each cell is sorted into a biome by four noise fields (elevation e, moisture m, forest and warmth) in this order, first match wins:

TestResult
e < 0.36Sea
e > 0.7Mountain Foothills
e > 0.6Highlands
m > 0.62 and e < 0.47Fenland
m > 0.56Riverlands
forest > 0.6Wildwood
warmth > 0.66 and m < 0.52Sunlit Vinelands
anything elseGreenvale Plains

Warmth gets a bonus that rises towards the bottom of the map (+ (y / height - 0.5) * 0.35), so vinelands cluster in the south. What each biome is good for is on Biomes.

On three sample seeds the generator produced between 1,040 and 1,077 village sites, 116 to 120 territories and 17 or 18 lands, with 29 to 31 percent of cells on land. Your world's exact numbers depend on its seed.

Village sites ​

Sites are laid on a grid every 6 cells. Each grid square gets one candidate, jittered up to 4 cells right and down. A candidate on sea is dropped, and 15 percent of the rest are dropped at random, which keeps the spacing from looking ruled.

Names ​

A site's name is one prefix plus one suffix, picked at random:

  • Prefixes (25): Ash, Brack, Thorn, Wey, Hol, Ever, Mar, Oak, Ridge, Stan, Wych, Elm, Kings, Black, Red, Wolf, Cold, Fern, Har, Lang, Mill, North, Saxe, Til, Wen.
  • Suffixes (18): ford, ham, ley, wick, bury, stead, thorpe, by, dale, mere, combe, field, hurst, ton, well, brook, wold, worth.

That gives 450 combinations for a thousand or so sites, so two sites can share a name. Use the map position, not the name, to tell them apart. Territory and land names come from the same generator but are kept unique (see Lands and territories).

When you claim a site you can give the village your own name, up to 32 characters. Leave it blank and the village takes the site's name.

Village icon tiers ​

A claimed site's icon tier follows how many finished buildings the village has. Buildings that are queued or under construction do not count, and neither do the three founding buildings (village hall, stockpile, granary).

TierNameFinished buildings
1Hamlet0 to 4
2Village5 to 14
3Large village15 to 29
4Town30 to 49
5Walled town50 or more

The tier is checked every server tick and broadcast to everyone when it changes. It matters beyond looks: when two guilds tie on village count in a territory, the summed tiers of their villages break the tie (see Lands and territories).

Claiming your first site ​

You claim your first village by picking any free site. The claim fails if the site is already held or your rank's village limit is reached (1 village at ranks 0 to 3, 2 from Freeman at rank 4, up to 10 at Sovereign; see Ranks and Renown). Once you hold one village, the direct claim is closed: further villages are founded by sending a commander from a village you hold, which shows on the map as a captain on horseback. That process is described on Military.

While the season runs, the free sites at the far edges of the realm are frontier land: nobody may claim or found a village there before the Age that opens them, and their map card says so. A lord who lost every village claims again here as a refugee. See Ages, wonders and the Crown. The suggestions panel does not skip frontier sites; it rarely offers one, since it picks sites near the middle, and the server refuses the claim with a message if it does.

A lord with no village sees the map in claiming mode, with a "Choose your starting village" panel along the bottom. It lists one free site per biome: of that biome's free sites, the one closest to the average position of every claimed site (the centre of the realm while none are claimed). Each card names the biome's two best goods and counts the claimed sites within 24 cells. The suggestions are a client convenience; the server accepts any free site. The panel's code is renderBanner in clients/web/src/features/world/index.ts.

Choosing a site is a real decision. The biome sets your terrain and production (see Biomes), the territory decides whose taxes you pay and which capital market you trade at, and nearby capitals within 30 cells give you more markets (see Markets).

Live map entities ​

Besides villages and capitals, the map carries entities that spawn on fixed slots. Slot positions are a pure function of the world seed, so they stay put across restarts. Each slot holds one entity at a time. When the entity is used up, the slot sits empty until its respawn timer runs out, then a new one appears up to 1.5 cells from the slot's centre in each direction (castles always reappear in exactly the same place).

EntityCount on a 384 worldPreferred biomesMin spacing (cells, same kind)Respawn after useScout action
Castle (NPC)40Highlands, Mountains186 h if clearedReport
Outlaw camp48Wildwood66 h if clearedReport
Bandit camp96any66 h if clearedReport
Wolf den120Wildwood, Highlands, Mountains, Fenland56 h if clearedReport
Barrow64Plains, Highlands, Fenland, Vinelands512 to 24 hSearch (one visit empties it)
Deer herd160Plains, Wildwood, Highlands, Riverlands46 to 10 hHunt
Resource stash560any (contents weighted by rarity and biome)22 to 6 hCollect
Merchant caravan20any108 to 12 h if removedReport
Outlaw fort (tier II)24Wildwood, Highlands, Fenland2448 to 96 h when takenReport
Robber baron's keep (tier III)12Highlands, Mountains40168 h when takenReport
Warlord's stronghold (tier IV)8Highlands, Mountains60336 h when takenReport
The Usurper's citadel (tier V)4Mountains, Highlands100end of the season after the one it fell inReport

Counts are defined for a 192 by 192 world and multiplied by the area ratio, which is 4 on the current 384 map. Respawn times are game hours, picked per slot and generation. Scouts never remove camps, castles or caravans; only something like an army clearing a camp does (see Battles), and those slots then use the 6-hour default.

The tiered targets were added after the others. Their slots come after the existing ones, so on a running world the camps, dens and castles already on the map stay where they are and the new targets appear on the first start with the new rules. Robber keeps and the targets above them always reappear in the same place. Admins can also drop any tier at a chosen spot for testing; such a target is gone for good once taken (admin docs).

Placement details for the curious: for the first 300 attempts per wanted entity the generator only accepts preferred biomes, then it accepts any land. Entities of different kinds keep at least 1.5 cells apart, and every entity keeps 1.5 cells from village sites.

Resource stashes ​

A stash is a pile of one good, and any good in the game can turn up in one, weapons included. Which good is picked by weight. Each good has a rarity that sets its base weight, and a biome bonus multiplies it:

weight = rarity weight * (1 + biome bonus)

RarityBase weightGoods
Common10wood, stone, apples, wheat, vegetables
Uncommon4iron, cheese, meat, fish, hops, flour, bread, salt
Rare1.5pitch, charcoal, ale, wine, gold
Very rare0.5bows, pikes, swords
GoodNamesAmountBiome bonus
WoodTimber pile, Felled logs, Woodpile80 to 240Wildwood +4, Fenland +2
StoneStone cache, Cut blocks, Rubble heap60 to 180Highlands +3, Mountains +4
ApplesWindfall orchard, Apple cart60 to 160Plains +3, Vinelands +3
WheatSheaf stack, Grain cart60 to 180Plains +3, Riverlands +2
VegetablesTurnip clamp, Root cellar60 to 160Riverlands +3, Plains +1
IronIron ore, Rusted hoard, Ore seam25 to 70Mountains +4, Highlands +2
CheeseAbandoned dairy, Cheese store50 to 140Plains +2, Highlands +2
MeatSmokehouse, Hunters' larder50 to 140Wildwood +3, Highlands +1
FishDrying racks, Fish weir50 to 140Riverlands +3, Fenland +3
HopsHop bines, Hop sacks40 to 120Riverlands +2, Plains +1
FlourFlour sacks, Miller's store40 to 120Plains +2, Riverlands +2
BreadBakehouse loaves, Bread basket40 to 120Plains +1, Riverlands +1
SaltSalt pans, Salt barrels20 to 60Fenland +4
PitchTar pool, Pitch barrels15 to 45Fenland +4
CharcoalCold clamp, Charcoal sacks20 to 60Wildwood +3
AleAle casks, Brewer's cellar20 to 60Riverlands +1, Plains +1
WineWine cellar, Wine casks10 to 40Vinelands +4
GoldLost purse, Gold hoard, Tax chest40 to 160none
BowsHunter's cache, Bow rack4 to 12Wildwood +2
PikesPike bundle, Abandoned muster4 to 12Plains +1, Highlands +1
SwordsFallen knight's gear, Battlefield hoard2 to 8Mountains +2, Highlands +1

Worked example, a stash in the Wildwood. Wood is 10 * (1 + 4) = 50, meat 4 * (1 + 3) = 16, charcoal 1.5 * (1 + 3) = 6, bows 0.5 * (1 + 2) = 1.5, and the other goods keep their base weight. All 21 weights add up to 148.5, so the stash is wood 50 / 148.5 = 33.7% of the time, meat 10.8%, charcoal 4% and bows 1%. Pikes and swords are 0.3% each. In the Mountain Foothills stone is 33.8%, iron 13.5% and swords 1%.

Deer herds ​

A herd holds 120 to 260 meat. It grazes in legs of 2 to 7 cells around its home slot at 2 cells per game hour. Each scout hunt takes up to 80 meat, so a herd lasts 2 to 4 hunts. Scout carry research raises the take to as much as 320. The hunt that takes the last meat removes the herd.

Camps, dens and castles ​

These only report. The garrison is rolled when the entity spawns:

EntityLevelGarrison
Wolf dennone4 to 14 wolves
Bandit camp1 to 4bandits 4..8 x level, archers 0..3 x level
Outlaw camp1 to 3outlaws 5..9 x level, archers 2..5 x level
Castle1 to 5pikemen 10..20 x level, archers 10..25 x level, swordsmen 0..8 x level, captains 1 + floor(level / 2)

The level itself is not shown, but you can work it out from a report. A bandit camp with 24 bandits is at least level 3, since level 2 tops out at 16.

Tier II to V targets (outlaw forts, robber barons' keeps, warlords' strongholds and the Usurper's citadel) roll much bigger garrisons; see Military and the AI targets reference. A report on one counts its whole garrison, but for the Usurper only one wave of up to 700 stands in the defences the report draws. From tier III up the entity's panel shows its tier and, once it has been fought, how far it is worn down.

Capitals ​

A scout can be sent to any territory's capital from the territory panel. It walks to the capital's cell like any other target and reports which body's banner the capital flies, its castle level, how many soldiers stand in it by type, and whether its keep is held by an enemy. The military feature adds the castle and garrison as the battle map, so a fresh report on a capital is what an attack on it needs.

Barrows ​

A barrow holds grave goods: 80 to 300 gold, and 40 percent of the time also 10 to 40 iron. About 27 percent of barrows hold nothing, and the scout comes back empty with a note that the dead stirred. Either way the first scout to arrive empties the barrow and starts its 12 to 24 hour respawn.

Merchant caravans ​

Five per 192 world, twenty on the current map. A caravan travels at 6 cells per game hour between village sites 15 to 50 cells apart, picking a new destination at the end of each leg. It carries one good (wine, cheese, iron, ale or bread, 60 to 200 units) plus 50 to 250 gold, guarded by 4 to 16 guards. A scout reports the guards and cargo but takes nothing.

Once scouted, a caravan can be attacked like a camp (see Military). Its guards fight as militia, with a caravan master (a captain) at the wagons. The army marches to where the caravan will be on its road when the army arrives, using the same estimate as scouts (see below). Beating it takes its cargo, as much as the survivors can carry, and 20 Renown, and the caravan leaves the road until its slot respawns 8 to 12 hours later. A beaten army leaves the caravan with fewer guards.

If the server was down for more than 24 hours, moving herds and caravans restart their walk from the current time rather than replaying every missed leg.

Scouts ​

Scouts can also be sent on a timer by auto-scouting (see Automation).

Recruiting ​

Scouts are recruited at the village hall.

RuleValue
Rank needed1 (Cottar)
Cost25 gold and 1 peasant
Training timenone, ready at once
Hard cap per village10

The peasant leaves the population for good and becomes the scout. The cap per village depends on your rank and counts scouts at home and on the road:

Rank0123456789+
Scouts per village02345678910

The cap is per village, so a lord with three villages at rank 9 can field 30 scouts.

Speed and travel time ​

cellsPerHour = 18 * scoutSpeed            (scoutSpeed is an admin multiplier, 1 by default)
travelMs     = max(60 000, cells / cellsPerHour * 3 600 000) / worldSpeed

Distance is the straight line from the centre of your village's site cell to the target. There are no roads or terrain costs, and a scout walks over sea as easily as land. Every trip takes at least one game minute. Scout research and scout cards multiply the pace, and they hurry scouts already out as well as new ones (Cards and Crowns). The "each way" time a panel shows counts them too.

Worked example: a stash 6 cells away. 6 / 18 = 0.333 game hours, which is 20 minutes out. The scout turns around where it found the stash and walks 20 minutes back, so the round trip is 40 minutes at world speed 1 and 20 minutes at world speed 2.

Distance (cells)One wayRound trip
310 min20 min
930 min1 h
181 h2 h
362 h4 h

Weather also affects scouts: severe weather slows them while they cross affected territories. The size of the slowdown is described on Weather.

Intercepting moving targets ​

When you send a scout at a herd or caravan, it does not walk to where the target is now. The server works out where the target will be when the scout gets there, repeating the estimate four times, and sends the scout to that point. Herds (2 cells per hour) and caravans (6) are much slower than scouts (54), so the estimate settles quickly. A target that turns onto a new leg mid-trip can still end up away from the meeting point; the scout acts on the target anyway, wherever it has wandered.

What a scout brings back ​

TargetResult
Resource stashTakes min(amount left, 400). Removes the stash if emptied.
Deer herdTakes min(meat left, 80) meat. Removes the herd if emptied.
BarrowTakes all grave goods (possibly none). Always empties the barrow.
CaravanReport: guards and cargo. Nothing taken.
Another lord's carts or caravanReport: cargo (goods, or gold) and escort. Nothing taken. See Markets.
Wolf den, bandit or outlaw camp, castle, tier II to V targetReport: garrison by troop type, with a total in the summary. Nothing taken.
Claimed village siteReport: village name, biome, owner and owner's rank. The military feature adds walls, towers and garrison, but not hidden traps.
Unclaimed siteReport: biome, and that it is free to settle.
Territory capitalReport: banner, castle level, garrison by troop type, whether it was taken by force, the weather and when that spell ends, and up to three of the market's busiest goods. Nothing taken.

Loot is credited only when the scout gets home, and only up to free storage space: materials go to the stockpile, food to the granary, ale and wine to the inn, weapons to the armoury, and gold to your treasury, which has no cap. Goods that do not fit are lost, so empty some space before a big haul comes in. A village with no inn or no armoury has no room at all for drink or weapons, and the whole find is lost.

Edge cases worth knowing:

  • No stash holds more than 240 units, so the 400 carry limit never comes into play with today's stash sizes.
  • Two scouts racing for the same stash: whichever arrives first takes its share. If the stash is gone by the time the second arrives, the report reads "Nothing was there any more" and the scout comes home empty.
  • A scout's report is written on arrival, not on return. You can read what it found while it is still walking home.

Scouting a capital ​

Send a scout to a capital from the territory panel (click the capital, or anywhere in the territory, then "Send scout" under "Scout the capital"), or from the forecast of an unknown sky. The scout walks to the capital cell like any other trip.

On arrival the report records:

  • The weather over the territory and the end of the spell the scout saw. You keep seeing that territory's weather until then; the badge shows the time left. How the end is found is on Weather.
  • The market's busiest goods: the goods whose stock is furthest from its usual level, measured as a share of that level, at least 5% off, at most three, furthest first. A good below its usual stock is reported as "selling out" (lords have been buying it), one above as "piling up". The price at that moment comes with each.
  • Garrison: not yet. Capitals have no castles yet, so the report has no garrison count.

The summary reads like Ashford: rain. At market, iron selling out, wine piling up. Capital reports are listed on the territory panel and in the Intel tab of the Realm panel (see Lands and territories).

Recalling ​

You can recall a scout that is still on its way out. It turns around from where it is at that moment and walks home. A recalled scout brings nothing back, and its return does not count towards quests (see Quests). A scout already heading home cannot be recalled.

Spies ​

Spies are slower, dearer scouts that get inside another lord's village or a capital. They are not drawn on the map. Their reports join your scout reports with the spy's findings added. See Espionage.

Scout reports ​

The server keeps your 25 most recent reports, newest first. Each has the time of arrival, the village that sent the scout, the target's name, kind and position, the biome, a one-line summary and the structured details (garrison, cargo, loot, owner). A report also records the target, so an attack can be aimed at the same place (see Military). Capital reports also carry the territory, the weather seen and when it ends, and the busiest goods.

Times on the road ​

The server times every trip with the true weather along the route, including weather you cannot see. Where a scout's route crosses a territory whose weather is unknown to you, its arrival time in the Scouts panel reads "about": the time is right, but showing it as exact would give away storms you have not scouted. The same holds for armies in the Military panel and for carts and caravans.

Map markers ​

Painted sprites replace these shapes as art arrives; until then the map draws simple inked symbols.

MarkerMeaning
Small parchment dotUnclaimed village site
Village icon, growing in size from tier 1 to 5Claimed village
Village with a gold ring and gold nameYour own village
Village tinted red with a red ring and crossed swords, red nameA village whose lord is at war with you (either direction)
Small stone keep on a dark roundel, upper left of a villageThat lord's stronghold, which is captured last. Its card reads "Stronghold of X"
Staff of small shields beside a village's crestThe guild, order, house and kingdom its lord rides under, highest at the top. See Banners of allegiance
Peace badge on a villageIts lord is in peacetime or sanctuary; the card says which and for how long
Army medallion ringed by tents, with a red pennant, standing beside a village or capitalA siege camp. Its panel shows the assault time, and lets the lords it threatens attack it
Grey keep with a red pennantNPC castle
Larger tent or keep, tinted (tan fort, rust keep, purple stronghold, blood-red citadel) with its nameTier II to V target. These borrow the bandit camp and castle markers, tinted and scaled up by tier, until they have their own paintings
Castle marker at a territory's centreTerritory capital and its market
Dark mound with yellow eyesWolf den
Brown tent with a red flagBandit camp
Green tent with a dark green flagOutlaw camp
Three small brown deerDeer herd
Coloured crate in the good's colour (wood brown, stone grey, iron dark, apples red, cheese yellow and so on), crossed blades above it for weapons, or three gold coinsResource stash and its good. Goods with their own painting use it instead
Green mound with a standing stoneBarrow
Covered wagonMerchant caravan, and also trade carts on their way to market and caravans between villages
Small cloaked figure (blue for yours, brown for others, red ring for raiders)Scout
Column of soldiers under a blue banner (gold ring yours, red ring hostile)Army on the march; drawn larger for bigger armies
Captain on horseback with a pennant (gold ring yours, grey ring rivals)Commander riding out to found a village, or an army that is only its captain
Territory tint in a body's colour, with its tag at the capitalTerritory held by that body
Red tint, tag prefixed with crossed swordsTerritory held by a body at war with you
Weather markersCurrent weather in a territory you can see, or across a land; a grey "?" where the sky is unknown to you. See Weather

Banners of allegiance ​

A village whose lord is in a guild carries a staff beside its crest. On it hang the coats of arms of the lord's guild and of every body above it: order, house and kingdom, the highest at the top. A lord in a guild with no order shows one shield; a lord in a kingdom shows four. The shields are the bodies' own arms, not the lord's (see Guilds and houses). With four shields each is drawn a little smaller so the staff stays about as tall as the crest.

Click the village and its card lists the same bodies under "Rides under": each one's arms, tag, name and tier, side by side.

The staff follows changes within about five seconds: a lord joining or leaving a guild, a guild swearing to an order, a body disbanded, or new arms raised by a leader or Herald. New arms reach the map at once.

Trade carts and merchant caravans use the same wagon marker. To tell them apart, look at the line: your carts run straight between your village and a capital. Clicking another lord's carts opens a panel to scout them and, if you are at war with their owner, attack them (see Markets).

Map tools ​

A bar at the top of the map searches lords, villages, capitals and camps by name, keeps bookmarks on the server, filters the markers (your villages, your guild, enemies at war, camps and strongholds by tier, caravans, stashes) and measures distance and march time with a ruler. The ruler uses the travel sum above. All of it is described on Interface.

Interactions ​

  • Automation: auto-scouting sends your scouts at home to nearby targets on a timer.
  • Realm events: event hosts appear on the map as entities of their own, link to the Events tab from their panel, and leave when their event ends.
  • Getting started: choosing your first site.
  • Village: storage limits that cap scout loot.
  • Biomes: what each biome on the map is good for.
  • Weather: weather markers and slowed scouts; capital reports give weather intel.
  • Ranks and renown: scout unlock and caps, village limit.
  • Quests: quests that listen for scout returns.
  • Military, Battles, Castles: founding more villages, clearing camps, attacking scouted targets.
  • Faith: monks walk the map like scouts and can be recalled from their marker. Village, capital and procession panels carry their missions, and a village card says when it is under the Truce of God.
  • Bounties: a capital's territory panel shows its bounty board; target panels and lord cards have a bounty form.
  • Lands and territories: the borders and tints drawn over the map.
  • Markets: capitals and trade carts; capital reports name the busiest goods. A village card other than your open village's has Send cart, unless its lord is an enemy (Caravans).
  • Guilds and houses: who counts as an enemy on the map.

For maintainers ​

Source files:

  • server/src/world/worldgen.ts: realm generation, WORLD_SIZE = 384, LEGACY_WORLD_SIZE = 192, site spacing 6, 15 percent site drop, name lists.
  • server/src/world/noise.ts: mulberry32, fbm, hashString.
  • server/src/features/world/content.ts: entity definitions, villageTiers, scout (minRank 1, cost 25 gold, 1 peasant, trainSeconds 0, maxPerVillage 10, maxByRank, cellsPerHour 54 * tuning.scoutSpeed(), carry 400 before research).
  • server/src/features/world/tiers.ts: tier rules, tiered garrisons and hoards, regrowth, seasonalRespawn.
  • server/src/features/world/spawn.ts: SPAWN_RULES, stash table (STASHES, STASH_RARITY, stashWeights), garrison rolls, herd legs (2 cells/h, 2 to 7 cells from slot), caravan legs (6 cells/h, 15 to 50 cells), respawnDelay (default 6 h when a rule has none).
  • server/src/features/world/live.ts: recruit, send, recall, arrival and return, HUNT_TAKE = 80, MAX_REPORTS = 25, credit (storage-capped). Also spawnAt (admin targets, ids x<n>, saved as extras), settleTier and markStrength (regrowth and the strength shown on the map), grantReport. reportCapital (weather through weatherApi.observe, goods through marketApi.busiest), then castle, garrison and capture through capitalApi.scout.
  • server/src/features/market/index.ts: busiestGoods (at least 5% off the usual stock, top 3).
  • server/src/features/world/travel.ts: travelMs (minimum 60,000 game ms), intercept (4 rounds).
  • server/src/features/world/migrate.ts: size migration, CLEARANCE = 2.5, BIOME_SEARCH = 24.
  • server/src/features/world/index.ts: villageTier, tick, pushMovements (every feature that changes a scout, army, monk or founder on the road calls it; it sends the whole list at most once per 250 ms through game.broadcastSoon), flush.
  • server/src/features/world/live.ts save: the live world blob is a few hundred KB, so routine saves wait 15 s (SAVE_GAP_MS); forced saves and the game's 15 s flush write at once.
  • server/src/game.ts: claimSite, settleSite, broadcastSoon.
  • clients/web/src/shell/live.ts: liveRender and setHtml. Panels that redraw on server messages or timers go through them, so a redraw waits while the lord holds a button, has a dropdown open or is typing in the panel, and keeps the scroll.
  • packages/protocol/src/features/world.ts: wire types.
  • clients/web/src/features/world/view.ts: bannerStaff (the allegiance staff beside the crest, BANNER_H = 18); clients/web/src/features/world/index.ts: allegianceHtml on the village card. The banners arrive on WorldSite.ownerBanners, set by the social feature.
  • clients/web/src/features/world/markers.ts: marker shapes and colours; stand on an entity definition draws a borrowed marker, tinted and scaled, until world_<kind> is painted.
  • clients/web/src/features/weather/sight.ts: the "about" rule for route times.
  • Tests: server/src/features/world/world.test.ts.
  • Map tools: clients/web/src/features/maptools/ and server/src/features/maptools/index.ts (bookmarks); see Interface.