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The City System

Founding a City, City Houses, the Mayor, and City Buildings.

Founding a City

Founding a real-world City is a 3-player ritual (Found, Add Walls, Finish) at level 3+ — it creates a named City with its own set of City Flags at a real-world place name.

  • Found (Menu → Build): 10,000 Gold + 30 Stone + 30 Wood, laid where you stand. The foundation shows the name of the City it will become.
  • Add Walls: a different player taps the foundation — 100 Stone.
  • Finish City Center: a third player taps it — 100 Wood. All 3 founders get a City Key for free travel there forever.
  • Until the City is finished, the founder and wall-builder can travel to the foundation for free from Menu → Estates → My City Foundations.
  • Finishing annexes the 10 nearest Flags into City Flags. Owners of nearby Flags get a Mail when the foundation is laid, and 1,000 Gold per Flag the City takes.

City House and the Mayor

  • Build a City House (2 Wood + 1000 Gold) within reach of one of the City's flags to become a City member.
  • Your City House has a room: tap it and choose Enter. You can put on or take off Gloves and Boots in your own City House. Tap it to choose who else may walk in — Public (anyone but your Enemies, the default), Normal (players with your Right of Passage) or Private (only you).
  • The Mayor rotates weekly, automatically going to whoever among current City House owners earned the most City Coins that week.
  • Earn City Coins 1-for-1 with EXP gained near a City Flag, plus harvesting Oil Wells/Crystal Huts, plus bonus rates for City Sewer and Cavern dungeon kills.

City Buildings

Only the acting Mayor can build these on the City's territory: Oil Refinery (turns Crude Oil into Refined Oil), Trade Post (a real player-driven Buy/Sell economy), Tavern, Barbershop, Proving Grounds, City Sewer, plus several others still being built out.

Barbershop

The Mayor builds it (500 Wood + 10,000 City Coins). Any player — a member of that City or not — can tap it, choose Enter Barbershop to walk inside, and sit in the Barber's chair to change their look on a live preview of their own character. A new look costs 450 Food and pays that City 1,000 City Coins (not counted in your own Mayor race).

  • Skin: 6 tones, and rosy cheeks on or off.
  • Hair: 17 styles (Classic is your character's original hair; Bald has none) in 11 colours. Facial hair (male characters) takes the same colour.
  • Facial hair for male characters: Stubble, Mustache, Handlebar, Goatee or Full Beard.
  • Eyes: 6 colours.
  • Your hairstyle stays when you wear a Hat: anything that would stick out above the Hat is trimmed to fit, so every style works with every Hat. Headbands, crowns, antlers and the butterfly sit on top of your hair instead.

Tavern

  • Any player can walk into any Tavern. The Mayor builds it (100 Wood + 100 Iron Slag + 8,000 City Coins) and can upgrade it to Level 2 (400 Wood + 300 Iron Slag + 25,000 City Coins).
  • Bar: buy Roc Nog or Berry Punch for 250 Gold a drink (200 at Level 2). Drinking turns your name and chat from blue to red; drink too much and you pass out for a minute (you can't move or leave, but you can still chat). It wears off by itself.
  • Bulletin Board: members of that City can post messages (signed with their name) and set the Tavern's Sign. Everyone inside can read it.
  • Tavern Chat: inside a Tavern, the Area channel (shown as "Tavern") is the Tavern Chat — only the players in that Tavern see it, in a bubble over your head.
  • Level 2 — Gyront Card Table: sit down (up to 6), everyone pays the wager the Mayor set (up to 1,000 Gold) and picks a number from 1 to 6. The highest number nobody else picked wins the whole pot; if every number is shared, the pot carries over to the next round.
  • Level 2 — Keg Holder: put in your own barrel of Roc Nog or Berry Punch and set a price per drink (up to 2,000 Gold) — the Gold goes to you. A barrel holds 200 drinks and goes bad a day after it's placed.
  • Barrels are crafted in the Craft menu once you have a Workshop on your Country Manor: Roc Nog = 1 Roc Egg + 50 Refined Oil + 5 Wood; Berry Punch = 50 Mourning Berries + 50 Refined Oil.

Oil Wells, Crystal Huts, and Research Labs

  • Claim an unclaimed Oil Well (5 Wood) or build a Crystal Hut beside a Crystal Patch (Crude Oil + Crystal, escalating per Hut) — both need City House membership. Grow Worker Golems from them (Crude Oil) and assign the Golems to Harvest.
  • An Oil Well's own tier (Small to Extra Large, Wood-costed) only raises how many Golems it can hold — NOT its storage capacity.
  • Storage capacity (Oil Well or Crystal Hut, 40 up to 100) is its own separate upgrade, paid in Crystal directly at the structure.
  • You start capped at 1 Oil Well and 1 Crystal Hut, and 10 Worker Golems total — a Research Lab (built beside your own Oil Well) raises all of this.

Research Lab and Buy Tech

Assign idle Worker Golems to Research at your Research Lab, then Collect the Research Points they earn into your Bag. Spend Research Points (plus Crystal and Crude Oil) at the Lab on "Buy Tech" for a permanent, account-wide limit increase — either track below.

Golem Limit →CrystalCrude OilResearch Points
15203020
20404050
258050125
3016060310
3532070780
40640801,950
451,280904,880
502,56010012,200
Oil Well / Crystal Hut Limit →CrystalCrude OilResearch Points
210015050
3400160200
41,600170800
56,4001803,200
Armory Limit →CrystalCrude OilResearch Points
2200200100
3800220400
43,2002401,600
512,8002606,400

Tip: Once EVERY track is fully bought out, any Golem still Researching is sent back to idle, and further Research/Collect is blocked — there's nothing left to spend Research Points on.

Tip: Destroying your City House to leave a City resets ALL of this Buy Tech progress back to 0 — a real cost worth weighing before you switch Cities.

War Golems, the Armory and the War Camp

  • Build an Armory near one of your own Oil Wells (3 Wood, 3 Stone, 50 Crude Oil). You start with 1; Armory Limit at a Research Lab allows up to 5.
  • Tap your Armory and choose Make Axeman (1 Iron + Crystal) or Make Archer (3 Wood + Crude Oil). Your idle Worker Golem nearest to the Armory walks in and trains for 24 hours, one at a time. The Crystal / Crude Oil price starts at 10 and goes up by 10 for every Golem of that type you already have.
  • When training is done, tap the Armory to let the Golem out. It doesn't come out by itself.
  • Tap a War Golem and choose Follow. Up to 5 follow you and fight the monsters you hunt: Axemen walk up and hit hard, Archers shoot from up to 200 m. They fight with 60% of your own attack and your full defense, and heal a little every few seconds. A War Golem that runs out of HP is gone.
  • Fusing: bring two War Golems of the same type together and fuse them into one stronger Golem, up to +6. Each level adds HP (200 at +1, 1,000 at +6), +1 attack, faster healing and Battle Tactics: a bigger chance to go for the weakest target first. A +4 counts as 4 Golems against your Golem limit.
  • War Golems only follow short trips (about one Flag away). After a longer Jump they stay where they were. They do come along when you Visit your own City Center, your Kingdom's Castle or your War Camp.
  • War Camp: one per player, on your own land, your Kingdom's land or empty land (200 Crude Oil, 100 Crystal, 3 Iron). It's listed in Estates; Visit it and every War Golem following you comes with you. With a Compass in your Bag, tap the War Camp to call every War Golem you left behind back to it.
  • War Golems also fight beside you inside dungeons, and they stay yours if you leave your City. Your Armories in that City are removed.
  • Guard this spot: tap your War Golem and choose it to leave it on guard where it stands. A guard attacks your declared Enemies who come within 200 m (only players Level 10 and up, and only while you are Level 10 or up) and leaves monsters alone. Other players Level 10 and up can attack your guard — doing so makes them your Enemy, and a guard that loses all its HP is gone. Choose Follow or Stop guarding to take it off guard.

City Key and Visited Cities

The three players who found a City keep a City Key for free travel there forever. Any player can also travel to every City they've been to before, and to the two busiest Trade Hubs, from the Estates list, paying Roc Feathers by distance (the Largest Trade Hub is a flat 2 from anywhere).

Enemies of a City

  • Declare Enemy against any City from a City Flag, City Tower, City Center, or any City Building — a declared Enemy can no longer Jump to any of that City's Flags until they make peace.
  • A City Tower automatically attacks a real declared Enemy on sight, one at a time.
  • Make peace by sending a request the Mayor can Accept from the City Center's bulletin board, or the Mayor can make peace unilaterally with anyone on the board's own Enemy list.
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