You start with one holding.
Here is the groundwork for your road from holding to throne. The rest you discover on the map, through your own moves.
Holding
Your holding on the map is the heart of your kingdom. Buildings rise within its walls; fields and forests stretch around it. As your Palace grows, all construction speeds up, and every new building opens a door: the Barracks trains soldiers, the Stable trains cavalry, the Wall becomes your shield.
Resources and building
There are four resources: timber, stone, iron and grain. Your fields produce every hour, even while you're away. A bigger Storehouse keeps more of what you produce; your region is rich in some resources, and you make up the rest at the Market.
One building rises at a time while the rest wait their turn, and you pay the cost when a building joins the queue. The queue is the key to growth: fill it before you leave, and you'll come back to a bigger holding.
Army
Your army does two jobs: reaching into your neighbor's granary and holding the altars. Every unit has a rival that stands against it; the field goes to the commander who knows their army. Siege engines bring walls and buildings to the ground.
Holds the gates of your holding and the ground at an altar.
Rides like the wind and carries the plunder home.
Draws no sword; it watches and brings back word.
The ram breaks walls, the trebuchet wrecks buildings.
Map and roads
Distance is measured in kilometers, and an army marches only as fast as its slowest soldier. Most of the map is sea; an army with enough boats crosses the waves with ease. If your scouts have spotted an army, you can meet it on the road; the road belongs to the commander who knows it.
Altars and rites
Altars are scattered across every corner of the map. Whoever holds an altar during a rite earns Tender, and every hour they hold it adds to their score. The hour of each rite is announced to everyone in advance.
A rite is an appointment.
Everyone knows the hour; whoever is ready when it comes wins. Time your march to match.
Auction
Some buildings are sold only at auction, and the lots close one at a time. You place a sealed bid; the highest bid wins and pays what it bid. The moment you place the deed in your holding, the building starts working.
Alliance
Found an alliance or join one; allies stand in the same line. An alliance's strength lies in what's said around the table: who goes for which lot, who holds which altar.
Every bid is sealed, even an ally's. Promises are made, and every promise kept makes the alliance a little stronger.
Market and caravans
The Market gives you merchants, and your merchants carry your goods. The world market is always open, and player orders pay even better. A caravan that picks its route well comes home having traded its load at a profit.
New holdings and conquest
A settler claims an empty holding or a ruin. A governor draws no sword; he wears down loyalty, and when loyalty reaches zero, the holding is yours. Loyalty recovers over time, so conquest goes to the commander who presses it with patience.
Reports
Every battle leaves a report: who came, who remained, what was won. Want to know a rival's strength in advance? Send your scouts.
The cavalry from the north broke at the foot of your walls. Your garrison stands and your granary is untouched.
Build your holding. March on the throne.
An advisor stands by your side through your first steps. The rest of the map is yours to discover.