The Cartographer's Diagrams
Flows of the Realm
The shapes of cause and effect, drawn plainly so the game may be read.
Battle
How two unit groups settle the question of who walks away.
- 01 Meet on tile ↓
- 02 Forced engagement (≥N) ↓
- 03 Flee check (size %) ↓
- 04 Resolve damage ↓
- 05 Scavenge / Ransom ↓
- 06 Write to Chronicle
Recruit
From queue to garrison.
- 01 Choose unit ↓
- 02 Check resources ↓
- 03 Enqueue ↓
- 04 Tick advance ↓
- 05 Spawn in garrison
Build
From foundation to upgrade.
- 01 Pick site ↓
- 02 Pay resources ↓
- 03 Foundation set ↓
- 04 Upgrade queue ↓
- 05 Live structure
Conquer
Walls fall first. Loyalty changes last.
- 01 Attack structure ↓
- 02 Walls reduced ↓
- 03 Garrison broken ↓
- 04 Move in ↓
- 05 Loyalty tick ↓
- 06 Ownership shift
Bounty
A coin upon a head.
- 01 Post bounty ↓
- 02 Hunters notified ↓
- 03 Target slain ↓
- 04 Claim (kill UID) ↓
- 05 Reward transfer
Death & Spawn
A life ends — another begins on the rim.
- 01 Combat lost ↓
- 02 Assets drop ↓
- 03 Respawn cooldown ↓
- 04 Pick spawn ↓
- 05 Walk on