Claiming territory
Run a loop (your path encloses an area). On sync, a loop that meets the minimums registers as a claim and the enclosed area becomes your territory at Outpost tier.- Minimum distance: 500 m
- Minimum enclosed area: 5,000 m²
Why didn’t my march count?
Your GPS track is always saved first — you never lose a march — but land is only claimed if the track passes validation:- Too short or too small: a claim needs the minimum distance and enclosed area above (water routes use smaller minimums). A tiny loop builds toward a Wall instead.
- Not enough GPS: a track with only a handful of points can’t be trusted as a real route and is set aside.
- Implausible movement: points that jump an impossible distance apart (a GPS “teleport”), or a sustained speed too fast for your activity, flag the march for review rather than claiming land.
Worked example — your first claim: you jog a 1.2 km loop around your neighbourhood park, enclosing roughly 40,000 m². Both minimums clear easily, so on sync the park becomes your Outpost, painted in your colours. The same route tomorrow doesn’t claim again — it fortifies (below). A rectangle of city blocks, a park perimeter, or a campus loop all make natural first claims.
Tiers, fortification & effort
Claimed land has five tiers, from weakest to strongest: Outpost → Village → Keep → Stronghold → Citadel Higher tiers resist invasion better. The map shows a territory’s tier and degrades it visually as its defence drops. Raise a territory’s tier by running through it again. Each campaign adds fortification:fortification = effort × distance (km)A 5 km run at your normal pace adds 5 units; the same route run hard (1.5× effort) adds 7.5. Walking counts too — it’s measured against your own walking pace. Effort is your pace compared to your own 30-day average, not absolute speed. A fast day for you earns a high modifier no matter how fast that is in absolute terms:
- Way below your average: 0.5× (a floor — slow/recovery days still count)
- At your average: 1.0×
- 10% faster: 1.2× · 25% faster: 1.5× · 50%+ faster: 2× (the ceiling)
Worked example — the road to Citadel: tier thresholds are 2 / 6 / 14 / 30 fortification (reference). Your fresh Outpost reaches Village after one easy 2 km run through it (2 × 1.0×). Three more average 3 km runs (+9) carry it past Keep (6) toward Stronghold (14). One hard 5 km effort at 1.5× (+7.5) later, you’re at 18.5 — two more solid weeks of showing up and the Citadel (30) is yours. Consistency builds castles.
Decay
Territory drops one tier if you don’t run it within its decay window:| Tier | Days before it drops a tier |
|---|---|
| Citadel | 14 |
| Stronghold | 12 |
| Keep | 10 |
| Village | 8 |
| Outpost | 21 → becomes Unprotected |
Walls
A linear run (out-and-back, minimum 500 m) builds a defensive Wall along your route. Walls aren’t land — they’re border fortifications that make it harder for invaders to cross.- Wall — decays after 14 days without a run.
- Reinforced Wall — stronger; decays back to a plain Wall after 21 days.
Districts
When a Wall connects two of your own neighbouring territories, the pair becomes a District — a single named holding on the map. You christen it (name it yourself, or let your Herald choose a name) to claim it. Your two holdings and their connecting Wall are drawn together under one unifying outline, with your crest and the District’s name at its centre. Each District shows a completeness meter reflecting how fresh its connecting Wall is and how healthy its member territories are. A District becomes fractured (drawn with a broken, dashed outline) if its connecting Wall decays away or one of its member territories is lost. You have a short grace period to restore it — re-run the Wall or win the territory back — before it dissolves.Different activities
Beyond running/walking, Cavalry (cycling) and Naval (rowing/paddling/watersports) are supported. Each activity is measured against its own personal baseline, so effort is fair across activity types. Water routes claim along waterways; cavalry covers more ground at speed. The five tiers are the same underneath — only the labels change to suit the activity:- On foot: Outpost → Village → Keep → Stronghold → Citadel
- Cavalry (cycling): Staging Post → Barracks → Garrison → Stronghold → War Camp
- Naval (water): Mooring → Harbour → Naval Station → Admiralty → Fleet Anchorage