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All values below are the live game settings as of this page’s last update. They are server-tunable, so the team can adjust them without an app update — treat them as current, not eternal.

Claiming minimums (per activity)

A loop must meet both minimums to claim territory:
ActivityMin distanceMin enclosed area
On foot (run/walk)500 m5,000 m²
Cavalry (cycling)1,000 m10,000 m²
Naval (water)500 m2,500 m²
A linear route needs 500 m to build a Wall.

Track validation (anti-cheat)

Your track is always saved; these checks only decide whether it can claim:
CheckLimit
Max sustained speed — foot30 km/h (for 60 s continuously)
Max sustained speed — cavalry60 km/h (for 60 s)
Max sustained speed — naval25 km/h (for 60 s)
Max gap between GPS points500 m
Naval water coverage≥ 60% of points on water
Exceeding a limit sends the march to review — nothing is deleted, and genuine routes clear review.

Effort curve

Effort compares your pace to your own 30-day average for that activity:
Your pace vs. your averageEffort modifier
Well below average0.5× (floor — recovery days still count)
At your average1.0×
50% faster2.0× (ceiling)
The curve scales linearly between those points. Everything effort touches — fortification, rank points, invasion damage and defence — uses this same modifier.

Territory tiers

Fortification accumulates from every campaign through a territory (effort × km). Tier thresholds:
TierFortification required
Outpost0 (a new claim)
Village2
Keep6
Stronghold14
Citadel30

Decay timers

A territory drops one tier if you don’t campaign through it within its window. Higher tiers hold out longer:
TierDays before it drops
Citadel14
Stronghold12
Keep10
Village8
Outpost21 → becomes Unprotected (zero defence)

Walls

PropertyWallReinforced Wall
Grace period (no decay)14 days21 days
Decay phase after grace14 days21 days (drops to plain Wall)
Invader crossing penalty20% resistance50% resistance
  • Re-running within ~50 m of a wall’s route counts as maintaining it.
  • Upgrade to Reinforced: run the route twice within the window, or once at ≥1.5× effort.
  • Consistent maintenance extends a wall’s grace period (up to a 30-day ceiling).

Invasions

  • Your loop must overlap a rival’s territory by at least ~50 m of route to start a siege.
  • Damage per invading run: effort × distance through the overlap (defenders rebuild by the same formula).
  • Defence at zero → the land transfers automatically.
  • A capture that would leave the defender a sliver keeps remainders of at least 1,000 m²; smaller fragments transfer whole.

Rank ladder

Rank points = effort × km, accumulated permanently:
RankPoints to reach it
Wayfarer— (starting rank)
Freeman50
Squire150
Knight400
Baron1,000 + 500,000 m² total ground ever claimed
Count2,500
Duke6,000
Sovereign15,000
Baron and above are milestone-gated — the point thresholds apply, and Baron additionally requires the lifetime-area feat above.

The Treasury — upkeep & looting

ItemValue
Upkeep — Keep (tier 3)◉ 50
Upkeep — Stronghold (tier 4)◉ 100
Upkeep — Citadel (tier 5)◉ 150
Loot cooldown after a capture24 h
Unpaid upkeep never charges you twice — the holding simply decays faster. When a holding is captured, only its uncollected tribute can be looted; banked coffers are untouchable.

Sellswords (mercenaries)

Hired steel, paid in Gold — always capped below what earned effort can do:
ItemValue
Defensive garrison (hire)◉ 500
Offensive company (hire)◉ 750
Upkeep◉ 50 / day
Contract length7 days
Max active per house3
Hiring any sellsword raises the Sellsword’s Mark on your house — a visible flag on your holdings and a Herald announcement that you’ve taken foreign steel. While marked, your holdings are a slightly richer target (a bounty of up to +15% loot for rivals who strike you, scaled by how contested your ground already is). The Mark clears 24 h after your last contract ends. Garrisons can be hired for a holding already under siege — reinforcing a siege is what they’re for — but their strength is always capped below your weakest earned wall: effort remains the real defence.