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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: 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: 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: 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:

Decay timers

A territory drops one tier if you don’t campaign through it within its window. Higher tiers hold out longer:

Walls

  • 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: Baron and above are milestone-gated — the point thresholds apply, and Baron additionally requires the lifetime-area feat above.

The Treasury — upkeep & looting

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: 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.

Scouting & Spoils

Send scouts to reveal distant ground before you march. See Scouting & Spoils for how it plays. Writs are bought with earned Gold, never real money — scouting is information and convenience, never power in battle. A revealed treasure still has to be marched and held to be taken, and rivals scouting the same area see the same treasure.

The Market — prices

Beyond the map, Gold buys pageantry, identity, and convenience — never an edge in a fight. Real money only ever buys a subscription; Gold is earned only, through marching and holding ground; and nothing here is pay-to-win — the strongest hired steel is still capped below your weakest earned wall (see Sellswords). Here is what Gold buys.

Coat of Arms — augmentations

Per-house Gold unlocks that open up your heraldry:

Court Crests — premium beasts

Legendary court-owned devices, borne by leave of the court:

Slot cosmetics — banners, liveries & more

Banners, liveries, mottos, styles of address, frames, hall themes, borders, coin faces and other slotted finery are priced in a band of roughly ◉ 400–800 per item. The full set is rolling out — only a few are live today, with more opening over time as each one’s art is validated.

Convenience

Territory upkeep (higher tiers)

Higher-tier holdings draw a daily Gold upkeep:

Scouting writs

Writs cost ◉ 200 each and are bought with earned Gold (full mechanics under Scouting & Spoils). You can hold up to 6 and start with 2. You also earn a writ by scouting on 3 separate days within 7, and you may buy at most 3 writs per 7 days — so scouting stays a matter of information and pacing, never a purchasable advantage.

Sellswords

Hired steel — a defensive garrison (◉ 500) or an offensive company (◉ 750), each carrying a flat daily Gold upkeep while its contract stands — has its own section above: see Sellswords (mercenaries) for hire costs, upkeep, contract length, and the Sellsword’s Mark. Like every number on this page, these prices are server-tunable — the team may adjust them as the economy is balanced, so treat them as current, not eternal.