Claiming minimums (per activity)
A loop must meet both minimums to claim territory:| Activity | Min distance | Min enclosed area |
|---|---|---|
| On foot (run/walk) | 500 m | 5,000 m² |
| Cavalry (cycling) | 1,000 m | 10,000 m² |
| Naval (water) | 500 m | 2,500 m² |
Track validation (anti-cheat)
Your track is always saved; these checks only decide whether it can claim:| Check | Limit |
|---|---|
| Max sustained speed — foot | 30 km/h (for 60 s continuously) |
| Max sustained speed — cavalry | 60 km/h (for 60 s) |
| Max sustained speed — naval | 25 km/h (for 60 s) |
| Max gap between GPS points | 500 m |
| Naval water coverage | ≥ 60% of points on water |
Effort curve
Effort compares your pace to your own 30-day average for that activity:| Your pace vs. your average | Effort modifier |
|---|---|
| Well below average | 0.5× (floor — recovery days still count) |
| At your average | 1.0× |
| 50% faster | 2.0× (ceiling) |
Territory tiers
Fortification accumulates from every campaign through a territory (effort × km). Tier thresholds:| Tier | Fortification required |
|---|---|
| Outpost | 0 (a new claim) |
| Village | 2 |
| Keep | 6 |
| Stronghold | 14 |
| Citadel | 30 |
Decay timers
A territory drops one tier if you don’t campaign through it within its window. Higher tiers hold out longer:| Tier | Days before it drops |
|---|---|
| Citadel | 14 |
| Stronghold | 12 |
| Keep | 10 |
| Village | 8 |
| Outpost | 21 → becomes Unprotected (zero defence) |
Walls
| Property | Wall | Reinforced Wall |
|---|---|---|
| Grace period (no decay) | 14 days | 21 days |
| Decay phase after grace | 14 days | 21 days (drops to plain Wall) |
| Invader crossing penalty | 20% resistance | 50% 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:| Rank | Points to reach it |
|---|---|
| Wayfarer | — (starting rank) |
| Freeman | 50 |
| Squire | 150 |
| Knight | 400 |
| Baron | 1,000 + 500,000 m² total ground ever claimed |
| Count | 2,500 |
| Duke | 6,000 |
| Sovereign | 15,000 |
The Treasury — upkeep & looting
| Item | Value |
|---|---|
| Upkeep — Keep (tier 3) | ◉ 50 |
| Upkeep — Stronghold (tier 4) | ◉ 100 |
| Upkeep — Citadel (tier 5) | ◉ 150 |
| Loot cooldown after a capture | 24 h |
Sellswords (mercenaries)
Hired steel, paid in Gold — always capped below what earned effort can do:| Item | Value |
|---|---|
| Defensive garrison (hire) | ◉ 500 |
| Offensive company (hire) | ◉ 750 |
| Upkeep | ◉ 50 / day |
| Contract length | 7 days |
| Max active per house | 3 |