| Rule | Value |
| World |
| Realms in the world | 13 |
| States in each realm | 7 |
| Houses each state can hold | 15 |
| Length of a tick | 1 hour(s) |
| Starting a house |
| Starting land (acres) | 400 |
| Starting people (peasants and soldiers) | 8,000 |
| Of those, starting soldiers | 400 |
| Starting gold | 150,000 |
| Starting food | 60,000 |
| Free generals a new house starts with | 0 |
| Free academics a new house starts with | 0 |
| Population and food |
| Peasant growth per tick | 3% |
| Gold per peasant per tick | 3 |
| Food eaten per person per tick | 0.25 |
| Peasants lost per tick without food | 1% |
| Soldiers lost per tick without food | 3% |
| Specialists and thieves lost per tick without food | 2% |
| Elites lost per tick without food | 1% |
| Land and construction |
| Gold to explore one acre (base) | 300 |
| Exploring: extra gold an acre per 1,000 acres you have | 750 |
| Exploring: soldiers an acre per 1,000 acres you have | 5 |
| Explored land arrives after (ticks) | 12 |
| Land: people each barren acre houses | 15 |
| Land: food each barren acre grows per tick | 2 |
| Land: people each acre under construction houses | 15 |
| Construction: gold per acre of land, thousandths | 50 |
| Construction: land added before costing | 10,000 |
| Construction: least a building costs, of its base gold, however many cuts stack | 0% |
| Land: least exploring costs, of its base gold, however many cuts stack | 0% |
| Construction: ticks to build | 16 |
| Razing: base gold per building | 300 |
| Razing: gold per acre of land, thousandths | 50 |
| Efficiency: peasants needed, as a share of jobs | 67% |
| Economy |
| Lowest share a state can fall to | 7% |
| Part of a state's output shared among its houses | 50% |
| Lowest state tax on house income | 0% |
| Highest state tax on house income | 10% |
| Ticks between a leader's renames of the state | 24 |
| Tax a new state starts with | 2% |
| Trading |
| Share of a sale paid to the seller's state | 5% |
| Extra an out-of-realm buyer pays | 10% |
| Shortest auction, ticks | 12 |
| Longest auction, ticks | 48 |
| Each bid must beat the last by | 5% |
| An offer lapses after, ticks | 24 |
| No trading again for, ticks | 72 |
| Settling in lasts, ticks | 24 |
| Penalty while settling in | -5% |
| War |
| Troops finish training after (ticks) | 9 |
| Armies return after (ticks) | 12 |
| Land taken on a successful attack | 10% |
| Attacker's troops lost | 8% |
| Defender's troops lost | 6% |
| An attack below this share of the defense counts for nothing | 25% |
| Fewest troops any attack costs the attacker | 1 |
| Battle luck (offense varies by up to) | ±5% |
| Upgrades: extra main stat of an upgraded unit (unless the race sets it) | 25% |
| Upgrades: material spent | bauxite |
| Upgrades: material per unit | 1 |
| Upgrades: material per elite | 2 |
| Upgrades: second material elites take | |
| Upgrades: second material per elite | 0 |
| Medics: material spent | sulfur |
| Medics: material per medic | 1 |
| Medics: gold per medic | 250 |
| Medics: deaths saved per medic per 100 troops | 2% |
| Medics: most deaths saved | 50% |
| Renown for a successful attack (scaled by how close it was) | 20 |
| Mounts: offense a horse adds | 1 |
| Mounts: offense a chariot adds | 2 |
| Chariots: horses per chariot | 1 |
| Chariots: material used | timber |
| Chariots: material per chariot | 1 |
| Chariots: gold per chariot | 100 |
| Generals |
| Material paid | amber |
| Elites retired to raise one | 100 |
| Material per trait | 50 |
| Renown for 1st, 2nd, 3rd... trait | 0, 200, 500 |
| Renown to choose traits | 300 |
| Most a house can keep | 5 |
| Chance of dying leading a failed attack | 5% |
| Spying |
| Chance with equal thieves per acre | 50% |
| Lowest chance from the thieves' contest | 5% |
| Lowest final chance of an operation | 1% |
| Highest chance of an operation | 95% |
| Thieves caught when it fails | 5% |
| Nerve recovered a tick | 4% |
| Extra Nerve for a False Flag | 10% |
| How long a courted character wavers (ticks) | 24 |
| Gold to reassure a wavering character | 500 |
| Plus this share of its highest transfer fee | 2% |
| Loyalty after reassuring (ticks) | 72 |
| Auction length for a character left wavering (ticks) | 24 |
| That auction's lowest reserve | 2,000 |
| The courting house's first refusal (ticks) | 6 |
| Extra Nerve a failure costs (share of the operation's cost) | 50% |
| Most Vigilance a house can have | 80% |
| Vigilance fading a tick | 4% |
| Rites |
| Chance of a divination or hex with equal adepts per acre | 50% |
| Lowest chance from the adepts' contest | 5% |
| Lowest final chance of a divination or hex | 1% |
| Highest chance of a divination or hex | 95% |
| Most a target's ward takes off a rite's chance | 80% |
| Material hexes burn as incense | resin |
| Listed aether cost is for a house of this many acres | 400 |
| Cost scales by (land + this) / (those acres + this) | 333 |
| Shrine share of land for a lasting rite's full length | 15% |
| Share of that length with no shrines | 50% |
| Share of shrines' adept output gathered each tick | 25% |
| Adepts an acre a new house's shrines stop gathering at (each house can change it) | no limit |
| Most Spell Resilience a house can have | 75% |
| Spell Resilience fading a tick | 2.5% |
| Share of a hex's resilience its target gains as Countercast Vengeance | 50% |
| Most Countercast Vengeance a house can have | 50% |
| Share of Countercast Vengeance a cast hex spends | 50% |
| Countercast Vengeance fading a tick | 1% |
| Science |
| Scientists a new house starts with | 6 |
| New scientists per tick, thousandths | 50 |
| Ranks as [books written per scientist, books a tick] | 0: 60, 1,440: 80, 5,280: 100, 12,480: 120 |
| Material that speeds research | paper |
| Books each paper adds | 5 |
| Most extra books from paper, share of the base | 100% |
| Learning by doing: books for a close win | 200 |
| Learning by doing: books for a successful operation | 50 |
| Learning by doing: books per building built | 5 |
| Learning by doing: books per 1,000 gold of market fee a seller pays | 100 |
| Lost texts: chance an exploration finds books | 15% |
| Lost texts: books per acre explored | 20 |
| Colloquium: knowledge lost per tick at first | 0.02% |
| Colloquium: extra loss per tick without a contribution | 0.01% |
| Colloquium: most knowledge lost per tick | 1% |
| Colloquium: renown per 1,000 books contributed | 1 |
| Academics: building that supports them | universities |
| Academics: buildings needed per academic | 100 |
| Academics: books to recruit one | 5,000 |
| Academics: material paid per attribute | paper |
| Academics: material per attribute | 50 |
| Academics: books invested for 1st, 2nd, 3rd attribute | 0, 50,000, 200,000 |
| Academics: books invested to choose attributes | 100,000 |
| Other |
| Training prices, as a share of the race files' unit prices | 0% |
| Books that bring a science to half its limit | 350,000 |
| Exploring: extra gold an acre per (land beyond the start)² / 1,000,000 | 0 |
| Exploring: extra soldiers an acre (thousandths) per (land beyond the start)² / 1,000,000 | 0 |
| Exploring: the extra starts beyond (acres) | 0 |
| Explorable acres a tick, as a share of land, for small houses | 0% |
| Explorable acres a tick, as a share of land, for big houses | 0% |
| Explorable acres: the highest rate up to (acres) | 0 |
| Explorable acres: the lowest rate from (acres) | 0 |
| Explorable acres bank up to (ticks of growth) | 0 |
| Aid arrives after (ticks) | 0 |
| Aid lost on the way | 0% |
| Aid: net gold-value an acre received tax-free | 0 |
| Aid tax for each gold-value an acre beyond that | 0% |
| Aid tax at most | 0% |
| Aid balances fade each tick | 0% |
| Training: trainees of one house and unit due at the same moment share one timer | False |
| Attacks: the battered level fades this share a tick | 0% |
| Attacks: protection from repeated hits also cuts the defender's troop losses | False |
| War: explorable acres grow at this share of the usual rate | 100% |
| War: exploring costs this share of the usual gold and soldiers | 100% |
| War: a third party striking a house at war with another state gains this share | 100% |
| Robots: most that attack one house in a tick (0: no limit) | 0 |
| Robots: most that attack one house in a tick, against the state at war with theirs | 0 |
| Robots: how often they attack at war, against usual | 100% |
| Spying and rites: edges of the chance bands a sender is told (very low, low, even, good, very good), basis points | 2,000, 4,000, 6,000, 8,000 |
| Age: new-house protection (ticks) | 72 |
| Military: draft rate a new house starts with | 20% |
| Military: highest draft rate | 90% |
| Military: peasants drafted a tick, at most | 1% |
| Military: offense+ defense / defense+ offense bonus (points) | 1 |
| Military: training spread either side of the average (ticks) | 2 |
| Military: trainees who fail (back to soldiers) | 2% |
| Military: trainees who die | 0.5% |
| Military: trainees who come out upgraded | 3% |
| Military: direct recruits cost more by | 30% |
| Military: direct recruits take longer by | 50% |
| Military: direct recruits' spread either side (ticks) | 3 |
| Military: direct recruits who fail (back to peasants) | 6% |
| Military: direct recruits who die | 2% |
| Military: a trained unit's wage per tick, as a share of its training price | 0% |
| Military: a soldier's wage per tick (gold) | 0 |
| Military: troops at home who desert per tick when no wages are paid | 0% |
| War: recovery after losing (ticks) | 72 |
| War: faster peasant regrowth in recovery | 50% |
| War: share of recovery each side gets from a peace | 50% |
| War: ticks out of war before the peace dividend | 168 |
| War: extra land growth, as a share of its land, that wins a war still running at the age's end | 0% |
| Age: length in ticks | 1,680 |
| Age: attacks close this many ticks before the end | 0 |
| Age: snapshots of the standings kept for the recap | 0 |
| Age: score for the most land (out of 100) | 50% |
| Age: score for the most might (out of 100) | 50% |
| Age: score per war point (out of 100) | 2% |
| Age: might per troop, as a share of its offense plus defense | 75 |
| Age: might per thief | 0 |
| Age: might per adept | 0 |
| Age: might per medic | 2 |
| Age: might per horse | 1 |
| Age: might per chariot | 3 |
| Age: might per general or academic | 500 |
| Age: might per 100 science books invested | 1 |
| Attacks: armies a house may have out at once (0: no limit) | 0 |
| Attacks: more armies out at once for each general | 0 |
| Market: fee on what an order fills at once (the taker's), destroyed | 5% |
| Market: extra a buyer from another realm than the seller's pays, destroyed | 3% |
| Market: time an order stands before it can be cancelled | 10 minute(s) |
| Market: share of a tick an order stands before it can be cancelled | 0% |
| Market: units traded in a tick for the reference price's full move | 0 |
| Market: share of the gap to the tick's average price the reference moves in a full tick | 100% |
| Market: whose output the stewards sell (empty_states: any state with no houses; empty_realms: realms with none) | empty_states |
| Market: share of that output the stewards collect | 100% |
| Market: the stewards' price, of the reference price (0: no stewards) | 0% |
| Market: ticks from the age's start until the stewards collect their full share | 0 |
| Market: most the stewards hold of each material, in ticks of one realm's output | 0 |
| Market: most the reference price moves in a full tick, of itself (0: no limit) | 0% |
| Spoilage: units of each material a house keeps free | 0 |
| Spoilage: more free units per acre of land | 0 |
| Spoilage: units of each material a treasury keeps free | 0 |
| Spoilage: lost per tick for each free allowance's worth over it | 0% |
| Spoilage: most lost per tick (0% = no spoilage) | 0% |
| Spoilage: a treasury's excess goes to its houses instead of spoiling | no |
| Seasons: ticks in one cycle (0 = no seasons) | 0 |
| Seasons: output through the cycle, as a share of the base | |
| Seasons: how many ticks ahead each material runs | |
| Depletion: switched on this age | no |
| Depletion: a deposit holds this many ticks of base output | 0 |
| Depletion: output never falls below | 0% |