Terms grouped by topic, as in the sidebar. Link to a term with its name, such as glossary.html#tick.
The World
- Address
- Where a house sits, written realm:state:house, such as
4:2:1. - House
- What one player runs: land, peasants, gold, food and troops. One per account per age.
- Personality
- Your house's second choice after its race, with its own bonuses and penalties. See Personalities.
- Race
- The people your house belongs to. It sets your units and your bonuses and penalties. See Races.
- Realm
- A group of states (7 each). Realms are the top level of the world map. See The World.
- State
- A group of houses (up to 15) that play together.
Economy
- Aid
- Goods, soldiers, horses, aether or explorable acres sent to another house in your state. Some is lost on the way. See Aid.
- Aid tax
- A tax on aid received by a house that has taken in much more than it has given. Giving first builds credit. See Aid.
- Barren land
- Land with no building. It houses a few people and grows a little food.
- Building efficiency
- How well your buildings work: 50-100% from staffing, then raised by science, race and projects, or lowered by hexes. See Land and Construction.
- Cross-realm fee
- What a buyer pays on top when the seller is in another realm. Destroyed. See Trade.
- Depletion
- In some ages, a realm's deposit of a material runs down as it is worked, so output falls late in the age. See Trade.
- Explorable acres
- How much land you can still explore. They grow every tick with your land and bank up to a limit. See Exploring.
- Leader
- The house that runs a state, chosen by its members' votes. It sets the tax, trades with the treasury and declares war. See State Leadership.
- Market fee
- What an order pays when it fills against an order already waiting in the book. The waiting order pays nothing. See Trade.
- Material
- A resource each realm produces every tick. See Materials.
- Peasants
- Your working population. They pay your gold each tick, and soldiers, adepts and direct recruits are drawn from them. See Economy.
- Refining
- Turning one material into another, such as pine into timber or resin. It happens at once. See Materials.
- Season
- The cycle each material's output runs through, rising above and falling below its base. Materials are out of step with each other. See Trade.
- A state's part of its realm's production. See Trade.
- Spoilage
- Materials held beyond a free allowance waste away each tick, faster the bigger the hoard. See Trade.
- Treasury overflow
- In some ages, a treasury's materials beyond its allowance are shared among its state's houses instead of spoiling. See Trade.
- Tax
- The share of every member's income a state takes into its treasury each tick. The leader sets the rate. See State Leadership.
- Treasury
- A state's own gold and materials, run by its leader.
Science
- Academic
- A named scholar with flat attributes that strengthen your science; one per 100 universities. See Academics.
- Attributes
- An academic's flat bonuses to your science. See Academics' Attributes.
- Books
- Science points, written by scientists and earned by learning by doing. See Science.
- Colloquium
- A state's shared research: the leader picks a project, members give books. See Colloquium.
- Investing books
- Spending books on a science in their category. The bonus nears the science's limit and never reaches it. See Science.
- Knowledge fades
- A Colloquium project loses knowledge every tick, faster the longer nobody contributes. See Colloquium.
- Learning by doing
- Books earned from play rather than scientists, such as military books from a close-fought win. See Science.
- Lost texts
- Economy books your explorers sometimes find while exploring. See Science.
- Paper
- A material your scientists may use to write more books each tick. See Science.
- Scientist
- Writes books every tick in the economy, military or arcane category, more as it gains rank.
War
- Adept
- A non-fighting unit, drawn from peasants at shrines, that works rites.
- Aether
- What rites spend; shrines gather it every tick. See Rites.
- At war
- Two states in a declared war. Attacks between them take more and earn more renown, and neither can trade in the Hall of Deeds. See War.
- Ceasefire
- A period with no attacks or spying between two states. One follows every war. See War.
- Countercast Vengeance
- Strength a house's own hexes gain against a state whose houses tried hexes on it; it fades every tick. See Rites.
- Declaring war
- Only a leader can declare war, and only when the two states meet set conditions of size and past attacks. See War.
- Desertion
- Troops at home leaving because their wages went unpaid. See Military.
- Draft rate
- The share of your population you want under arms; soldiers are drafted toward it each tick. See Military.
- Elite
- A race's best troop, strong in both offense and defense. See Military.
- General
- A commander raised from elites, with flat traits; one per army.
- Hall of Deeds
- The market where houses buy and sell generals and academics. See Hall of Deeds.
- Hex
- A rite that harms another house. See Rites and Hexes.
- Hostility meter
- How hostile one state feels toward another, raised by that state's attacks and spying. Sets the relation: Normal, Unfriendly or Hostile. See War.
- Medic
- A non-fighting unit that saves battle deaths. See Military.
- Mercenaries
- Troops hired for a single attack. The survivors leave afterwards. See Military.
- Mount
- A horse or chariot that adds offense to the troop it carries. Bred in stables. See Military.
- Peace dividend
- A bonus for a state that has stayed out of war for 168 ticks. See War.
- Protection
- A new house's first 72 ticks: nothing hostile in or out. See Getting Started.
- Recovery
- Cheaper, faster building and faster regrowth for 72 ticks after losing a war (half after a peace). See War.
- Relation
- How one state stands toward another, set by the hostility meter: Normal, Unfriendly or Hostile. Worse relations mean bigger gains when you attack. See War.
- Renown
- Public standing, won mostly in battle and never spent. Unlocks better generals and heir slots. See Military.
- Soldiers
- Peasants drafted under arms (1 offense, 1 defense). They train into specialists, elites and thieves. See Military.
- Specialist
- A troop trained for one job: offense specialists attack, defense specialists hold. See Military.
- Spell Resilience
- How hard a house is to hex after hexes landed on it recently; it fades every tick. See Rites.
- Strong hex
- A hex, such as Siphon or Hellfire, allowed only when relations with the target are bad enough. See Rites.
- Thief
- A troop that carries out operations instead of fighting. See Intrigue.
- Traits
- A general's flat modifiers, in force while it leads an army or the defense. See Generals' Traits.
- Tribute
- Part of a losing state's material output paid to the winner of a general war. See War.
- Upgrade
- Turning a specialist or elite into its stronger + form, paid in a material. See Military.
- Wages
- Gold your troops cost every tick, by their training price. See Military.
- War points
- A state's score from wars: 2 for a win, 1 for peace. See War.
Attacks
The kinds of attack. Each one's gains, costs and conditions are on Attacks.
- Assault
- The standard attack: takes land and earns renown. See Attacks.
- Blockade
- Cuts the material output of the target's whole state for a while. The lost output is destroyed. See Attacks.
- Breach
- Takes land while cutting the target's defense bonuses, at the cost of heavier losses. Needs a Bellator general or an Ancestral Hall. See Attacks.
- Massacre
- Kills part of the target's peasants and thieves. See Attacks.
- Raze
- Destroys land of an inactive house in your own state. Nobody receives it. See Attacks.
- Reclaim
- Takes back part of the land an enemy army is carrying home from you. See Attacks.
- Sack
- Carries home part of the target's gold, food and materials. See Attacks.
- Torch
- Burns part of the target's buildings, leaving barren land. Costs resin. See Attacks.
Information
- Courting
- An operation that makes another house's general or academic waver; its owner can reassure it. See Intrigue.
- Divination
- A rite that reads another house without risking thieves. What it learns is shared with your state. See Rites.
- False Flag
- Sending an operation under another state's colours. See Intrigue.
- Intel
- An operation that reads part of a house, or all of it with a Full Dossier. The target isn't told. See Intrigue.
- Might
- What a house has built up apart from land: troops, thieves, adepts, mounts, medics, generals, academics and science. Public, like land. See The End of an Age.
- Nerve
- What your thieves' operations spend; it recovers every tick. See Intrigue.
- News
- Your house's private feed of what happened to it. See What You Can See.
- Operation
- One thing your thieves do: intel, theft or sabotage. See Thieves' Operations.
- Reassure
- Paying to end a courted character's wavering and keep it loyal for a while. See Intrigue.
- Robot
- A house played by the game, not a person. A world can fill some of its seats with robots, so a thinly settled age still has neighbours, trade and war. Robot houses are marked as robots wherever houses are listed; they play by the same rules as everyone else. When a person joins a full state, its weakest robot leaves to make room (see Where new houses go).
- Rite
- Magic worked by adepts with aether: rites on yourself, divinations, hexes and vigils. See Rites.
- Sabotage
- An operation that delays, burns, poisons or kills. See Intrigue.
- Spy report
- What a successful intel operation learned about another house. Shared with your state.
- Subversion
- An operation that works on a house's affairs: its orders, its general, its soldiers, its tax or its characters. See Intrigue.
- Theft
- An operation that takes gold, food, materials, horses, books or peasants, capped by the thieves sent. See Intrigue.
- Vigil
- A rite a whole state funds together; every member gains while it lasts. See Rites and Hexes.
- Vigilance
- How alert a house is after recent operations against it; it lowers the next one's chance. See Intrigue.
- Ward
- Resistance to hexes and divinations, from watchstones. See Rites.
Time and Ages
- Age
- One round of the game, from start to reset. Each age has its own frozen rules. See All Ages.
- Heir
- A general or academic a house keeps into the next age. See The End of an Age.
- Score
- A state's standing at the end of the age: its land and its might, each against the leading state, plus its war points. See The End of an Age.
- Tick
- The hourly economy update: income, food and population. See How Time Works.
Lore
- Age of Ash and Salt
- What the taverns call the current age. See Lore.
- First Transgression
- The Saltborn invasion that sacked Ruikhire, giving rise to the Freehomes and the Mycellians. See Lore.
- Long Winter
- A generation of unbroken snow, about a thousand years ago, that drove the Drow underground. The Realms count their years from its thaw. See Lore.
- Mount Ishiraki
- The volcano whose eruption burned the Drow city of Vael Nhur and scattered the Ashcliffe. See Lore.
- Night of Silver
- The night the Daemons slew every sorcerer-king of Unlith and took their contracts. See Lore.
- Ruikhire
- Once the World's greatest city, sacked by the Saltborn and now fought over by the Freehomes and the Mycellians. See Lore.
How the rules are recorded
- Definition
- A race or personality's numbers and effects for an age, such as
orc@v2. A rebalance is a new definition of the same identity. - Effect
- One building block of a race or personality: a modifier, a flag, an unlock or its unit slots. See Effects.
- Identity
- A race or personality's permanent name, such as
orc. It never changes, so history can follow it across ages. - Lineage
- A reworked race gets a new identity that points back to the one it replaced (for example Revenant from Undead).
- Rules fingerprint
- A short code computed from a definition's mechanics. Same fingerprint, same rules, even across ages.
- Slot
- A numbered place an age puts a definition into; each age has a fixed number for races and for personalities. Slots can be left unused. Only the current age uses them; history records identities.