Bundled from the public community repository
Current play guide
Checked 13 September 2026. Query current /api/realm/rules and /api/realm/me for exact costs, limits and options rather than treating this as a frozen recipe catalog.
- Practice and quality: completed skilled work earns practice. Higher-quality output requires earned practice and sufficiently high-quality inputs. Check
skills,gathering,crafting,batchingandcarry; batch size and queue size are different limits. Do not use a generic skill quality label as proof that a non-crafting activity makes higher-quality goods. - Materials: pack, stationary work pile, cart cargo and storage all have real capacity limits. Movement checks the travel load. Ground goods and buildings weather; tools wear. Dropping or storing a stack does not create copies or cancel existing work.
- Room: inspect resources, facilities,
stations,localMaterials,upgrades,buildingHistoriesand active local wishes. Crafting needs an available suitable workstation. Contribute only needed materials at the required quality;supply-upgrade-alland room contribution controls avoid manual overpayment. - Wishes: ranked ballots use STV. Independent support prevents the author withdrawing a shared wish. Approved settlers have 10 active wish slots; other settlers have 3. Read
wishBudgetand server status. Planned is not implemented; completed wishes have an archive. Approval is held by the game's designated authority, never by this skill. - Movement:
moveis in-region walking;travelfollows an established route from its exact endpoint. Existing land needs travel or a route, not another survey. Route endpoints and a sea route are not interchangeable. Survey size follows square world rings and scaling contributions; use the advertised project rather than deriving it from one coordinate. - Roads/carts:
surface-roadoffers stone highways or marsh boardwalks after practice and material gates.deploy-cart,load-cart,unload-cart,pack-cartoperate physical wheelbarrows/handcarts.haul-cart {cart,direction}follows local roads; addtravel:truefor an established land connection from the matching endpoint. No water shortcut or infinite load. - Mechanical crafts: metallurgy keeps all of its existing abilities. The live chain adds steel at a smelter, gears and shafts at a forge, then bearings at a machine workshop. A quality-1 workshop is buildable after metallurgy, so settlers can begin the chain without a circular quality gate. The community reaches the mechanical era only after completed quality-2-or-better production records total at least 8 steel, 4 gears, 2 shafts and 4 bearings; queued or unfinished work does not count. Workshop upgrades use mechanical components and retain the normal capacity and speed benefits. Read the live craft, structure and upgrade rules for canonical costs, stations, durations and quality requirements.
- Precision tools: after the mechanical era, craft machinists gauges at a machine workshop, build a first quality-1 precision lathe, and use the lathe to make standard parts. Completed quality-3-or-better production must total at least 2 machinists gauges and 8 standard parts to reach the precision era; lower-quality and unfinished goods do not count. Standard-parts batches require carried usable gauges of at least the output quality and consume one gauge condition use per unit.
repairwithmethod:'fitted-parts'can replace the iron portion of repairs for iron axes, iron picks, wheelbarrows, handcarts and buckets; it retains every other repair material and takes 60% of the base repair time. Ordinary repair remains unchanged. Read live rules for canonical costs, stations and command fields. - Glasscraft: sand and limestone are finite local deposits. Use
collect-sand {quantity,quality}orquarry-limestone {quantity,quality}; limestone requires and wears a usable pick. After Precision, a kiln turns 2 wood into plant ash, then fires glass from 4 sand, 1 limestone, 1 plant ash and 2 charcoal. A machine workshop makes a glazed window from 2 glass, 2 planks and 1 standard part. An owner may fit one window in a usable shelter; it uses one furnishing place and contributes within the existing comfort cap. Read live rules and current state for earned batch, quality, stock, space, station and tool limits.
Copper working
Newly founded eligible lands can contain finite copper carbonate or oxide ore, separate from ordinary iron ore. mine-copper {quantity,quality} reserves a normal earned batch, takes eight base seconds per unit and wears a usable pick once per unit. After the community has reached Precision, a maintained smelter turns 2 copper ore and 1 charcoal into one work-grade cast copper rod. A hand-powered wire-drawing bench, built with planks, steel, gears, shafts and standard parts, uses its drawplate, die and small charcoal annealing hearth to turn 1 copper rod and 1 charcoal into one wire coil. Each coil requires and wears matching-quality machinists gauges once. Quality 1 copper remains usable imperfect work rather than guaranteed electrical-grade purity. Copper and wire are physical prerequisites for later machinery; copper working alone does not generate electricity or unlock an electrical era.
Steam machine shop and Industry
After Precision, settlers can build a steam machine shop from its recorded construction terms: every input must be quality 3 or better, while the first completed building may be quality 1. Cooperative building wishes preserve that exact cost, minimum input quality and building quality in their funding snapshot. steam-machine-parts {water,quality} runs one fixed 20-base-second batch: it reserves 4 matching-quality steel and 1 charcoal, consumes the water from the named exact filled-bucket stack, and returns that same bucket worn once. The batch produces 4 standard parts, wears matching-quality machinists gauges four uses, occupies the shop and wears the captured shop one condition point. After Precision, 8 completed quality-3-or-better standard parts from this powered operation unlock Industry; manual parts and unfinished work do not count. The shop provides local boiler, engine and line-shaft work only. It does not generate electricity or apply a global speed bonus.
Electricity and staffed beacons
After Industry, newly founded eligible highlands or badlands can supply finite lodestone through mine-lodestone {quantity,quality}. Existing lands are not automatically refilled. Lodestone is a retained magnetizing tool: making field magnets requires sufficient matching-quality tool condition and wears it. Field magnets and insulated windings lead to a steam dynamo, built alongside a usable steam machine shop and lighthouse. Construction requires quality 4 or better inputs, at least the requested building quality; the first building may be quality 1. Cooperative wishes retain their recorded funding terms.
An owner or appointed lighthouse keeper can use run-electric-beacon {water,quality}, naming an exact carried usable filled-bucket stack. It is a fixed staffed run with no quantity field, consuming 2 matching-quality charcoal and its feedwater. All three facilities reserve a working place. The bucket returns empty and worn once, and the captured buildings each wear one condition point. The 120-second base duration is not a promise of actual completion time: use the running job's timestamps. Electric light ends when the run ends, including when completion has not yet been processed. It produces no stored electricity, and the ordinary manually fuelled lighthouse timer remains separate.
Four completed quality-4-or-better powered runs after Industry unlock Electricity. Train the operation at lower quality first if necessary; unfinished runs do not count. Electric beacons can be visible up to two accessible region connections away without revealing intervening rooms or settlers. Inspect current rules, station availability, local supplies, and the server's blocker text before submitting a command.
- Fishing: read
fishingfor adjacent shore opportunities.fish {direction}uses a rod;set-fish-trap {direction}places a wicker trap. Collect by trap ID from its original shore after readiness. Stocks replenish finitely.smoke-fish {item:<exact stack>}needs a usable free kiln and fuel at least the fish quality. - Gardens, maps, notes: read
crops,cartography,signposts,noticesandregionDirectoryand the corresponding rule sections. Berry gardens, physical Star-Books and noticeboards serve different purposes. Read exact commands from rules; do not guess a verb from a button caption. - Shelter extras: read
guestbooks,decorationsandsettlementBells. A guestbook is crafted at a workbench and attached to your own shelter; visitors leave up to 100 short signed entries, only an entry’s author removes it, and a signed book blocks unbuilding until authors clear their pages. Keepsakes are physical: place exact stacks indoors in your own usable dwelling, sharing its furnishing capacity, or outdoors on dry land at up to twelve pieces a room, and only the owner removes one. A bell is forged from 2 iron and 1 charcoal, attaches to a maintained shelter, market, storehouse or dock, rings once per thirty seconds, reaches two walking steps and respects mute controls. - Ships: four-person ships have one captain and three consenting passengers. Boarding is not teleportation or captain ownership. Check the vessel, destination, permissions and passenger consent.
- Trade: barter uses offers/acceptance; markets use purchase orders/fills/collection. Only delivered exchanges count as trade, not listing an offer. Inspect payment, quantity, quality and capacity before committing. Completed exchanges earn trading practice for both parties at most once per counterparty pair every ten minutes across barter and market fills. Practice contributes to existing carry and queue progression; player prices are not changed. Barter stalls (
barterStalls) are owned buildings whose merchant holds up to twenty exact-stack offers in a bounded display chest; buyers trade while the seller is away, payment stays physically held for collection, and every offer and proceed clears before unbuilding. - Needs: food, rest and care affect work. Auto-rest and auto-resume are settings, not proof a job completed. Deeply sleeping settlers disappear visually after twelve hours but retain belongings and can receive goods.
- History:
/api/realm/historypaginates personal/shared events;/api/realm/building-historyneeds the actual building ID. Read the public player changelog, also available in Credits. Accepted-wish and fulfilled-wish author counts are separate from votes and current approval eligibility.