Choose an action: gather, harvest, plant or hunt. A normal action uses 1 AP. A big action uses 2 AP. The frame shows what happens:Pick BerryNo harmHarvest WheatgrassRemoves itHunt Hare (Protected)Illegal, fined
Go to a Workshop. Pick a recipe and make it. Tap to go to the recipes you can make now. It finishes tonight.
Complete a request. Bring the items it asks for to the nation that ordered them. Get the reward and Citizen Points. Tap to see the requests.
When your AP runs out, tap .
Result: The night is settled. Plants grow, animals breed and Workshops finish their goods. In the morning you see the Night Report.
Playing in the Multiplayer World
Tap a tile on the map.
Choose an action: gather, harvest, plant or hunt. A normal action uses 1 AP. A big action uses 2 AP. The frame shows what happens:Pick BerryNo harmHarvest WheatgrassRemoves itHunt Hare (Protected)Illegal, fined
Go to a Workshop. Pick a recipe and make it. Tap to go to the recipes you can make now. It finishes tonight.
Complete a request. Bring the items it asks for to the nation that ordered them. Get the reward and Citizen Points. Tap to see the requests.
When your AP runs out, wait for the night to settle. The bottom of the screen shows how many minutes are left.
Result: The server settles every night on time, even when you are offline. After that your AP is full again, and you see the Night Report.
What is different from solo
Everyone shares the map. What you take, others cannot take. You also see what others plant and cut.
Other players’ actions show on your map in real time.
The night comes only at settlement time. You cannot make it come early. The bottom of the screen counts down the minutes.
Your phone signs each of your actions. No one can change them or fake them.
Warning: Your solo progress does not carry over to the multiplayer world.
MoreRestoring AP
Eat a meal. You can eat only one meal a day. It restores up to 4 AP.
Hire a helper. Each hire restores 2 AP and costs 20, 40, 80 gold. Each hire costs more than the last. You can hire up to 3 times a day.
Workshops
Workshops turn materials into goods. A Workshop makes as many items at once as it has slots.
Start work
Open the “Workshop” tab and choose a Workshop.
Choose a recipe and tap .
Wait one or two nights. The goods go into Storage automatically.
Build a new Workshop
Have the materials ready.
Tap . It uses 2 AP.
Upgrade
Have the materials ready: Lv2 needs 4 Planks and 30 gold. Lv3 needs 6 Planks, 2 Leather and 60 gold.
Tap . It uses 2 AP.
Result: The Workshop gets one more slot. It makes one more item each day.
Queue
When all slots are busy, tap “Queue” next to a recipe. You pay the materials now.
On the night the earlier job finishes, the queued job starts. Each Workshop can queue up to 3 jobs.
Warning: Each busy slot costs upkeep every night (the first slot of your starting Kitchen and Garden Shed is free). Empty slots cost nothing. If you cannot pay, all Workshops stop for one night.
The more a Workshop makes, the more XP it gets. Upgrades unlock new recipes.
Tip: A Workshop with an empty slot opens by itself. When all its slots are busy, it closes. You can see at a glance which one is idle.
Selling
Open the “Market” tab and choose a nation.
See how much gold it still pays today for each category (Food, Woodwork, Textiles, Leather, Raw).
Sell your goods.
Each category has its own buying budget. When one runs out, sell a different category, or sell to another nation. Result: Players who make several kinds of goods sell the most.
Warning: If you sell materials as they are, you get only 60% of the price.
Tip: Make goods first and then sell them, or sell to a nation that likes that item.
Each nation has items it likes. They sell for more there.
Selling a lot of the same item lowers its price. The price comes back after a few days. You can sell to another nation instead.
If a raw material’s price drops below 45%, that nation stops buying it today.
Meals sell for more in autumn. Warm clothes sell for more in winter.
When you sell in your nation, you pay no tax.
Requests
Check which items each request wants and how many.
When you have them all, tap .
Result: You get the reward. A request from your nation also gives Citizen Points. The nation sets the reward aside in advance, so you always get paid.
Caring for the Ecosystem
Each species has a healthy range. Only grown ones count: sprouts planted in the last 3 nights, saplings and young animals do not count. When you bring a species back, wait for it to grow up.
Too many: it eats all its food. Harvest or hunt some.
Too few: it may go extinct. Plant it back or release some.
Result: From a species with too many, harvesting, hunting and gathering give 30% more. From a species with too few, gathering drops seeds more often.
Warning: When a species is at its lower limit (marked “Protected”), do not harvest or hunt it. Doing so is illegal. The nation fines you and takes away Citizen Points.
The Guardian Spirit watches whether this zone is balanced.
Balanced (Content, Joyful): you get 1 more each time. When Joyful, plants also grow faster.
Somewhat unbalanced (Unhappy): Prayers cost more.
Very unbalanced (Angry): plants grow slowly, and no Prayers are accepted.
The Guardian Spirit also sells this zone’s seeds and young. You can buy back an extinct species and plant it again.
Tip: Plant scarce species back to gain Citizen Points. Your nation also pays you a stipend at night.
How the Ecosystem Connects
Shade: A mature tree shades the 8 tiles around it. Crops there grow slowly.
Succession: A meadow with no Woolhorns grazing it slowly turns into shrubland.
Pollination: A Berry Bush needs Wild Bees within 2 tiles to bear good fruit.
Fertility: The richer the soil, the faster plants grow. Harvesting uses up fertility. Fallow land, fallen leaves and dung bring it back.
Food web: Wolves eat Hares and Woolhorns. Bears eat Hazelnuts and mushrooms first, and eat meat only when those run short.
Seed spread: Mallards and Wild Boars carry seeds to other places.
Migration: An animal that lives in two zones moves to the other zone after 2 hungry nights in a row.
Disease: When a species goes far over its upper limit, disease may break out.
Water level: When the wetland gets too dry, the water near the shore turns into marsh. Dredge it with a harvest tool, or make a Rain Prayer.
Eco Items
Make them in the Garden Shed. Then tap a tile on the map to place one.
Compost: Raises this tile’s fertility a lot, and the tiles around it a little.
Feed: Nearby herbivores eat their fill for 3 nights.
Fence: The 9 tiles inside are not grazed for 5 nights.
Nest Box: A nearby animal group gets 1 more young and breeds faster for 3 nights.
Decrees and Prayers
Decrees (one per zone)
Logging Ban: Harvesting and cutting are illegal. Plants grow faster.
Hunting Ban: Hunting is illegal. Animals breed faster, and poachers are kept out.
Changing a Decree uses 2 AP.
Prayers
Pay 12 gold.
Choose a kind of weather. The effect lasts 3 days.
Warning: A zone can have only one Prayer at a time.
Bigger Yields
At profession Lv3, you get 1 more each time. At Lv5, you get 2 more.
With a tool, you get 50% more. A tool breaks after 25 uses.
Seed drops depend on luck. Each profession level raises the chance a little.
Citizen Points
Gain points
Plant or release a scarce species.
Harvest or hunt a species that has too many.
Complete a request from your nation.
Lose points
Cross the Protection Line or break a Decree.
Let a species go extinct. This costs the most.
Each night, your nation pays you a stipend for the points you gained today. With enough points, you get a title:
Model Citizen (50 points): Half tax in foreign nations.
Honorary Citizen (200 points): No tax in any nation. In multiplayer, you can run for Governor.
Warning: Below 0 points, you become Disgraced. Your tax goes up in every nation.
Debt
If you cannot pay a fine, it becomes debt, and you are Wanted.
Money you earn goes to the debt first.
Until you pay it off, you cannot hunt, log or take honey.
Plant scarce species back to gain points and slowly win back your good name.
The Year and the World
A year has 40 days, 10 days per season. At year end you get a Year in Review. Your rank depends on this year’s Vitality.
The game never ends. A world nobody cares for gets more barren every year.
A territory has a Meadow, a Forest and a Wetland. Switch territories with the territory row at the top.
“World Map” shows how each territory is doing. You can also open a new territory there (up to 10 in solo).
“World Map” shows how each territory is doing. The number of Settled residents decides the territories. You cannot open new ones yourself.
Settling and Territories
Do 10 actions and play within the last 3 days, and you are Settled.
For about every 5 Settled residents, the world opens a new territory.
When fewer people play, the last territory is archived: time stops there. When more people come, it opens again just as it was.
How much the Four Nations buy and how many requests they post also depend on the number of Settled residents.
Decrees, Prayers and Governors
Changing Decrees and making Prayers: while that nation has no Governor, you must live in that territory and be a Model Citizen (50 points). Once there is a Governor, only the Governor can do this.
After a Decree changes, it must stay for 3 days before it can change again. No one can replace a Prayer that is in effect.
Electing a Governor: an Honorary Citizen (200 points) can run for Governor of their own nation. It costs a 30 gold deposit. You get it back if you win or get at least 20% of the votes. Votes are counted every Monday at 0:00 (Taiwan time).
Voting: you must be a Settled resident (done 10 actions; this vote counts as one). You can change your vote any time before the count.
Secret until the count: your ballot is encrypted on your phone and locked until the count. Before the count, not even the server can see who you voted for. After the count, every phone can unlock and check the ballots itself. The server cannot change any vote.
Warning: After the count, who each person voted for goes into the public record. Anyone can see it.
What a Governor can do: change the Decree in every zone their nation manages; make Prayers with treasury money; set the tax for foreigners from 2% to 15% (after a change, wait 10 days); appoint a resident of the same nation as Weather Officer. The Weather Officer can also make Prayers with treasury money.
Recall: Settled residents can sign a recall. If more than half of the nation’s Settled residents sign (at least 2), the Governor steps down that night. A new Governor is elected at the next change of season.
The Four Nations Compete for Zones
One nation manages each zone. Fines, seed purchases and Prayers are paid to it. Its Governor sets the Decree for this zone.
When you gain Citizen Points in a zone (restore a scarce species, harvest or hunt a species that has too many), the points also count as your nation’s influence in that zone.
If you acted in a zone today without breaking the law, and most species there are in range that night, your nation gains 1 point of influence there. If all are balanced, it gains 2 points.
On the night the season changes, the nation with the most influence takes over the zone if it leads the managing nation by 10 points. Then every nation’s influence is halved.
At the start, Meadows belong to Harvest Realm, Forests to Silvershield and Wetlands to Tidehaven. Blackforge must win zones through influence. The Govern tab shows each nation’s influence in this zone.
Hunting in another territory costs 1 extra AP each time.
Territory Variants
Each new territory gets one variant, in this order: Bloom Meadow, Conifer Forest, Mangrove Wetland, Highland Meadow, then the cycle repeats. Homeland has none.
Bloom Meadow: picking berries gives an extra Nectar → the Kitchen makes Mead. Conifer Forest: felling an Ancient Oak gives an extra Resin → Carpentry makes Torches.
Mangrove Wetland: harvesting Reed gives an extra Sea Salt → the Kitchen makes Salted Fish (restores 3 AP). Highland Meadow: shearing gives an extra Alpine Wool → the Weavery makes Thick Cloaks (big sellers in winter).
The zone tabs show a small tag (Bloom, Conifer, Mangrove, Highland). The ecosystem rules are the same as in other zones.
Hut
Find “My Hut” at the top of the Storage tab. Upgrades need goods such as Planks and Twig Baskets, plus gold (paid to your nation). Each upgrade uses 2 AP. The Hut has no upkeep.
Furniture: put Reed Mats, Twig Baskets, Leather Chairs, Down Quilts, Wool Cloaks and Fang Necklaces in your Hut. Placed items cannot be sold. You can take them back at any time.
Comfort 5: meals give +1 AP. 15: the first helper each day is 20% off. 30: Guardian stipend +10%. 50: Hut badge.
Nursery (from Two-Story Cabin): raise seeds or young in it for 3 nights. Then tap a tile on the map to plant them back. They count as grown right away.
Showcase (from Cabin): complete requests, restore scarce species or win a Star of the Week. Keepsake marks light up by themselves.
Guestbook (from Two-Story Cabin): tap a resident’s name and tap “Visit Hut”. Pick a message from the list to leave it.
Seeing Each Other: Profiles, Feed, Notes, Wishes
Resident profile: tap a resident’s name to see which zones they cared for, how many requests they delivered and how many times they were thanked. In the “Multiplayer” window, “My profile & nickname” lets you pick a nickname (built from a word list, with an ID at the end; you can change it once a week).
Territory Feed: at the bottom of the Eco tab. Everyone in the same territory sees when someone restores a scarce species, harvests an Excess one, delivers a request for their nation or leaves a note. Illegal acts are not posted. They are only recorded in the profile.
Weekly Care Ranking: scored at the Monday vote count. Restoring a scarce species +2, harvesting an Excess one +1, up to 60 points a day. First place wins the “Star of the Week”. It is a rank only and gives no gold.
Ranger Notes: tap a tile, pull the bottom panel up and tap “Leave a note”. Pick a line from the list (for example, “Hare is running low — please don’t take any”). Notes disappear after 2 days. Others can tap “Thanks”.
If a species in a “running low” or “too many” note returns to range within 12 nights, the note shows “The Guardian Spirit nodded”.
Spirit’s Wish: see the Guardian Spirit section of the Govern tab. A zone with a star has a wish. A new wish comes every 24 nights (about 12 hours). For example: bring Berry Bushes back into range, or give an offering.
When a wish comes true, the managing nation’s treasury pays a reward, split by how much each person helped. If you helped 3 points or more, you also get 2 Citizen Points. If you break the law in that zone, your help does not count for this wish.
Gifts and Player Requests
Player Requests: on the Market tab, under “Player Requests”. Need materials? Tap “Post a request”. Choose the item, amount, deadline and who can fill it.
The unit price is the market price (the highest price the Four Nations pay today). You cannot change it. The reward is held in advance. A 5% fee goes to your nation and is not refunded.
Other players’ requests: if you have the items, tap “Fill”. The first to fill gets paid. You can fill in parts. When a request expires, the rest of the reward goes back to the player who posted it.
Gifts: tap a resident’s name, then tap “Gift” on their card. You can give items and seeds, but not gold. You can give only to residents in your territory or your nation.
Each day you can give items worth up to 120 gold. Each person can receive items worth up to 240 gold a day.
To give gifts or trade, you must be a Settled resident who joined at least 6 nights ago (about 3 hours). These give no Citizen Points.
When the Server Is Down
The header shows “offline”. Your actions are kept and sent again automatically when the connection returns.
If the server is down too long, players with a backup account can send actions straight to the chain. When the server returns, it adds them in order.
Your phone recalculates every action itself. If the results do not match, the header shows a warning.
Saves
Solo progress is saved in this browser. Remember to back it up on the Storage tab. The backup is encrypted with a password you set.
On the Storage tab you can also verify whether your save was changed.