Kingdomsof Earth

How are kingdoms built?

A kingdom does not own an area because one player just crossed it. Influence grows over time through the activities, trade, and projects of its members.

Collective systems are still in development. Influence thresholds, permissions, and governance rules are not final.

The real map remains the source of truth

Kingdoms of Earth uses real geography as the structure of its world. The production map preserves real shapes and distances, while gameplay layers translate these places into strategic opportunities.

Showcase illustrations express an art direction. They provide no coordinates, proof of location, or contractual preview of a playable territory.

A fictional territory shows a river, roads, terrain, natural areas, and a few strategic markers.
Illustration of fictional geography structured by the terrain. It is neither a real map nor proof of location.
Real geography
Roads, terrain, coastlines, natural areas, and distances structure the production map.
Gameplay opportunities
Game systems add resources, activity areas, and constraints without moving the real world.
Landmarks
Notable places support observation and the Codex through respectful access conditions.
See what players do in the field

Territory is built over time

Territory is not awarded to the last player who passed through. Several kingdoms can build influence there, then control depends on maintaining a sufficient share over time.

This approach is intended to reward organization and continuity rather than opportunistic conquest based on being online at a precise hour.

A fictional settlement organized around roads, buildings, and bridges contrasts with a less maintained area.
Illustration of the target lasting-influence concept. The settlements, symbols, and activity levels shown are fictional.
Influence
It grows through lasting activity and can be shared by several kingdoms.
Inertia
Passing through once cannot control an area, and abandoned activity gradually loses weight.
Local identity
Resources, members, projects, and routes give each settlement a different role.
Understand the role of local economic activity

Cooperate without obscuring decisions

A kingdom brings together players, roles, a treasury, resources, a capital, projects, and influence. Players create it instead of being assigned to a fixed faction.

The target governance should keep responsibilities clear and limit irreversible decisions made by one person. Detailed rules will evolve with testing of the collective loop.

Resources and seals linked to a collective project surround a decision register.
Conceptual illustration of a collective project and traceable decisions. It is not a game interface.
Members and roles
Permissions separate responsibilities without merging personal resources and the shared treasury.
Collective projects
Buildings and infrastructure require contributions in resources or in-game currency.
Auditable decisions
Important spending and actions must leave a server-side record that can be reviewed.
Discover complementary economic roles