Official guide: text edition.
The same pre-release edition 2.0, with text extracted from the PDF. Diagrams and table layout are best read in the illustrated reader.
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SUNDERWARD Build. Defend. Conquer. Concept rendering only. Final artwork, interface, features and gameplay may vary. Restored and newly generated AI concept art. OFFICIAL PLAYER AND SYSTEMS GUIDE PRE-RELEASE EDITION 2.0 / 28 OCTOBER 2026 Cities, research, armies, heroes, alliances and communication - with clickable contents, numbered chapters, a glossary and an A-Z topic index. Working rules remain subject to prototype testing. SUNDERWARD / OFFICIAL GUIDE Pre-release 2.0 Contents Topic index 1 / 120
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Using this guide Official player and systems guide / Pre-release edition 2.0 / 28 October 2026 Sunderward's pre-release reference covers cities, research, armies, heroes, alliances and communication. Rules and availability remain working proposals for prototype validation. Use the status labels below as you browse. Concept illustrations show intended appearance and interaction. Find what you need Build and upgrade City development / 11-18 Research and unlocks Research / 19-29 Troops and heroes Ranks, troops and heroes / 30-40 Alliances and resource sharing Diplomacy and aid / 46-53 Territory and realm contests Realms and territory / 54-60 Shields and teleports Protection and travel / 65-71 Alliance permissions and growth Alliance management / 72-83 Scouting and incoming warnings Intelligence / 94-102 Chat, translation and map links Communications / 103-107 Filters, warnings and mutes Moderation / 108-114 Find a particular subject A-Z topic index / 119-120 Understand a term Glossary / 118 Read the status labels Label Meaning Working proposal A defined rule or value intended for prototype testing, not final live balance. Disabled blueprint A future system described for planning; it is not enabled. Open / under review A decision, value or purchase idea still requires review. Concept illustration An appearance or interaction study, not a screenshot of a finished game. SUNDERWARD / OFFICIAL GUIDE Pre-release 2.0 Contents Topic index 2 / 120
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Contents / 1 of 3 Getting started, city development, research, ranks, troops and heroes. Tap any topic or page number. 01 Getting started 01.01 The game at a glance 6 01.02 Illustrations / 1 of 2 7 01.03 Illustrations / 2 of 2 8 01.04 The experience to build 9 01.05 A connected realm 10 02 City development 02.01 How progression fits together 11 02.02 Keep levels 1-15 12 02.03 Keep levels 16-30 13 02.04 Building directory 14 02.05 Economy buildings 15 02.06 Army buildings 16 02.07 Support buildings 17 02.08 Upgrade costs and queues 18 03 Research 03.01 Research overview 19 03.02 Empire-wide knowledge and local gates 20 03.03 Research tree structure 21 03.04 Economy research 22 03.05 Development research 23 03.06 Infantry research 24 03.07 Ranged and scouting research 25 03.08 Mounted research 26 03.09 Siege and forge research 27 03.10 Logistics and alliance research 28 03.11 Hero and ward research 29 04 Ranks, troops and heroes 04.01 Ranks, titles and city charters 30 04.02 Heroes and troop concepts 31 04.03 Troop roles and resource carriers 32 04.04 All twelve troop families 33 04.05 Equipment tiers, veterans and cargo 34 04.06 Eight starter hero portraits 35 04.07 Starter hero roster 36 04.08 Hero assignments 37 04.09 Hero concept study 38 04.10 Frontline and recovery abilities 39 04.11 Supply and specialist abilities 40 SUNDERWARD / OFFICIAL GUIDE Pre-release 2.0 Contents Topic index Next 3 / 120
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Contents / 2 of 3 Equipment, cities, alliances, resource aid, realms, events and travel. Tap any topic or page number. 05 Equipment, cities and combat 05.01 Forge and equipment study 41 05.02 Equipment ownership and reuse 42 05.03 City specialization 43 05.04 Battle and siege study 44 05.05 Cities, combat and recovery 45 06 Alliances and resource aid 06.01 Diplomacy and warning study 46 06.02 Relationships and resource aid 47 06.03 Friendly, Neutral and War 48 06.04 The complete aid journey 49 06.05 Sending and receiving resources 50 06.06 Delivery and carrier return 51 06.07 Cargo capacity and travel time 52 06.08 Help, donations, gifts and aid 53 07 Realms and territory 07.01 Twelve-province realm overview 54 07.02 Province map 55 07.03 Three layers of ownership 56 07.04 Citadels and provincial contests 57 07.05 Border Campaign overview 58 07.06 Campaign scoring 59 07.07 Regency and realm government 60 08 Events, shields and travel 08.01 Emberwell Clash battlefield 61 08.02 Event registration 62 08.03 Event objectives and scoring 63 08.04 Event troops and recovery 64 08.05 City shield overview 65 08.06 Shield durations and scope 66 08.07 Shields and hostile actions 67 08.08 Alliance relocation overview 68 08.09 Random, exact and alliance teleports 69 08.10 Alliance assembly marker 70 08.11 Marches and deliveries 71 SUNDERWARD / OFFICIAL GUIDE Pre-release 2.0 Contents Topic index Previous Next 4 / 120
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Contents / 3 of 3 Alliance management, purchases, platforms, intelligence and communications. Tap any topic or page number. 09 Alliance management 09.01 Alliance permission matrix 72 09.02 Standings and appointed duties 73 09.03 Settings and role views 74 09.04 Joining and leadership 75 09.05 Recruiting and leave overview 76 09.06 Recruitment and approved absence 77 09.07 Alliance hub 78 09.08 Alliance research tree 79 09.09 Shared research benefits 80 09.10 Contributions, help and Merit 81 09.11 Activity and purchase gifts 82 09.12 Gift claims and shared rewards 83 10 Purchases and platforms 10.01 Shop presentation study 84 10.02 Explicit package contents 85 10.03 Purchase preview 86 10.04 Purchase formats 87 10.05 Offer ideas under review 88 10.06 Passes and earned rewards 89 10.07 VIP and purchase integrity 90 10.08 First playable scope 91 10.09 One account across platforms 92 10.10 Mobile city interaction 93 11 Intelligence and specialization 11.01 Pathfinders and the Watchtower 94 11.02 Example scouting reports 95 11.03 Six information tiers 96 11.04 Incoming warning overview 97 11.05 Progressive incoming detail 98 11.06 Scout defense overview 99 11.07 Scout interception 100 11.08 Counter-intelligence 101 11.09 Hero orders and player talents 102 12 Communication and moderation 12.01 Chat channels and inboxes 103 12.02 Message limits and expiry 104 12.03 Contact, push and quiet hours 105 12.04 Translate inside a chat bubble 106 12.05 Shared map coordinates 107 12.06 The shared moderation policy 108 12.07 Regional language coverage 109 12.08 Helpful warnings and editable drafts 110 12.09 Repeat attempts and chat mutes 111 12.10 Checks before delivery 112 12.11 Reports, appeals and evidence 113 12.12 Services and validation 114 Appendices A Communication sources 115-116 B Design and launch readiness 117 C Glossary 118 D A-Z topic index 119-120 SUNDERWARD / OFFICIAL GUIDE Pre-release 2.0 Contents Topic index Previous 5 / 120
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The game at a glance Build. Defend. Conquer. A broken realm, rebuilt through cities, leaders, logistics and alliances. Develop a protected home, establish expansion cities and choose where to cooperate, defend or conquer. Working design baseline Foundation 1.9 Home Keep 30 levels Empire 1 home + 3 expansion cities Buildings 23 types with 690 level rows Research 48 personal technologies / 363 steps; 12 alliance technologies / 120 steps Armies 12 troop families; 6 equipment tiers; veteran level 30 Heroes 8 initial heroes; proposed level cap 60 Alliances Friendly, Neutral and War; named standings and appointed duties Realm map 12 provinces / 36 public objectives (disabled blueprint) Protection and travel Six shield durations; random, exact and alliance teleports Emberwell Clash 30-minute cross-realm alliance battle (disabled blueprint) Purchase formats 10 existing offers; 6 additional format ideas under review Platforms One server account across browser and Android Communications Chat, short histories, contact/push settings, map links and manual translation Moderation Multilingual checks, useful warnings, editable drafts, repeat mutes and appeals Guide edition 2.0 changes organization and navigation. The game remains a pre-release working design. Provider integration, native-language validation and live service implementation still need building. Navigate: contents 3-5; communications 103-114; sources 115-116; design/readiness 117; glossary 118; A-Z index 119-120. Each page links back to the contents and its chapter start. SUNDERWARD / 01.01 / GETTING STARTED Pre-release 2.0 Contents Chapter start Topic index 6 / 120
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Illustrations / 1 of 2 Click a row to open its illustration or rule explainer. Chapter contents are on pages 3-5. FIGURE ILLUSTRATION / EXPLAINER PAGE A01 A city worth rebuilding 1 A03 A connected realm 10 D01 How progression fits together 11 D02 Buildings / visual directory 14 A11 Research and shared knowledge 19 D05 Research / shared knowledge, local gates 20 A02 Heroes and troop silhouettes 31 D03 Armies, roles and resource carriers 32 A14 Eight starter hero portraits 35 D04 Heroes / one active assignment 37 A05 Hero presentation study 38 A06 Forge and equipment study 41 A04 Four cities with different jobs 43 A07 Battle, siege and recovery study 44 A13 Diplomacy, carriers and warning 46 D08 Alliances / relationships and resource aid 47 D16 Resource aid / the complete trip 49 D17 A realm of twelve provinces 54 D18 Realm war / many objectives 58 D19 Emberwell Clash / mirrored battlefield 61 D20 City shields / protection and offense 65 14 original concept artworks and 28 visual explainers. Figure IDs stay stable across this guide edition. Use the contents for numbered sections or the A-Z index for a particular term. Concept studies are not final game screenshots. SUNDERWARD / 01.02 / GETTING STARTED Pre-release 2.0 Contents Chapter start Topic index 7 / 120
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Illustrations / 2 of 2 Click a row to open its illustration or rule explainer. Chapter contents are on pages 3-5. FIGURE ILLUSTRATION / EXPLAINER PAGE D21 Alliance relocation / a place to gather 68 D13 Alliance standings / permissions 72 D14 Alliance settings / role views 74 D15 Recruiting and approved leave 76 D09 Alliance hub / a shared home 78 D10 Alliance research / three shared branches 79 D11 Alliance gifts / activity and purchases 82 A08 Shop and offer presentation study 84 D22 A purchase preview / exact entitlements 86 A09 One account across platforms 92 A10 Mobile city interaction 93 A12 Pathfinders and the Watchtower 94 D06 Scouting / three example reports 95 D07 Incoming warnings / reading a threat 97 D12 Scouting / a defended approach 99 D23 Chat / channels and inboxes 103 D24 Translation / same bubble 106 D25 Coordinates / a shared location 107 D26 Warnings / keep the draft 110 D27 Chat mutes / deliberate repeats 111 D28 Moderation / before delivery 112 14 original concept artworks and 28 visual explainers. Figure IDs stay stable across this guide edition. Use the contents for numbered sections or the A-Z index for a particular term. Concept studies are not final game screenshots. SUNDERWARD / 01.03 / GETTING STARTED Pre-release 2.0 Contents Chapter start Topic index 8 / 120
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The experience to build The city and shared world stay central. Management supports meaningful choices. Loop Player decision Build and gather Choose production, military, recovery or logistics investment. Recruit and prepare Select troop roles, equipment tiers, commanders and governors. Scout and march Read known information, route distance, cargo and travel time. Fight or cooperate Explore, reinforce, transport, raid or coordinate a declared war. Recover and expand Heal survivors, preserve XP, repair and claim earned city charters. One persistent account Start a timer in Android and see the same remaining work in a browser. The server owns resources, jobs, inventory, armies, hero assignments, diplomacy, rewards and purchases. Client countdowns are displays of server state. Readable mobile play Use a world-dominant portrait view, touch pan/zoom, compact HUD and clear tap targets. A building panel shows current benefit, next benefit, full cost, prerequisites and remaining work. A march preview shows its slowest formation, cargo and protection rules. Browser support targets Windows, macOS and modern mobile browsers, including Safari where practical. Native Android follows the shared account model. Engine, backend and native iOS timing remain open. SUNDERWARD / 01.04 / GETTING STARTED Pre-release 2.0 Contents Chapter start Topic index 9 / 120
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A connected realm Cities, valleys, roads and alliance objectives give the realm its structure. Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules. One permanent home and three expansion cities are the working target. Roads and terrain guide gathering, movement, reinforcements and alliance resource aid. SUNDERWARD / 01.05 / GETTING STARTED Pre-release 2.0 Contents Chapter start Topic index 10 / 120
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How progression fits together Keep level, military rank, noble title and equipment tier have separate requirements. Four progress tracks, with different jobs Home Keep 1 K1 5 K5 10 K10 15 K15 20 K20 25 K25 30 K30 Opens development gates; account limits use the home city. Military rank Civilian K1 Lieutenant K5 Captain K10 Major K15 Colonel K20 General K25 Earn and claim promotions; no automatic skipping. Noble title Civilian K1 Knight K5 Baronet K8 Baron K11 Viscount K14 Earl K17 Marquis K20 Duke K23 Furstin K26 Prinzessin K30 Claim titles to gain city charters: 1, 2, 3, then 4 cities. Troop equipment tier Improvised K1 Standard K6 Reinforced K12 Tempered K18 Masterwork K24 Realmforged K30 I / II / III / IV / V / VI at Keeps 1 / 6 / 12 / 18 / 24 / 30. A gate is a requirement, not a free grant Missions, prestige, medals, resources, local facilities and research still apply. SUNDERWARD / 02.01 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 11 / 120
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Keep progression / 1–15 Unlocks are distributed across 30 levels. A listed gate still requires the building, research or earned mission. Keep New options Tier / rank / title 1 Keep, Farm, Lumbermill, Storehouse, Housing, Barracks; Laborers, Militia; Mara Stoneward Improvised; Civilian; Civilian 2 Quarry, Scout Lodge, Academy; Pathfinders — 3 Herb Garden, Walls; Spear Guard; Tessa Reed — 4 Mine, Archery Range, Infirmary, Forge; Bow Companies; Orin Ashwell — 5 Watchtower, Alliance Hall Lieutenant; Knight 6 Training Ground, Road Station; Shield Guard Standard 7 Garran Flint — 8 Trade Depot; Supply Wagons; Nessa Farrow Baronet 9 Develop existing systems — 10 Stables; Light Riders Captain 11 Develop existing systems Baron 12 Bram Ironwick Reinforced 13 Develop existing systems — 14 Develop existing systems Viscount 15 Develop existing systems Major SUNDERWARD / 02.02 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 12 / 120
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Keep progression / 16–30 Unlocks are distributed across 30 levels. A listed gate still requires the building, research or earned mission. Keep New options Tier / rank / title 16 Ward Sanctum; Iron Lancers; Seris Veyl — 17 Develop existing systems Earl 18 Siege Workshop; Bolt Engines Tempered 19 Develop existing systems — 20 Develop existing systems Colonel; Marquis 21 Siege Rams — 22 Ilyra Dawnweave — 23 Develop existing systems Duke 24 Develop existing systems Masterwork 25 Develop existing systems General 26 Stone Throwers Furstin 27 Develop existing systems — 28 Develop existing systems — 29 Develop existing systems — 30 Develop existing systems Realmforged; Prinzessin SUNDERWARD / 02.03 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 13 / 120
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Buildings / visual directory Twenty-three building jobs, with first Keep access shown beside each icon. Keep K1 | local City development; home hero ceiling Farm K1 | local Food output Lumbermill K1 | local Timber output Quarry K2 | local Stone output Mine K4 | local Metal output Herb Garden K3 | local Medicine output Storehouse K1 | local Capacity and protected stock Housing K1 | local Account gold income Barracks K1 | local Infantry training Scout Lodge K2 | local Scout preparation and report gates Archery Range K4 | local Bow training Stables K10 | local Mounted training Siege Workshop K18 | local Engine training Trade Depot K8 | local Carriers and transfers Infirmary K4 | local Wounded capacity Academy K2 | home only Shared empire research Forge K4 | home only Shared equipment crafting Walls K3 | local City wall durability Watchtower K5 | local Warnings and counter-intelligence Alliance Hall K5 | local Distinct ally help Training Ground K6 | local Soldiers per march Road Station K6 | local Friendly-route travel Ward Sanctum K16 | local City defense against debuffs Every building has levels 1-30. Copy limits and exact benefits remain in the catalog. SUNDERWARD / 02.04 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 14 / 120
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Buildings / economy Every listed building has levels 1–30 and a visible benefit at each level. Building Kee p Copi es Purpose Per-level benefit Keep 1 1 Home hero level ceiling min(60,max(10,2*L)); home Keep only Farm 1 3 Food per hour 120*1.18^(L-1) Lumbermill 1 3 Timber per hour 120*1.18^(L-1) Quarry 2 3 Stone per hour 120*1.18^(L-1) Mine 4 3 Metal per hour 120*1.18^(L-1) Herb Garden 3 3 Medicine per hour 120*1.18^(L-1) Storehouse 1 1 Capacity of each main resource 5000*1.27^(L-1); 20% protected Housing 1 1 Account gold per hour 80*1.16^(L-1) L means the building level. Production copies unlock at local Keeps 1, 10 and 20, subject to the building’s own first-unlock gate. Other facilities allow one copy per city; Academy and Forge exist only at home. Hero ceiling uses the home Keep. Production deposits automatically into the local Storehouse while online or offline, stopping at its cap. One Storehouse protects and stores each of the five main resources. Gold belongs to the account and comes from Housing and earned rewards. SUNDERWARD / 02.05 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 15 / 120
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Buildings / armies Every listed building has levels 1–30 and a visible benefit at each level. Building Kee p Copi es Purpose Per-level benefit Barracks 1 1 Infantry training batch size 50+50*(L-1) Scout Lodge 2 1 Scout preparation speed 0.5%*L Archery Range 4 1 Ranged training batch size 50+50*(L-1) Stables 10 1 Mounted training batch size 50+50*(L-1) Siege Workshop 18 1 Engine training batch size 5+5*(L-1) Walls 3 1 Wall durability 10000*1.13^(L-1) Watchtower 5 1 Base counter-intelligence points L; warning details at 1/5/10/15/20/25/30; also gates outgoing reports Training Ground 6 1 Soldiers per march 1500+250*(L-1); 750 before built L means the building level. Production copies unlock at local Keeps 1, 10 and 20, subject to the building’s own first-unlock gate. Other facilities allow one copy per city; Academy and Forge exist only at home. Hero ceiling uses the home Keep. Production deposits automatically into the local Storehouse while online or offline, stopping at its cap. One Storehouse protects and stores each of the five main resources. Gold belongs to the account and comes from Housing and earned rewards. SUNDERWARD / 02.06 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 16 / 120
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Buildings / support Every listed building has levels 1–30 and a visible benefit at each level. Building Kee p Copi es Purpose Per-level benefit Trade Depot 8 1 Resource shipment preparation speed 0.5%*L; wagon training here Infirmary 4 1 Wounded capacity 300+150*(L-1) Academy 2 1 Empire research speed 0.5%*L Forge 4 1 Empire forge speed 0.5%*L Alliance Hall 5 1 Distinct allies allowed to help one job min(15,3+floor((L-1)/2)) Road Station 6 1 Travel speed to friendly owned/allied cities 0.5%*L; no attack speed Ward Sanctum 16 1 Hostile debuff duration reduction in city defense L/600; cap 5% L means the building level. Production copies unlock at local Keeps 1, 10 and 20, subject to the building’s own first-unlock gate. Other facilities allow one copy per city; Academy and Forge exist only at home. Hero ceiling uses the home Keep. Production deposits automatically into the local Storehouse while online or offline, stopping at its cap. One Storehouse protects and stores each of the five main resources. Gold belongs to the account and comes from Housing and earned rewards. SUNDERWARD / 02.07 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 17 / 120
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Upgrade costs and queues A smooth, editable curve replaces unexplained late-game jumps. Building cost basis = 600 × building factor × 1.30L−1. Base work = 90 seconds × time factor × 1.25L−1. Resource shares are food 20%, timber 40%, stone 30% and metal 10%; before Mine access, the metal share becomes timber. Round each resource upward. Keep target Cost basis Base hours Prerequisite buildings 1 2,400 0.10 Starting Keep 5 6,855 0.24 Storehouse 4, Walls 4 10 25,451 0.75 Storehouse 9, Walls 9 15 94,498 2.27 Storehouse 14, Walls 14 20 350,861 6.94 Storehouse 19, Walls 19 25 1,302,722 21.18 Storehouse 24, Walls 24 30 4,836,916 64.62 Storehouse 29, Walls 29, Academy 29 Keep upgrades need Storehouse at target minus one. Every fifth target also needs Walls at target minus one; every sixth needs Academy at target minus one. Facilities cannot exceed the local Keep. The full path has been checked for reachability. A new account receives Keep, Farm, Lumbermill, Storehouse, Housing and Barracks at level 1, plus 3,000 food, 4,000 timber, 2,500 stone and 500 gold, once. The table’s level 1 costs apply to new construction, not these starting grants. Queue Draft rule Construction 1 per city; second earned at home Keep 10 Research / forge 1 empire queue each, based at home Training / healing 1 queue per troop facility; 1 healing queue per city Marches 1 / 2 / 3 / 4 at home Keeps 1 / 5 / 12 / 20 SUNDERWARD / 02.08 / CITY DEVELOPMENT Pre-release 2.0 Contents Chapter start Topic index 18 / 120
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Research and shared knowledge Shared knowledge connects production, engineering, recovery and military development. New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary. The current design uses one shared empire research queue based at home. The following branch and unlock diagrams define its scope. SUNDERWARD / 03.01 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 19 / 120
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Research / shared knowledge, local gates One permanent account tree supports cities with their own training facilities. Home Academy One permanent empire research tree Economy 8 technologies Production, gathering and storage Development 6 technologies Construction, healing and walls Infantry 5 technologies Spears, shields and discipline Ranged and scouting 5 technologies Bows and information quality Mounted 4 technologies Mounted speed and specialization Siege and forge 6 technologies Engine families, tiers and crafting Logistics and alliance 8 technologies Cargo, roads, aid and recovery Heroes and wards 6 technologies XP, preparation and limited support Example: a first Bolt Engine requires all four gates Local Keep 18 Siege Workshop 18 Siegecraft 1 Equipment Doctrine 3 / tier IV Research is shared. Each city still needs its own eligible training facility. SUNDERWARD / 03.02 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 20 / 120
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Research without duplicate trees One personal empire tree, with local training gates and a separate shared alliance branch. Research uses the home Academy and home treasury. A node’s listed Keep/Academy gate applies to each level; some require an additional home facility and named parent research. Nodes are sequential. Reaching Keep 30 does not automatically complete a branch. Branch Technologies Role Economy 8 Production, storage and gathering Development 6 Work, healing and walls Infantry 5 Spears, shields and formations Ranged and scouting 5 Bows and information Mounted 4 Speed and cavalry specialization Siege and forge 6 Engine families, tiers and crafting Logistics and alliance 8 Cargo, roads, aid and recovery Heroes and wards 6 XP, preparation and limited support Research cost basis = 900 × node factor × 1.75L−1 × (1 + gate / 10). Base work = 300 seconds × node factor × 1.65L−1 × (1 + gate / 15). The workbook provides resource splits, account gold and every step. These are tuning inputs, not a promised completion schedule. An unlock node grants its stated content. Siegecraft levels 1/2/3 unlock Bolt Engines / Siege Rams / Stone Throwers at Keeps 18/21/26. Equipment Doctrine levels 1–5 unlock tiers II–VI at Keeps 6/12/18/24/30. SUNDERWARD / 03.03 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 21 / 120
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Research / Economy Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Agriculture 10 2, 6, 9, 12, 15, 18, 21, 24, 27, 30 5% each / 50% cap All owned cities; parent: None Forestry 10 2, 6, 9, 12, 15, 18, 21, 24, 27, 30 5% each / 50% cap All owned cities; parent: None Stoneworking 10 3, 6, 9, 12, 15, 18, 21, 24, 27, 30 5% each / 50% cap All owned cities; parent: None Metallurgy 10 4, 7, 10, 13, 16, 19, 22, 25, 28, 30 5% each / 50% cap All owned cities; parent: None Herbalism 10 3, 6, 9, 12, 15, 18, 21, 24, 27, 30 5% each / 50% cap All owned cities; parent: None Field Gathering 10 3, 6, 9, 12, 15, 18, 21, 24, 27, 30 3% each / 30% cap All gathering marches; parent: None Deep Stores 10 4, 7, 10, 13, 16, 19, 22, 25, 28, 30 5% each / 50% cap Each city; does not increase protected percentage; parent: None Stewardship 5 5, 12, 18, 24, 30 3% each / 15% cap All owned housing; parent: None Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.04 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 22 / 120
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Research / Development Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Construction Methods 10 2, 6, 9, 12, 15, 18, 21, 24, 27, 30 3% each / 30% cap All cities; parent: None Research Methods 10 4, 7, 10, 13, 16, 19, 22, 25, 28, 30 5% each / 50% cap Empire queue; parent: None Training Methods 10 6, 9, 12, 14, 17, 20, 22, 25, 28, 30 3% each / 30% cap All training facilities; parent: None Field Medicine 10 4, 7, 10, 13, 16, 19, 22, 25, 28, 30 3% each / 30% cap All infirmaries; parent: None; facility: Infirmary Treatment Efficiency 5 8, 14, 19, 25, 30 2% each / 10% cap Wounded healing only; parent: Field Medicine 2; facility: Infirmary Fortification Engineering 10 5, 8, 11, 14, 17, 19, 22, 25, 28, 30 5% each / 50% cap Each city; parent: None; facility: Walls Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.05 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 23 / 120
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Research / Infantry Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Spear Drills 10 3, 6, 9, 12, 15, 18, 21, 24, 27, 30 2% each / 20% cap Commanded Spear Guard; parent: None; facility: Barracks Shield Drills 10 6, 9, 12, 14, 17, 20, 22, 25, 28, 30 2% each / 20% cap Commanded Shield Guard; parent: None; facility: Barracks Infantry Discipline 10 5, 8, 11, 14, 17, 19, 22, 25, 28, 30 2% each / 20% cap Militia, Spear and Shield; parent: Spear Drills 1 Infantry Armor 10 7, 10, 13, 15, 18, 20, 23, 25, 28, 30 2% each / 20% cap Militia, Spear and Shield; parent: Shield Drills 1 Braced Formation 5 10, 15, 20, 25, 30 3% each / 15% cap Braced Spears against charge; parent: Spear Drills 3 Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.06 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 24 / 120
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Research / Ranged and scouting Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Archery 10 4, 7, 10, 13, 16, 19, 22, 25, 28, 30 2% each / 20% cap Bow Companies; parent: None; facility: Archery Range Reconnaissance 10 2, 6, 9, 12, 15, 18, 21, 24, 27, 30 3 points each / 30 cap 3 points per level plus report-tier access; source Lodge and Tower also required; parent: None; facility: Scout Lodge Field Signals 5 6, 12, 18, 24, 30 3% each / 15% cap Owned scouting marches; parent: Reconnaissance 2 Concealment 5 8, 14, 19, 25, 30 6 points each / 30 cap 6 points per level; Watchtower and idle Pathfinders also contribute; parent: Reconnaissance 2; facility: Watchtower Ranged Discipline 10 9, 12, 14, 16, 19, 21, 23, 26, 28, 30 2% each / 20% cap Bow Companies; parent: Archery 2 Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.07 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 25 / 120
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Research / Mounted Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Horsemanship 10 10, 13, 15, 17, 19, 22, 24, 26, 28, 30 2% each / 20% cap Mounted units; slowest march rule; parent: None; facility: Stables Armored Cavalry 5 16, 20, 23, 27, 30 3% each / 15% cap Iron Lancers; parent: Horsemanship 2; facility: Stables Cavalry Discipline 10 12, 14, 16, 18, 20, 22, 24, 26, 28, 30 2% each / 20% cap Light Riders and Iron Lancers; parent: Horsemanship 1 Remounts 5 15, 19, 23, 27, 30 3% each / 15% cap Stables; parent: Horsemanship 2; facility: Stables Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.08 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 26 / 120
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Research / Siege and forge Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Siegecraft 3 18, 21, 26 Unlocks; see research rules Bolt Engines, Rams, Stone Throwers in order; parent: None; facility: Siege Workshop Equipment Doctrine 5 6, 12, 18, 24, 30 Unlocks; see research rules Tiers II through VI; local facility still required; parent: None; facility: Forge Siege Accuracy 5 20, 23, 25, 28, 30 3% each / 15% cap Bolt Engines and Stone Throwers; parent: Siegecraft 1; facility: Siege Workshop Breach Engineering 5 21, 24, 26, 28, 30 3% each / 15% cap Siege Rams versus walls; parent: Siegecraft 2; facility: Siege Workshop Forge Methods 10 4, 7, 10, 13, 16, 19, 22, 25, 28, 30 3% each / 30% cap Empire forge queue; parent: None; facility: Forge Careful Salvage 5 12, 17, 21, 26, 30 2% each / 10% cap Recoverable engines only; parent: Forge Methods 2; facility: Forge Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.09 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 27 / 120
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Research / Logistics and alliance Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Logistics 10 8, 11, 13, 16, 18, 21, 23, 26, 28, 30 5% each / 50% cap All five ordinary resources; parent: None; facility: Trade Depot Roadcraft 10 6, 9, 12, 14, 17, 20, 22, 25, 28, 30 2% each / 20% cap Infantry and carriers; slowest unit rule; parent: None; facility: Road Station Caravan Planning 5 10, 15, 20, 25, 30 3% each / 15% cap Supply Wagons and Laborers; parent: Logistics 1; facility: Trade Depot Aid Coordination 5 8, 14, 19, 25, 30 5% each / 25% cap Alliance help effectiveness; all-help cap 10%; parent: None; facility: Alliance Hall Alliance Support 5 10, 15, 20, 25, 30 3% each / 15% cap Reinforcement to own alliance; parent: None; facility: Alliance Hall Regional Supply 5 14, 18, 22, 26, 30 3% each / 15% cap Transfers between owned cities; parent: Logistics 2; facility: Road Station Field Hospitals 5 12, 17, 21, 26, 30 5% each / 25% cap All infirmaries; parent: Field Medicine 2; facility: Infirmary Relief Convoys 5 16, 20, 23, 27, 30 2% each / 10% cap Nonhostile resource shipments; parent: Logistics 3; facility: Trade Depot Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.10 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 28 / 120
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Research / Heroes and wards Percentage benefits add within scope. Intelligence research grants flat points and access to report tiers. Technology Cap Keep & Academy gates Benefit Scope / prerequisite Command Lessons 10 5, 8, 11, 14, 17, 19, 22, 25, 28, 30 2% each / 20% cap Earned combat and mission XP; parent: None Guardian Tactics 5 10, 15, 20, 25, 30 2% each / 10% cap Defense/escort preparation; no global damage buff; parent: None Healer Training 5 12, 17, 21, 26, 30 1% each / 5% cap Healing only; parent: Field Medicine 2 Wardcraft 5 16, 20, 23, 27, 30 2% each / 10% cap Ward Sanctum; parent: None; facility: Ward Sanctum Veil Breaking 5 18, 21, 24, 27, 30 2% each / 10% cap Commanded army; parent: Wardcraft 1 Steady Resolve 5 20, 23, 25, 28, 30 2% each / 10% cap Commanded army; morale model requires combat test; parent: None Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture. SUNDERWARD / 03.11 / RESEARCH Pre-release 2.0 Contents Chapter start Topic index 29 / 120
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Ranks, titles and city charters Keep development, earned standing and claimed promotions are separate. Military rank Home Keep Civilian 1 Lieutenant 5 Captain 10 Major 15 Colonel 20 General 25 Noble title Keep Required rank Total city cap Civilian 1 Civilian 1 Knight 5 Lieutenant 2 Baronet 8 Lieutenant 2 Baron 11 Captain 2 Viscount 14 Captain 3 Earl 17 Major 3 Marquis 20 Colonel 3 Duke 23 Colonel 4 Furstin 26 General 4 Prinzessin 30 General 4 Claim ranks and titles in order. Each promotion requires its earned mission, prestige threshold, gold and Service Medals. Prestige is not consumed; gold and medals are. Retry-safe claims cannot spend twice. A high Keep or VIP level cannot skip the sequence. SUNDERWARD / 04.01 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 30 / 120
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Heroes and troop silhouettes A restored silhouette study for commanders, infantry, mounted troops and engines. Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules. Silhouettes communicate different jobs. The current troop roster defines all twelve families, six equipment tiers and their unlocks. SUNDERWARD / 04.02 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 31 / 120
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Armies, roles and resource carriers Different roles stay meaningful as equipment tiers and veteran experience improve. Infantry Militia; Spear Guard; Shield Guard Hold, brace, screen and garrison. Ranged Bow Companies Protected fire from behind a frontline. Mounted Light Riders; Iron Lancers Flank, respond and exploit exposed targets. Scouting Pathfinders Observe, report and return quickly. Siege Bolt Engines; Siege Rams; Stone Throwers Precision support, breaching and wall pressure. Carriers Laborers; Supply Wagons Early hauling and bulk resource transport. Example: ten entry-tier Supply Wagons BASE 20,000 LOGISTICS 10,000 HERO 2,000 20,000 base + 50% Logistics + 10% Quartermaster = 32,000 shared cargo. Pack Frames can add +10% of base cargo: 34,000 total with all three bonuses. Food Timber Stone Metal Medicine The resources share one hold. The slowest formation sets base march speed. SUNDERWARD / 04.03 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 32 / 120
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Twelve troop families Carriers and scouts are part of the army system, with distinct cargo and travel roles. Family Keep / entry tier Facility / branch Entry cargo / speed Laborers 1 / T1 storehouse; no branch required 100 / 10 Militia 1 / T1 barracks; no branch required 10 / 12 Pathfinders 2 / T1 scoutLodge; reconnaissance 1 10 / 36 Spear Guard 3 / T1 barracks; spearDrills 1 15 / 11 Bow Companies 4 / T1 archeryRange; archery 1 15 / 11 Shield Guard 6 / T2 barracks; shieldDrills 1 15 / 10 Supply Wagons 8 / T2 tradeDepot; logistics 1 2,000 / 6 Light Riders 10 / T2 stables; horsemanship 1 40 / 24 Iron Lancers 16 / T3 stables; armoredCavalry 1 25 / 16 Bolt Engines 18 / T4 siegeWorkshop; siegecraft 1 10 / 4 Siege Rams 21 / T4 siegeWorkshop; siegecraft 2 10 / 3 Stone Throwers 26 / T5 siegeWorkshop; siegecraft 3 10 / 3 Militia supply inexpensive early manpower. Spears counter prepared frontal cavalry charges; shields hold the line; bows need protection; mounted units exploit exposure. Engines have separate roles in precision support, breaching and long-range wall pressure. Final damage, range and counter coefficients require combat tests. Laborers carry early loads; Supply Wagons carry bulk resources. Pathfinders carry little and scout quickly. A mixed march moves at the speed of its slowest formation. No passive food starvation is proposed; training and march costs carry the resource burden. SUNDERWARD / 04.04 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 33 / 120
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Tiers, veterans and carriers A troop’s role, equipment tier and experience are different forms of progress. Tier Equipment name Keep / Doctrine 1 Improvised 1 / 0 2 Standard 6 / 1 3 Reinforced 12 / 2 4 Tempered 18 / 3 5 Masterwork 24 / 4 6 Realmforged 30 / 5 For a family and tier, the local Keep and training facility must reach the greater of the family’s first unlock and the tier gate. The named family research and shared Equipment Doctrine must also be complete. Late families begin at the appropriate tier, without unused earlier versions. Experience remains useful Regiment veteran level caps at 30. Threshold XP = 100 × (level − 1)2; level 30 needs 84,100 XP. Store overflow. Casualties do not erase the regiment’s XP record, and tier promotion retains it. Transfer 100% of XP between different idle regiments owned by the same account, in the same friendly city and realm. This moves XP out of the source rather than copying it. It does not transfer soldiers, gear, tier access or research. Cargo has one shared hold Entry cargo grows 20% per tier above the family’s entry tier. Logistics adds 5% per level, up to 50%; the assigned Quartermaster adds up to 10%, additively. Ten entry-tier wagons carry 20,000 base units, or 32,000 with both maximum bonuses. Food, timber, stone, metal and medicine share that hold. Gold, medals, paid currency and XP are not transferable. Alliance Pack Frames can add up to 10% cargo: ten entry wagons then hold 34,000 with all three maximum bonuses. SUNDERWARD / 04.05 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 34 / 120
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Eight starter hero portraits An initial visual direction for the eight named heroes in the working roster. New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary. Mara Stoneward Warden Blue | Keep 1 Tessa Reed Ranger Blue | Keep 3 Orin Ashwell Physician Blue | Keep 4 Garran Flint Vanguard Purple | Keep 7 Nessa Farrow Quartermaster Purple | Keep 8 Bram Ironwick Engineer Blue | Keep 12 Seris Veyl Warlock Purple | Keep 16 Ilyra Dawnweave Luminary Gold | Keep 22 SUNDERWARD / 04.06 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 35 / 120
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Eight heroes with clear jobs Each hero can command, defend or govern; only one assignment is active at a time. Hero Class / color Keep Best-fit job Mara Stoneward Warden / Blue 1 Border Warden Tessa Reed Ranger / Blue 3 The Farfinder Orin Ashwell Physician / Blue 4 Field Physician Garran Flint Vanguard / Purple 7 The Breachbreaker Nessa Farrow Quartermaster / Purple 8 Keeper of Roads Bram Ironwick Engineer / Blue 12 The Forgewright Seris Veyl Warlock / Purple 16 The Ashbinder Ilyra Dawnweave Luminary / Gold 22 The Dawnkeeper All eight heroes have permanent story or rescue acquisition paths. Color is a design and availability category; it does not create a higher level ceiling. Heroes return or recover after defeat and cannot be permanently killed, stolen with a city or stripped of owned gear. Hero cap = min(60, max(10, 2 × home Keep)). Signature unlocks at level 1, specialty at 10 and governor ability at 20. The level 30 talent, 40 signature mastery, 50 specialist mastery and 60 capstone are reserved design slots; their effects are not yet implemented or sold. Moving a governor removes that city benefit. Settle elapsed work at the previous rate, then calculate remaining work using the new rate. A hero cannot leave behind a permanently snapshotted speed bonus while serving elsewhere. SUNDERWARD / 04.07 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 36 / 120
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Heroes / one active assignment A commander, defender and governor are distinct jobs for an owned hero. Mara Stoneward Choose ONE active assignment Commander Army signature and specialty Governor Local ability from hero level 20 Defender Command effects in city defense Eight heroes; distinct classes and earned story unlocks Mara Stoneward Warden | Blue | Keep 1 Tessa Reed Ranger | Blue | Keep 3 Orin Ashwell Physician | Blue | Keep 4 Garran Flint Vanguard | Purple | Keep 7 Nessa Farrow Quartermaster | Purple | Keep 8 Bram Ironwick Engineer | Blue | Keep 12 Seris Veyl Warlock | Purple | Keep 16 Ilyra Dawnweave Luminary | Gold | Keep 22 Moving a governor settles elapsed work, removes that benefit and changes the remaining rate. Gear stays account-owned; one item serves one hero and a departing march locks its loadout. SUNDERWARD / 04.08 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 37 / 120
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Hero presentation study A restored presentation concept; the current roster provides the exact rarity and unlock data. Earlier hero-card presentation study. Border colors and tier counts are illustrative; the current roster defines names, rarity and unlocks. The older card colors are a presentation study. Mara, Tessa and Orin are Blue in the current roster; later heroes bring specialist classes without replacing early roles. SUNDERWARD / 04.09 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 38 / 120
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Hero abilities / frontline and recovery Ranges show minimum-to-maximum proposed skill benefits, subject to the stated assignment and condition. Mara Stoneward / Warden Signature: Hold the Line, 2%–8%. Commanded Militia, Shield Guard and Spear Guard. First two combat rounds while defending or escorting. Specialty: Prepared Guard, 1%–4%. Commanded Spear Guard. Only against charging mounted enemies. Governor: Restore the Walls, 5%–15%. Governed city. Only while assigned as its governor. Tessa Reed / Ranger Signature: Clear Shot, 3%–9%. Commanded Bow Companies. Only while protected by a surviving frontline. Specialty: Quiet Trail, 2%–8%. Commanded scouting march. Only a scouting mission. Governor: Watch the Paths, 5%–15%. Governed city. Only preparing a scouting march. Orin Ashwell / Physician Signature: Field Triage, 3%–12%. Wounded survivors of this commanded army. Requires infirmary capacity; never revives permanent deaths. Specialty: Steady Hands, 2%–6%. Wounded survivors of this commanded army. Requires normal resources, time and available treatment capacity. Governor: Open the Wards, 5%–15%. Governed city infirmary. Only while assigned as its governor. Garran Flint / Vanguard Signature: Press the Advantage, 3%–10%. Commanded Militia and Light Riders. Only against a disrupted or exposed enemy formation. Specialty: Rally the Line, 1%–4%. Commanded frontline. Does not erase normal casualties. Governor: The Drill Yard, 4%–12%. Governed city barracks. Only training; does not instantly create troops. Identical debuffs use the strongest effect rather than stacking copies. Healing affects wounded survivors within available treatment capacity; it never resurrects permanent deaths. Starter skill relevance and later talents remain part of the hero design review. SUNDERWARD / 04.10 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 39 / 120
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Hero abilities / supply, engineering and magic Ranges show minimum-to-maximum proposed skill benefits, subject to the stated assignment and condition. Nessa Farrow / Quartermaster Signature: Full Wagons, 3%–10%. Commanded transport march. Only one commanding Quartermaster applies. Specialty: Sure Roads, 2%–6%. Commanded transport march. Respects slowest formation and route rules. Governor: Ordered Stores, 5%–15%. Governed city. Does not create resources. Bram Ironwick / Engineer Signature: Measured Shot, 3%–10%. Commanded siege engines. Only against their intended siege targets. Specialty: Field Repairs, 1%–5%. Recoverable commanded siege engines. No restoration of destroyed engines. Governor: A Well-set Forge, 4%–12%. Crafting job started in the governed city. One shared crafting queue; no extra queue granted. Seris Veyl / Warlock Signature: Ash Bind, 3%–8%. One targeted enemy frontline regiment. First two rounds; strongest identical debuff only; boss resistance applies. Specialty: Ward Lore, 2%–8%. Commanded army. Cannot make an army permanently immune. Governor: Mend the Wards, 3%–10%. Governed city wards. Only if that city has researched and built wards. Ilyra Dawnweave / Luminary Signature: Dawn Veil, 5%–20%. Commanded frontline. Eligible debuffs only; does not remove all effects or revive troops. Specialty: Steady Light, 1%–5%. Commanded army. Strongest identical effect only. Governor: Shelter the Living, 5%–15%. Governed city infirmary. Extra capacity must exist before the battle is resolved. Identical debuffs use the strongest effect rather than stacking copies. Healing affects wounded survivors within available treatment capacity; it never resurrects permanent deaths. Starter skill relevance and later talents remain part of the hero design review. SUNDERWARD / 04.11 / RANKS, TROOPS AND HEROES Pre-release 2.0 Contents Chapter start Topic index 40 / 120
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Forge and equipment study Weapons, armor, boots and insignias support distinct jobs. Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules. Owned gear survives defeats and city capture. Crafting is deterministic; quality promotion preserves the recorded enhancement investment. SUNDERWARD / 05.01 / EQUIPMENT, CITIES AND COMBAT Pre-release 2.0 Contents Chapter start Topic index 41 / 120
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One forge, reusable equipment Deterministic recipes and durable ownership keep early effort valuable. Slot Role Weapon A stated offensive skill or troop role in the assigned army Body armor Protection for named troops in that force Boots Travel efficiency, respecting the slowest-formation rule Insignia One command, recovery or governor effect with explicit scope Select a known recipe and preview exactly what it creates. Blue, purple and gold grades can be earned; hero color does not restrict equipment grade. No random crafting failure is proposed. Recipe, progress and component gates apply equally to earned or purchased ingredients. Enhancement improves the selected item. Quality promotion consumes that item and creates one better version, preserving recorded enhancement investment and overflow. Finished gear remains account-owned through defeats or city capture. One item can serve one compatible idle hero at a time; a departing march locks its loadout. The home Forge runs one shared queue and escrows home resources. Expansion capture does not cancel it. Cancellation returns 90% of paid ordinary resources/gold; elapsed work and consumed speedups are not refunded. Dismantling requires an exact preview and cannot return more components than the item’s recorded investment. Gear stat magnitudes, grade gaps, enhancement caps and recipes need the combat/economy prototype. Gems, random rolls, set stacks and hero-exclusive weapons are deferred. SUNDERWARD / 05.02 / EQUIPMENT, CITIES AND COMBAT Pre-release 2.0 Contents Chapter start Topic index 42 / 120
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Four cities with different jobs A restored study of military, industrial, research and support districts. Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules. Specialization should create useful city choices. Exact local and strongest-only empire bonuses still need design and balance work. SUNDERWARD / 05.03 / EQUIPMENT, CITIES AND COMBAT Pre-release 2.0 Contents Chapter start Topic index 43 / 120
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Battle, siege and recovery study Raiding, preparing a siege and recovering wounded survivors are separate decisions. Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules. This illustration explores scale and atmosphere. Exact counter coefficients, siege windows, wounded shares and home-raid limits still need decisions. SUNDERWARD / 05.04 / EQUIPMENT, CITIES AND COMBAT Pre-release 2.0 Contents Chapter start Topic index 44 / 120
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Cities, battles and recovery Expansion should create strategic value without making the home expendable. Working target: one permanent home plus three expansion cities. Home cannot be captured. Expansion founding or occupation reserves an earned charter slot; city loss does not erase account titles, research, heroes, gear or stored regiment XP. Home raid policy remains open. Action Purpose / boundary Raid Take exposed resources; does not change city ownership Siege Prepare and breach defenses during agreed war rules Capture Occupy an eligible expansion city, using a charter slot Reinforce Commit an army to an allied defense; diplomacy still applies Transport Deliver escrowed resources with carriers and a clear arrival receipt Production and training remain local. Specialization may give a clear local bonus and one smaller, strongest-only empire bonus; exact specialization values are deferred rather than added as an unexplained stat layer. An Infirmary records wounded survivors separately from permanent losses. Snapshot capacity before a battle. Do not grant free troop resurrection by swapping heroes afterward. City capture cancels city construction/training/healing work and returns the stated resources to the losing owner’s recovery inbox; wounded records remain recoverable and require valid treatment capacity. Before PvP, settle the combat formula, counter coefficients, wounded shares, overflow treatment, siege windows, offline protection and home raid limits together. Convoy interception remains disabled until its own policy is resolved. SUNDERWARD / 05.05 / EQUIPMENT, CITIES AND COMBAT Pre-release 2.0 Contents Chapter start Topic index 45 / 120
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Diplomacy, carriers and warning Relationships, resource carriers and visible warnings connect alliances to the map. New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary. Friendly pacts require mutual acceptance. War is unilateral, with public notices and preparation rules. Carriers deliver only permitted ordinary resources. SUNDERWARD / 06.01 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 46 / 120
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Alliances / relationships and resource aid Pacts, declarations, notices and carrier shipments need clear public states. Friendly Mutual acceptance Hostile actions blocked both ways Neutral Default relationship Draft: ordinary raids/scouting possible War Unilateral declaration 30-minute siege/capture preparation Protection persists through the notice period Friendly pact Withdrawal requested 30-minute notice Protection continues Neutral Normal neutral rules Peace accepted Both sides agree 1-hour ceasefire Hostile actions blocked Neutral After ceasefire ends Resource aid needs carriers and an arrival receipt Reserve Resources escrowed; carriers reserved Transport One shared cargo hold; slowest unit sets speed Arrive Deliver once; changed owner returns cargo Recheck diplomacy at dispatch and arrival, including every rally contributor. Convoy interception remains disabled until its own policy is resolved. SUNDERWARD / 06.02 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 47 / 120
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Alliance diplomacy Public relationships, meaningful pacts and clear declarations. State How it begins What it means Friendly Both alliances accept Blocks raids, hostile scouting, siege, capture and interception in both directions Neutral Default relationship Draft: ordinary raids/scouting may occur; no formal war relationship War One authorized alliance declares Public immediately; siege/capture wait for the draft 30-minute preparation High Steward authority and appointed Deputy/Diplomat permissions are separate from military rank, noble title and VIP. Pending offers stay private. Selected alliance profiles list public Friendly / Neutral / War relationships, partner links and dated history. Check relationship, ownership, membership and all rally or reinforcement contributors at dispatch and again at arrival. Friendly troops cannot be lent to a third party to attack their friend. A newly accepted pact stops an already traveling hostile arrival. Working timers: 30-minute Friendly withdrawal notice, 30-minute war preparation, and a 1-hour ceasefire after accepted peace. Hostile actions remain blocked through the withdrawal notice. War can be declared only once the pact has ended. Ordinary raids and scouting then follow Neutral rules; siege and capture still need the separate war preparation. If war is declared as soon as a pact ends, ordinary raids/scouting become possible after 30 minutes and siege/capture after one hour from requesting withdrawal. Other city protections still apply. The public withdrawal notice shows the exact deadline; preparation does not grant a new raid shield. Committed declarations, accepted friendship and peace generate public world-chat entries, a dismissible top strip and involved-alliance notices. Top strips show for a proposed 8 seconds and respect accessibility/notification settings. Delivery must be retry-safe. Current modules generate events; no live chat UI exists yet. SUNDERWARD / 06.03 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 48 / 120
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Resource aid / the complete trip One shared hold, automatic delivery and carriers that come home. Example convoy / no hero or travel-speed bonus Recipient One current ally and their chosen city Source Keep 8+; Depot enables dispatch Formation 10 tier-II wagons; Logistics 1 Review before dispatch Cargo 20,000 / 21,000 | One march slot | No fee or tax Food 8,000 Timber 7,000 Stone 5,000 Outbound 12 minutes; cargo reserved Delivery Resources belong to recipient Returning 12 minutes; empty carriers Home Carriers and slot available Full storage: excess becomes a recovery parcel. Invalid owner/membership: cargo returns. Travel is a tuning proposal. Capacity is generated by the current catalog helper. No direct-aid Merit, gift XP or campaign points. No live shipment service is supplied. SUNDERWARD / 06.04 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 49 / 120
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Resource aid / send and receive Choose an alliance member, load a convoy and see the entire round trip before dispatch. Resource aid moves your existing resources to another current member of the same alliance in the same realm. It is a gift, not a loan or automatic trade. A Friendly pact with another alliance does not enable cross-alliance aid. The recipient can be offline and does not need to accept each delivery. Step What the player does or sees Choose recipient Members → player card → Send Resources. Choose the receiving city, not just an account name. Choose source Use an owned local Keep 8+ city with Trade Depot 1+. The recipient can receive without a Depot and without a 24-hour wait. Choose cargo Food, timber, stone, metal and medicine share one hold. Only stored, unreserved stock can be loaded. Choose carriers Use available owned formations with cargo space. Laborers haul small loads; Supply Wagons carry bulk resources. A hero is optional. Review and send Show load/capacity, exact recipient/city, delivery estimate, return estimate, fee and one occupied march slot. Officers do not approve ordinary aid. Working fees are zero: no transfer tax, extra food cost or paid refill. There is no separate daily aid cap in this proposal; available stock, cargo, carriers and earned march slots limit sending. Capacity and travel benefits are fixed when the convoy leaves. A gift does not create resources or earn Merit, gift XP or realm-war points. Supply Wagons first train at local Keep 8, Trade Depot 8, Logistics 1 and Equipment Doctrine 1. They begin at equipment tier II. A Depot at level 1 enables sending with already eligible formations; it does not instantly unlock the bulk-carrier family. Existing training gates still apply. SUNDERWARD / 06.05 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 50 / 120
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Resource aid / delivery and return Resources, carriers and the march slot have different points at which they become available. Phase or exception Result Outbound The sender stock is removed from spendable storage and reserved to this convoy. Carriers, assigned hero/gear and one march slot remain busy. Valid arrival Deliver automatically to the original recipient city after checking its current owner, location revision and both original memberships. The recipient owns the delivered cargo immediately. Storage is full Deposit what fits. Put the rest in a recovery parcel; collection still requires room. Never silently delete overflow. Empty return Carriers and hero return to the sender. They do not join the recipient army. The march slot becomes free only when the return completes. Recall before delivery Reverse the route already travelled with the reserved cargo. Refund only on actual return; do not grant resources at both ends. City moved/captured or membership changed Return the cargo rather than giving it to a new city owner or a former ally. Leaving and rejoining does not restore an old shipment permission. Source city lost Deliver a still-valid gift normally, then return to another valid sender destination: the original source if still owned, otherwise the permanent home. Recall after delivery Already delivered cargo stays with the recipient. The empty convoy completes its return. If the recipient is offline, delivery still happens. A shield does not stop a valid non-hostile delivery. The present convoy proposal has no interception, escort combat or automatic cargo losses. General PvP, rallies and future wartime convoy interception are separate features. Both sides receive a receipt with sender, recipient city, amounts, delivery time and any overflow/return. Reconnecting or retrying the same arrival cannot duplicate a gift. Track cargo and convoy separately: Delivered can appear beside Carriers returning. A delivery receipt does not free the march slot, and a recovery parcel is not yet spendable city stock. SUNDERWARD / 06.06 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 51 / 120
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Resource aid / capacity and timing One legal early convoy example, plus the formulas that explain the numbers. Example input Value Source and formations Local Keep 8+, Trade Depot 8+, ten entry-tier II Supply Wagons; Equipment Doctrine 1 and Logistics 1 Selected cargo 8,000 food + 7,000 timber + 5,000 stone = 20,000 units Base cargo 10 wagons × 2,000 each = 20,000 Logistics 1 +5% of base = 1,000 extra; total capacity 21,000 Space left 1,000 units; each added resource consumes the same shared hold Route / relative speed 12 permitted-route tiles / Supply Wagon speed 6; no travel bonuses Travel proposal 12 × 360 / 6 = 720 seconds = 12 minutes each way Slot occupied 24-minute round trip; the recipient receives at minute 12 For each formation, cargo per soldier is floor(base load × [1 + 20% × tiers above that family's entry tier]). Sum the formations, then apply Logistics (+5% per level), the active Quartermaster cargo bonus and eligible Pack Frames additively; round the final capacity down. Veteran XP does not create extra cargo. At maximum Logistics, Quartermaster and Pack Frames, ten entry wagons hold 34,000. Proposed one-way seconds = ceil(route tiles × 360 / [slowest relative speed × (1 + applicable travel bonuses)]), with a minimum one second. The server computes the permitted route; straight-line screen distance is not the travel promise. Mixed forces move at the slowest formation. The return uses the departure snapshot; a recall estimates travel from the current route position. The 360-second coefficient, zero fee and source-Depot gate are editable 1.6 tuning proposals. The current code supplies cargo/speed arithmetic only; the workbook models this trip, while dispatch, delivery, route finding and returns require the future server. SUNDERWARD / 06.07 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 52 / 120
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Alliance support / four different systems Several buttons help allies, but they spend different things and reward different people. System What moves or changes Who benefits Direct resource aid Existing city resources travel with your carriers; no Merit or gift XP One named member and receiving city Alliance Help A distinct helper removes bounded base work from an eligible job; no resource convoy The member with the job; valid help can earn capped Merit Shared research donation Spend one ordinary resource on the selected project; earn donation Merit Eligible members gain completed alliance-tech benefits after the membership wait Activity gifts Verified qualifying alliance activity issues a claim; no personal resource dispatch Members eligible when the event occurred; claims have their own deadline A new member can receive direct aid immediately. That does not bypass the separate 24-hour wait for shared research benefits or issue-time activity-gift eligibility. Previously issued gift claims survive leaving; an undelivered personal convoy instead rechecks the original memberships and can return. An event resupply task, if introduced for realm war, must use event-specific supplies and an independent verified ledger. Ordinary aid, circulating the same resources and buying a pack do not award campaign points or select a ruler. Purchase-based alliance gifts remain a disabled candidate. The future alliance screen should show these as four named actions with a short explanation beside each confirmation. A contribution record is not a shared treasury that officers may freely withdraw, and a Friendly pact is not membership in the same alliance. SUNDERWARD / 06.08 / ALLIANCES AND RESOURCE AID Pre-release 2.0 Contents Chapter start Topic index 53 / 120
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A realm of twelve provinces A proposed connected map with regional citadels and smaller objectives. Working topology / three columns, four rows Greyshore Timber focus 1 citadel + 2 outposts Frostmere Medicine focus 1 citadel + 2 outposts Ironvale Metal focus 1 citadel + 2 outposts Ashfen Food focus 1 citadel + 2 outposts Thornreach Timber focus 1 citadel + 2 outposts Dawnmere Research focus 1 citadel + 2 outposts Stormscar Stone focus 1 citadel + 2 outposts Emberfields Food focus 1 citadel + 2 outposts Highmoor Construction focus 1 citadel + 2 outposts Stonewake Stone focus 1 citadel + 2 outposts Winterhollow Medicine focus 1 citadel + 2 outposts Sunward Coast Metal focus 1 citadel + 2 outposts 12 provinces / 36 public objectives Alliances control holdings; players still own their cities. No central throne is required. Schematic only. Start territorial testing with four provinces; final terrain remains open. SUNDERWARD / 07.01 / REALMS AND TERRITORY Pre-release 2.0 Contents Chapter start Topic index 54 / 120
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Realm map / twelve provinces A working full-realm layout with regional objectives, rather than one compulsory central throne. Province Citadel focus Public objectives Greyshore Timber 1 citadel + road outpost + store outpost Frostmere Medicine 1 citadel + road outpost + store outpost Ironvale Metal 1 citadel + road outpost + store outpost Ashfen Food 1 citadel + road outpost + store outpost Thornreach Timber 1 citadel + road outpost + store outpost Dawnmere Research 1 citadel + road outpost + store outpost Stormscar Stone 1 citadel + road outpost + store outpost Emberfields Food 1 citadel + road outpost + store outpost Highmoor Construction 1 citadel + road outpost + store outpost Stonewake Stone 1 citadel + road outpost + store outpost Winterhollow Medicine 1 citadel + road outpost + store outpost Sunward Coast Metal 1 citadel + road outpost + store outpost Twelve provinces form one shared realm. The connectivity diagram is a 3-column by 4-row planning grid; terrain and final borders remain original-map work. Each province contains room for many players, their cities, gathering sites and objectives. A province is not a separate server and does not require a separate login. The full proposal has 12 citadels and 24 outposts. Start a territorial prototype with four provinces so travel and alliance competition can be measured before populating all twelve. Realm population, map scale and objective density require playtests; twelve is a working target. SUNDERWARD / 07.02 / REALMS AND TERRITORY Pre-release 2.0 Contents Chapter start Topic index 55 / 120
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Ownership / three distinct layers Account property, alliance territory and temporary event control must never be confused. Layer Owner and meaning What it does not grant Personal cities One permanent home plus up to three expansion cities under earned charters A region owner does not automatically own these cities or their resources Citadels and outposts Public alliance objectives that grant banners, local access and bounded benefits No extra private city, hero slot or automatic capture of everyone in the province War Beacons Temporary objectives scored during a matched realm campaign No permanent province transfer or ownership of an enemy server Realm Regent A temporary leadership office earned through the home realm contribution process No alliance rank, personal noble title, access to private wallets or control of other leaders Capturing a citadel does not spend a personal city charter and does not expand the four-city account cap. A player can live in a province controlled by another alliance. Existing alliance diplomacy, personal-city protections and declared-war rules still govern ordinary attacks. Owning several regions creates strategic reach, not an automatic right to tax other players. Personal military rank, noble title, alliance standing, hero class and the realm office are separate labels with separate rules. Appointing a Regent does not promote anyone inside another alliance. SUNDERWARD / 07.03 / REALMS AND TERRITORY Pre-release 2.0 Contents Chapter start Topic index 56 / 120
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Territory / citadels and local contests Alliances can win and defend regional holdings within their own realm. Working rule Behavior Claiming territory Begin at an open border foothold; subsequent expansion follows adjacent held objectives. Neutral NPC sites and alliance-held sites use different authority checks. Contest windows Two published 120-minute windows per week; stagger province groups. Exact server times remain a playtest decision. Winning Hold continuously for 30 minutes. An enemy takeover resets the streak. If time expires, greatest cumulative hold wins; a tie retains the incumbent or leaves a neutral site neutral. Diplomacy Taking a player-held objective requires an active declared war and an open contest. Friendship and ceasefire cannot be bypassed by clicking the citadel. Benefits Draft citadel focus adds 1% to its matching non-combat stat for eligible alliance members; regional bonuses cap at 3% per stat. Benefits require 24 hours of membership. Outposts Road/store objectives create local choices; their final effects, garrison limits and contest combat still need definition. The last confirmed owner keeps the holding until a contest result commits; a temporary garrison change does not repeatedly grant ownership rewards. Bonuses switch once with final ownership. General battle counters, wounds, garrison limits and tie resolution must be tested before activating this blueprint. There is no hard citadel holding limit in this draft. Geography, multiple contest fronts and capped benefits should make expansion costly to defend; monopoly behavior must be tested before deciding whether an ownership cap or upkeep is needed. Territorial benefits are not active in the existing economy helpers. SUNDERWARD / 07.04 / REALMS AND TERRITORY Pre-release 2.0 Contents Chapter start Topic index 57 / 120
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Realm war / many objectives A realm result, an alliance contribution board and a temporary ruler are distinct. Home realm A Four selected frontier areas; one temporary War Beacon in each. 1 2 3 4 Home realm B Four selected frontier areas; one temporary War Beacon in each. 1 2 3 4 Eight equivalent objectives / no single throne Prepare 72-hour published plan Compete 120-minute campaign Record results Realm score + alliance credit Recognize 14-day home-realm Regent Which realm wins? Verified beacon-control minutes decide the match. Who leads each home realm? Its own eligible top contributor nominates; the other realm cannot appoint it. Local province ownership persists independently. Beacons do not consume city charters. Direct aid and purchases do not score. Final support weighting and ruler rules remain open. Disabled design blueprint; combat, entry/return, scoring and governance need implementation. SUNDERWARD / 07.05 / REALMS AND TERRITORY Pre-release 2.0 Contents Chapter start Topic index 58 / 120
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Realm war / campaign and scoring A separate Border Campaign lets allied competitors defend their realm against another realm. Stage Working proposal Match and prepare Pair two mature realms using age, active strength, population, tier phase and recent results. Publish a 72-hour preparation period; cadence target is every 14 days. Several fronts Select four frontier provinces per realm. Each hosts one temporary War Beacon: eight equal objectives across the match, with no central throne required. Entry Players explicitly enter through expedition staging. Foreign access is limited to the event areas; this is not a merger or unrestricted attack on uninvolved home cities. Battle A 120-minute event. Participants from the same realm share one event faction, even if their alliances compete in ordinary local contests. Realm result One point per verified controlled beacon-minute. Most objective points wins the realm match. Buying, raw Might and recycled ordinary aid do not score. Alliance contribution A separate public ledger credits objective and verified event support. Final support weights, caps and combat attribution remain design gates. Winning the realm match and becoming the leading alliance inside a realm are two separate results. The losing realm can still recognize its own strongest eligible contributor. War Beacons reset after the event and never automatically transfer permanent citadels, private cities or server identity. A first implementation must define combat losses/recovery, event troop entry/return, participation limits, exact matchmaking and scoring audits. This chapter is a disabled design blueprint. The current diplomacy engine handles alliances within one realm; it does not implement cross-realm campaigns. SUNDERWARD / 07.06 / REALMS AND TERRITORY Pre-release 2.0 Contents Chapter start Topic index 59 / 120
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Realm government / earning the regency Reward the strongest verified home-realm contribution without forcing everyone to fight for one castle. Office or result Proposed meaning Realm Regent A 14-day role. Each realm's highest eligible alliance on its own campaign-contribution board nominates a current member from the locked event roster. Default nominee The High Steward, or another eligible member nominated by that alliance. Nomination acceptance, minimum contribution and tie rules need definition. Provincial council Each held province can send one delegate to coordinate realm plans. Delegates do not own other accounts or replace alliance officers. Useful powers Publish campaign plans, coordinate a realm calendar and propose development events that benefit the whole home realm equally. Limits No seizure of resources, confiscation, forced relocation or authority to change another alliance leader. Exact development bonuses/cooldowns are not finalized. Term end / no event No indefinite automatic term extension. Tie-breaks, cancelled events, vacancies and eligibility changes must be settled before the role activates. An alliance winning a local citadel gets that regional holding. An alliance leading its home realm's campaign contribution can nominate the Regent. A realm winning the match earns event rewards. These are three separate achievements; one does not automatically imply the others. Freeze the event roster 24 hours before battle to prevent last-minute alliance hopping from rewriting credit. Ordinary aid and purchases never decide the ruler. Verified support can count only under the published event rules, with consumed event supplies and limits that prevent circular point farming. The Regent is a proposed original office, not a live feature or a title copied from a reference game. The first playable city/economy loop does not depend on regional war or regency. Keep the core prototype small, then validate territorial and cross-realm layers independently. SUNDERWARD / 07.07 / REALMS AND TERRITORY Pre-release 2.0 Contents Chapter start Topic index 60 / 120
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Emberwell Clash / mirrored battlefield A short cross-realm alliance instance, with eight sites and no home-city invasion. Original objective layout / mirrored travel opportunities West Safe spawn East Safe spawn Provision Yard 2 points / held second Open from battle start Provision Yard 2 points / held second Open from battle start Mending House 1 point / second; recovery Open from battle start Mending House 1 point / second; recovery Open from battle start Waygate 1 point / second; movement Open from battle start Waygate 1 point / second; movement Open from battle start Emberwell 4 points / held second Opens at minute 10 Emberwell 4 points / held second Opens at minute 10 Supply camps / minute 13 20 points per delivered crate; 2,000-point team cap. Thirty-minute deadline Hold sites and deliver supplies. Kills and ordinary aid score zero. Schematic, not final terrain. Temporary event troops and free timed recovery; blueprint disabled. SUNDERWARD / 08.01 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 61 / 120
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Emberwell Clash / registration A proposed thirty-minute alliance battle against a matched alliance from another realm. Enter a separate mirrored battlefield through a temporary command camp. Your persistent cities stay at home. Fight for objectives and deliver event supplies while the other alliance tries to interrupt your plan. This short contest grants no province, realm crown or Regent nomination. Registration rule Working proposal Access Home Keep 12; alliance at least seven days old; member for 24 hours when the roster locks Roster 10-20 starters and up to ten reserves; twenty simultaneous players maximum Selection Members volunteer availability; High Steward or Councilor selects willing eligible members Schedule One selected published UTC slot per weekly cycle; roster locks twelve hours before start Entry Five-minute staging; reserves replace a freed seat; disconnected seat held for two minutes Match across realms using the selected roster, the strongest possible legal twenty-person combination including reserves, attendance, recent results and development phase. A thirty-day peak loadout input can discourage deliberate weakening. Exact weights and acceptable bands remain open. Cancel an unmatched event without consuming entry reservations rather than forcing a severe mismatch. Leaving the alliance removes entry/re-entry eligibility and closes an active event seat safely. A registered reserve may replace that seat. Event selection authority is a proposed future permission; existing disabled event controls remain disabled. SUNDERWARD / 08.02 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 62 / 120
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Emberwell Clash / objectives and scoring Two useful lanes and eight capturable sites make several assignments valuable. Site type Instance s Opens Points / held second Extra benefit Provision Yard 2 Start 2 Score only Mending House 2 Start 1 25% faster free event recovery; no stacking Waygate 2 Start 1 25% shorter event relocation cooldown; no stacking Emberwell 2 Minute 10 4 Score only Each side has the same arrangement and equal travel opportunities. Clear defenders, then hold an uncontested thirty-second claim channel. The existing owner continues scoring until ownership changes. No capture-only bonus or retake protection is proposed. Garrison capacity and battle resolution still need the general combat model. Score = held seconds times site weight, summed through the fixed thirty-minute deadline. Example: one Yard held for five minutes earns 600 points. Two Emberwells held for the final twenty minutes earn 9,600. Holding all eight for every available second would earn 24,000 objective points. These are original tuning values. Event supply camps open at minute thirteen. Each crate delivered to the team spawn adds twenty points, capped at 2,000 crate points per alliance. A crate is event cargo, collected and consumed once; unfinished cargo does not score at the deadline. The theoretical combined score ceiling is 26,000. Ordinary aid, purchases and kills award zero points. A final tie is a draw. Display total score, point flow, site ownership, unlock timers and the crate cap together. Personal contribution uses verified objective, delivery and support records; it cannot manufacture extra team score. Both lanes remain useful when the wells open. SUNDERWARD / 08.03 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 63 / 120
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Emberwell Clash / troops and recovery Temporary armies encourage participation while permanent account assets stay distinct. System Working proposal Troops A separate generated event pool using unlocked families/tiers; own army is not debited Heroes and gear Owned and idle at entry, then reserved until exit; no simultaneous governor or march job Recovery Unlimited event wounded storage; free sixty-second batch work, or forty-eight seconds with one Mending House Reposition Free camp movement every five minutes, or three minutes forty-five seconds with one Waygate Spending No paid relocation skip, healing skip or event-only combat boost Use the locked event loadout. A later gear swap or new purchase cannot change the current match. Exact pool size, allowed modifiers and combat normalization are open. Event troop copies vanish on exit; they never become free permanent recruits or wounds in the home Infirmary. A camp can reposition only after its formations return and no battle is resolving. Incoming marches target its old location revision and return if it moves. Protected team spawns cannot launch hostile attacks; move onto the battlefield first. Ordinary city shields and teleport items are not usable inside the instance. Give fighters capture jobs, defenders holding jobs and unlocked Laborers/Wagons supply jobs. A named caller coordinates target changes, with reserves available for absences. Final activity qualification, completion/result bundles and reward caps still need design; no reward grant is enabled. Your persistent city remains exposed under its ordinary rules. Its existing shield keeps counting down, and normal construction and training continue. On exit, close event marches, discard temporary cargo, release heroes/gear and record results once. No home-city relocation or province transfer occurs. This entire event remains a disabled blueprint. SUNDERWARD / 08.04 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 64 / 120
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City shields / protection and offense Six duration options, a visible expiry and a clear hostile-action rule. Choose one owned city and a duration 2 hours 8 hours 12 hours 24 hours 3 days 7 days Protected city Hostile scouting, raids, siege and capture are blocked until expiry. Remote troops still exposed Field marches, gatherers and public objectives follow their own rules. Review offense See every shield that will end Commit launch All owned-city shields cancel Ten-minute lock New manual offense restarts it Shield eligible Choose a city and item again Friendly aid, PvE, peaceful gathering and automatic defense keep protection. A normal teleport preserves the exact expiry and offensive lock. It never resets a timer. Extension adds full duration, up to seven days ahead. Failed activation consumes nothing. Original draft defaults. Arrival, item grants, cooldowns and persistent commands still need a server. SUNDERWARD / 08.05 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 65 / 120
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City shields / durations and scope Protection belongs to the selected city and lasts until a visible server deadline. Shield item Useful session length 2 hours A brief break or emergency cover 8 hours A normal sleep or work period 12 hours A longer offline block 24 hours A full day 3 days A planned short absence 7 days A longer planned absence A City Shield blocks hostile scouting, raids, siege and capture against that city. Other owned cities need their own protection. Field troops, gatherers, allied garrisons at another city, public citadels/outposts and event camps remain exposed under their own rules. The permanent home cannot be captured even after a shield expires. Extend an active shield by adding the full item duration to its existing expiry. Never shorten it. The new expiry must fit within seven days of now; otherwise reject without consuming the item and show why. Shield time continues while offline and through an ordinary teleport. Earned access proposal Availability Opening quest One twenty-four-hour item once per account; available from Keep 1 Renewable protection Two eight-hour charges maximum; one refills every twenty-four hours Additional items Quest/event rewards and proposed Merit Shop stock; prices and long-term supply remain open Renewable charges follow the same extension and offensive-lock rules as items. Ward Sanctum resistance, Wardcraft repair and hero Ward Lore are separate combat systems; they do not multiply item shield duration. No live shield or item-grant service exists yet. SUNDERWARD / 08.06 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 66 / 120
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City shields / hostile actions A manual hostile launch cancels active city shields and starts a ten-minute account lock. Action Shield result Scout or raid another player Confirm cancellation of every owned city shield; begin/restart the ten-minute lock Attack an occupied gathering tile; launch/join an offensive PvP rally Same cancellation and lock; cannot hide offense behind a second shielded city Siege or capture a public/player objective Same ordinary-world offense rule, alongside the required diplomacy/contest checks Build, research, train, heal or fight PvE Keep protection Send ordinary aid, reinforce a friend or gather peacefully Keep protection; remote troops are still vulnerable Receive an attack or defend automatically Does not start or extend your offensive lock Fight inside Emberwell Clash Uses event rules and does not cancel home shields Review the exact affected cities and remaining shield durations before committing a hostile launch. Cancelling that review spends nothing. Each committed manual hostile launch restarts the account lock; an incoming attacker cannot keep someone locked indefinitely simply by sending more attacks. A failed uncommitted command does not cancel protection. If eligible, a defender can activate a shield while an enemy is already marching. At arrival, check its current expiry before scout combat, battle or capture. If protected, return the attacker with no target intelligence or damage. Account lock, item deduction, new expiry and receipts must commit once. Shielding does not change Friendly, Neutral, War or ceasefire states. Friendly withdrawal remains thirty minutes, followed by a separate thirty-minute preparation for war-only siege/capture. Accepted peace still protects for one hour. Duration, item supply and the ten-minute lock are tuning proposals, not active server features. SUNDERWARD / 08.07 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 67 / 120
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Alliance relocation / a place to gather A marker proposes a gathering area. Each member chooses and accepts their move. One Assembly Marker / six-tile landing radius M M = marker; outline = previewed legal landing Grid shows a radius of six tiles. Full city footprint and terrain are checked by the server. 1. Place marker High Steward or Councilor chooses a legal gathering point. 2. Preview landing Current member selects a city; nearest legal location is shown. 3. Accept move Recheck tile and marker; move and consume once. Full area: no charge. Random Server chooses a legal home-realm tile Exact You select a legal destination Alliance Land near your own current marker Moving a marker never moves members. The marker grants no province ownership or shield. Member consent, item supply and movement transactions are proposed; no live service exists. SUNDERWARD / 08.08 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 68 / 120
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Teleports / three choices Move one owned city within its current realm while preserving its identity and ongoing work. Teleport Destination Item handling Random A legal residential location chosen by the server in an accessible home-realm province Consume one random item only after a legal location is secured Exact Your selected legal empty city footprint, with coordinate preview Consume one exact item when the move commits Alliance Nearest legal footprint within six tiles of your alliance Assembly Marker Preview and accept it; first successful alliance move is free once per account Each teleport moves only the chosen city. The home remains the home, with its existing capture protection; an expansion stays an expansion. Buildings, stock and construction/training/healing timers continue. Movement neither claims a city charter nor transfers a province. Normal items cannot enter another realm or a battle instance. The selected city needs all of its outgoing formations, aid carriers, stationed reinforcements and attached heroes returned. Visiting allied garrisons must leave; the city owner can send them home. No battle may currently be resolving. Incoming marches alone do not block a move. A five-minute cooldown applies to that city after every successful normal teleport. Preserve the exact shield expiry and account offensive lock. Teleporting never refreshes either timer. A random item may help escape an incoming attack, but it does not instantly recall your own deployed army. Quests/events and proposed Merit Shop stock supply items; exact prices and supply remain open. Recheck the city, tile and item at commit. If the selected tile is occupied, blocked or no longer legal, spend nothing. A duplicate request returns the original receipt without moving or charging twice. SUNDERWARD / 08.09 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 69 / 120
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Alliance marker / gather nearby A visible assembly anchor helps members choose where to place their cities. Marker rule Working proposal Authority High Steward or Councilor through the existing manageMarkers permission Quantity One active Assembly Marker per alliance Placement Legal residential tile in the home realm, outside three tiles of public objectives and blocked staging terrain Landing area Within six tiles using Chebyshev distance; the full city footprint must fit Choice Nearest legal footprint, then stable x/y tie-break; exact tile preview before acceptance Reservation Ten-second preview reservation; recheck current membership and marker revision Area full Explain that no slot fits; consume nothing and offer another attempt A new member can use the marker immediately. Only current members of that alliance qualify; a Friendly pact does not grant access. The first successful alliance relocation is free once per account, so leaving and joining repeatedly cannot farm free moves. The marker grants no province ownership, exclusive land, resource income, bonus or shield. Control of regional citadels and outposts follows the separate territorial contest. Choose a gathering location near shared work without claiming every resident city. Each player selects their city and accepts its move. Placing or moving a marker never relocates members automatically. Changing or deleting it invalidates uncommitted previews; players see the new destination before spending. A full area never silently sends a member somewhere random. SUNDERWARD / 08.10 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 70 / 120
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Movement / marches and deliveries A city location revision makes relocation and arrivals resolve against the same map state. Situation Working result Source has a resource convoy away Source teleport waits until carriers return; no instant refund or recall Recipient moves before aid arrives Undelivered cargo and carriers return to sender; receipt says Target relocated Recipient moves after aid delivery Delivered stock and recovery parcels remain theirs; empty carriers return normally Enemy scout or attack is incoming Move can commit before battle resolution; incoming formation returns without new target coordinates Friendly reinforcement is incoming Return it if target location changed; an already stationed visiting garrison must leave before movement Movement and battle reach the same instant Serialize them: resolve the matching-location arrival or commit movement first and invalidate arrival At dispatch, store the target city ID, owner and location revision with the permitted route. A later move does not redirect a march across the map. At arrival, validate location and ownership alongside diplomacy, shield and original aid memberships. A relocated target cannot receive or be attacked at its vacated tile. If cargo already delivered, it cannot be pulled back by teleporting or recalling the empty carriers. If cargo has not delivered, keep it reserved through the return. Existing lost-source fallback to the permanent home and overflow recovery still apply. The server reserves the landing footprint briefly, rechecks required state, moves the city and consumes its item atomically. Release reservations after failure or timeout. Persist request receipts so a retry never duplicates cargo, movement, shields or item spending. These are build requirements; no persistent movement/arrival service is included. SUNDERWARD / 08.11 / EVENTS, SHIELDS AND TRAVEL Pre-release 2.0 Contents Chapter start Topic index 71 / 120
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Alliance standings / permissions Named standings and appointed offices define who can change the alliance. High Steward Alliance leader Councilor Senior officer Keeper Trusted member Sworn Member Established member Initiate New member ACTION High Steward Councilor Keeper Sworn Member Initiate Gifts, donations, help and reports Yes Yes Yes Yes Yes Send alliance mail Yes Yes Yes - - Recommend research Yes Yes Yes - - Change lower member standings Yes Yes Yes - - Invite players / post recruitment Yes Recruiter Recruiter - - Accept or decline applications Yes Yes Recruiter - - Expel lower members Yes Yes - - - Announcements / shared research Yes Yes - - - Alliance map markers Yes Yes - - - Name, banner, tag and language Yes - - - - Joining rules and cleanup setting Yes - - - - Appoint alliance offices Yes - - - - Approve or end member absence Yes Yes - - - Transfer leadership or disband Yes - - - - Friendship offers and acceptance Yes Office Office - - Declare war or end a pact Yes Deputy - - - Standing changes affect lower members only. Offices require High Steward appointment. Recruiters invite; Councilors accept. A Keeper needs Recruiter to accept applications. Deputy and Diplomat powers remain separate from recruiting and approved absence. SUNDERWARD / 09.01 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 72 / 120
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Alliance standings and duties Standing shows responsibility. An appointed office grants a specific job. Standing Purpose High Steward Alliance leader: identity, recruitment policy, appointments and succession Councilor Senior officer: applications, lower members, announcements, research and absence approvals Keeper Trusted member: mail, recommendations and lower-standing administration Sworn Member Established participant in shared work and alliance life Initiate New participant with the same core contribution, help and eligible gift access Show these names in alliance screens without numbered R labels. Numeric ordering remains an internal permission detail. Personal military ranks, noble titles and hero classes remain separate. Standing grants no combat bonus and cannot be bought through VIP or gift levels. Keepers change only Initiates and Sworn Members; Councilors and the High Steward can manage lower standings. No self-promotion or peer control. Appointment Eligible standing Authority Recruiter Keeper or Councilor Invite players and post recruitment; can review applications. Other Councilors can review applications but cannot invite. Deputy Councilor Existing stronger diplomacy powers, including war, peace and pact withdrawal. Diplomat Keeper or Councilor Friendship offers and responses; no independent war authority. Only the High Steward assigns offices. More than one Recruiter can be appointed to cover different time zones. Demotion below the required standing removes the office immediately. Recruiting does not grant war authority, leadership control or permission to approve absences. The server checks current standings and appointments for every command; an old screen cannot preserve revoked powers. SUNDERWARD / 09.02 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 73 / 120
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Alliance settings / role views Councilors handle daily work. The High Steward manages identity and succession. Councilor Accept applications Yes Invite players - Announcements and research Yes Name, tag and language - Recruitment requirements - Office appointments - Offer leadership transfer - Disband alliance - High Steward Accept applications Yes Invite players Yes Announcements and research Yes Name, tag and language Yes Recruitment requirements Yes Office appointments Yes Offer leadership transfer Yes Disband alliance Yes Recruitment settings / original defaults Joining Approval required Minimum Keep 1 Minimum might 0 Inactive cleanup Off / opt in Leadership transfer requires acceptance Leader offers Current member; at least 24 hours in alliance Recipient accepts Offer expires after 24 hours One new leader Former leader becomes Councilor; record the change Cleanup: choose 14, 21 or 30 days. Approved leave adds return grace and a fresh warning. Transfer, disband and cleanup values are prototype rules, not a live management interface. SUNDERWARD / 09.03 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 74 / 120
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Joining and leadership The High Steward sets recruitment policy and transfers leadership through an accepted offer. Setting Prototype default Identity Name, tag, original banner appearance and primary language Joining mode Approval required; open and invitation-only alternatives Minimum home Keep / might Keep 1 / might 0; always visible to applicants Inactivity cleanup Off; High Steward can choose 14, 21 or 30 inactive days. Default 21. Only the High Steward or an appointed Recruiter can invite players or post recruitment. The High Steward and Councilors may accept or decline applications. A Keeper can do so only while holding Recruiter. Invitations and applications still meet the same entry requirements, member cap and account-membership checks. An invitation never overrides the recipient choosing to join. Only the High Steward offers leadership to a current member with at least 24 hours of membership. The offer lasts 24 hours. The recipient accepts; recheck the offer, memberships and revision, then swap leadership atomically. Exactly one High Steward remains and the former leader becomes Councilor. Transfer before leaving, or disband as the sole member when eligible. Disbanding requires sole leadership, exact tag confirmation and no active war, shared job or outstanding march. Preserve history and account assets. Leaving or expulsion does not erase owned heroes, cities, Merit or issued gift claims and does not reset donation limits. Approved away status protects ordinary members during planned absence; the next pages specify the return grace and fresh-warning rules. Inactive-leader recovery is a separate disabled candidate. The current helpers do not persist admissions, deliver invitations/notices or run scheduled removals. SUNDERWARD / 09.04 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 75 / 120
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Recruiting and approved leave Appointed recruiting authority and a dated away badge make responsibilities clear. Invite players High Steward or appointed Recruiter Accept applications High Steward, Councilors, or a Keeper with Recruiter Approve absence High Steward or Councilor; requests alone do not protect Member card / fictional example Miri / Sworn Member APPROVED AWAY | Return in 2 days | Protected through return + 3 days The private reason is visible only to authorized staff. An expired absence cannot lead straight to removal Approved away Until the recorded return date Return grace 3 more days protected Fresh warning 3 full days after protection ends Eligibility check Only if still inactive and cleanup is enabled Preserve the approval record Old warnings issued before the protected period ends do not count. Renewed leave invalidates earlier notices. Ending leave early retains the return grace. Standing or office immunity and active work still protect a member. Prototype policy only. The current helper previews eligibility; no live auto-kick service exists. SUNDERWARD / 09.05 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 76 / 120
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Recruitment and approved leave People can tell the alliance they will be away and receive visible, dated protection. A member can request an expected return date, or tell staff through existing communication. A Councilor or the High Steward records approval, choosing a future return date up to 90 days away. Approval can be renewed. A pending request alone does not protect the member. Only authorized staff can approve or end an absence. Phase Protection and next step Approved away Show the away badge until the recorded return date. No inactivity warning or removal eligibility. Return grace Remain protected for 72 hours after the return date, including an early recorded end. Fresh warning If still inactive and cleanup is enabled, issue a new notice after protection ends. Earlier notices do not count. Removal eligibility Only after that new notice has lasted a full 72 hours. Recheck membership, activity, busy work and protection. The roster shows Approved away or Return grace with a return date. Keep the private explanation and approving actor out of the member card. Preserve the approval record after expiry so an old warning cannot cause an immediate kick. Renewed approval invalidates earlier cleanup notices; repeated ending of the same approval does not extend its grace. Cleanup defaults off. The High Steward chooses 14, 21 or 30 inactive days, with 21 as the working default. Councilors, the High Steward and appointed offices retain their existing protection. Unknown activity and members with active marches/jobs are skipped. Rejoining cannot reuse a warning from the previous membership. The model implements dated approvals, role checks, member-card badges and eligibility previews. Actual admission, notification delivery and automatic removals require the future server. These are original working rules, not verified timing copied from another game. Leader replacement, automatic research plans and event controls remain separate disabled candidates. SUNDERWARD / 09.06 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 77 / 120
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Alliance hub / a shared home A proposed mobile layout for cooperation, leadership and public relationships. THE DAWN COMPACT [DAWN] Leader: Rowan | Members: 12 / 100 Announcement Research priority: Common Craftworks III. Help construction and join the evening rally. War and rallies Calls and friendly-fire checks Help Assist eligible member jobs Gifts Claim All and gift history Members Roster and applications Research Shared project and donations Merit Shop Earned rewards Diplomacy Friendly / Neutral / War Realm map Assembly point and city list Battle log / Officer record / Settings One alliance panel Overview shows banner, tag, leader, membership and announcement. Fictional names are shown here. Public relationships Open another alliance to see its pacts, wars and dated declarations. Neutral is the default. Shared work An officer selects the next research project. Members donate ordinary resources and earn Merit. Clear permissions Alliance roles control officer actions. Keep level, noble title and spending do not grant authority. SUNDERWARD / 09.07 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 78 / 120
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Alliance research / three shared branches Twelve proposed technologies, each with ten levels. All values are tuning inputs. Development Four nodes / ten levels each Common Craftworks +1% per level / +10% maximum No parent technology Common Studies +1% per level / +10% maximum Requires Common Craftworks 3 Shared Harvest +1% per level / +10% maximum Requires Common Craftworks 3 Field Cooperation +1% per level / +10% maximum Requires Shared Harvest 3 Logistics Four nodes / ten levels each Pack Frames +1% per level / +10% maximum No parent technology Road Signals +1% per level / +10% maximum Requires Pack Frames 3 Caravan Handling +1% per level / +10% maximum Requires Pack Frames 3 Ward Supplies +1% per level / +10% maximum Requires Road Signals 3 War Four nodes / ten levels each Muster Drills +1% per level / +10% maximum No parent technology Rally Discipline +0.5% per level / +5% maximum Requires Muster Drills 3 Shield Compact +0.5% per level / +5% maximum Requires Rally Discipline 3 Garrison Vigilance +0.5% per level / +5% maximum Requires Muster Drills 3 Every member funds the selected project; completed benefits belong to the alliance. Benefits begin after 24 continuous hours of membership. Add matching bonuses; do not multiply a separate alliance layer. War bonuses exclude scout interception. SUNDERWARD / 09.08 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 79 / 120
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Alliance research / shared benefits Members contribute to one shared project. Completed knowledge belongs to the alliance. Technology Branch Per level / maximum Scope Common Craftworks Development +1% / +10% All owned city construction Common Studies Development +1% / +10% Personal empire research Shared Harvest Development +1% / +10% The five ordinary resources; excludes gold Field Cooperation Development +1% / +10% Ordinary resource gathering Pack Frames Logistics +1% / +10% Cargo on permitted marches Road Signals Logistics +1% / +10% Reinforcement to own alliance Caravan Handling Logistics +1% / +10% Ordinary resource aid and own-city transport Ward Supplies Logistics +1% / +10% Treatment of existing wounded Muster Drills War +1% / +10% Local troop training Rally Discipline War +0.5% / +5% Own troops in an authorized rally; excludes scout missions Shield Compact War +0.5% / +5% Own troops in an authorized rally; excludes scout missions Garrison Vigilance War +0.5% / +5% Own troops defending a city; excludes scout interception Every node has ten sequential levels. Each level needs 10,000 times its target level in donation points. Branch entry nodes have no parent; each later node needs its named parent at level 3, as shown in the diagram and workbook. Personal Keep and Academy gates still control personal research; they do not unlock shared technology for an alliance. Councilors or the High Steward select one project; partial progress is saved if priorities change. The final donation completes that level immediately. There is no extra shared timer or premium completion button. Cap proposal: 100 members. Alliance roles remain separate from military rank, title and VIP. Benefits start after 24 continuous hours of membership and end when membership ends. Add the matching bonus to personal research and the active hero effect. Settle ongoing jobs and production before changing their rate. March cargo and travel retain dispatch snapshots; diplomatic protection still rechecks at arrival. Combat coefficients remain prototype inputs. SUNDERWARD / 09.09 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 80 / 120
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Contributions, help and Merit Small contributions fund shared progress; earned Merit gives each member a personal reward. Rule Prototype value Donations 20 actions per account per UTC day, across all alliances One action 100 research points and 1 Alliance Merit Resource cost Choose one ordinary resource: 1,000 times [1 + floor((home Keep - 1) / 5)] Batch handling Spend only actions needed; reject stale projects and unaffordable batches Help Existing distinct-helper limits and 10% total base-work cap remain Help Merit 1 per valid help; maximum 20 per account per UTC day The donation cap resets at 00:00 UTC using server time. Switching alliances preserves the account ledger. At Keep 10, one action costs 2,000 of the chosen resource; 20 actions contribute 2,000 points for 40,000 resource units. Values are tuning proposals, not copied prices. Merit Shop item Price Limit 500 food + 500 timber satchel 30 2 per day 5-minute construction speedup 50 3 per week 5-minute research speedup 50 3 per week Permanent banner palette 200 Once per account Merit is earned, account-owned and nontransferable. Shop limits use server UTC days and Monday-based weeks. The shop catalog and help-credit rules are specified; redemption and the help-credit service still need implementation. Ordinary resources are claimed through the recovery inbox and respect Storehouse capacity. Accept donations and help only from current members. Validate the selected project, actual work saved and remaining balances on the server. Repeated request IDs return the original receipt without spending twice. Officers cannot buy permissions or reset donation caps for other members. SUNDERWARD / 09.10 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 81 / 120
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Alliance gifts / activity and purchases Activity gifts are the prototype baseline. Purchase gifts remain a disabled candidate. ALLIANCE GIFTS Claim All is available from the start. Gift level 5 / appearance only 1,100 / 1,500 XP toward level 6 Activity gifts Earned alliance PvE victories Ridge sentinel defeated 500 food + 500 timber Claim to recovery inbox | 72-hour expiry Old road secured 500 food + 500 timber Claim to recovery inbox | 72-hour expiry Warden camp cleared 500 food + 500 timber Claim to recovery inbox | 72-hour expiry One event, shared rewards Eligible members each receive one claim. The event adds +10 alliance gift XP once, regardless of how many members claim. Eligible at creation Members with 24 continuous hours qualify. Their claim remains valid through expiry if they leave. Purchase gifts / candidate A qualifying cosmetic pack could share a gift with members, with optional anonymous display. This feature is disabled until reward, spending and refund rules are settled. No research or officer permissions depend on purchases or gift level. SUNDERWARD / 09.11 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 82 / 120
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Alliance gifts / shared rewards Useful activity rewards for each eligible member, with a clear boundary around purchase gifts. Prototype activity gift: an eligible alliance PvE victory creates one gift event. Members with at least 24 continuous hours of membership at that moment each receive a claim for 500 food and 500 timber. Claims expire after 72 hours, remain available after leaving and cannot be collected by later joiners. Claim All is available immediately. Credit 10 gift XP once per unique issued victory, with at most 30 gift events per alliance per UTC day. Claims do not multiply alliance XP. Gift level 1 starts at zero; level L needs 50 times L times (L - 1) total XP, to a proposed cap of 30. This level changes banner and chest appearance only. Communication tools and officer rights are available through roles from the start. Gift source Status Boundary Alliance PvE victory Prototype proposal Verified event; one grant per eligible account; exact reward preview Qualifying cosmetic purchase Disabled candidate Could share a modest gift; optional anonymous feed display Research purchases or paid donations Excluded Alliance research and stronger exclusive buffs cannot require spending Purchase gifts preserve the appealing idea of a member supporting the group. Reward amounts, daily caps, gift XP, refund behavior and whether ordinary resources are acceptable remain open. Do not infer final pack contents from these diagrams or implement real payments from this proposal. The grant ledger records event and account IDs. Store gifts in the recovery inbox, then apply ordinary storage rules on resource collection. A duplicate victory event or repeated Claim All command cannot create extra resources or XP. No purchase leaderboard or spending requirement is proposed. SUNDERWARD / 09.12 / ALLIANCE MANAGEMENT Pre-release 2.0 Contents Chapter start Topic index 83 / 120
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Shop and offer presentation study A restored visual study of equipment, resources, hero offers and cosmetic presentation. Earlier shop presentation study. Actual contents, prices, availability and paid-progression policy remain draft decisions. The current offer catalog distinguishes cosmetics, full hero unlocks, ingredients and supplies. Power/progression packages remain on hold. SUNDERWARD / 10.01 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 84 / 120
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Packages with explicit contents Ten offer candidates cover cosmetics and the progression ideas still under review. Offer Draft USD Contents / rule Status Founders Banner $4.99 1 banner; 1 profile frame; 1 memorial entry. Cosmetic only Candidate City Theme $9.99 1 city appearance; all building levels supported. Cosmetic only Candidate Alliance Banner Set $1.99 3 personal banner designs; no officer permissions. Cosmetic only Candidate Patrons Ledger $4.99 1 permanent portrait; 30 account-bound cosmetic tokens, 1 per day. No research, march, build or attack advantage Candidate Realm Chronicle $7.99 1 city appearance; 2 frames; 4 banner designs at 4 visible milestones. Free track; preview before purchase; owned cosmetics persist Candidate Hero Appearance $3.99 1 named appearance for an owned hero. Does not grant hero, XP or skills Candidate Armory Appearance $3.99 4 visual slot appearances; compatible with earned gear. Does not grant equipment or stats Candidate Hero Choice $4.99 1 full choice among already released Blue heroes; duplicate selection disabled. Free story path and identical caps required Hold: monetization decision Smiths Supplies $4.99 200 forge components; 5000 metal. No direct superior gear; account cap 1 per 30 days Hold: balance and economy Builders Supplies $4.99 10000 food; 10000 timber; 10000 stone; 20 earned-grade 5-min speedups. No medal, title or research bypass; cap 1 per 30 days Hold: balance and economy These prices and quantities are placeholders. Cosmetic offers are candidates. Hero choice, armor materials and development supplies stay on hold until the earned economy and paid-power limits are tested. No package can grant a charter, rank, research bypass or exclusive combat ceiling. SUNDERWARD / 10.02 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 85 / 120
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A purchase preview / exact entitlements A proposed milestone offer shows what is earned now, what remains locked and what payment grants. Example account / home Keep 12 RESTORATION RECORD Six permanent settlement emblems $9.99 USD / one purchase Original draft price; final checkout may vary. Earned now Keep 5 Earned Keep 10 Earned Keep 15 Locked Keep 20 Locked Keep 25 Locked Keep 30 Locked You receive the two earned emblems. The other four unlock through normal Keep development. The owned record has no expiry. Exact contents One emblem at each shown milestone; no random reward. Time and renewal One account record. No subscription or repeat charge. Owned and earned Current progress is visible before purchase. No Keep level is granted. Actual checkout Show price, currency and any applicable tax before confirmation. Monthly accrual and seasonal progress have different rules; show each product clearly. Original interface schematic. No product is registered or purchasable from this design packet. SUNDERWARD / 10.03 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 86 / 120
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Purchase formats / a cleaner shop A small set of clear offer formats can support the game without multiplying overlapping shops. Format Useful role Working boundary Permanent collection Sell a named visual theme or appearance Show the complete set, owned status and permanent access Choose-one bundle Let the buyer pick what they need Choose before checkout; show exactly one selected reward Monthly ledger Deliver a fixed total over a known term Accrue offline; manual renewal; no daily-login requirement Milestone record Reward account development over time Keep gates stay earned; reached milestones grant retroactively Season chronicle Offer a published optional reward track Actual season end; earned and unfinished rewards distinguished Alliance celebration Share a modest cosmetic thank-you Purchase-gift settlement and refunds must be designed first Start with two browsing sections: Appearances and Chronicles. Use theme and duration filters instead of repeating the same item across daily, weekly and popup shops. Supply formats stay in design review while the paid-progression policy is open. There is no new premium-credit or exchange layer in this prototype. Existing Founders Banner, City Theme, Alliance Banner Set, Patrons Ledger, Realm Chronicle and appearance offers remain candidates. The three existing hero/material/supply offers remain on hold. The next page explores six additional formats or variants; it does not enable six new products. Show a real price and exact contents. A rotating weekly set can return, with a published schedule. Avoid a personal countdown that repeatedly resets, invented percentage-value claims or a fake reference price. Optional offers should not interrupt scouting, battle or ordinary building decisions. SUNDERWARD / 10.04 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 87 / 120
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Offer ideas / six review candidates Original names, placeholder USD prices and explicit caps make the ideas concrete for review. Idea Draft USD Exact proposed grant / limit Status Restoration Record $9.99 6 permanent emblems at home Keeps 5/10/15/20/25/30; one account record Candidate Weekly Atelier $1.99 Choose 1 of 3 unowned frames; one choice per published set Candidate Quartermasters Choice $4.99 Choose 1 of 3 resource mixes, 30k total; plus 20 x 5-min speedups On hold Wayfarers Satchel $3.99 1 Random, 1 Exact, 1 Alliance Teleport; 1 eight-hour shield On hold Artificers Commission $4.99 200 forge components + 5,000 metal; ingredients only On hold Alliance Celebration $4.99 Buyer banner; one eligible-ally emote per emote/season On hold Quartermasters Choice variants: Settlement = 15,000 timber + 15,000 stone; Field = 20,000 food + 10,000 medicine; Foundry = 20,000 metal + 10,000 timber. All include the same speedups. Equal resource quantity is not proof of equal economic value. Choose one before checkout. Related variants share purchase caps: Quartermasters Choice and Builders Supplies share one supplies purchase per rolling thirty days; Artificers Commission and Smiths Supplies share one crafting purchase. A new name cannot reset the account limit. Travel items remain subject to ordinary movement and shield rules; buying the pack does not activate them. Alliance Celebration remains disabled. Buyer and gift recipients need twenty-four continuous membership hours at issue. Snapshot eligible members; later joiners receive no old gift. Duplicate emotes grant nothing extra, and claims cannot be farmed by alliance hopping. No alliance-tech progress, Merit, gift XP, combat score or officer rights are included. Refund/settlement rules must be resolved first. The companion design record contains full selection, eligibility, expiry and duplicate rules. Prices and quantities are original placeholders. No paid progression or purchase-gift feature is approved or implemented by listing these ideas. SUNDERWARD / 10.05 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 88 / 120
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Passes / earned rewards and clear purchases Duration, accrual and milestone eligibility determine what an account actually owns. Product type Working behavior Patrons Ledger / existing candidate $4.99 for 30 days: one permanent portrait and 30 cosmetic tokens, one after each completed 24-hour period from purchase. Accrues online or offline. Realm Chronicle / existing candidate $7.99 for the actual 28-day season. Four visible milestones; already earned rewards grant retroactively. Unfinished milestones stay locked. Restoration Record / new candidate $9.99 once per account. Six Keep milestones; no deadline on the owned record. Reaching the Keep, not payment, earns each emblem. A monthly ledger purchase grants one portrait immediately. After five complete days, five cosmetic tokens have vested, even if the player has not logged in. At thirty days, the total is thirty; no extra daily-login or paid-renewal streak is needed. Manual renewal must not overlap an existing term. At expiry, deliver accrued or milestone-earned rewards that remain unclaimed. An unfinished seasonal milestone does not become completed just because the pass was purchased. Before a late-season purchase, show the actual time left and exactly which rewards are already earned; do not imply a fresh twenty-eight days. A preview shows actual cash currency/total, exact grants, selection, eligibility, duration, renewal, shared cap and owned status. Distinguish a full hero from an appearance, ingredients from finished gear, and a shield item from active protection. If contents or price change before confirmation, show a new preview. One verified order grants once to the account across browser, Android and any later iOS client. Duplicate callbacks, reconnects and restoring purchases reuse the same receipt. Refunds, regional billing and gift settlement still require a real server and platform integration. These are specifications and calculators, not a working store. SUNDERWARD / 10.06 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 89 / 120
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VIP, passes and purchase integrity Keep access rules stable and make every entitlement understandable. Proposed VIP replacement: Patron Renown levels 0–10, earned through play, with badges, frames, banners and appearances. Thresholds: 0 / 100 / 300 / 700 / 1,500 / 3,000 / 5,500 / 9,000 / 14,000 / 20,000 / 30,000. Prototype earned cap: 35 Renown per day. Purchase-granted Renown is disabled in this proposal. Core march slots, construction queues, presets, alliance aid and troop XP transfer remain earned or free. Do not sell a second combat ceiling. A cosmetic pass has a visible free track, exact milestones, a duration and manual renewal. Permanent rewards persist; paid unclaimed rewards auto-deliver at expiry. Purchase preview Server responsibility Exact item vs unlock vs ingredients Validate product ID, receipt, account, region, eligibility and purchase cap Price and currency Show actual checkout price and any tax handled by the platform Duration and renewal Store start/end timestamps; avoid silent renewal assumptions Duplicate/expiry behavior Grant once per transaction; reject duplicate hero selections Refund/revocation Use an audited ledger; finalize policy before store release Do not build real payments until the two-account economy loop is stable. Store products, taxes, platform billing and refund handling need their own release review. The present catalog grants no real entitlements. SUNDERWARD / 10.07 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 90 / 120
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The first playable Prove persistence and cooperation before expanding to the full catalog. Stage Concrete acceptance 1. Authoritative city loop Two accounts; Keep 1–6; production, one upgrade, reconnect and cross-client timer accuracy 2. Armies and cargo Militia, Spears, Pathfinders and Laborers; training, composition, shared cargo and one shipment 3. Hero assignments Three initial heroes; visible active scope; moving governor settles work correctly 4. Shared world Small map, PvE target, shared alliance objective, battle report and wounded recovery 5. Diplomacy and expansion Friendly arrival rejection, permission tests, charter reservation and expansion ownership 6. Wider test Up to 10 concurrent testers; logging, duplicate commands, failures and replay Later All 30 levels, full siege/PvP, store, seasons and Android release packaging Keep the UI focused: prerequisite search, full upgrade path previews, army/loadout presets, transport receipts, alliance activity history and controllable notifications. Start with one coherent art direction and readable map symbols. Defer survivor duplicates, faction statues, mounts, pets, relic stacks, extra event currencies and research copies for each numbered army. Add a system only when it produces a distinct choice that the core loop cannot provide. SUNDERWARD / 10.08 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 91 / 120
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Cross-platform visual direction One account and one realm, with layouts appropriate to each screen. Concept rendering only. Final artwork, interface, features, and gameplay may vary. Existing AI-generated concept art; interface labels are illustrative. SUNDERWARD / 10.09 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 92 / 120
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Mobile city interaction A scrollable city first, with compact overlays and clear actions. Concept rendering only. Final artwork, interface, features, and gameplay may vary. Existing AI-generated concept art. SUNDERWARD / 10.10 / PURCHASES AND PLATFORMS Pre-release 2.0 Contents Chapter start Topic index 93 / 120
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Pathfinders and the Watchtower Observation, preparation and a defended approach are part of the information game. New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary. High facility and research levels can earn more detail; the target’s defenses can still lower or block a report. Information is observed at arrival. SUNDERWARD / 11.01 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 94 / 120
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Scouting / three example reports The same synthetic garrison can produce very different permitted information. Tier 2 / roles STONEBROOK / SYNTHETIC EXAMPLE Infantry: 100-249 Ranged: 10-24 Garrison present Observed: example 15:00 Families and exact counts undisclosed Tier 5 / detailed STONEBROOK / SYNTHETIC EXAMPLE Militia: 163 Bow Companies: 22 Raidable food: 2,000 Raidable timber: 4,500 Observed: example 15:00 Exact family totals Per-tier counts still undisclosed Tier 6 / comprehensive STONEBROOK / SYNTHETIC EXAMPLE Militia I: 123 / II: 40 Bow Companies II: 22 Wall durability: 20,000 Mara Stoneward / level 20 Equipment Doctrine: 1 Archery: 3 / weapon: Blue All three cards describe the same example garrison, with different permitted detail. SUNDERWARD / 11.02 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 95 / 120
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Scouting / six information tiers Your facilities determine what you can learn. The target’s defenses determine how much of it survives. Tier Scout Lodge Your Tower Recon research Earned information 1 2 0 1 Garrison present; wall presence 2 6 5 2 Infantry/ranged/mounted/siege/carrier roles; fixed count bands 3 12 10 4 Named troop families and fixed count bands; exposed-resource bands 4 18 15 6 Troop tiers present; defending commander name/level; wall durability band 5 24 20 8 Exact family totals and exposed resources 6 30 25 10 Exact family-by-tier counts; wall durability; relevant combat research; assigned gear grades All three gates apply at the dispatching city. A high Keep alone does not reveal an army. Scout Lodge also keeps its preparation-speed benefit; Reconnaissance adds 3 intelligence points per level. A stronger target can reduce the earned report tier or block the report entirely. The report describes the garrison present at arrival, including defending reinforcements. It excludes away armies, wounded reserves and training queues. Exposed resources are the amount available to raid after protection, not total storage. A report is a timestamped snapshot, never a live tracker. Show its age as fresh through 10 minutes, aging through 30 minutes, then stale. Even a fresh report may have changed. Alliance sharing is an explicit action; new owners and diplomatic changes are checked before arrival data is disclosed. SUNDERWARD / 11.03 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 96 / 120
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Incoming warnings / reading a threat Facility investment adds precision, while basic military warnings remain available. Tower 0 / basic warning Hostile military march toward your city ETA window: 10 to 14 minutes 59 seconds Basic alert is available immediately. Tower 15 / composition estimate Arrival: example 10:00 | origin known Militia: 100-249 | Bow Companies: 10-24 Exact ETA, named families and size bands. Tower 30 / full assessment 185 soldiers | Militia I 123 / II 40 | Bows II 22 Mara level 20 | relevant research and gear grades Only this marching force is described. Counter-scouting is a separate contest After interception: surviving scouts face information defenses. OFFENSE 70 DEFENSE 60 Margin +10 retains tier 6 if enough scouts survive. Undetected covert scouts do not trigger the unconditional military warning. SUNDERWARD / 11.04 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 97 / 120
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Incoming warnings / progressive detail The basic warning is available without a Watchtower. Upgrades make the threat easier to assess. Tower New detail 0 Hostile arrival indicator and 5-minute ETA band 1 Attacker and mission 5 Exact arrival time and departure city 10 Role composition and total-size band 15 Named families and fixed count bands 20 Exact total soldiers 25 Exact family counts and commander name/level 30 Family-by-tier breakdown; relevant combat research; commander gear grades These rules apply to hostile military marches: raids, sieges, captures and rallies. Undetected covert scouting does not automatically generate the same warning. Scout detection uses counter-intelligence instead. An estimated arrival window uses fixed five-minute bands until exact arrival is unlocked. High-level warnings reveal only the marching force and its relevant combat research; they do not expose an account’s other cities, purchase history, full inventory or unrelated research. Warning details use the server’s recorded march state and show an observation time. A change in ownership, membership, diplomacy or army state must be handled by the authoritative march system. Seeing a warning never grants permission to bypass a Friendly pact. SUNDERWARD / 11.05 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 98 / 120
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Scouting / a defended approach Numbers, equipment and experience decide interception before information quality. Incoming Pathfinders 200 scouts / tier I / veteran 1 Reconnaissance 1 Idle scout guard 100 scouts / tier I / veteran 1 Concealment 0 / interception on Resolve scout interception Exact weighted strength. Defender wins ties. Only eligible idle Pathfinders take part. Attacker wins 175 scouts survive in this example. 25 losses: 18 wounded / 7 dead. Next: Lodge + Tower + Recon gates and target information defenses. Defender wins In a separate stronger-guard case: city intelligence is denied. Sender sees only own casualties and generic failure. Enemy force sizes stay hidden. Interception and information are different checks Winning the fight gives a chance to observe. It does not grant every report tier. Interception can be disabled to preserve scouts; Watchtower and Concealment still protect information. A fight always detects the attempt. Example wounds assume enough free Infirmary capacity. All loss values are prototype proposals. SUNDERWARD / 11.06 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 99 / 120
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Scout interception / scouts defend scouts Idle Pathfinders can protect a city from incoming scout parties, including while the owner is offline. Each city has Intercept hostile scouts enabled by default. It is independent of army gates. Only idle owned Pathfinders at that city participate. Wounded, reserved, marching and allied reinforcement scouts are excluded in this first model. Turning interception off preserves those scouts while allowing information defenses to do their work. Scout strength sums count times [1 + 0.20 times (tier - 1)] times [1 + 0.01 times (veteran level - 1)] times a research factor. The attacker gains 2% per Reconnaissance level; the defender gains 4% per Concealment level. Exact integer arithmetic avoids rounding the winner. Equipment tiers I-VI and veteran levels 1-30 use the existing roster gates. Heroes, gear and alliance combat buffs add no interception multiplier. Outcome Prototype rule Defender wins or ties Sender receives no city intelligence; show only own casualties and generic failure Attacker wins Survivors proceed to the normal six report tiers; victory does not bypass facility gates No eligible guard or interception off No scout battle; normal information defenses still apply Any scout battle Attempt is detected, including without a Watchtower The losing side loses every deployed scout from active duty. Winner losses = ceil(winner count times losing strength / [4 times winning strength]), capped so at least one winner survives. Allocate losses proportionally by regiment size, with largest remainders and regiment ID as the tie-break. At most floor(losses times 3/4) become wounded, limited by precombat free Infirmary capacity; remaining losses are permanent. These shares apply to this scout prototype only. Recheck friendship, target ownership, troop reservations and capacity at arrival. Commit casualties for both sides, wounded capacity reservations and report publication in one server transaction. The rule helpers calculate this outcome; they do not supply persistence, authorization or a running battle service. Scout missions never damage walls or other troop families. SUNDERWARD / 11.07 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 100 / 120
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Counter-intelligence / meaningful defense Counter-scouting reduces information. A trigger is not automatic immunity from every scout report. Offense score = source Scout Lodge level + 3 × Reconnaissance level + surviving-scout points. Defense score = target Watchtower level + 6 × Concealment level. Every 20 surviving Pathfinders adds one point, capped at +10 for 200. Guards already fought during interception and do not also add information-defense points. Offense minus defense Result −15 or lower Report blocked −14 to −5 Earned tier loses two levels −4 to +4 Earned tier loses one level +5 or higher Earned tier retained A target with a Watchtower detects the attempt when the margin is +5 or lower. Detection and report quality are separate outcomes. A scout battle always detects the attempt. Information defenses can still block an attacker that won interception. These rules replace the earlier model that used idle scouts only as defense points. Example Result Fully developed source after winning interception 200+ survivors: offense 70 versus defense 60, retaining tier 6 Fully developed source versus weaker defenses Tier 6 can reveal family-by-tier counts Early scouting versus fully developed defenses Blocked; no private garrison data returned Partial counts use fixed buckets such as 10–24, 25–49 and 50–99. Do not generate ranges centered on the true count: their midpoint would reveal the answer. Repeat scouting does not reroll random precision or create free live updates. The server returns only authorized fields. Hidden values must never be sent to the browser and merely concealed by the interface. Troop XP, purchases, protected stock, recovery parcels and private activity data remain outside scout reports. SUNDERWARD / 11.08 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 101 / 120
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Hero orders and player specialization Two different ideas, both candidates for later design rather than active new power layers. Hero order Current classes Possible focus Bastion Order Warden, Vanguard Frontline command, bracing and escort defense Wayfarer Order Ranger, Physician, Quartermaster, Engineer Scouting, logistics, recovery and engineering Veil Order Warlock, Luminary Wards, controlled disruption and debuff resistance A single hero-training panel in the Keep could hold these three tracks, with optional visible courtyard monuments. This preserves the useful idea of developing a hero group without requiring three more construction queues. Proposed rank gates: Keeps 10, 15, 20, 25 and 30. Exact perks, caps, costs and earning rates remain undecided; the feature is disabled in configuration. Keep Warden, Vanguard, Ranger, Physician, Quartermaster, Engineer, Warlock and Luminary as distinct hero classes. Orders would be an additional grouping, not a replacement for classes or rarity. Benefits would require the matching hero’s active assignment, with no idle-roster stacking or mandatory late monument level to recruit a starter. Realm Calling / the player’s own choices A separate Steward path could focus on economy and alliance support; a Marshal path could focus on defense and campaign preparation. Earn future choices through existing rank/title milestones rather than adding another XP bar. Point counts, exact talents, cooldowns and reset rules need design work before this feature is enabled. Do not copy a long duplicate-shard honor ladder or hidden same-faction multipliers. Decide first whether the choices are useful enough to justify another system. The initial city/economy prototype does not depend on either candidate. SUNDERWARD / 11.09 / INTELLIGENCE AND SPECIALIZATION Pre-release 2.0 Contents Chapter start Topic index 102 / 120
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COMMUNICATIONS / WORKING DESIGN Chat / channels and inboxes D23 - A compact shared interface for conversation, coordination and durable notices. World Alliance Officers Private Groups Mail Example member Scout the northern outpost. Coordinates attached: Realm 04 / X:123 Y:456 - Open map Message alliance... 0 / 500 Send Area Audience and purpose World Public conversation within the player's realm. Committed diplomacy notices have a clear system label. Cross-realm event chat is scoped to its event. Alliance Current members coordinate help, rallies and plans. High Steward and Councilors manage the announcement board. Officers High Steward, Councilors and eligible appointed officeholders coordinate privately; current authorization controls entry. Private / groups Direct conversations and consent-based invited groups. Contact settings apply to new messages and group invitations. Mail / reports Separate inbox sections for alliance letters, battle/scout reports, deliveries and system notices. High Steward, Councilors and Keepers retain the existing right to send alliance mail. Role access is checked on every read, send and translation request; leaving an alliance or losing an office removes the corresponding channel access. VIP and military/noble ranks grant no chat authority. Existing friendship between alliances does not automatically add personal friends. The personal Friends setting needs a mutually accepted player friendship. First implementation can stage world, alliance, direct messages and the organized inbox before group/officer refinements. SUNDERWARD / 12.01 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 103 / 120
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COMMUNICATIONS / WORKING DESIGN Messages / size and expiry Short histories keep the interface useful and bound storage. Each message has its own clock. Surface Characters / message Visible history World chat 300 48 hours Alliance chat 500 7 days Officer chat 1,000 7 days Private / group chat 2,000 7 days Alliance mail 4,000 7 days Alliance announcement board 2,000 Until edited / replaced Map-marker notes 200 Until removed / expired Battle / scout / delivery reports Structured report 7 days Per-message limits, not a limit on a conversation Show a character counter as the player approaches a limit. Keep an over-limit draft editable. Enforce matching server limits and a separate abuse-size bound; character-count behavior must be consistent across clients and reviewed for Unicode text. A long private conversation can span several messages. Expiry is independent of activity New replies do not restart earlier messages' clocks. Hide expired text on reads, then purge its source, translations, cached history and search records on a bounded schedule. A translation request cannot extend retention. Start with a recent history window and load earlier messages only on request. Standing instructions belong on the current announcement board. Chat/mail expiry never deletes unclaimed entitlements, purchased items, resources or their independent ledger records. Public diplomacy state/history is separate. Relevant reported evidence has the limited exception on . page 113 SUNDERWARD / 12.02 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 104 / 120
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COMMUNICATIONS / WORKING DESIGN Contact / notifications and quiet hours Players control access to their attention. Platform moderation remains mandatory. Setting Working behavior Who can message me Everyone; Friends and alliance; Friends only; Nobody. Proposed default: friends/alliance write directly; optional stranger requests enter a quiet Requests inbox. Message requests / invites Allow or disable requests and group invitations separately. No request creates group membership without acceptance. Block / mute Block stops direct contact, invitations and mention pushes. Mute individual conversations or channels. Normal game actions still follow diplomacy and protection rules. Push categories Separate switches for direct messages, personal mentions, announcements, rallies/events and incoming attacks. Device permission is required. Quiet hours Use the chosen local time zone. Let the player set the schedule and optionally allow incoming-attack alerts to bypass it. No automatic override. Preview privacy Allow hidden message previews on the lock screen. Quiet-hour activity can appear as a later summary rather than a burst of old pushes. Mentions should identify a player, not just matching text Resolve mentions to stable player IDs. Renames do not misdirect alerts. Restrict alliance-wide mentions to authorized roles and apply flood limits; blocked or muted senders do not trigger alerts. Avoid push notifications while the recipient is already reading that conversation. An official gameplay receipt or reward entitlement remains accessible in its inbox section even if private contact is disabled. Leaving an alliance removes access to its chat/history; a stale screen cannot preserve membership permissions. SUNDERWARD / 12.03 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 105 / 120
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COMMUNICATIONS / WORKING DESIGN Languages / translate in the same bubble D24 - Manual translation replaces the displayed text for the requesting reader only. BEFORE TAP Alliance / Example member hola, ¿cómo estás? Translate One bubble. Only this reader's view changes. AFTER TAP Alliance / Example member Hello, how are you? Translated One bubble. Only this reader's view changes. At signup, suggest the device language and let the player choose a primary language. It stays editable. Optional Languages I understand suppresses unnecessary Translate buttons. The initial review set covers English, Spanish, Portuguese, French and German; additional languages require explicit quality review. Detect the message's language rather than relying on the sender's profile. A different-language bubble shows Translate. On success, replace that bubble's text and show a small Translated marker. Put Show original in the message menu; a longer translation may make the one bubble taller. Translate only when requested, then reuse safely Request just that message in the reader's chosen language. Coalesce concurrent requests and reuse the approved result for other authorized readers of the same message/revision/target language. Cache validity also follows the policy and provider version. Delete saved translations with their source. Check the original before publication and the translated output before display. If only the translation is unsafe or unreliable, keep it unavailable and offer the approved original/retry. A provider mistranslation must not sanction the sender. A removed source cannot be revealed through Show original. Short-message language detection can be uncertain, so retain Translate in the menu. Azure counts repeated translation submissions again; Detect does not consume translation characters but disproportionate usage may be restricted. Its F0 translation allowance is 2 million characters/month for the whole service. [S15, S16, S18] SUNDERWARD / 12.04 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 106 / 120
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COMMUNICATIONS / WORKING DESIGN Coordinates / share a location D25 - A location card links to the shared tile and includes the realm and time. WHEN SHARED Enemy city / Realm 04 X:123 Y:456 / shared 12:08 Tap to view the shared tile AFTER THE CITY MOVES The original tile remains linked No automatic location update Scout again to find a new position Card field Meaning Realm and coordinates Resolve the correct map, province where known, and tile. A cross-realm link does not authorize travel or entry. Target label / time Show the approved target name or neutral label and the time the location was shared. Treat it as a last-known position. Tap action Open and focus the map. The player then chooses an available action; tapping a link never launches an attack. Changed location If the city moves, the link continues to the old tile. It does not chase the city or reveal new coordinates. Information boundaries Sharing a location does not reveal hidden troops, stockpiles, defenses or current shield information. Scouting/report visibility still applies. Use normal game permissions Scouting, raids, rallies and siege must still pass current ownership, diplomacy, shield and march checks at dispatch and arrival. A shared enemy label cannot bypass a Friendly pact or a protection rule. Alliance marker links are governed by current membership and marker revisions. Build cards from structured, validated map fields, not executable player text. Moderate player-entered captions and target names before they appear in a card, mail or push preview. This follows the existing teleport rule: movement invalidates an arriving march without revealing the new position. SUNDERWARD / 12.05 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 107 / 120
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COMMUNICATIONS / WORKING DESIGN Moderation / one shared policy Anti-racism and identity-based hate filtering applies to every player and every player-written surface. Block identity-directed hateful abuse based on race, ethnicity, nationality/national origin, religion, caste, sex/gender, sexual orientation or disability. Include regional ethnic and ancestry-based attacks even when the wording is unfamiliar to English-speaking moderators. Ordinary identity descriptions, nationalities and languages are not themselves prohibited. Decision Player-visible behavior Allow Publish content that passes the current policy. Ordinary identity references, anti-racism discussion and normal strategy-game language remain possible. Block / rephrase Keep clearly disallowed wording from other players. Preserve the draft, highlight an exact known match where reliable, and explain the concern. Hold / review Keep concerning or ambiguous text away from recipients while it is reviewed. Offer revision or appeal, with an explicit pending state. Check unavailable Leave the draft unsent and offer retry when a required check fails or hits a quota. Do not report provider failure as hateful behavior. Coverage beyond ordinary chat World, alliance, officer, private and group messages; mail; announcements; recruitment; player/city/alliance/group names, bios and descriptions; map notes; report comments; shared-card captions and notification previews. Recheck every edited revision. Unsafe player names cannot travel through otherwise trusted system templates. A profanity preference, if offered later, cannot expose prohibited hate. Category decisions need game context: attacking an outpost differs from threatening a real person. Scores are evidence for policy decisions, not automatic permanent account sanctions. [S01] SUNDERWARD / 12.06 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 108 / 120
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COMMUNICATIONS / WORKING DESIGN Moderation / regional language coverage Maintain contextual rules and native review rather than claiming complete coverage from one list. Language / scope Review priorities English Local meanings across US, UK/Ireland, Australia/New Zealand and other participating communities; ethnic, Indigenous and migrant-directed abuse. Spanish Spain and distinct Latin American communities; local nationality, ancestry and Indigenous-directed meanings. Portuguese Brazil and Portugal separately, then other participating Portuguese-speaking communities; regional racial and nationality-related usage. French France, Canada and participating Francophone communities; local meanings, abbreviations and ethnic/nationality-directed attacks. German Germany, Austria and Switzerland; compounds, local ethnic hostility and coded extremist usage in context. Expand with the player community Prioritize reviewed Arabic/dialect and Latin-script variants; Hindi/Hinglish and caste abuse; Urdu/Romanized Urdu; Russian and Ukrainian separately; simplified/traditional Chinese and Latin-script variants; Korean and Japanese. These are review priorities, not a completed slur catalog or certified coverage. Catch evasion while preserving legitimate text Keep the original unchanged. Use bounded matching copies for appropriate case/Unicode normalization, reviewed separator/repeat/digit variants, suspicious invisible characters, confusables and transliterations. Preserve legitimate accents, joining marks and mixed-script writing. Do not globally reject a word because another language uses a similar spelling. [S08] Each rule records language/script, relevant regional meanings, category, severity, matching boundaries, legitimate exceptions, source/license, reviewer/date and version. The policy follows content, never the player's language setting or IP country. Fluent reports open a review; they do not automatically add a global ban. SUNDERWARD / 12.07 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 109 / 120
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COMMUNICATIONS / WORKING DESIGN Warnings / edit without starting over D26 - Explain the concern and keep the draft, cursor and selection available to the sender. MESSAGE NOT SENT Please rephrase the highlighted wording. Your draft is still here. Your message ... [flagged phrase] ... rest of your message. Edit message Why? / Request review A rejected message remains in the composer. Show the warning in the player's chosen interface language, with Edit message, Why? and Request review. Recheck a corrected draft before sending. Do not publish a partially censored fragment or silently rewrite the player's meaning. Highlight what the rule can actually identify For an exact, reviewed word/phrase match, highlight its original-text span and explain the category. Map normalization offsets safely back to the original. A context classifier may identify a harmful meaning without identifying one offending word; explain the sentence-level concern and mark a passage only when reliable. Example context warning Message not sent. The highlighted wording may be hateful toward an ethnicity or nationality. Please rephrase it. Your draft is still here. Do not blame a neutral identity word because the system guessed a span. Accessible highlighting uses text and a clear explanation, not colour alone. Uncertain flags, translation mistakes and service failures do not create repeat strikes. Keep a local draft per account/conversation for up to 24 hours, clearing it at logout or when sent/discarded. Draft persistence must not expose one account's text after switching accounts on the same device. A blocked draft's restricted moderation record follows . page 113 SUNDERWARD / 12.08 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 110 / 120
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COMMUNICATIONS / WORKING DESIGN Chat mutes / deliberate repeat attempts D27 - A helpful first warning, followed by a visible counter for repeated clearly blocked wording. First block Warning only 0 repeat strikes Repeat 1 1 of 3 Clear reminder Repeat 2 2 of 3 Final reminder Repeat 3 3 of 3 Chat mute: 30 min Only qualifying repeats after a clear warning; rolling ten-minute window. Event Counter / response Initial clear rejection Explain the rule and preserve the draft. No repeat strike. Qualifying repeat 1 / 2 A new deliberate Send repeats the warned, unambiguous blocked pattern. Show the count and clear next-step warning. Qualifying repeat 3 Three repeats after the initial warning within a rolling ten minutes trigger a thirty-minute outgoing chat mute. Show the server deadline. Edits, uncertainty and retries Genuine rewriting, uncertain model flags, translation errors, unavailable checks and retries of the same operation do not count. Known disguised repetition A reviewed obfuscation of the same warned pattern can qualify; ambiguous changes go to review. Keep the restriction bounded and appealable The server owns the account-wide counter across clients. It records each qualifying event once. A muted submission cannot extend the mute or add another strike. After the thirty-minute mute expires, posting can resume and the repeat sequence starts afresh. These working values remain subject to prototype review. Reading, ordinary gameplay, reporting and appeals remain available. Restricted outgoing chat, mail, recruitment and comment surfaces cannot be used to evade the mute. This counter never automatically bans an account or removes an alliance member. A successful appeal removes the invalid event and any mute it wrongly triggered. SUNDERWARD / 12.09 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 111 / 120
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COMMUNICATIONS / WORKING DESIGN Delivery / checks before publication D28 - The server controls publication. Client-only filters cannot enforce the policy. Submit Access, limits, local rules Check Language + context Decide Allow / block / hold Only approved text reaches other players Chat, history, mentions and push previews all use the publication gate. A translation must pass its own check before the reader sees it. Stage Required behavior Validate Authenticate; check access, contact settings, blocks, mute status, message size and posting rate before expensive calls. Analyze Retain the source/revision; apply reviewed local rules and language/context classification. Record rule, policy and provider/model versions. Commit once Approve the exact revision and recheck permissions after network waits. Retries cannot duplicate messages, alerts, strikes or mute time. Deliver Only approved content enters live chat, history, unread counts, mentions and push previews. Pending text is visible only to its sender. Translate / remove Check output before displaying it. Recheck access and expiry; removal invalidates every translation and queued preview. Use explicit deadlines, bounded retries/queues and a circuit breaker. A provider outage leaves a clear unsent/pending state; it never silently downgrades required moderation. Late results, reconnects and restored caches cannot resurrect expired or removed content. Return stable reason codes, localized warning-template IDs, exact original-text spans only when known, and a review reference. Keep API secrets off the client. Cloudflare and a rented backend may share processing, but the authoritative message store alone commits publication and restrictions. SUNDERWARD / 12.10 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 112 / 120
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COMMUNICATIONS / WORKING DESIGN Reports / appeals and evidence Short ordinary chat retention remains the default. Preserve only the small record needed to review a specific case. Record Working retention / access Ordinary messages / translations 48 hours world; 7 days other ordinary chat. Expiry applies to each message and its translated variants. Blocked, unreported draft Short restricted quarantine up to 24 hours for immediate review. Do not build a long-term transcript archive. Reported / appealed case Relevant text and bounded context in a restricted case record for 30 days from case creation. Proposed appeal window: 7 days. Sanction audit Minimal decisions and appeal outcomes for 90 days, without a general chat transcript. Further account-restriction policy requires review. Player controls and platform staff Use distinct Report and Block actions. A report preserves message ID/revision, category, selected context and the translation seen when relevant. Show a receipt; protect reporter identity. Reporting does not automatically punish the accused player. Successful appeals reverse invalid decisions. Platform moderation is a separate staff permission with audited access. Alliance officers cannot waive hate rules or inspect other members' private messages. Apply the same rules to leaders, officers, paying players and everyone else. Any permanent account sanction needs accountable staff review. Explain processing and enforce deletion Private conversations are restricted to participants but subject to server moderation; do not claim end-to-end encryption for this design. Send processors only necessary text and minimal identifiers. OpenAI's current endpoint table lists no training use or abuse-monitoring/application-state retention for /v1/moderations; verify at integration. [S17] The case record is the explicit retention exception, not permission to retain all chats. Purge expiry/removal from caches, search, logs and backups as configured; reapply those records after restoration. Apple/Google UGC requirements also support providing filtering, reporting, blocking and a usable response process. [S13, S14] SUNDERWARD / 12.11 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 113 / 120
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COMMUNICATIONS / WORKING DESIGN Implementation / services and validation The communication policy is specified; provider integration, staffing and language validation still need building. Candidate Verified scope and limits OpenAI moderation Free standalone classification. Public Free-tier model limits: 250 requests/minute, 5,000/day, 10,000 tokens/minute. Actual account access and latency need checking. [S01, S02] Azure Content Safety 5,000 free text records/month; stops at free cap. Eight specifically trained/tested languages; quality varies elsewhere. This quota is separate from Translator. [S04, S05] CleanSpeak Commercial comparison candidate with configurable actions, username handling and 22+ base language lists. Obtain a quote and test it. [S06] Perspective Official shutdown December 31, 2026; do not select for a new integration. [S07] Budget recommendation: evaluate OpenAI moderation plus maintained local rules, with Azure Translator as the initial translation candidate. No provider is yet selected or benchmarked for Sunderward. Free services still have limits; database writes, delivery, human review and hosting remain real costs. Test misses and false blocks separately Proposed minimum: 200 native-reviewed cases per initial language, 1,000 across the five. Include clear hate, obfuscation/mixed-language, benign identity/name references, and game-context/counterspeech. Keep an unseen test set. Target all severe must-pass cases blocked and at most 1% benign blocks/unresolved holds on that reviewed set; these are release targets, not measured accuracy. Multilingual HateCheck covers 34 behaviors across ten languages and exposes model gaps. Recheck per-language results after policy/provider changes; scores need calibration. OpenAI's historical internal 40-language evaluation is capability evidence, not our benchmark. [S01, S03, S09, S10] No external word list was imported. Shutterstock's CC BY 4.0 list was made for autocomplete/recommendations and needs contextual review. HurtLex labels its data NonCommercial; exclude it from a commercial implementation absent suitable permission. [S11, S12] SUNDERWARD / 12.12 / COMMUNICATION AND MODERATION Pre-release 2.0 Contents Chapter start Topic index 114 / 120
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COMMUNICATIONS / WORKING DESIGN Sources / communications Primary sources checked 28 October 2026. Claims about providers are separate from Sunderward's working design. [S01] OpenAI - Moderation guide https://developers.openai.com/api/docs/guides/moderation Free standalone classification, category signals and policy calibration. Not a universal blocking decision. [S02] OpenAI - omni-moderation model https://developers.openai.com/api/docs/models/omni-moderation-latest Current public Free-tier limits. Actual account limits were not accessed. [S03] OpenAI - Multilingual moderation release (2024) https://openai.com/index/upgrading-the-moderation-api-with-our-new-multimodal-moderation-model/ Vendor internal 40-language evaluation; historical capability evidence, not our benchmark. [S04] Microsoft - Content Safety overview https://learn.microsoft.com/en-us/azure/ai-services/content-safety/overview Eight specifically trained/tested languages; quality varies elsewhere. [S05] Microsoft - Content Safety pricing https://azure.microsoft.com/en-us/pricing/details/content-safety/ 5,000 free text records/month; free usage stops at cap. Standard record: up to 1,000 code points. [S06] CleanSpeak - Word and phrase filters https://cleanspeak.com/features/profanity-filter Vendor-documented configurable filtering, name handling and 22+ language lists; no quote obtained. [S07] Perspective - Official sunset notice https://perspectiveapi.com/ December 31, 2026 shutdown and end of new usage/quota requests. [S08] Unicode - UTS #39, Unicode Security Mechanisms https://www.unicode.org/reports/tr39/ Confusables and mixed-script mechanisms with legitimate-use cautions. [S09] Rottger et al. - Multilingual HateCheck (2022) https://aclanthology.org/2022.woah-1.15/ Primary research: 34 functionalities across ten languages and observed model weaknesses. SUNDERWARD / A.01 / SOURCES Pre-release 2.0 Contents Appendix start Topic index 115 / 120
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COMMUNICATIONS / WORKING DESIGN Sources / communications continued Primary sources checked 28 October 2026. Claims about providers are separate from Sunderward's working design. [S10] Multilingual HateCheck - Author repository https://github.com/rewire-online/multilingual-hatecheck Test languages and case structure; no dataset imported into the game. [S11] Shutterstock / LDNOOBW - Source repository https://github.com/LDNOOBW/List-of-Dirty-Naughty-Obscene-and-Otherwise-Bad-Words CC BY 4.0; list built for autocomplete/recommendations, with cultural/context caveats. [S12] HurtLex - Author repository https://github.com/valeriobasile/hurtlex Repository labels the license CC BY-NC-SA 4.0; excluded from the proposed commercial implementation. [S13] Apple - App Review Guidelines, section 1.2 https://developer.apple.com/app-store/review/guidelines/ Primary UGC guidance on filtering, reporting, blocking and published contact information. [S14] Google Play - User Generated Content https://support.google.com/googleplay/android-developer/answer/9876937?hl=en Primary policy on ongoing moderation, accepted rules and reporting/blocking. [S15] Microsoft - Translator FAQ https://learn.microsoft.com/en-us/azure/ai-services/translator/faq Character counting, repeat submissions and proportionate Detect usage. [S16] Microsoft - Translator Detect method https://learn.microsoft.com/en-us/azure/ai-services/translator/text-translation/reference/v3/detect Language confidence scores and the limitations of short text. [S17] OpenAI - Data controls https://developers.openai.com/api/docs/guides/your-data Endpoint-specific moderation retention table. Recheck chosen endpoint and terms before integration. [S18] Microsoft - Translator pricing https://azure.microsoft.com/en-us/pricing/details/translator/ F0 monthly allowance: 2 million characters; distinct from Content Safety quota. The reviewed regional term catalog, native-speaker validation and live moderation benchmarks remain outstanding. No game account, private player chat, API credentials, proprietary filter rules or source-game screenshots are included. SUNDERWARD / A.02 / SOURCES Pre-release 2.0 Contents Appendix start Topic index 116 / 120
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Ready to prototype / still to settle A concrete data foundation, with the remaining decisions visible. Ready as a working proposal Requires a design decision or playtest 23 buildings / all level 1-30 rows Pacing, resource inflows and queue utilization 48 personal nodes / 363 steps plus 12 shared nodes / 120 steps Magnitude of economy and combat benefits Ranks, titles, charters and scouting gates Promotion earnings and final mission pacing 12 troop families / 8 hero concepts Combat stats, losses and advanced hero talents Diplomacy state rules and event templates Siege windows, offline rules and home raids Resource aid and territorial blueprints Shipment service; combat, event scoring and regency details Shields, city travel and Emberwell Clash Movement/arrival service; event combat, match bands and rewards 10 existing offers / 6 format ideas / pass lifecycle Paid progression, item budgets, gift refunds and real billing Server contracts and 109 existing standalone rules checks Engine/backend choice and real concurrency proof Messaging, translation, filtering and warning flow Service implementation, regional review, moderation staffing and live tests The companion workbook and versioned game rules retain their existing baseline. This PDF adds the communication design; it does not create a running chat or moderation service. Workbook edits do not automatically update configuration. Priority: choose the client/backend stack and prove the two-account city loop. Add bounded chat, history, contact settings and manual translation behind server moderation gates. Validate language behavior and the report/appeal workflow before public chat. Resolve combat/siege behavior before live PvP and monetization limits before a store. Existing rules checks do not establish database, delivery, provider latency or concurrency behavior. SUNDERWARD / B.01 / READINESS Pre-release 2.0 Contents Appendix start Topic index 117 / 120
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Glossary Appendix C - Core terms used throughout the guide. Click a term to open its main explanation. Academy The home-city facility for personal research. Research is shared across the empire; local gates still apply. Charter An earned allowance for an expansion city. Occupation reservations count against city capacity. Councilor A senior alliance standing with defined management rights. Appointed offices grant separate duties. Equipment tier A troop equipment grade, separate from a regiment's veteran experience level. Friendly A mutually accepted alliance relationship that blocks hostile actions in both directions. Governor A hero assigned to support a city. A hero has only one active assignment at a time. High Steward The alliance leader. Leadership authority is separate from noble title, military rank and VIP. Home Keep The permanent home's central development level, used by many account-wide unlocks and ceilings. March A dispatched formation occupying an available march slot until its return or other valid resolution. Merit The alliance contribution currency in the working shared-help and donation system. Military rank Personal military progression from Civilian through General; separate from noble titles and alliance office. Neutral The default relationship between alliances. Ordinary raids and scouting follow current protection rules. Noble title Personal advancement that includes city-charter capacity and earned promotion requirements. Pathfinder The scout troop family used for reconnaissance and eligible city scout interception. Province A realm region with public objectives in the disabled territorial blueprint. Regent A proposed temporary realm leadership role; its nomination is separate from the overall realm-war result. Research Permanent shared knowledge that changes specified benefits and unlocks, subject to its prerequisites. Resource aid A carrier shipment between eligible alliance members; delivery and carrier return are separate stages. Shield Timed city protection. The working offensive rules can cancel owned-city shields and lock reactivation. Standing / office Standing indicates alliance responsibility; an appointed office grants a specific job such as Recruiter. Teleport A relocation of one owned city that preserves its identity and checks movement prerequisites. Veteran level A regiment's experience progression, separate from equipment tier and hero experience. War A public alliance declaration. Siege/capture preparation is separate from ordinary raid permissions. Wounded Recoverable troop losses within the relevant treatment rules; distinct from permanent losses. SUNDERWARD / C.01 / GLOSSARY Pre-release 2.0 Contents Appendix start Topic index 118 / 120
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Topic index / A-L Appendix D - Click a term for its first explanation, or click an individual page number. Academy / research 17, 20 Aid / resource sharing 49, 50, 51 Alliance gifts 82, 83 Alliance help 53, 81 Alliance hub 78 Alliance mail 72, 103, 104 Alliance marker 70 Alliance membership and leave 75, 76, 77 Alliance permissions 72, 73, 74 Alliance research 79, 80 Announcements 74, 105 Appeals 110, 113 Armor / equipment 41, 42 Battle and recovery 44, 45 Blocked messages 108, 110 Buildings 14-17 Cargo and carriers 32, 34, 52 Charters and city limits 30, 45 Chat channels 103 Chat expiry 104 Chat mutes 111 Citadels and outposts 57 City capture 45, 56 City shields 65, 66, 67 City specialization 43 Contact permissions 105 Coordinates 107 Costs and queues 18 Counter-intelligence 101 Diplomacy 47, 48 Donations and Merit 81 Emberwell Clash 61-64 Equipment and forge 41, 42 Events / cross-realm 58, 59, 61 Expansion cities 30, 45, 56 Experience / XP 34 Filters / hateful language 108, 109, 110 First playable 91 Friendly alliances 48 Gifts and rewards 82, 83 Governors 37 Hero abilities 39, 40 Hero assignments 37 Hero orders and talents 102 Hero roster and portraits 35, 36 Home Keep 11, 12, 13 Incoming attack warnings 97, 98 Intelligence reports 95, 96 Keep progression 11, 12, 13 Languages and translation 106, 109 Leave / inactivity 76, 77 SUNDERWARD / D.01 / TOPIC INDEX Pre-release 2.0 Contents Appendix start Topic index Next index 119 / 120
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Topic index / M-Z Appendix D - Click a term for its first explanation, or click an individual page number. Mail and reports 103, 104 March slots and movement 18, 71 Military ranks 30 Moderation 108, 109, 112 Monetization / offers 85, 87, 88, 90 Neutral alliances 48 Noble titles 30 Notifications and quiet hours 105 Officer duties 72, 73 Packages and purchase contents 85, 86, 88 Passes and rewards 89, 90 Pathfinders 94, 100 Personal research 19, 20, 21 Platform accounts 92, 93 Private messages 103, 104, 105 Promotion requirements 30 Protection and shields 65, 66, 67 Province ownership 55, 56, 57 Purchase integrity 90 Quiet hours 105 Ranks and titles 30 Recruiter office 73, 77 Recruitment 76, 77 Regency 60 Reports and appeals 113 Research branches 22-29 Resource aid 49, 50, 51 Resource carriers 32, 34, 52 Resource delivery and return 51, 71 Resource sharing 49-53 Scout defense 99, 100 Scouting tiers 95, 96 Server / realm structure 54, 55 Shields and offense 67 Shop and offer formats 84, 85, 87, 88 Siege 45, 48 Specialization 43, 102 Teleports 68-71 Translation 106 Transports / carriers 32, 34, 52 Troop equipment tiers 34 Troop types and unlocks 32, 33 Veteran levels 34 VIP 90 War and peace 48 Warnings / message editing 110, 111 World chat 103, 104 Wounded recovery 45 XP / veteran progression 34 SUNDERWARD / D.02 / TOPIC INDEX Pre-release 2.0 Contents Appendix start Topic index Previous index 120 / 120