Game specifications

Game specifications

Values on this page are the shipped defaults, generated from the same definitions the game uses. Game tuning shows your applied browser settings and lets you change them.

Gold & wood

A new settlement starts with 500 gold and 400 wood in a shared treasury. Traveler wallets are separate. Purchases require both currencies and spend them only when a complete placement succeeds. A rejected or cancelled placement spends nothing.

Resources come from NPC activity. Visitors enter the church free and may donate at the offering box beside the door when leaving. Gifts can be zero; higher piety increases the chance and size of a gift, limited by the visitor’s wallet. Buildings and resident counts generate no automatic gold or timber.

Woodcutter’s huts hire up to six jobless visitors each; workers fell nearby trees and deliver timber to storage. Tavern and market takings come from actual NPC purchases. Each delivery or receipt enters the shared treasury once. Construction uses available stacked timber first, then other treasury wood. There are no upkeep, refunds or demolition yet.

Wages are the treasury’s one standing cost. Every settler working one of your own places draws 2 gold at the turn of each game day — more than their own food and drink cost, so a paid household never falls into poverty. A treasury that cannot make payroll pays what it can and the day still passes. Independent town households are paid by their own town and never touch your books. Much of the coin comes back over your counter.

Construction

Choose a catalogue item, then click the map. Its origin is the hovered tile; the footprint extends along the map’s positive X and Z axes. Camera rotation changes your view, not the footprint orientation. Green previews can be placed; red previews explain a blocked site, insufficient supplies or an unmet unlock.

  • Buildings can be placed anywhere on suitable ground, regardless of renown influence. Every footprint tile must fit on the map, and construction entrances must remain reachable from the shrine.
  • Flat buildable terrain is allowed: grass, dirt, dry sand, the road and the shrine track. Any tile a path has already worn counts as open ground too, whatever lies beneath it. Hills, untrodden forest-floor clearings, woods, water and bridges are blocked, as are the dark-forest tracks, which the old growth leaves no way around.
  • Existing structures, the hovel door and every building’s entrance tile must stay clear.
  • A footprint may stand on a path. Travelers walk around it and wear their own way past, so a placement is refused only where it leaves no way around: where the road would be sealed, where the road is covered at the edge of the map (travelers arrive and leave there), or where the shrine door could no longer be reached from the road.
  • While placing, green marks available ground and red marks blocked ground across the map. The cursor checks the complete footprint, access, supplies and unlocks. The faint influence boundary shown outside build mode does not limit placement.
  • Lumber camps need reachable woods within eight tiles and a clear route from the shrine. Later construction must preserve access to their entrances.
  • Each successful click places one copy and ends placement mode. Escape or Cancel spends nothing. Dragging pans the camera without building.
Default catalogue. Resources require NPC donations, trade or deliveries.
StructureFootprintGoldWoodRenownUnlock
Woodcutter’s hutBuilding3 × 26045+0None
Cloister gardenScenery2 × 12010+1None
Carved crossScenery1 × 16045+2None
StorehouseBuilding2 × 26045+0None
Monks’ residenceBuilding3 × 25040+2None
HouseBuilding2 × 24030+1None
Market stallBuilding3 × 25030+310
TavernBuilding3 × 4150110+1225
InnBuilding3 × 410085+615
Chicken coopBuilding2 × 23025+1None
Sheep penBuilding5 × 45545+25
Alms tableScenery1 × 11510+0None
Timber wellScenery2 × 22015+0None

Shrine renown

Renown is a derived total for the entire establishment. It is not spendable and is not stored on the relic. Every placed copy contributes, with no diversity bonus or diminishing return. Passing travelers contribute as residents once recruited by a lumber camp; completed shrine visits also spread word of mouth.

Buildings
The founding hovel contributes 5; all purchased buildings contribute their catalogue renown.
Individuals
Sum over the residents: max(minimum, round(piety ÷ piety divisor) + skill count × renown per skill). With defaults: max(1, round(piety ÷ 40) + skill count × 1). Residents include the founding monks and recruited lumber workers.
Scenery
Sum of the gardens and carved crosses placed through the catalogue. Natural landscape and unbuilt forest do not add renown.
Relics
Sum over the relics: max(minimum, round((sanctity × sanctity weight + spectacle × spectacle weight − doubt × doubt weight) ÷ relic divisor)). Defaults: max(1, round((sanctity × 0.65 + spectacle × 0.35 − doubt × 0.25) ÷ 7)). The current game starts with one relic; the model accepts several.
Visits
Each completed visit adds 0.5 renown through word of mouth. This belongs to the whole shrine and has no relic-based cap.

Titles progress from Humble shrine at 0, to Sanctuary at 40, Pilgrimage site at 80, and Renowned establishment at 150. These are display milestones. Each building’s unlock is configured independently; the hall requires 40 renown by default. Raising a threshold never removes an existing building.

Traveler attraction

For a traveler with piety fraction p = piety ÷ 100, the relic’s appeal is sanctity × p² + spectacle × (1 − p) × 0.8 − status × (doubt ÷ 100) × 0.4. Multiply that appeal by base draw + (clamp(shrine renown, 0, draw cap) ÷ draw cap) × draw bonus.

Defaults range from ×0.5 at zero renown to ×1.25 at 100 renown. Relic interest rises linearly from 0 to 100% across draw scores 15–65. Faith attraction is p × (0.5 + 0.5 × relic interest), contributing to a visit chance of 0.1 + 0.9 × faith attraction. Piety scales attraction smoothly across its full range, with no cutoff. Let q = (clamp(renown, 0, draw cap) ÷ draw cap)².

Thirst attracts travelers to the church even without an open counter. Hunger contributes only when a tavern or market stall has someone serving. Fullness or hydration must be below 20 + (60 − 20) × q. Its chance grows from zero at that threshold to a maximum of 1 + 0.5 × q at an empty meter, capped at 100%. The church itself does not refill hunger. Available food service can feed visitors before they see the relic. Tiredness and job vacancies alone do not attract visitors. Travelers roll the higher of faith and hospitality chances when crossing the junction; they do not turn back to seek the shrine. If that roll fails, a completed carved cross grants one independent 5% Evangelism roll. Additional crosses do not stack this chance. For an ordinary visit chance p, the combined chance is p + (1 − p) × 0.05. The HUD forecasts the combined chance, while actual visits require a clear route and an available queue or prayer place. The keeper reveals the veiled relic beneath the altar to one visitor at a time; other visitors may pray on the open floor. Higher renown does not increase the road’s traveler count or spawn new archetypes.

Passing travelers start with 80–100 fullness and hydration. These lose 0.375 and 0.75 points per game hour respectively; camping halves both rates.

Food and drink are bought, never given. A counter charges 2 gold for a meal and 1 for a cup, and only serves what the customer can pay for; the takings go to the treasury. Tavern customers pay at the counter and then take a table. Kneeling at the relic restores stamina alone.

Work is offered at the end of a relic viewing, and only to a visitor who can be given both an open place and a free house bed. A visitor out of work takes it 90% of the time; one who already holds a trade elsewhere gives it up 5% of the time. Monks may ask for a shelter bed instead, while nuns and vendors keep their own callings. Someone who is housed but out of work asks again every game hour.

Settlers who take work move into a house, six to a house. They come home to sleep, and an hour by the household hearth is worth 12 hours of bread and small beer for nothing. Nights are short, so the larder stretches what a resident buys rather than replacing it: a working settler comes to the counter for supper every week or so, and one who cannot pay stays abed until the house has fed them back to work. A settler with no house camps beside their work once their legs give out.

Tuning while playing

  1. Use Tune ↗ in the Shrine panel to open a second tab and keep your settlement running.
  2. Edit values, then choose Apply tuning. The whole preset is validated before any rule changes.
  3. Costs, unlocks, build radius and renown update in existing game tabs. Current supplies and placed structures are retained; price changes do not refund previous purchases. Starting gold and wood apply to the next new settlement.
  4. Applied settings persist in browser storage and synchronize across tabs at the same origin (including the same port). They survive reloads; the settlement itself is still session-only.
  5. Export a JSON preset to keep or share your edits. Import loads a draft; Apply activates it. Restore defaults immediately saves and applies the shipped balance.

Invalid numbers, missing preset fields, unsupported preset versions and non-increasing progression thresholds are rejected. A corrupt saved preset falls back to defaults on a fresh page; invalid external updates retain the current settings. The tuning page reports storage failures.

Tunable rule reference

Treasury & construction

RuleDefaultAllowedEffect
Starting gold5000–100000
Step 1
Treasury when a new settlement is founded. New settlements only.
Starting wood4000–100000
Step 1
Timber when a new settlement is founded. New settlements only.
Income interval (seconds)101–300
Step 1
Time between income payments while the game tab is visible. Changing this restarts the interval.
Influence radius at 5 renown (tiles)122–128
Step 1
Renown sources radiate this far at 5 renown, scaled by the square root of their renown / 5. Connected influence claims independent town buildings and enriches scenery colors; it does not restrict construction.
Ground levelling limit (height units)0.40–1
Step 0.05
Placing a building cuts and fills its footprint to the ground height under its centre, where the placement ghost sits. Construction is refused where any footprint tile or corner would move more than this, where the graded pad would break off as a cliff, or where an entrance tile differs from the floor by more than this.

Resident income

RuleDefaultAllowedEffect
Gold per resident00–1000
Step 1
Offerings collected per resident per income payment.
Wood per resident00–1000
Step 1
Timber gathered per resident per income payment.

Resident renown

RuleDefaultAllowedEffect
Founding hovel renown50–1000
Step 1
The original shrine building’s contribution.
Piety divisor401–1000
Step 1
Each resident contributes round(piety ÷ this value), plus their skills.
Renown per skill10–100
Step 1
Added for each of a resident’s skills.
Minimum individual renown10–1000
Step 1
Lower bound on each resident’s contribution.

Relic renown

RuleDefaultAllowedEffect
Sanctity weight0.650–5
Step 0.01
Multiplies sanctity in the relic’s renown contribution.
Spectacle weight0.350–5
Step 0.01
Multiplies spectacle in the relic’s renown contribution.
Doubt penalty weight0.250–5
Step 0.01
Weighted doubt is subtracted before division and rounding.
Relic divisor71–1000
Step 1
Divides the weighted relic score before rounding to whole renown.
Minimum relic renown10–1000
Step 1
Lower bound on each relic’s contribution.

Progression

RuleDefaultAllowedEffect
Renown per completed visit0.50–100
Step 0.1
Word of mouth earned by the whole shrine. Applies to all visits in this settlement.
Sanctuary threshold401–100000
Step 1
Renown needed for the second title. Building unlocks are set separately below.
Pilgrimage site threshold802–100000
Step 1
Must exceed the sanctuary threshold.
Renowned establishment threshold1503–100000
Step 1
Must exceed the pilgrimage site threshold.

Traveler attraction

RuleDefaultAllowedEffect
Base draw multiplier0.50–5
Step 0.01
Multiplier for a shrine with zero renown.
Maximum renown draw bonus0.750–5
Step 0.01
Added to the base multiplier once renown reaches the draw cap.
Renown draw cap1001–100000
Step 1
Renown at which relic attraction and hospitality reach their full strength. Higher renown still counts for progression.
Turn-aside draw threshold400–1000
Step 1
Attraction score giving half of the relic-specific faith bonus. Devout travelers also seek a modest shrine before its relic is famous.
Food or water threshold at zero renown201–60
Step 1
Only fullness or hydration below this level draws a hospitality visit. Renown raises the threshold toward 60, scaled by the square of renown / draw cap. Tiredness alone does not attract visitors.
Hospitality chance at zero renown10–1
Step 0.01
Maximum chance of visiting an unknown shrine for food or water, reached only with an empty meter. Scales down to zero at the food or water threshold.
Maximum renown hospitality bonus0.50–1
Step 0.01
Added to the maximum hospitality chance at the draw cap, scaled by the square of renown / draw cap. The resulting chance is capped at 100% and still requires food or water need.

Settlement work

RuleDefaultAllowedEffect
Hiring chance without a trade0.90–1
Step 0.01
Chance a visitor out of work takes an open place after seeing the relic. They still need space in a household and a vacancy they can reach; a woodcutter also needs standing timber in range.
Hiring chance already in a trade0.050–1
Step 0.01
Chance a visitor who already has work elsewhere gives it up for an open place. Monks, nuns and vendors keep their own callings whatever this is set to.
Daily wage per worker20–100
Step 1
Gold paid from the treasury to each settler working a player-owned place, once a game day. A settler eats and drinks about two thirds of a gold a day at the counter, so keep this above that or households slide into poverty. Much of it comes back over your own counter. Independent town households are paid by their own town.
Hearth hours per hour at home120–1000
Step 1
A settler asleep at home eats and drinks their own bread and small beer, restoring this many hours’ worth of food and drink for every hour abed. Nights are short, so raising this much further lets the household larder replace the counter and no resident ever buys supper.

Traveler needs

RuleDefaultAllowedEffect
Happiness drain per game hour0.50–10
Step 0.1
Happiness lost while away from tavern tables. Low happiness draws customers to staffed taverns.
Piety drain per game hour0.020–1
Step 0.01
Devotion lost after a day without church attendance. Default: 0.48 points per day. Prayer suspends the drain.
Piety gained per hour of prayer30–20
Step 0.1
Devotion gained by private church prayer and monks kneeling before the relic. Relic viewings and processions also grant their own rewards.
Hunger drain per game hour0.3750–50
Step 0.025
Fullness lost per game hour. Default: 9 points per day, with a full bar lasting about 267 hours. Camping halves this rate; food service restores it.
Thirst drain per game hour0.750–50
Step 0.025
Hydration lost per game hour. Default: 18 points per day, with a full bar lasting about 133 hours. Camping halves this rate; shrine hospitality restores it.
Stamina drain per game hour1.050–50
Step 0.05
Energy lost per game hour. Default: a full bar lasts about 95 hours, with travelers looking for lodging once it falls below 20. Camping restores stamina, seated breaks restore a little, and tending a parked stall holds it steady. Standing drink stops do not restore energy.
Properties
Game specifications