Founder's manual · The Norse v2.1
The Norse manual
You found a town on a Scandinavian fjord. This manual explains every readout on the screen, every building you can raise and what it costs, how the banks fill while you are away, how vessels, residents and renown work, and what it takes to open the next region. It is written to be read from the top or dipped into from the contents.
- Numbers from the shipped game data
- Real-time timers
- Desktop, tablet and phone
01What this game isA builder you come back to
The Norse is a harbour town builder that plays in the browser and keeps running on the clock while the tab is closed. You start around AD 800 with one timber jetty and 6,000 hack-silver. You end, a few weeks later, with a market town the whole North sails through, and then you do it again on another shore.
The game has two halves. The live half is what you watch: merchant vessels tie up at your jetties, trade cargo, take on provisions and pay. The come-back half is what happens while you are gone: every building earns hack-silver by the minute into its own bank, builds and upgrades finish on real timers, voyages return, rings of unclaimed land get cleared, and the daily reward resets at midnight. Most of your hack-silver, by a wide margin, comes from the banks. The vessels are the life of the place; the banks are the income.
Nothing is rushed. A tier-1 building takes a minute and a half to open. A tier-4 Great Beacon takes four hours, and taking it to level 3 is a twenty-hour project. There is no speed-up button: the game runs at one pace, Pause or 1×. The only accelerator is Favor of the Norns, a premium currency you earn steadily by playing and can also buy. Nothing in the game is gated behind it.
What you do, in one breath
- Build next to the town, inside your plot, and wait for each building to open.
- Tap banks: a glowing coin above a building means it is ready. The hack-silver fly to your counter.
- Serve vessels: give them a jetty with an open side, provisions, a bed and a hot meal, and they pay and trust you.
- Trade: vessels sell what their home port exports and buy what it imports. Set Buy and Sell per good.
- Keep the water running: every building draws water; wells freeze in a hard frost, stream channels do not.
- Grow a town: residents move in when quality of life is high, pay rent and run businesses.
- Expand: clear rings of unclaimed land around the great hall; unlock the next of eight regions.
- Sail out: send voyages for charts, cargo, Favor of the Norns and discoveries for the Saga Book.
- Come back: claim missions and achievements, climb the civic ranks, keep the daily streak.
Two clocks
Two kinds of time run at once and it helps to keep them apart. Real time is the wall clock: build timers, bank filling, voyages, ring clearing and the daily reward all run on it, whether or not the game is open. Game time is counted in days: one game day lasts 48 seconds at 1×, and only advances while the game is open and not paused. Vessels, trade, residents, renown drift and dispatches run on game days. The status bar shows income per game day; the Build panel shows your bank rate per real minute.
02Your first ten minutesMirrors the tour
The game opens a short guided tour the first time you found a town. This chapter walks the same path, so you can read ahead or catch anything you skipped. You can replay the tour later from Settings.
While the building pictures load, the title shows a loading line and Found your town waits for it to reach 100%. Before the tour starts, two things happen. The daily reward sheet opens, because a fresh profile has a reward waiting; claim it or press Later. And the Build button on the left rail starts to pulse: that is the game's first pointer.
- Welcome, Founder
The Great Hall sits in the middle of the world. Drag to pan and roll the wheel to zoom; 0 fits the town back into view. The dashed line around the Great Hall is the edge of your plot: a 7×5 field of 35 cells you can build on.
- The status bar
Across the top: Hack-silver with yesterday's income, Favor of the Norns with a + that opens the Store, Water used over supplied, Residents over homes with the sailors in port, Renown out of five, then your standing ring, the daily reward bell and the Pause / 1× control.
- Open Build
Press B or click Build. The panel lists four tiers of buildings with their cost, bank rate per minute, water pips and build time. Only tier 1 is open at level 1.
- Place a Timber Jetty
Click the Timber Jetty card, then a bracketed cell. Vessels need a jetty, and a jetty needs an open side: leave at least one empty cell next to every jetty so vessels can pull up. Your first three tier-1 builds are instant.
- Water: a Timber Well
Every building draws water; the Great Hall supplies 10 and a Timber Well adds 6. Dig one now, before the readout turns red.
- Storage: a Storehouse
The Great Hall holds 50 units of cargo. A Storehouse adds 200. Without room you cannot buy what vessels are carrying, and trade is where the live hack-silver comes from.
- Builds take time from now on
Your fourth building arrives as a scaffold: a hatched frame, a progress ring and a timer. Tier-1 builds take 90 seconds, tier 2 twelve minutes, tier 3 an hour, tier 4 four hours. Click the scaffold and you can skip the wait for Favor of the Norns: 1 Favor per eight minutes left, so the first skips cost a single Favor.
- Banks
Buildings earn into a local bank. When a bank is a quarter full a bobbing coin appears above the building; when it is full the coin grows a halo and nothing more accrues until you collect. Tap the coin. The Great Hall's bank is the first one you will see.
- Vessels and trade
The first vessel is already on approach. Fleet (F) shows who is moored, holding or departing and what each merchant house trusts you; Market (M) shows prices, your stock and the Buy / Sell policy for every good.
- Missions and achievements
Missions (I) keeps three goals live at a time and a second tab of lifetime achievements in bronze, silver and gold. Finishing a goal is not the end of it: come back and press Claim.
- Territory and the known world
The hatched, dim field around your plot is unclaimed land. Click it to buy the next ring. Map (K) shows the other seven regions, each with its own coast, bias and lock.
- Voyages
Voyages (V) sends a vessel from your Timber Jetty to any region, locked or not. It comes back after 30 minutes to a day with goods, often a chart, sometimes Favor of the Norns or a discovery for the Saga Book.
- Daily reward, the Store and this manual
The bell in the status bar is the seven-day streak. The Store offers Favor of the Norns through a secure checkout. The town is yours.
A sensible first session
The Founding chapter of missions is the tutorial's reward track: build a jetty, a storehouse and a well, tap a weigh house, serve three vessels, read a dispatch, clear your first ring. Together those seven missions pay 35 Favor of the Norns on top of the 20 you start with, plus 4,100 hack-silver. With a Tar Shed and a Guest House down as well, you have a town that earns about 25 hack-silver a minute into its banks and takes visitors' money on the side.
Then leave it. Come back in an hour and the banks are a third full; come back tomorrow and they are at their caps, the ring is cleared and the daily is waiting. That is the shape of the whole game.
03The town viewStatus bar · rail · panels · context bar
The world fills the screen. Everything you touch floats over it: a status bar, a command rail, one panel at a time, a notices column and a context bar. Nothing blocks the world; the camera slides over when a panel would cover the town.
The status bar
- Wordmark and region. The active region's name, then your town name and its register number (NR- and four digits, derived from the name). Click it to open the world map.
- Hack-silver. Your purse, shared across every region. The small triangle and figure beside it is yesterday's net income per game day: green up, red down.
- Favor of the Norns. The premium figure, with a + lozenge that opens the Store.
- Water. Used over supplied, with pips. Blue when healthy, amber with a square during a hard frost, red with a down-triangle when you are drawing more than you supply.
- Residents. Permanent residents over homes, and under it the visitors in port: the sailors of every moored vessel.
- Renown. Zero to five, with five pips that fill as it climbs.
- Rank ring. Your rank badge inside an arc that fills toward the next rank. Hover it for the exact XP and what the next rank grants.
- Cloud glyph. The state of your cloud save: blue when synced, pulsing while it syncs, amber when offline or in error. Click it for Settings > Account.
- Daily bell. A dot means today's reward is unclaimed.
- Speed. Pause or 1×. There is no faster setting.
Under the bar, a condition strip appears when something is wrong or special: a pirate raid or harbour fever (red), a hard frost with the days left, or a festival with its spending multiplier.
The command rail
Ten buttons down the left, each with a key: Build B, Town O, Market M, Fleet F, Voyages V, Map K, Missions I, Saga Book S, Store, and Settings pinned at the bottom. A key pressed twice closes the panel again. Badges on the rail tell you what is waiting: a count on Missions for claimable missions and achievements, a count on Voyages for returned sailors, a count on Town for ready banks once you can collect them all at once, and a dot on the Store when an offer is on.
Panels
One panel opens at a time, 440 pixels wide, sliding in from the rail. Each has a title, a one-line subtitle with the numbers that matter, sometimes a tab strip, and a scrolling body. The panels in brief:
- Build: four tier shelves of building cards; town rate, water and jetties at the top.
- Town: with nothing selected, the overview: quality of life, residents, water, jetties, the banked total with Collect all, the Territory block, income by category and harbour records. Click a building and the panel becomes its card: bank, build progress, upgrade and demolish.
- Market: every good with its price, your stock, Buy / Sell toggles and a broker button.
- Fleet: vessels in the region by state, then each merchant house's trust bar, office, loan and the goods it brings and buys.
- Voyages: slots, sailors under way with countdown rings, returned sailors with Debrief, and the eight destinations.
- Map: the known world as a chart; click a node for its region card.
- Missions with an Achievements tab.
- Saga Book: vessels, peoples and treasures, dark until found.
- Store and Settings.
Notices and Next up
Toasts stack at the top right, four at most, each with a chip for its kind and often a button: Focus on a finished build, Claim on a completed mission, Debrief on a returned voyage. Below them the Next up strip lists the three soonest timers across builds, upgrades, voyages, ring clearings and the daily reward, counting down live. Click a row to jump to the building or open the panel.
The context bar
The bottom bar is the game talking to you. On the left, a hint that changes with the situation: what to do with a placing ghost, why a cell is invalid, that a jetty is blocked, that a coffer is ready, that a voyage is back. In the middle, when a building is selected, its quick actions: Collect, Skip for Favor of the Norns while it builds, Upgrade, Focus, Demolish. On the right, the ? button opens the keys reference.
In the world
The town is built on one stone platform laid out as a diamond grid in the same raised three-quarter view as the art, so every building lines up with its neighbours. Each building is a miniature of its picture standing on its cell, with a thin line in its family hue around the cell to keep the grid legible, and neighbouring buildings are joined by covered walkways. Vessels sail the same two diagonals, bow first, and lie broadside to their jetty at the end of a gangplank. Hover a building for a tooltip with its description, bank and water; hover a vessel for its merchant house, captain, sailors, hold and wants. Click a building to select it; double-click to focus the camera on it.
A moored vessel lies broadside to its jetty at the end of a gangplank, and two to five figures walk across: sailors from longships and knarrs, passengers from imperial dromons, traders from Dublin and Miklagard vessels, a watchman when you have a Harbour Watch, porters with a handcart when cargo moves at a storehouse. Vessels waiting for a jetty hold off the far corners of the harbour with a HOLD tag and the days waited. The figures need the effects tier at High and a zoom above 0.9, and stay home under reduced motion.
04Building24 buildings · four tiers · three levels
Tier 1: the fishing harbour kit
Six buildings are open from the first minute. Together they are a jetty, a hold, water, provisions, beds and meals: everything a passing knarr asks for.
Placement rules
Pick a card, then click a cell. A cell is valid when all of these hold, and the hint tells you which one failed:
- It is empty.
- It is inside your plot. Unclaimed land is hatched; clear the ring first (Territory).
- The building's tier is open: tier 2 needs town level 2, tier 3 level 3, tier 4 level 4.
- You can afford it. Cards you cannot afford dim their cost and show how much more you need.
- It touches the town: at least one of its four neighbours is already occupied. A building still under construction counts as a neighbour.
The placing ghost is the building's own picture at half strength: clear on a valid cell, hatched red on an invalid one. Placing deducts the cost at once. Press Esc or right-click to stop placing; running out of hack-silver stops it for you. The first three tier-1 builds of a brand-new profile finish instantly; every build after that runs on its timer.
Jetties and the open side
A Timber Jetty only works if it has an empty cell next to it. Vessels pull up to the empty neighbour farthest from the Great Hall; that cell is the mooring. Box a jetty in on all four sides and it still counts as a building, still draws water and still fills its bank, but no vessel can use it. The tooltip and the Town panel say Jetty blocked when this happens, and the context bar nags you about it. The Great Hall has a jetty of its own under the same rule.
Timers, scaffolds and skips
A building under construction is a scaffold: its miniature dimmed and greyed under a hatched frame, with a progress ring and a timer. While it builds it draws water and counts as a neighbour, but it has no jetty, beds, storage or bank, and it does not count toward your town level. When the ring closes the building opens with a chime, a toast offers Focus, and the level is recomputed.
Click a scaffold (or select it and use the context bar) to skip the rest for Favor of the Norns. The cost is the same everywhere a timer runs: 1 Favor for every 8 minutes remaining, rounded up, minimum 1. Ninety seconds costs 1 Favor; twelve minutes, 2; an hour, 8; four hours, 30; a twenty-hour level-3 beacon, 150.
| Tier | Build | To level 2 (2×) | To level 3 (5×) | Far regions (×1.5) |
|---|---|---|---|---|
| Tier 1 · Fishing Camp | 90 s | 3 min | 7 min 30 s | 2 min 15 s · 4 min 30 s · 11 min 15 s |
| Tier 2 · Trading Beach | 12 min | 24 min | 1 h | 18 min · 36 min · 1 h 30 min |
| Tier 3 · Market Town | 1 h | 2 h | 5 h | 1 h 30 min · 3 h · 7 h 30 min |
| Tier 4 · Sea Realm | 4 h | 8 h | 20 h | 6 h · 12 h · 30 h |
Far regions are the last four in unlock order: Iceland, Dublin, Vinland and Miklagard. Their builds, upgrades and ring clearings all take half again as long.
Upgrades
Every building except the Great Hall has three levels. Select it and press Upgrade. Level 2 costs twice the building's price and takes twice its build time; level 3 costs five times the price and takes five times the build time. The building keeps working at its current level while the scaffold runs, and the upgrade can be skipped like any build. Each level raises the bank rate and cap, and some buildings gain more:
- Timber Jetty: vessels are served in 85% of the time at level 2 and 70% at level 3.
- Guest House and Turf Longhouse: 25% more beds or homes at level 2, 50% more at level 3.
- Timber Well (lined into a larger cistern) and Stream Channel: 25% more water at level 2, 50% more at level 3.
Upgrades also count toward your town level, at half a building per level gained.
Demolishing
Select a building and press Demolish. You get half the cost back, and anything in its bank is lost; the confirm says how much. You cannot demolish the Great Hall, a jetty with a vessel at it, or any building whose removal would cut other buildings off from the Great Hall.
The roster
Rates are hack-silver per real minute at level 1; caps are the level-1 bank ceiling, three hours of rate. Water is per building: positive supplies, negative draws.
| Building | Cost | Water | Rate | Cap | L1 Build | Upgrades | What it does |
|---|---|---|---|---|---|---|---|
| Core | |||||||
| Great Hall | — | +10 | 3 | 540 | — | — | Assembly, one jetty, 50 cargo, 6 beds, food for 10. Cannot be upgraded or removed. |
| Tier 1 · Fishing Camp · 90 s | |||||||
| Timber Jetty | 800 | −2 | 5 | 900 | 90 s | L2 1,600 · 3 min L3 4,000 · 7 min 30 s | One more jetty. Needs an open side. Upgrades serve vessels 15% / 30% faster. |
| Storehouse | 600 | −1 | 4 | 720 | 90 s | L2 1,200 · 3 min L3 3,000 · 7 min 30 s | Holds 200 units of cargo. |
| Timber Well | 500 | +6 | 3 | 540 | 90 s | L2 1,000 · 3 min L3 2,500 · 7 min 30 s | Cheap water; frozen during a hard frost. Upgrades add 25% / 50%. |
| Tar Shed | 900 | −1 | 6 | 1,080 | 90 s | L2 1,800 · 3 min L3 4,500 · 7 min 30 s | Sells provisions to every moored vessel; a second tar shed adds 30%. |
| Guest House | 700 | −2 | 5 | 900 | 90 s | L2 1,400 · 3 min L3 3,500 · 7 min 30 s | 20 bunks for visiting sailors (25 / 30 upgraded). |
| Mead Hall | 800 | −2 | 5 | 900 | 90 s | L2 1,600 · 3 min L3 4,000 · 7 min 30 s | Hot meals for 30 people a day. |
| Tier 2 · Trading Beach · 12 min · needs town level 2 | |||||||
| Skalds' House | 2,200 | −2 | 15 | 2,700 | 12 min | L2 4,400 · 24 min L3 11,000 · 1 h | More vessels find you (+0.15 traffic each). A second voyage slot. |
| Strand Market | 1,500 | −2 | 10 | 1,800 | 12 min | L2 3,000 · 24 min L3 7,500 · 1 h | +5 points of trade margin each; Buy / Sell policies per good. |
| Games Green | 1,200 | −3 | 8 | 1,440 | 12 min | L2 2,400 · 24 min L3 6,000 · 1 h | An entertainment venue: sailors spend more and rate you higher. |
| Barley Fields | 1,300 | −3 | 9 | 1,620 | 12 min | L2 2,600 · 24 min L3 6,500 · 1 h | Feeds 40 and grows 4 grain a day into stock. |
| Healer's House | 1,400 | −2 | 9 | 1,620 | 12 min | L2 2,800 · 24 min L3 7,000 · 1 h | Full health care; contains harbour fever. |
| Turf Longhouse | 2,000 | −3 | 13 | 2,340 | 12 min | L2 4,000 · 24 min L3 10,000 · 1 h | Homes for 15 residents (19 / 23 upgraded, rounded in the total). |
| Stream Channel | 3,000 | +25 | 20 | 3,600 | 12 min | L2 6,000 · 24 min L3 15,000 · 1 h | Big water supply, immune to hard frosts. Upgrades add 25% / 50%. |
| Toll House | 2,000 | −1 | 13 | 2,340 | 12 min | L2 4,000 · 24 min L3 10,000 · 1 h | 1.5 hack-silver of tariff on every unit traded, per house. Catches smugglers. |
| Harbour Watch | 1,800 | −2 | 12 | 2,160 | 12 min | L2 3,600 · 24 min L3 9,000 · 1 h | Cuts raid losses; two posts stop raids outright. |
| Tier 3 · Market Town · 1 h · needs town level 3 | |||||||
| Lore House | 2,500 | −2 | 17 | 3,060 | 1 h | L2 5,000 · 2 h L3 12,500 · 5 h | Resident growth doubles. |
| Weigh House | 4,000 | −2 | 27 | 4,860 | 1 h | L2 8,000 · 2 h L3 20,000 · 5 h | Lend to the merchant houses at interest. |
| Craft Row | 3,500 | −3 | 23 | 4,140 | 1 h | L2 7,000 · 2 h L3 17,500 · 5 h | A venue; every resident earns 3 hack-silver of business a day (doubled in a festival). |
| Falconers' Yard | 2,800 | −4 | 19 | 3,420 | 1 h | L2 5,600 · 2 h L3 14,000 · 5 h | A venue; rare animals in stock (up to 30 per yard) draw paying visitors. |
| Bloomery | 3,200 | −6 | 21 | 3,780 | 1 h | L2 6,400 · 2 h L3 16,000 · 5 h | Turns 6 bog ore into 3 iron bars every game day. |
| Shipyard | 5,000 | −5 | 33 | 5,940 | 1 h | L2 10,000 · 2 h L3 25,000 · 5 h | Repair fees; +3 trust per vessel instead of +2. A third voyage slot. |
| Tier 4 · Sea Realm · 4 h · needs town level 4 | |||||||
| Hilltop Hof | 4,500 | −2 | 30 | 5,400 | 4 h | L2 9,000 · 8 h L3 22,500 · 20 h | +0.5 to the renown target each (up to +1.0). |
| Great Beacon | 12,000 | −15 | 80 | 14,400 | 4 h | L2 24,000 · 8 h L3 60,000 · 20 h | Calls the Miklagard imperial dromons; traffic ×1.25 (doubled again in Miklagard). |
Level-2 and level-3 bank rates are 1.6× and 2.4× the level-1 rate, with caps of 4 and 6 hours of the new rate: a Timber Jetty goes 5 → 8 → 12 hack-silver a minute with caps of 900 → 1,920 → 4,320. In far regions multiply every time in this table by 1.5.
05Banks and incomeCoffers · caps · offline accrual
Every building with a rate earns hack-silver per real minute into its own bank, which the game also calls a coffer. Banks fill whether or not the game is open, up to a cap. Tapping them is the single most satisfying act in the game, and it is where most of your money comes from.
Rates and caps
At level 1 a building's rate is its cost divided by 150 per minute, rounded: a Timber Jetty earns 5, a Stream Channel 20, a Great Beacon 80. The Great Hall earns 3. Its cap is 180 minutes of rate, so three hours after you last collected, the bank is full and stops. Level 2 multiplies the rate by 1.6 and raises the cap to 240 minutes of the new rate; level 3 multiplies the level-1 rate by 2.4 with a cap of 360 minutes.
A building under construction banks nothing; a building upgrading keeps banking at its old level until the scaffold closes. Standing 5, Hersir, adds 5% to every rate and cap.
Collecting
At a quarter full a coin appears above the miniature and the building counts as ready. At the cap the coin grows and gains a halo: full, nothing more accrues. Click the coin, or select the building and press Collect. The whole-hack-silver part of the bank flies to your counter, and you earn 1 rank XP for every 100 hack-silver collected (fractions carry over).
Shift-click any cell to collect every ready bank within three cells of it. From standing 3, Harbour Reeve, the Town panel's Collect all button and the Collect all on the while-you-were-away sheet empty every bank in the town at once, and the Town rail button badges the ready count.
While you were away
On every load the game settles what happened since you left, in every region you own:
- Banks accrue for the time you were gone, up to 24 hours per bank and never past the cap.
- Builds, upgrades, ring clearings and voyages finish by the wall clock. Scaffolds you left running are buildings when you return.
- The active region also replays up to two hours of game time in a fast catch-up (150 game days), so vessels moored, prices drifted and dispatches arrived while you were out. Dispatches that need a decision wait for you.
If you were gone a minute or more, a While you were away sheet sums it up: hack-silver banked, vessels served, builds finished, voyages back, with a Collect all button once you have the rank for it. Shorter gaps settle silently.
While you play, the regions you are not looking at keep banking too, refreshed every five seconds, so a trip to another town never costs the one you left.
The daily ledger
Income per game day, shown beside Hack-silver in the status bar and broken down in the Town panel, is the live half: mooring and services, cargo bought and sold, tariffs, resident rent, Craft Row business, sailors' spending, Falconers' Yard tickets, office leases and loan repayments, less upkeep. Upkeep is 0.4% of every building's cost plus one hack-silver per resident, per game day, scaled like the rest. Bank collections appear in the breakdown as banks on the day you collect.
06Vessels, merchant houses and tradeSeven houses · four hulls · twelve goods
Vessels are the live half of the town. They arrive from the edge of the region, take a jetty, pay their fees, sell what their home port exports, buy what it imports, stay a while and leave. Every visit nudges how much their merchant house trusts you.
Arrivals
How often vessels appear depends on you. The base rate is 0.9 per game day, plus 0.6 for every star of renown, plus 4 times your traffic bonus (each Skalds' House adds 0.15, so 0.6 per house), plus 0.4 per house office and 0.5 per active contract. A Great Beacon multiplies the whole thing by 1.25, and by 2.5 in Miklagard. During a weekly Convoy window traffic is ×1.5. At most 16 vessels are in the region at once.
Which merchant house sends the vessel is weighted by trust (1 + trust / 50) and by the region's bias toward its home fleets. The Miklagard Imperial Fleet only appears once you have a Great Beacon.
Jetties and the queue
A vessel heads for a free jetty: a Timber Jetty or the Great Hall with an empty side. If none is free it holds off the harbour; the Fleet panel shows the days waited. If two vessels are already holding, further arrivals divert elsewhere, which counts against your renown. A vessel that waits three game days gives up: its house loses 6 trust and your renown takes the hit. A vessel that waited more than a day before mooring also costs 2 trust per whole day waited.
What a vessel pays
Everything happens the moment a vessel moors. It pays its mooring fee, buys provisions if you have a Tar Shed (60 base, scaled by hull size; two tar sheds add 30%), and six times in ten pays for repairs if you have a Shipyard (150 base, scaled by hull). All of these are multiplied by your water efficiency and by the live factor of 0.06. A standing contract discounts fees 15%.
Then it trades. For each good in its hold that your policy says Buy, you pay 65% of the effective price (less 5 points per Strand Market, which lowers what you pay), limited by storage room and your hack-silver. Then it buys what its home port imports, at 105% of the price plus 5 points per Strand Market, splitting its hold across the goods you have. Spare hold space it fills on spec with anything else you sell, at 85% plus margin, most valuable first. If you have a Toll House, every unit traded in either direction pays 1.5 hack-silver of tariff per house. The vessel then stays for its service time, shortened 15% or 30% by an upgraded jetty, and departs.
| Class | Hold (units) | Sailors | Moored for | Mooring fee | Notes |
|---|---|---|---|---|---|
| Longship | 30 | 4 | 0.6 days | 150 | Birka Swan Line, Icelandic Traders |
| Knarr | 80 | 10 | 1.0 day | 280 | Every house except Miklagard |
| Great Knarr | 180 | 16 | 1.6 days | 450 | Kaupang, Vinland, Hedeby |
| Imperial Dromon | 120 | 40 + 60 passengers | 2.0 days | 1,000 | Miklagard Imperial Fleet only; needs a Great Beacon |
Holds and fees are listed before the 0.06 live factor: in play a Knarr carries 5 units and pays about 17 hack-silver to moor. Sailor counts are not scaled; they are the visitors who eat, sleep and spend.
The merchant houses
Seven trading houses, each with a home port that sets what its vessels bring and what they want. The Fleet panel shows every house's trust out of 100, whether it keeps an office, any loan outstanding, and the goods it brings and buys.
| House | Home port | Hulls | Brings (sells to you) | Buys (takes from you) |
|---|---|---|---|---|
| Kaupang Ore Carriers. Bulk ore knarrs. Slow, huge, and always short of provisions. | Kaupang · iron and amber port | Great Knarr, Knarr | Bog Ore, Baltic Amber | Barley, Sea Salt, Healing Herbs |
| Birka Swan Line. Fast hulls moving fine wares and medicine around the Baltic. | Birka · workshop town | Longship, Knarr | Fine Wares, Iron Bars | Bog Ore, Barley, Furs, Livestock |
| House of Aud. Specialists in live cargo. Their holds smell like a Dublin stable. | Dublin · Irish Sea trading port | Knarr | Rare Animals, Healing Herbs, Honey and Wax | Fine Wares, Iron Bars |
| Vinland Grain Guild. Farmer-owned guild carrying barley and honey to the settlements. | Vinland · far-shore farm colony | Knarr, Great Knarr | Barley, Honey and Wax, Livestock | Fine Wares, Healing Herbs, Woven Wool |
| Icelandic Traders. Fox furs and homespun cloth. Old partners who honour every bargain. | Reykjavik · Icelandic island port | Longship, Knarr | Furs, Woven Wool | Sea Salt, Barley, Healing Herbs |
| Hedeby Salt Traders. Salt carriers, and the occasional very wet animal crate. | Hedeby · Danish frontier market | Great Knarr, Knarr | Sea Salt, Rare Animals | Fine Wares, Woven Wool, Barley |
| Miklagard Imperial Fleet. Dromons carrying wealthy passengers and rare goods. Needs a Great Beacon. | Miklagard · the Great City of the east | Imperial Dromon | Fine Wares, Healing Herbs, Woven Wool | Rare Animals, Furs, Baltic Amber, Honey and Wax |
Trust, offices and contracts
Every house starts at 40 trust. Each vessel served adds 2, or 3 if you have a Shipyard, less 2 for every whole game day it waited once the wait passed a day. At 75 the house opens a permanent office in the town: regular traffic (+0.4 to the arrival rate) and an 80-hack-silver lease per game day, scaled. A Trade Contract dispatch offers ten days of extra vessels from one house for a 15% fee discount; signing it adds 10 trust and two vessels at once. Trust also weights which house shows up next and sets your loan rate.
Loans
With a Weigh House, the Fleet panel gains a Lend button per house. The minimum loan is 500 hack-silver and a house carries one at a time. The rate is 25% minus a tenth of the house's trust: 21% at 40 trust, 17.5% at 75, 15% at 100. Principal plus interest is repaid in ten equal daily parts. Each day there is a chance of default equal to (100 − trust) × 0.025%; a default writes off what is left and costs the house 15 trust; a loan repaid in full adds 8. Loans are player money and are never scaled down.
The Market
Twelve goods, each with a base price. Every game day a price drifts up to 6% at random and reverts 8% of the way toward base, staying between half and 1.8 times base. The region's bias multiplies some goods (bog ore and iron +40% in Birka, for instance). A Trade Boom triples one good for four days; a Market Glut halves one for four days. The Market panel shows every good with its picture, the current price, your stock, a Buy / Sell toggle and a broker button that sells your whole stock of a good to a passing broker at half price.
| Good | Base | Kind |
|---|---|---|
| Bog Ore | 8 | mineral |
| Iron Bars | 30 | mineral |
| Baltic Amber | 45 | mineral |
| Sea Salt | 5 | mineral |
| Barley | 6 | crop |
| Honey and Wax | 14 | crop |
| Furs | 40 | crop |
| Livestock | 25 | animal |
| Rare Animals | 70 | animal |
| Woven Wool | 18 | made |
| Fine Wares | 55 | made |
| Healing Herbs | 60 | made |
Storage and production
The Great Hall holds 50 units and each Storehouse 200. Barley Fields add 4 grain a day; a Bloomery turns 6 bog ore into 3 iron bars a day (half again as much iron in Novgorod). Residents eat 0.15 grain each per day, honey if the grain runs out. Voyage cargo and daily crates go into the same stock; whatever does not fit is brokered at half price on the spot.
07Water and conditionsWells · stream channels · hard frosts · raids · festivals
Water is a budget, not a resource you store. The status bar shows what your buildings draw over what you supply. Stay under it and nothing happens; go over it and everything slows down.
Supplying and drawing
The Great Hall supplies 10. A Timber Well supplies 6 (7.5 at level 2, 9 at level 3, rounded in the total). A Stream Channel supplies 25 (31 and 38 upgraded). Every other building draws between 1 and 6, and the Great Beacon draws 15. A building under construction already draws its water. The Build panel's cards show the draw as pips so you can see the cost before you place.
Shortage
When draw exceeds supply the town runs at an efficiency of supply divided by draw, never below 30%. Efficiency multiplies mooring fees, provisions and repair income, resident rent, sailors' spending and the quality-of-life score, and a shortage knocks 0.6 off the renown target every day it lasts. The water readout turns red with a down-triangle, the miniatures take on a grey cast, the context bar tells you, and the log reminds you every three days. Dig a Timber Well or build a Stream Channel.
Hard frosts
A Hard Frost dispatch freezes every Timber Well for three game days. Stream Channels are unaffected. The condition strip counts the days down and the water readout goes amber. In Birka hard frosts come twice as often, which is the region's way of telling you to build a stream channel early.
Dispatches
Every four to eight game days (the first between days 4 and 7) a dispatch arrives and pauses the simulation until you read it. Most just happen; two ask for a decision. Their weights are shaped by the region, and some only occur once your town is big enough.
| Dispatch | From level | What happens |
|---|---|---|
| Hard Frost | 1 | Timber wells frozen for 3 days. Weight 3; doubled in Birka. |
| Trade Boom | 1 | One good's price triples for 4 days. Weight 3. |
| Market Glut | 1 | One good's price halves for 4 days. Weight 2. |
| Pirate Raid | 2 | With two or more Harbour Watch posts: driven off, no losses. Otherwise you lose 35% of every stock and up to 8% of your hack-silver (at most 1,500), each divided by 1 + posts. Weight 2; doubled in Iceland. |
| Harbour Fever | 2 | With a Healer's House: contained. Without: a quarter of your residents leave and renown drops 0.5. Weight 2. |
| Refugee Convoy | 2 | Choice. Take them in with free homes: up to 20 residents settle and renown rises 0.5. Take them in without homes: −0.1. Turn them away: −0.15. Weight 2. |
| Famous Voyager Arrives | 2 | Renown +0.5, or +1.0 with a Hilltop Hof, and 600 hack-silver in guest gifts. Weight 1. |
| Trade Contract | 2 | Choice. Sign: ten days of extra vessels from one house at a 15% fee discount, +10 trust, two vessels now. Weight 2. |
| Smugglers Caught | 2 | With a Toll House or Harbour Watch: 5 to 15 units each of furs, fine wares, amber and healing herbs, as storage allows. Without: they slip through. Weight 1. |
| Town Festival | 3 | Visitor spending and Craft Row business doubled for 3 days. Weight 2; doubled in Dublin. |
Weights are relative draws from the pool of dispatches your level allows. Reading a dispatch counts toward the Incoming Dispatch mission.
Pirates, in detail
One Harbour Watch halves raid losses (35% of stock becomes 17.5%); two posts stop raids entirely. In Iceland, where raids are twice as likely, two posts are not optional. A raid also shakes the camera and raises the red condition strip for a few seconds.
08Sailors, residents and quality of lifeFood · beds · venues · health
Two kinds of people are in the town. Visitors are the sailors of moored vessels: they are counted on the status bar as in port, they need beds and meals, and they spend. Residents are permanent: they need homes, they pay rent, and they only come when the town feels like a place to live.
Quality of life
The Town panel shows a ring and four rows. Each row is a coverage from 0 to 100%, and the score is their weighted sum, multiplied by your water efficiency:
- Food (35%): food capacity over everyone in port. The Great Hall feeds 10, a Mead Hall 30, Barley Fields 40.
- Beds for sailors (20%): visitor beds over visitors. The Great Hall has 6, a Guest House 20 (25 and 30 upgraded).
- Entertainment (25%): forty people per venue. Venues are the Games Green, Craft Row and the Falconers' Yard. With nobody in port, one venue counts as full coverage and none as half.
- Health care (20%): 100% with a Healer's House; without one, 70%, falling to 40% once more than 20 people are in port.
The score drives three things: how much visitors spend, whether residents arrive or leave, and 2.4 of the 5 points of your renown target. The Good Harbour mission asks for 70%.
Visitors
Every game day each visitor spends about 6 hack-silver times (0.5 + 0.6 food + 0.4 beds + 0.9 fun) times efficiency, doubled during a festival and scaled by the live factor. A well-kept town with a Games Green earns roughly three times as much from its sailors as a bare one.
Residents
Residents need homes: Turf Longhouse hold 15 (19 and 23 upgraded). Each game day, if there is a free home and the quality-of-life score is above 55%, there is a 70% chance that new residents arrive: at least one, and otherwise 8% of the visitors in port times the score, doubled with a Lore House, and multiplied by the region's growth bias (twice in Vinland; none ever settle in Novgorod). If the score falls below 35%, 5% of your residents leave every day. Harbour fever without a Healer's House sends a quarter of them away at once.
Residents pay 6 hack-silver of rent each per game day, times efficiency, times the region's rent bias (+30% in Vinland), scaled; with Craft Row they add 3 hack-silver each of business a day, doubled in a festival. They eat 0.15 grain each per day. Each resident adds a hack-silver of upkeep.
The status bar's Residents readout shows residents over homes. Having any residents at all adds 0.4 to the renown target, and towns of 10 and 50 are mission goals; the Town Planner achievement counts your peak at one town.
09Renown and town tiersFive stars · five levels
Renown is a number from 0 to 5 that drifts toward a target every game day. Town level is a threshold on building count and renown together. Levels open new building tiers and new regions, and once reached they never fall.
How renown moves
Each game day the target is computed and your renown moves 12% of the way toward it. The target is the sum of:
- 2.4 × the quality-of-life score;
- up to 1.0 for variety: the number of different building kinds you have built, out of 14;
- 0.4 if anyone lives in the town;
- 0.5 per Hilltop Hof, up to 1.0;
- 0.3 with a Great Beacon;
- minus 0.25 per vessel recently turned away or diverted (fading by a quarter each day), up to 1.2;
- minus 0.8 while you are in debt; minus 0.6 while water is short.
Dispatches move it directly: the voyager adds 0.5 (1.0 with a Hilltop Hof); harbour fever without a Healer's House costs 0.5; refugees add 0.5 or cost 0.1 or 0.15. Renown feeds back into traffic, 0.6 arrivals per day per star.
The five tiers
| Level | Tier | Buildings | Renown | What it opens |
|---|---|---|---|---|
| L1 | Fishing Camp | 0 | 0.0 | Tier-1 buildings. Vestfold. |
| L2 | Trading Beach | 6 | 1.0 | Tier-2 buildings. Birka and Novgorod become unlockable. Pirate, fever, refugee, voyager, contract and smuggler dispatches begin. |
| L3 | Market Town | 14 | 2.0 | Tier-3 buildings. Hedeby, Iceland and Dublin. Festivals begin. |
| L4 | Sea Realm | 24 | 3.0 | Tier-4 buildings. Vinland and Miklagard. |
| L5 | Great Market | 36 | 4.0 | The end of the road. A title, an achievement tier, and the log's congratulations. |
The building count excludes the Great Hall and anything still under construction, and adds half a building for every upgrade level above 1. A level is reached when both numbers are met; the town then celebrates, you earn 100 rank XP, and the Build panel's next shelf unlocks. Region unlocks look at the best level you have reached in any region.
10TerritoryRings of unclaimed land
Every town starts on a 7×5 plot of 35 cells around its Great Hall. The rest of the region grid is unclaimed: dim, hatched, overgrown with scrub. You buy it one ring at a time, and workers clear it on a timer.
How rings work
Click any unclaimed cell, or press Expand in the Town panel's Territory block. The confirm shows the next ring's cells, cost and time; Clear pays the hack-silver and starts the clock, Clear now pays the hack-silver and skips the clock for Favor of the Norns at the usual rate. Rings are cleared one at a time, in order, whichever cell you clicked. While a ring clears, a band sweeps along the plot's edge, a timer sits under it, and Next up lists it.
Ring k costs 4,000 × 2.2^(k−1) hack-silver and takes 15 min × 1.9^(k−1), half again as long in far regions. A ring grows the plot by one cell on each side the grid allows; on the wide home grid the width grows every ring and the height every other ring, which is why the plot goes 7×5, 9×7, 11×7, 13×9, 15×9.
| Ring | Plot after | New cells | Cost | Time | Far regions | Skip |
|---|---|---|---|---|---|---|
| 1 | 9×7 | +28 | 4,000 | 15 min | 22 min 30 s | 2 Favor |
| 2 | 11×7 | +14 | 8,800 | 28 min 30 s | 42 min 45 s | 4 Favor |
| 3 | 13×9 | +40 | 19,360 | 54 min | 1 h 21 min | 7 Favor |
| 4 | 15×9, the whole of a 15×9 grid | +18 | 42,592 | 1 h 43 min | 2 h 34 min | 13 Favor |
| 5 | 17×9, 15×11 or 17×11: Novgorod, Hedeby, Dublin, Vinland, Miklagard | +18 / +30 / +52 | 93,702 | 3 h 15 min | 4 h 53 min | 25 Favor |
| 6 | 19×11: Miklagard only | +22 | 206,145 | 6 h 11 min | 9 h 17 min | 47 Favor |
Skip prices are for a ring started from scratch; the game charges for the minutes actually left. The Territory block in the Town panel reads "Starting plot" before the first ring, then "Ring k of 4" on a 15×9 grid (of 5 on 17×9, 15×11 and 17×11; of 6 on 19×11).
Clearing your first ring is a Founding mission (Clear Your First Ring, 1,500 hack-silver, 5 Favor); ring 4 is a Town mission (Room to Grow, 12,000 hack-silver, 8 Favor). The Landholder achievement counts rings cleared across every town you own: 2, 10 and 30.
When no empty cell inside the plot touches the town, the Build panel's tier heads say Needs more plot. That is your cue.
11The known worldEight regions · one purse
There are eight regions, each with its own coast, its own economy bias and its own town. You start in Vestfold. The others are visible from day one on the map, with their locks. Unlocking one is a voyage in itself: a new great hall on a new plot.
One purse, many towns
Hack-silver is shared across every region. Each town keeps its own name and register, grid, plot, buildings, renown, level, stock, merchant houses and log. Banks fill in every region at once. Favor of the Norns, rank, missions, achievements, charts and the Saga Book belong to you, not to a town.
To travel, open the Map, pick an owned region and press Travel. The new town's banks and timers are settled as you arrive. The panel stays open on return so you can hop straight back.
Unlocking a region
Each region asks for three things: a town level you have reached in any region, a hack-silver price, and for some, charts of that region brought home by voyages. Birka can also be opened at once for 60 Favor of the Norns, and Miklagard by the Region Pass; the pass opens every region. The map's lock text tells you exactly what is missing.
| Region | Land | Grid | Bias | Unlock |
|---|---|---|---|---|
| Vestfold. Balanced sea roads under a low clear sun. Every founder starts here. | Fjord farms and shipwrights' yards | 15×9 | Balanced | Start |
| Birka. Thin soil and hard winters. | Birch island on a frozen lake | 15×9 | Bog ore and iron +40% · hard frosts ×2 · Birka and Kaupang ×1.5 | Level 2 and 90,000 hs, or 60 Favor |
| Novgorod. Bog iron and the long river road. No families settle. | Forest river road through the portages | 17×9 | Bog ore and amber +30% · bloomery +50% · no residents · Kaupang ×2 | Level 2, 300,000 hs and 1 chart |
| Hedeby. A long inlet between two seas. | Long inlet and an earthen wall | 15×11 | Salt, grain and honey +40% · Hedeby ×2.5 | Level 3 and 1,100,000 hs |
| Iceland. Fire-born land and black sand. Far region. | Volcanic island, black sand | 15×9 | Provisions +50% · pirates ×2 · Reykjavik ×2.5 · timers ×1.5 | Level 3, 1,200,000 hs and 1 chart |
| Dublin. Green banks on the black pool of the Liffey. Far region. | Green river banks on the Irish Sea | 17×11 | Fine wares +40% · provisions +40% · festivals ×2 · Dublin ×2 · timers ×1.5 | Level 3, 1,500,000 hs and 2 charts |
| Vinland. Green from shore to shore. Far region. | Far shore of grass and wild wheat | 17×11 | Grain, honey and livestock +20% · residents grow ×2 · rent +30% · Vinland ×2 · timers ×1.5 | Level 4 and 3,000,000 hs |
| Miklagard. The far end of the river road. Far region. | The Golden Horn under white walls | 19×11 | Amber and furs +30% · beacon traffic ×2 · Miklagard ×2 · timers ×1.5 | Level 4, 5,500,000 hs and 3 charts, or the Region Pass |
"Timers ×1.5" means builds, upgrades and ring clearings in that region take half again as long. A house multiplier weights how often its vessels choose that region.
What the pacing expects
The prices are set for a founder who plays three sessions of about fifteen minutes a day and taps the banks each time. On that pace the tuning run reached Birka on day 2, Novgorod on day 4, Hedeby on day 9, Iceland on day 14, Dublin on day 21, Vinland on day 27 and Miklagard on day 36, with level 4 arriving around day 22. Play more often and the banks cap you; play less and nothing is lost, the timers just finish without you.
Each new town starts the same way: a great hall, 7×5 of plot, tier 1 open, and the tutorial's three instant builds already spent. The new town's name comes from the region's own list; rename it in the Town panel if you like.
12VoyagesCharts · cargo · discoveries
A voyage is a vessel sent from your jetties to any region, locked or not. It takes real time, from half an hour to a full day, and comes back with cargo, usually a chart, and sometimes Favor of the Norns, hack-silver or a discovery for the Saga Book.
Slots and requirements
You need an active Timber Jetty. You have one slot, a second with a Skalds' House and a third with a Shipyard; three is the most. Only one vessel can be out to a given region at a time. Launching costs hack-silver up front; the vessel sails from whatever town you launched it from, and the haul comes home to the town you are at when you debrief.
| Region | Duration | Cost | Cargo on return | Full-skip price |
|---|---|---|---|---|
| Vestfold | 30 min | 400 | Bog Ore, Baltic Amber, Barley | 4 Favor |
| Birka | 1 h | 600 | Bog Ore, Iron Bars, Fine Wares | 8 Favor |
| Novgorod | 2 h | 800 | Bog Ore, Baltic Amber, Iron Bars | 15 Favor |
| Hedeby | 4 h | 1,000 | Sea Salt, Honey and Wax, Rare Animals | 30 Favor |
| Iceland | 6 h | 1,200 | Furs, Woven Wool, Bog Ore | 45 Favor |
| Dublin | 8 h | 1,400 | Fine Wares, Healing Herbs, Honey and Wax | 60 Favor |
| Vinland | 12 h | 1,600 | Barley, Honey and Wax, Livestock | 90 Favor |
| Miklagard | 24 h | 1,800 | Fine Wares, Healing Herbs, Baltic Amber | 180 Favor |
Cost is 400 hack-silver plus 200 per step out from home. Return brings sailors home early at 1 Favor per eight minutes left; the price shown is for a vessel that has only just left.
The debrief
When the vessel is back the Voyages rail badge lights, Next up says Debrief, and a toast offers it. Pressing Debrief rolls the haul and plays it as a row of chips:
- Cargo, always: 20 to 80 units split evenly across the region's three goods, into your current town's stock. Whatever does not fit is brokered at half price.
- A chart, 60% of the time, and guaranteed on every third claimed run to that region (the 3rd, 6th, 9th). Three charts fully chart a region; Novgorod, Iceland, Dublin and Miklagard need one, one, two and three to unlock.
- Favor of the Norns, 35% of the time: 1 to 8, weighted toward the low end.
- A discovery, 45% of the time: a vessel, people or treasure from that region's pool, drawn common 6 : rare 3 : epic 1, and always something you have not found yet while any remain.
- Hack-silver, 20% of the time: five to fifteen minutes of your total town rate.
Every debrief pays 20 rank XP and counts toward the Navigator achievement; charts count toward Cartographer. The panel keeps your last five debriefs.
13The lie of the landFjord · strand · barley land · high ground
Every region is laid out the same way: open land, then one long row of strand, then the fjord. The Great Hall stands one row above it, and nothing can be built on the fjord.
The strand is kept for the buildings that work with vessels. A Timber Jetty must stand on it. Storehouse, Tar Shed, Toll House, Strand Market, Shipyard and Great Beacon may stand there too, or inland. Anything else is refused, and the hint under your cursor says why.
What the ground gives
A building on the right ground does more of what it does, and its bank earns a smaller part of the same bonus: 30% of it.
| Ground | Favours | Output | Bank |
|---|---|---|---|
| Barley land | food and bloomeries | +25% | +7.5% |
| High ground | civic life | +25% | +7.5% |
| High ground | defence | +25% | +7.5% |
| The strand | trade | +5% | +1.5% |
Each region has its own ground
The land behind the shore differs from region to region, and it never changes once you have seen it. These are the shares of each region's open land.
| Region | Barley land | High ground |
|---|---|---|
| Vestfold | 24% | 26% |
| Birka | 12% | 42% |
| Novgorod | 20% | 34% |
| Hedeby | 30% | 20% |
| Iceland | 10% | 52% |
| Dublin | 42% | 16% |
| Vinland | 46% | 20% |
| Miklagard | 62% | 4% |
14Eras and discoveriesFive eras · sixteen discoveries
A building tier now needs two things: the town level it always needed, and the discovery that opens its era. Open Eras from the rail to see what you know and what comes next. Settlement, the Viking Age in its two halves and the Kingdom each open a tier; the Age of Sagas crowns the game.
| Era | Opened by | What it opens |
|---|---|---|
| Settlement | You start here | Tier 1 · Fishing Camp |
| Viking Age | The Younger Futhark | Tier 2 · Trading Beach |
| High Viking Age | The Lawspeaker | Tier 3 · Market Town |
| Kingdom | The King's Peace | Tier 4 · Sea Realm |
| Age of Sagas | The Long Memory | Nothing new to build: this one crowns the game |
How study works
- One study runs at a time, and you pay for it when it starts.
- It runs on a real timer, like a build, and it finishes while the tab is closed. With notifications on in Settings, you get one when it does.
- Favor of the Norns can finish a study at the same price as skipping a build.
- What you have learned is never lost, and it holds in every region you settle.
| Discovery | Cost | Time | Needs | What it does |
|---|---|---|---|---|
| Settlement | ||||
| The Square Sail | 1,500 hs | 5 min | Nothing | +4% trade |
| The Younger Futhark | 2,500 hs | 8 min | Nothing | Opens Trading Beach buildings |
| Infield and Outfield | 6,000 hs | 15 min | Nothing | +10% settlers; +5% food and bloomeries |
| Viking Age | ||||
| Scales and Weights | 20,000 hs | 45 min | The Younger Futhark | +2% earnings |
| The Lawspeaker | 20,000 hs | 30 min | The Younger Futhark; level 2 | Opens Market Town buildings |
| The Sea Barrier | 30,000 hs | 1 h | The Lawspeaker | +25% defence |
| The Clinker Hull | 40,000 hs | 2 h | The Square Sail, Scales and Weights | +1 mooring at every jetty |
| High Viking Age | ||||
| The Right to Speak | 120,000 hs | 3 h | The Lawspeaker | +10% homes; +4 workers |
| Herb Lore | 150,000 hs | 4 h | Infield and Outfield, The Right to Speak | +15% settlers; +3% civic life |
| Timber Framing | 220,000 hs | 5 h | Scales and Weights | −8% build time |
| Skaldic Verse | 260,000 hs | 6 h | The Right to Speak | −15% study time; +1.1 renown |
| The King's Peace | 200,000 hs | 4 h | Timber Framing, Skaldic Verse; level 4 | Opens Sea Realm buildings |
| Kingdom | ||||
| The Sea-Marks | 350,000 hs | 6 h | The King's Peace | +5% vessels calling; Allows Great Beacon |
| The Book of Settlements | 900,000 hs | 10 h | Skaldic Verse, The King's Peace | −15% study time; +15% settlers |
| Sun Bearings | 1,400,000 hs | 12 h | The Sea-Marks | +2% trade |
| The Long Memory | 2,200,000 hs | 24 h | Herb Lore, The Book of Settlements, Sun Bearings, The Sea Barrier, The Clinker Hull; level 4 | +10% homes; +0.3 renown |
15WorkersJobs · households · hiring order
Almost every building hires workers. The Great Hall's own households supply 18, which covers the whole opening, and every resident after that is one more pair of hands. The readout beside your residents shows townsfolk at work against jobs on offer.
A building short of workers runs at its share: half its workers means half its output and half its bank. A scaffold hires nobody until it opens. The Great Hall and houses hire nobody at all.
The hiring order
When there are not enough townsfolk to go round, the groups are served in this order. Open Workers from the readout to move a group up or down; Reset puts them back.
| Group | Buildings |
|---|---|
| Water | Timber Well and Stream Channel |
| Food and healing | Mead Hall, Barley Fields and Healer's House |
| Harbour | Timber Jetty, Storehouse, Tar Shed, Guest House, Shipyard and Great Beacon |
| Commerce | Strand Market, Toll House, Skalds' House and Weigh House |
| Civic life | Games Green, Lore House, Craft Row, Falconers' Yard, Hilltop Hof and Harbour Watch |
| Industry | Bloomery |
| Building | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Storehouse | 1 | 1 | 2 |
| Timber Well | 1 | 1 | 2 |
| Timber Jetty | 2 | 3 | 3 |
| Tar Shed | 2 | 3 | 3 |
| Guest House | 2 | 3 | 3 |
| Mead Hall | 2 | 3 | 3 |
| Skalds' House | 3 | 4 | 5 |
| Toll House | 3 | 4 | 5 |
| Harbour Watch | 3 | 4 | 5 |
| Strand Market | 4 | 5 | 6 |
| Games Green | 4 | 5 | 6 |
| Barley Fields | 4 | 5 | 6 |
| Healer's House | 4 | 5 | 6 |
| Stream Channel | 4 | 5 | 6 |
| Lore House | 4 | 5 | 6 |
| Weigh House | 4 | 5 | 6 |
| Falconers' Yard | 4 | 5 | 6 |
| Hilltop Hof | 4 | 5 | 6 |
| Craft Row | 5 | 6 | 8 |
| Bloomery | 6 | 8 | 9 |
| Shipyard | 6 | 8 | 9 |
| Great Beacon | 10 | 13 | 15 |
No one settles in Novgorod, so 60 hired hands from elsewhere work it on top of the usual households.
16The ThingMatters · rulings · costs
The Thing is the town's assembly, where householders settle law, honour and who pays. It first meets about 5 game days after founding, and then 7 to 12 game days after each ruling lapses. Press T or open the Thing from the rail.
Each meeting puts two rulings to your vote. Each ruling has a cost and a length in game days, and it acts through the same effects as a discovery. Only one is in force at a time.
- Nothing waits on your vote. The matter stays until you rule on it or table it, and the town carries on meanwhile.
- Tabling a matter costs nothing at all.
- Some rulings ask for a levy, paid at once and sized to what the whole town earns in that many minutes.
| Ruling | What it gives | The cost | Game days |
|---|---|---|---|
| Open the Strand | Vessels call far more often. | Goods spoil in the rush: storehouses hold less. | 12 |
| Drive New Piles | Fresh timber: every jetty moors another vessel. | A levy for the carpenters, paid now. (12 minutes of the whole town's earnings) | 12 |
| All Hands to the Harvest | Fields and bloomeries give far more. | A glut: everything sells for less. | 14 |
| Winter Counsel | Elders and craftsfolk pool what they know. | Householders debate instead of working: coffers fill slower. | 14 |
| Host the Great Assembly | Your renown spreads across the northern seas. | Visitors crowd out the rent-payers. | 12 |
| Midsummer Feast | A festival begins at once: visitors spend freely. | The harbour is hungover: fewer vessels call. | 8 |
| Common Labour | Builders finish a fifth sooner. | Every hand is on a scaffold, not the jetties. | 12 |
| Call Out the Watch | Guards double their worth and raiders stay away. | Watchmen lodged in homes: rents fall. | 16 |
| Land for Newcomers | Room for more, and families come to fill it. | Land goes to houses: markets thin out. | 16 |
| The Guest Law | Civic life flourishes. People feel well. | A gift from the common purse, paid now. (10 minutes of the whole town's earnings) | 14 |
| Silver Before Stores | Every coffer fills faster. | Less laid by, more to steal: hard frosts and raids grow likelier. | 12 |
| Settle the Old Feud | A windfall now: twenty minutes of the whole town's earnings. | Honour is served and the silver is spent: coffers fill slower. | 10 |
17Missions and achievements50 goals · 24 achievements
Missions are chapter goals for the town you are at; achievements are lifetime milestones across your whole career. Both pay out only when you come back and press Claim, and the Missions rail button counts everything waiting.
Missions
Fifty missions in seven chapters. Three are active at a time: the next unclaimed mission of each open chapter, in chapter order, with a fourth slot from rank 4. A chapter opens when its first mission's prerequisite is met. Progress is checked a few times a second as you play; a completed mission toasts you with a Claim button, and claiming flies the hack-silver and Favor of the Norns to the status bar. Altogether the missions pay 344,600 hack-silver, 411 Favor of the Norns and 4,980 rank XP.
| Mission | Goal | Hack-silver | Favor | XP |
|---|---|---|---|---|
| Founding · the tutorial · 7 missions · 35 Favor | ||||
| First Jetty | Build a Timber Jetty | 300 | 5 | 20 |
| Room to Breathe | Build a Storehouse | 300 | 5 | 20 |
| First Water | Build a Timber Well | 400 | 5 | 20 |
| Tap the Bank | Collect a bank | 500 | 5 | 20 |
| Open for Business | Serve three vessels | 600 | 5 | 30 |
| Incoming Dispatch | Read a dispatch | 500 | 5 | 30 |
| Clear Your First Ring | Clear ring 1 of the plot | 1,500 | 5 | 40 |
| Trade · 8 missions · 42 Favor · opens after Open for Business | ||||
| Tar and Rope | Build a Tar Shed | 600 | 2 | 30 |
| Moving Cargo | Trade 500 units of cargo over your jetties | 1,200 | 3 | 40 |
| The Exchange | Build a Strand Market | 1,500 | 3 | 40 |
| Regular Traffic | Serve 25 vessels at this town | 2,000 | 4 | 60 |
| Tally Sticks | Build a Toll House | 2,000 | 4 | 60 |
| Full Scales | Earn 50,000 hack-silver of gross income at this town | 4,000 | 5 | 80 |
| Bulk Roads | Trade 5,000 units of cargo | 6,000 | 6 | 100 |
| Convoy Season | Serve 15 vessels during a weekly Convoy window | 8,000 | 15 | 120 |
| Sailors · 8 missions · 33 Favor · opens after First Water | ||||
| Bunks | Build a Guest House | 500 | 2 | 30 |
| Hot Meals | Build a Mead Hall | 600 | 2 | 30 |
| Shore Leave | Build a Games Green | 1,200 | 3 | 40 |
| Good Harbour | Raise quality of life to 70% | 2,000 | 4 | 60 |
| Trusted Partner | 75 trust with any merchant house | 2,500 | 4 | 60 |
| House of Healing | Build a Healer's House | 2,000 | 4 | 60 |
| Three Offices | Have three merchant houses keep offices in the town | 5,000 | 6 | 100 |
| Slipway | Build a Shipyard | 8,000 | 8 | 120 |
| Voyages · 8 missions · 68 Favor · opens after Open for Business | ||||
| First Sailing | Launch a voyage from the Voyages panel | 600 | 3 | 30 |
| Debrief | Debrief a returned voyage | 800 | 3 | 40 |
| Charted | Hold a chart of any region | 1,500 | 4 | 60 |
| Second Slot | Build a Skalds' House | 2,000 | 4 | 60 |
| Field Notes | Make three discoveries for the Saga Book | 3,000 | 6 | 80 |
| A Second Harbour | Unlock a second region on the world map | 5,000 | 25 | 150 |
| Fully Charted | Hold three charts of one region | 8,000 | 8 | 120 |
| Four Harbours | Unlock four regions | 20,000 | 15 | 200 |
| Town · 9 missions · 57 Favor · opens after Good Harbour | ||||
| Settlers | Build a Turf Longhouse | 1,500 | 3 | 40 |
| A Village | House 10 permanent residents | 2,000 | 4 | 60 |
| Green Fields | Build Barley Fields | 2,000 | 4 | 60 |
| Market Town | Reach town level 3 | 5,000 | 10 | 150 |
| Lore House | Build a Lore House | 4,000 | 5 | 80 |
| Room to Grow | Clear ring 4 of this town's plot | 12,000 | 8 | 120 |
| Craft Row | Build Craft Row | 5,000 | 5 | 80 |
| A Town | House 50 permanent residents | 10,000 | 8 | 120 |
| Silver Weighers | Build a Weigh House | 12,000 | 10 | 150 |
| Sea Realm · 6 missions · 128 Favor · opens after Market Town | ||||
| Far Sight | Build a Hilltop Hof | 8,000 | 8 | 120 |
| Sea Realm | Reach town level 4 | 15,000 | 15 | 200 |
| Beacon | Build a Great Beacon | 20,000 | 15 | 200 |
| Dromon Call | Serve a Miklagard Imperial Fleet dromon | 25,000 | 20 | 250 |
| Six Harbours | Unlock six regions | 40,000 | 20 | 300 |
| End of the River Road | Unlock Miklagard, the end of the river road | 60,000 | 50 | 500 |
| Collector · 4 missions · 48 Favor · opens after Debrief | ||||
| Spotter | Log six vessel variants in the Saga Book | 3,000 | 5 | 80 |
| Guest-Friend | Log four visiting peoples | 5,000 | 8 | 120 |
| Curator | Recover four treasures | 8,000 | 10 | 150 |
| Complete Set | Complete any Saga Book set | 15,000 | 25 | 250 |
Build and level goals count the town you are at; region, chart and Saga Book goals count your profile. Convoy Season needs the weekly Convoy window: 48 hours every seven days, counted from when your profile was created, starting with the second week.
Achievements
Twenty-four lifetime achievements, each with a bronze, silver and gold tier. Bronze pays 5 Favor of the Norns, silver 15, gold 40, and the nine hardest golds pay 60: 1,600 Favor of the Norns in all. They track your whole profile, every region included, and one tier is claimed per press of Claim.
| Achievement | Counts | Bronze · 5 Favor | Silver · 15 Favor | Gold · 40 Favor |
|---|---|---|---|---|
| Harbour Reeve | Vessels served | 50 | 500 | 5,000 · 60 Favor |
| Silver Weigher | Hack-silver collected from banks | 50,000 | 1,000,000 | 20,000,000 · 60 Favor |
| Master Builder | Building projects completed | 10 | 100 | 500 |
| Foreman | Upgrades completed | 5 | 50 | 200 |
| Navigator | Voyages debriefed | 3 | 25 | 150 |
| Cartographer | Charts held, all regions | 3 | 12 | 24 |
| Collector | Saga Book entries found | 10 | 30 | 52 · 60 Favor |
| Pioneer | Regions owned, home included | 2 | 5 | 8 · 60 Favor |
| Landholder | Plot rings cleared, all towns | 2 | 10 | 30 |
| Regular | Daily rewards claimed | 7 | 30 | 100 |
| Patron | Favor of the Norns earned in play | 50 | 500 | 5,000 |
| Town Planner | Residents, peak at one town | 20 | 60 | 150 |
| Beach Keeper | Regions at level 2 or more | 1 | 3 | 8 |
| Market Warden | Regions at level 3 or more | 1 | 3 | 8 |
| Town Founder | Regions at level 4 or more | 1 | 3 | 8 · 60 Favor |
| Great Market Jarl | Regions at level 5 | 1 | 3 | 8 · 60 Favor |
| Rising Householder | Standing | 2 | 3 | 4 |
| Leading Householder | Standing | 5 | 6 | 7 |
| Legend of the North | Standing | 8 | 9 | 10 · 60 Favor |
| Quartermaster | Cargo units traded, all towns | 1,000 | 20,000 | 200,000 |
| Magnate | Gross income, all towns | 100,000 | 2,000,000 | 50,000,000 · 60 Favor |
| Dromon Host | Miklagard dromons served | 1 | 10 | 100 |
| Convoy Master | Vessels served in Convoy windows | 15 | 100 | 500 |
| Impatient | Timers finished with Favor of the Norns | 5 | 50 | 300 |
18Daily reward and standingA seven-day streak · ten ranks
Two systems reward simply showing up: a daily streak that resets at local midnight, and a standing that grows with everything you do and is yours across every region.
The daily reward
Once per calendar day, in your local time, a reward is claimable: from the sheet that opens when you start, from the bell in the status bar, or from the Next up strip. Claim on consecutive days and the streak climbs through a seven-day loop, then starts again at day 1 with the streak count still rising.
| Day | Reward | How it scales |
|---|---|---|
| 1 | 1,500+ hack-silver | 30 minutes of your total town rate, never less than 1,500 |
| 2 | 3,000+ hack-silver | 60 minutes of your total town rate, never less than 3,000 |
| 3 | 5 Favor of the Norns | — |
| 4 | 6,000+ hack-silver | 120 minutes of your total town rate, never less than 6,000 |
| 5 | Goods crate | 60 units of the active region's voyage goods, into stock (overflow brokered) |
| 6 | 10 Favor of the Norns | — |
| 7 | 25 Favor of the Norns + banner token | — |
Miss a single day and nothing happens: claiming the day after continues the streak. Miss two days or more and the streak is broken; your next claim starts again at day 1, unless you repair it for 5 Favor of the Norns. The repair offer appears on the daily sheet for 48 hours from the moment the streak broke (the start of the second missed day). Daily claims count toward the Regular achievement.
Standing
Rank is experience, earned profile-wide and never lost. You gain 1 XP for every 100 hack-silver collected from banks, 5 for every vessel served, 20 for every voyage debriefed, 15 for every first discovery, 100 for every town level reached, and the XP a mission lists. Each promotion pays Favor of the Norns equal to ten times the new rank and celebrates across the screen with the new badge. That badge then sits in the status bar's ring, which fills toward the next rank; hover it for the exact figures and the next grant.
| Rank | Title | XP | Grants | Favor on promotion |
|---|---|---|---|---|
| 1 | Freeholder | 0 | Where everyone starts | — |
| 2 | Thing-Goer | 300 | — | 20 |
| 3 | Harbour Reeve | 900 | Collect all: every bank in the town in one press | 30 |
| 4 | Shipmaster | 2,000 | A fourth mission slot | 40 |
| 5 | Hersir | 4,500 | +5% bank rate, and caps, everywhere | 50 |
| 6 | Steersman | 7,500 | Title | 60 |
| 7 | Warden of the Sea Roads | 10,500 | Title | 70 |
| 8 | Jarl | 13,500 | Title | 80 |
| 9 | Lawspeaker | 16,500 | Title | 90 |
| 10 | Jarl of the North | 19,500 | The top rank | 100 |
Ranks 6 to 10 are 3,000 XP apart. The three rank achievements, Rising Householder, Leading Householder and Legend of the North, pay out alongside the promotions.
19The Saga Book24 vessels · 12 peoples · 16 treasures
The Saga Book (S) is your collection: fifty-two things to find, each with two lines of story, shown dark behind a lock until you log them, then in colour. Click any card for its full picture and story. Sets pay Favor of the Norns and a title.
Vessels
Twenty-four hulls across the seven houses. The twelve standard vessels are logged the first time you serve one of that house and class, from the Kaupang Great Knarr to the Miklagard Dromon. Six notable hulls appear when a house's tenth vessel moors at the town you are at: the Anvil of Kaupang, Swift Swan, Green Serpent, Harvest Moon, Storm Runner and Deep Tide. The other six come home with voyages: Ore-Mother from Vestfold or Birka, Blue Shrike from Birka, Brine Queen from Hedeby, Ember of Iceland from Iceland, Plenty of Vinland from Vinland, and the epic Glory of Miklagard from Miklagard.
Peoples
Twelve peoples of the Viking world, written as the cultures they were. Six are met by serving five vessels of a house: Vestfold Smiths (Kaupang), People of the Far Shore (Vinland), Birka Comb-Makers (Birka), Frisian Traders (Hedeby), Norse-Gaelic Settlers (Icelandic Traders) and Irish Horse-breeders (Dublin). The Byzantine Envoys step off the first imperial dromon. Five are met only by voyages: Slavic Merchants in Novgorod, Frankish Glassmakers in Hedeby, the Papar in Iceland, Picts of Orkney in Dublin and the epic Envoys of Baghdad in Miklagard.
Treasures
Sixteen treasures and relics, two per region, voyages only. The second relic of each region is rarer than the first; the Lost Skipper's Tally, the Irish Hand Bell and Ohthere's Account are epic. A discovery you already hold counts again on its card but is only drawn when the region has nothing new left for you.
Sets
A set completes the moment its last item is logged; the Favor of the Norns and the title are granted at once and a toast tells you. The Complete Set mission pays a further 25 Favor for your first.
| Set | Items | Pays | Title |
|---|---|---|---|
| Kaupang Fleet | 4 | 20 Favor | Oremaster |
| Swan Fleet | 4 | 20 Favor | Pathfinder |
| Aud's Fleet | 2 | 20 Favor | Keeper |
| Vinland Fleet | 4 | 20 Favor | Harvester |
| Icelandic Fleet | 4 | 20 Favor | Seafarer |
| Hedeby Fleet | 4 | 20 Favor | Tidemaster |
| Miklagard Fleet | 2 | 40 Favor | Beaconkeeper |
| Peoples of the Sea Roads | 12 | 60 Favor | Guest-Friend |
| Relics of Vestfold | 2 | 20 Favor | Hoard-Keeper |
| Relics of Birka | 2 | 25 Favor | Silverkeeper |
| Relics of Novgorod | 2 | 30 Favor | Salvager |
| Relics of Hedeby | 2 | 25 Favor | Deepwarden |
| Relics of Iceland | 2 | 25 Favor | Islander |
| Relics of Dublin | 2 | 30 Favor | Festival Master |
| Relics of Vinland | 2 | 25 Favor | Seedkeeper |
| Relics of Miklagard | 2 | 40 Favor | Cartographer |
Sixteen sets, 440 Favor of the Norns in all. Every first discovery also pays 15 rank XP and counts toward Collector.
20Favor of the Norns and the StorePurchases · real prices
Favor of the Norns is the premium currency. It is violet wherever it appears, you start with 20, and the game pays it out steadily for playing. It buys time, never access: every building, region, mission and achievement is reachable with hack-silver and patience.
Earning it
- Missions: 2 to 50 each, 411 across all fifty. The tutorial chapter alone pays 35.
- Achievements: 5, 15 and 40 per tier (60 for the hardest golds), 1,600 in all.
- Daily reward: 5, 10 and 25 on days 3, 6 and 7 of the streak.
- Voyages: 1 to 8 about one debrief in three.
- Saga Book sets: 20 to 60 each, 440 in all.
- Promotions: ten times the new rank, 540 from Freeholder to Jarl of the North.
Spending it
- Skip any timer: builds, upgrades, ring clearings and voyages, at 1 Favor per eight minutes left, minimum 1.
- Open Birka now: 60 Favor instead of level 2 and 90,000 hack-silver.
- Repair a daily streak: 5 Favor within 48 hours of the break.
- Relief convoy: 10 Favor for 30 minutes of your whole town's rate in hack-silver, delivered now, from the Store's Boosts shelf.
The Store
| Item | What it grants | Price |
|---|---|---|
| Favor of the Norns · 50 | A short length of good thread. | $1.99 |
| Favor of the Norns · 140 · Popular | 125 plus 15 bonus. | $4.99 |
| Favor of the Norns · 320 | 250 plus 70 bonus. | $9.99 |
| Favor of the Norns · 900 · Best value | 500 plus 400 bonus. | $24.99 |
| Supply Run | Two hours of your total town rate, at least 10,000 hack-silver. | $1.99 |
| Trade Fleet | Eight hours of your total town rate, at least 40,000 hack-silver. | $5.99 |
| Region Pass | Every region unlocked for this profile. No charts needed. | $9.99 |
| Founder's Banner | A tar-black and amber banner, the title Founder, and 100 Favor of the Norns. | $4.99 |
| Region Banners | The six region banners for your town. | $2.99 |
Prices are in US dollars. Favor of the Norns is a game currency with no cash value and cannot be refunded or transferred. Hack-silver boosts and the Relief convoy are measured against the rate of the town you are at. A purchase is an ordinary payment, and the price is shown before you pay.
Banners
A banner dresses the town: the lit rim around the platform, the lights along its walkways and gangplanks, the line around each cell and the Great Hall's glow take its colours, while every building keeps its own picture. Choose one under Settings > Banner: a preview strip shows the active banner and a card for each of the eight. Standard is everyone's. The six region banners (Birka, Novgorod, Hedeby, Iceland, Dublin and Vinland) come as a set from the Store, or one at a time for a banner token, the day-seven daily reward. Founder's Tar comes with the Founder's Banner. Your choice is saved with the profile, and nothing about the game changes with it.
A four-hour tier-4 build skips for 30 Favor; at the 140 purchase that is about a dollar. That is the whole monetisation: patience is free, haste costs a little, and nobody is locked out.
21Saves, accounts and devicesLocal save · export · cloud
Your profile
Everything you own is one profile: every region's town, your purse, Favor of the Norns, rank, missions, achievements, charts, Saga Book, entitlements and settings. It is saved in this browser's local storage every ten seconds while you play and again the moment you switch tabs, hide the window or leave the page. One browser holds one profile. Clearing the browser's site data removes it, so export now and then.
Because timers run on the clock, the save is not a snapshot of a paused world. Open the game a day later and the profile is settled forward: banks filled to their caps, scaffolds finished, voyages back, the active town replayed through up to two hours of game time.
Export and import
In Settings > Save data, Export save writes your whole profile as text into the box below the buttons; copy it anywhere safe. Import save reads a profile pasted into that box and replaces the one in this browser after a confirm. That is how you move to another computer without an account.
Abandon and reset
Abandon this town starts a fresh town in the current region; your rank, Favor of the Norns, other regions and everything profile-wide stay. Reset profile erases everything, after a double confirm. New profile on the title screen does the same.
Cloud saves
Sign in from the Sign in lozenge on the title band or from Settings > Account:
- You sign in with an email and password (at least ten characters) from the title screen. No third-party sign-in.
- Creating an account hands you a recovery phrase of ten words, shown once. Save it before you dismiss the sheet: it is one of two ways back in without your password. The other is Forgot your password? on the sign-in tab, which emails a link good for 30 minutes to set a new one; either route signs out every other device and issues a fresh phrase.
- One cloud save per account holds the whole profile. The game pushes twenty seconds after any change, at once when you switch region, buy, or claim a mission or achievement, and when you leave the page.
- Opening the game on a second device pulls the newer save. If both the browser and the cloud have moved since the last sync, or you sign in on a browser that already holds a profile, a chooser shows both, with day, level, hack-silver, Favor of the Norns and regions, and you pick which to keep.
- A cloud glyph after the rank ring shows the sync state. Signing out leaves the local profile in place.
Notifications
The Notifications shelf offers a browser notification when a build, upgrade, voyage or ring clearing finishes. Turning Notify me when something finishes on asks the browser for permission; once it is on, a Daily reward reminder (nine in the morning, local time) and Send a test notification appear under it. The chip beside the switch reads On, Off, Connecting, Blocked when the browser refused, Offline when the service cannot be reached, or Unavailable in a browser without push.
Devices
The Norse plays on desktop, tablet and phone, and needs WebGL. The reference layout is 1440×900; at 1180 and below the rail collapses to icons and the panel narrows. Current Chrome, Edge, Firefox and Safari are supported.
22Controls and accessibilityKeys · camera · motion · performance
Everything can be reached from the keyboard, and the keys reference is one press away on ?. Keys do nothing while you are typing in a field or while a dialog is open, apart from Esc.
Town
- Space
- Pause or resume
- 1
- Run at 1×
- B
- Build
- O
- Town
- M
- Market
- F
- Fleet
- V
- Voyages
- K
- World map
- I
- Missions and achievements
- S
- Saga Book
- Esc
- Stop placing, then deselect, then close the panel
- ?
- Keys reference
Camera and world
- Arrows
- Pan
- + · −
- Zoom in and out, 0.55× to 2.6×
- 0
- Fit the town, never tighter than 1.5×
- F
- Focus the selected building (when a building is selected)
- Wheel
- Zoom toward the cursor
- Drag
- Pan, with inertia
- Click
- Select a building; click empty land to deselect
- Double-click
- Focus a building at 1.6×
- Shift-click
- Collect every ready bank within three cells
- Right-click
- Stop placing, or deselect
- Pinch
- Zoom on a touch screen
Pointer
A four-pixel threshold separates a drag from a click, so a wobbly tap still counts as a tap. The camera stays inside the region grid inflated by six cells, slides aside when a panel would cover the town, and drifts gently on the title screen only.
Reading the screen
Status is never carried by colour alone: the water readout adds a square or a down-triangle to its hue, trust bars carry a word, chips carry a shape. Body text in the game is 14 pixels or larger, numbers 16, labels 12. Every control is at least 32 pixels tall and shows a two-pixel ring when focused from the keyboard. Nothing flashes faster than three times a second.
Motion
Settings > Motion offers System, Reduced and Full. System follows your operating system's reduced-motion preference. Reduced keeps every tween under 120 milliseconds, drops the panel sweeps, the coin flights (hack-silver simply arrives), the camera drift and the bloom pulsing, and skips the boot sequence.
Performance
The world renders in WebGL and measures itself. Effects tier is Auto by default: the game steps down from High to Medium to Low when it falls under 45 frames a second, trimming particle counts, bloom quality, wakes and sparkle in that order. Pin a tier yourself if you prefer, and turn on Show performance readout to see frames per second and the tier in the context bar. Sound is procedural, with separate switches and volumes for interface effects and the harbour ambience; both respect a hidden tab.
Sizes
The screen is laid out for 1440×900 and works from 1180×700. A landscape tablet at 1024×768 gets the rail collapsed to icons; on a phone (portrait, 360 pixels and up) the rail becomes a bottom bar of Build, Town, Map, Missions and More, the panels open as sheets you can drag down, the status-bar menu holds the daily reward and the other readouts, and the world pans by drag and zooms by pinch.
23GlossaryThe words on the screen
- Favor of the Norns (Favor)
- The premium currency, always violet. Earned by play, offered in the Store, spent on time: skips, early returns, one early region, a streak repair.
- Bank, coffer
- A building's own store of hack-silver, filling by the real minute up to a cap. A coin above the building means it is at least a quarter full; a halo means it is full.
- Chart
- Proof of a voyage to a region. Three charts fully chart it; some regions need one, two or three to unlock.
- Clearing
- The timer on the next ring of plot after you have paid for it. Workers clear it; Favor of the Norns skips it.
- Standing
- Your profile-wide level from 1, Freeholder, to 10, Jarl of the North, built from XP. Ranks 3, 4 and 5 grant powers.
- Condition
- The strip under the status bar during a hard frost, a festival, a raid or an outbreak.
- Convoy window
- Forty-eight hours every seven days from your profile's creation, from the second week on, with traffic ×1.5. One mission and one achievement count vessels served inside it.
- Debrief
- Opening a returned voyage's haul. Nothing is rolled until you press it.
- Dispatch
- An event. Most simply happen; two ask you to decide. The simulation waits until you have read it.
- Hack-silver (hs)
- The ordinary currency, one purse across every region.
- Efficiency
- Supply over draw when water is short, floored at 30%. It scales fees, rent, spending and quality of life.
- Far region
- Iceland, Dublin, Vinland and Miklagard, where builds, upgrades and clearings take 1.5× as long.
- Game day
- Forty-eight seconds of real time at 1×, and only while the game is open. Vessels, trade, residents, prices, renown and dispatches run on game days.
- Gangplank
- The ramp a moored vessel lowers to its jetty. Two to five figures walk it: sailors, passengers, traders, a watch, porters with a handcart.
- Level, tier
- A town's rank from L1 Fishing Camp to L5 Great Market, set by building count and renown together. Building tiers 1 to 4 open at levels 1 to 4.
- Live economy
- Everything vessels, visitors and residents pay in the moment, scaled by a factor of 0.06 so that the banks lead.
- Next up
- The strip under the toasts with the three soonest timers.
- Plot, ring
- The cells you may build on, starting 7×5 around the Great Hall and growing one ring at a time to the whole region grid.
- Quality of life
- The weighted coverage of food, beds, entertainment and health care, times efficiency. It drives spending, residents and renown.
- Jetty
- The Timber Jetty or the Great Hall, with the empty cell beside it where a vessel pulls up. A jetty with no empty side is blocked.
- Rate, cap
- What a bank earns per real minute and the most it will hold: 180, 240 or 360 minutes of rate by level.
- Region
- One of eight parts of the known world, each with its own coast, bias and town.
- Renown
- Zero to five stars, drifting daily toward a target set by quality of life, variety, residents, hofs and how well vessels were served.
- Scaffold
- A building still on its build or upgrade timer: its miniature dimmed under a hatched frame, a ring and a countdown.
- Skip
- Finishing any timer now for Favor of the Norns: one Favor per eight minutes remaining, rounded up.
- Trust
- A merchant house's opinion of your town from 0 to 100, starting at 40. It sets how often they come, when they open an office and what they pay to borrow.
- Visitors
- The sailors of moored vessels, counted as in port. They need beds and meals and they spend.
- Water
- What buildings draw and wells and stream channels supply. Run short and everything slows.