Crown & PloughPlay

How to Play

When you are first born, you are most likely a commoner. This guide walks through each of the game's systems to show you how to make the most of the one life you get — and leave a name behind.

1. Time and events

Use the speed buttons in the top right to let time flow. At 1× a year takes about 2.6 seconds; at 8× it takes around 0.3 seconds. Childhood passes quickly, so 2×–4× is perfectly fine at the start.

When an event happens, a window pops up. Under the default setting, Match speed, the game stops for every event at 1×, while at 2× and above it only stops for important ones such as wars, revolts, Crossroads of Fate and quests. Everything else is decided automatically according to your disposition and reported on a small news card in the bottom left of the map.

Managing the speed After you resolve an event at high speed, the game doesn't race on at once — it waits 3.5 seconds. During that pause you can stop or change the speed with the buttons that appear over the map. You can also decide in advance with the buttons at the very bottom of the event window, and the keyboard shortcuts Space (pause) and 1–4 (speed) work even while an event window is open.

If minor events that keep coming up get tedious, tick "Handle this kind of thing automatically from now on" at the bottom of the event window. You can clear that list at any time under ⚙ Settings.

2. This year's focus

From the age of twelve you can choose a focus each year. Your focus is what you spend that year on, and you can change it whenever you like.

FocusWithout landAs a lord
Martial trainingMight rises sharplyMight rises
LearningWit risesWit rises
Livelihood / GovernEarn goldTax income ×1.4
Gather strength / ConscriptionGather followersTroops muster faster
Socialising / Court politicsMore renown and marriage offersBetter relations with neighbours, higher chance of uncovering secrets
Rest with familyRecover health and wait for children

As a commoner, the fastest road to knighthood and a good match is to raise your stats with martial training or learning until sixteen, then build renown through socialising.

3. From commoner to lord

There are several ways to win land.

4. Ruling your lands

Once you hold land, the Govern tab becomes essential. Development increases revenue, fortification strengthens your defences, and gold buys troops. With 3 holdings you become a duchy, with 8 a kingdom and with 16 an empire.

From duchy rank upward, stability and the court are what matter most. If stability falls below 35, revolts break out and revenue drops. If your Marshal, Steward, Chancellor, Archbishop or Spymaster dislikes you, factions form — win them over with gifts or feasts, and replace the incompetent. Expand too quickly and "Overextension" and "Recent conquest" will eat into your stability while your neighbours band together in a grand coalition.

5. War

  1. Pick a neighbour in the Diplo tab and declare war. A claim gives you a casus belli and softens the backlash. You can get one by tapping a neighbouring land on the map and choosing "Forge a claim".
  2. During a war, the lands flashing red on the map are the ones you can attack right now. Tap one and march to choose a tactic: frontal assault, ambush or siege.
  3. Taking more occupied land raises your war score. At 20 or more you can demand occupied land in a peace treaty — or fight a decisive battle to turn the tide in one stroke.
  4. Military reforms (training, equipment, siegecraft, standing army) and a capable Marshal greatly boost your strength in battle. Heirlooms such as a legendary sword help too.

6. Adventure: rumors, quests, secrets and heirlooms

When a ? appears on the map, a rumor has surfaced somewhere: ancient ruins, a hermit in the mountains, a monster terrorising a village, treasure from a shipwreck, a library hiding forbidden books, a miraculous spring, a bandit lair. Tap that land in the Quests tab or on the map to set out yourself, or spend gold to send an expedition.

7. Death and succession

In the end, you will die. When you do, you choose an heir from among your children or siblings to carry on the house. Passing over the eldest can spark a succession crisis, so it is wise to name your heir in advance from the family tree in the House tab. Build up prestige to buy house legacies, and their effects will carry on from generation to generation.

A final word Not every life ends on a throne. Even if you die a nameless blacksmith, that life's chronicle remains under "Past lives" on the start screen of your next one.