Official guide: text edition.

The same pre-release edition 2.0, with text extracted from the PDF. Diagrams and table layout are best read in the illustrated reader.

Page 1

Open illustrated page

SUNDERWARD
Build. Defend. Conquer.
Concept rendering only. Final artwork, interface, features and gameplay may vary. Restored and newly generated AI concept art.
OFFICIAL PLAYER AND SYSTEMS GUIDE
PRE-RELEASE EDITION 2.0 / 28 OCTOBER 2026
Cities, research, armies, heroes, alliances and communication - with clickable contents, numbered chapters, a glossary and an
A-Z topic index. Working rules remain subject to prototype testing.
SUNDERWARD / OFFICIAL GUIDE
Pre-release 2.0
Contents
Topic index
1 / 120

Page 2

Open illustrated page

Using this guide
Official player and systems guide / Pre-release edition 2.0 / 28 October 2026
Sunderward's pre-release reference covers cities, research, armies, heroes, alliances and communication. Rules and availability
remain working proposals for prototype validation. Use the status labels below as you browse. Concept illustrations show
intended appearance and interaction.
Find what you need
Build and upgrade
City development / 11-18
Research and unlocks
Research / 19-29
Troops and heroes
Ranks, troops and heroes / 30-40
Alliances and resource sharing
Diplomacy and aid / 46-53
Territory and realm contests
Realms and territory / 54-60
Shields and teleports
Protection and travel / 65-71
Alliance permissions and growth
Alliance management / 72-83
Scouting and incoming warnings
Intelligence / 94-102
Chat, translation and map links
Communications / 103-107
Filters, warnings and mutes
Moderation / 108-114
Find a particular subject
A-Z topic index / 119-120
Understand a term
Glossary / 118
Read the status labels
Label
Meaning
Working proposal
A defined rule or value intended for prototype testing, not final live balance.
Disabled blueprint
A future system described for planning; it is not enabled.
Open / under review
A decision, value or purchase idea still requires review.
Concept illustration
An appearance or interaction study, not a screenshot of a finished game.
SUNDERWARD / OFFICIAL GUIDE
Pre-release 2.0
Contents
Topic index
2 / 120

Page 3

Open illustrated page

Contents / 1 of 3
Getting started, city development, research, ranks, troops and heroes. Tap any topic or page number.
01 Getting started
01.01
The game at a glance
6
01.02
Illustrations / 1 of 2
7
01.03
Illustrations / 2 of 2
8
01.04
The experience to build
9
01.05
A connected realm
10
02 City development
02.01
How progression fits together
11
02.02
Keep levels 1-15
12
02.03
Keep levels 16-30
13
02.04
Building directory
14
02.05
Economy buildings
15
02.06
Army buildings
16
02.07
Support buildings
17
02.08
Upgrade costs and queues
18
03 Research
03.01
Research overview
19
03.02
Empire-wide knowledge and local gates
20
03.03
Research tree structure
21
03.04
Economy research
22
03.05
Development research
23
03.06
Infantry research
24
03.07
Ranged and scouting research
25
03.08
Mounted research
26
03.09
Siege and forge research
27
03.10
Logistics and alliance research
28
03.11
Hero and ward research
29
04 Ranks, troops and heroes
04.01
Ranks, titles and city charters
30
04.02
Heroes and troop concepts
31
04.03
Troop roles and resource carriers
32
04.04
All twelve troop families
33
04.05
Equipment tiers, veterans and cargo
34
04.06
Eight starter hero portraits
35
04.07
Starter hero roster
36
04.08
Hero assignments
37
04.09
Hero concept study
38
04.10
Frontline and recovery abilities
39
04.11
Supply and specialist abilities
40
SUNDERWARD / OFFICIAL GUIDE
Pre-release 2.0
Contents
Topic index
Next
3 / 120

Page 4

Open illustrated page

Contents / 2 of 3
Equipment, cities, alliances, resource aid, realms, events and travel. Tap any topic or page number.
05 Equipment, cities and combat
05.01
Forge and equipment study
41
05.02
Equipment ownership and reuse
42
05.03
City specialization
43
05.04
Battle and siege study
44
05.05
Cities, combat and recovery
45
06 Alliances and resource aid
06.01
Diplomacy and warning study
46
06.02
Relationships and resource aid
47
06.03
Friendly, Neutral and War
48
06.04
The complete aid journey
49
06.05
Sending and receiving resources
50
06.06
Delivery and carrier return
51
06.07
Cargo capacity and travel time
52
06.08
Help, donations, gifts and aid
53
07 Realms and territory
07.01
Twelve-province realm overview
54
07.02
Province map
55
07.03
Three layers of ownership
56
07.04
Citadels and provincial contests
57
07.05
Border Campaign overview
58
07.06
Campaign scoring
59
07.07
Regency and realm government
60
08 Events, shields and travel
08.01
Emberwell Clash battlefield
61
08.02
Event registration
62
08.03
Event objectives and scoring
63
08.04
Event troops and recovery
64
08.05
City shield overview
65
08.06
Shield durations and scope
66
08.07
Shields and hostile actions
67
08.08
Alliance relocation overview
68
08.09
Random, exact and alliance teleports
69
08.10
Alliance assembly marker
70
08.11
Marches and deliveries
71
SUNDERWARD / OFFICIAL GUIDE
Pre-release 2.0
Contents
Topic index
Previous
Next
4 / 120

Page 5

Open illustrated page

Contents / 3 of 3
Alliance management, purchases, platforms, intelligence and communications. Tap any topic or page number.
09 Alliance management
09.01
Alliance permission matrix
72
09.02
Standings and appointed duties
73
09.03
Settings and role views
74
09.04
Joining and leadership
75
09.05
Recruiting and leave overview
76
09.06
Recruitment and approved absence
77
09.07
Alliance hub
78
09.08
Alliance research tree
79
09.09
Shared research benefits
80
09.10
Contributions, help and Merit
81
09.11
Activity and purchase gifts
82
09.12
Gift claims and shared rewards
83
10 Purchases and platforms
10.01
Shop presentation study
84
10.02
Explicit package contents
85
10.03
Purchase preview
86
10.04
Purchase formats
87
10.05
Offer ideas under review
88
10.06
Passes and earned rewards
89
10.07
VIP and purchase integrity
90
10.08
First playable scope
91
10.09
One account across platforms
92
10.10
Mobile city interaction
93
11 Intelligence and specialization
11.01
Pathfinders and the Watchtower
94
11.02
Example scouting reports
95
11.03
Six information tiers
96
11.04
Incoming warning overview
97
11.05
Progressive incoming detail
98
11.06
Scout defense overview
99
11.07
Scout interception
100
11.08
Counter-intelligence
101
11.09
Hero orders and player talents
102
12 Communication and moderation
12.01
Chat channels and inboxes
103
12.02
Message limits and expiry
104
12.03
Contact, push and quiet hours
105
12.04
Translate inside a chat bubble
106
12.05
Shared map coordinates
107
12.06
The shared moderation policy
108
12.07
Regional language coverage
109
12.08
Helpful warnings and editable drafts
110
12.09
Repeat attempts and chat mutes
111
12.10
Checks before delivery
112
12.11
Reports, appeals and evidence
113
12.12
Services and validation
114
Appendices
A  Communication sources
115-116
B  Design and launch readiness
117
C  Glossary
118
D  A-Z topic index
119-120
SUNDERWARD / OFFICIAL GUIDE
Pre-release 2.0
Contents
Topic index
Previous
5 / 120

Page 6

Open illustrated page

The game at a glance
Build. Defend. Conquer.
A broken realm, rebuilt through cities, leaders, logistics and alliances. Develop a protected home, establish
expansion cities and choose where to cooperate, defend or conquer.
Working design baseline
Foundation 1.9
Home Keep
30 levels
Empire
1 home + 3 expansion cities
Buildings
23 types with 690 level rows
Research
48 personal technologies / 363 steps; 12 alliance technologies / 120 steps
Armies
12 troop families; 6 equipment tiers; veteran level 30
Heroes
8 initial heroes; proposed level cap 60
Alliances
Friendly, Neutral and War; named standings and appointed duties
Realm map
12 provinces / 36 public objectives (disabled blueprint)
Protection and travel
Six shield durations; random, exact and alliance teleports
Emberwell Clash
30-minute cross-realm alliance battle (disabled blueprint)
Purchase formats
10 existing offers; 6 additional format ideas under review
Platforms
One server account across browser and Android
Communications
Chat, short histories, contact/push settings, map links and manual translation
Moderation
Multilingual checks, useful warnings, editable drafts, repeat mutes and appeals
Guide edition 2.0 changes organization and navigation. The game remains a pre-release working design. Provider
integration, native-language validation and live service implementation still need building.
Navigate: contents 3-5; communications 103-114; sources 115-116; design/readiness 117; glossary 118; A-Z index 119-120.
Each page links back to the contents and its chapter start.
SUNDERWARD / 01.01 / GETTING STARTED
Pre-release 2.0
Contents
Chapter start
Topic index
6 / 120

Page 7

Open illustrated page

Illustrations / 1 of 2
Click a row to open its illustration or rule explainer. Chapter contents are on pages 3-5.
FIGURE
ILLUSTRATION / EXPLAINER
PAGE
A01
A city worth rebuilding
1
A03
A connected realm
10
D01
How progression fits together
11
D02
Buildings / visual directory
14
A11
Research and shared knowledge
19
D05
Research / shared knowledge, local gates
20
A02
Heroes and troop silhouettes
31
D03
Armies, roles and resource carriers
32
A14
Eight starter hero portraits
35
D04
Heroes / one active assignment
37
A05
Hero presentation study
38
A06
Forge and equipment study
41
A04
Four cities with different jobs
43
A07
Battle, siege and recovery study
44
A13
Diplomacy, carriers and warning
46
D08
Alliances / relationships and resource aid
47
D16
Resource aid / the complete trip
49
D17
A realm of twelve provinces
54
D18
Realm war / many objectives
58
D19
Emberwell Clash / mirrored battlefield
61
D20
City shields / protection and offense
65
14 original concept artworks and 28 visual explainers. Figure IDs stay stable across this guide edition.
Use the contents for numbered sections or the A-Z index for a particular term. Concept studies are not final game screenshots.
SUNDERWARD / 01.02 / GETTING STARTED
Pre-release 2.0
Contents
Chapter start
Topic index
7 / 120

Page 8

Open illustrated page

Illustrations / 2 of 2
Click a row to open its illustration or rule explainer. Chapter contents are on pages 3-5.
FIGURE
ILLUSTRATION / EXPLAINER
PAGE
D21
Alliance relocation / a place to gather
68
D13
Alliance standings / permissions
72
D14
Alliance settings / role views
74
D15
Recruiting and approved leave
76
D09
Alliance hub / a shared home
78
D10
Alliance research / three shared branches
79
D11
Alliance gifts / activity and purchases
82
A08
Shop and offer presentation study
84
D22
A purchase preview / exact entitlements
86
A09
One account across platforms
92
A10
Mobile city interaction
93
A12
Pathfinders and the Watchtower
94
D06
Scouting / three example reports
95
D07
Incoming warnings / reading a threat
97
D12
Scouting / a defended approach
99
D23
Chat / channels and inboxes
103
D24
Translation / same bubble
106
D25
Coordinates / a shared location
107
D26
Warnings / keep the draft
110
D27
Chat mutes / deliberate repeats
111
D28
Moderation / before delivery
112
14 original concept artworks and 28 visual explainers. Figure IDs stay stable across this guide edition.
Use the contents for numbered sections or the A-Z index for a particular term. Concept studies are not final game screenshots.
SUNDERWARD / 01.03 / GETTING STARTED
Pre-release 2.0
Contents
Chapter start
Topic index
8 / 120

Page 9

Open illustrated page

The experience to build
The city and shared world stay central. Management supports meaningful choices.
Loop
Player decision
Build and gather
Choose production, military, recovery or logistics investment.
Recruit and prepare
Select troop roles, equipment tiers, commanders and governors.
Scout and march
Read known information, route distance, cargo and travel time.
Fight or cooperate
Explore, reinforce, transport, raid or coordinate a declared war.
Recover and expand
Heal survivors, preserve XP, repair and claim earned city charters.
One persistent account
Start a timer in Android and see the same remaining work in a browser. The server owns resources, jobs,
inventory, armies, hero assignments, diplomacy, rewards and purchases. Client countdowns are displays of
server state.
Readable mobile play
Use a world-dominant portrait view, touch pan/zoom, compact HUD and clear tap targets. A building panel shows
current benefit, next benefit, full cost, prerequisites and remaining work. A march preview shows its slowest
formation, cargo and protection rules.
Browser support targets Windows, macOS and modern mobile browsers, including Safari where practical. Native
Android follows the shared account model. Engine, backend and native iOS timing remain open.
SUNDERWARD / 01.04 / GETTING STARTED
Pre-release 2.0
Contents
Chapter start
Topic index
9 / 120

Page 10

Open illustrated page

A connected realm
Cities, valleys, roads and alliance objectives give the realm its structure.
Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules.
One permanent home and three expansion cities are the working target. Roads and terrain guide gathering,
movement, reinforcements and alliance resource aid.
SUNDERWARD / 01.05 / GETTING STARTED
Pre-release 2.0
Contents
Chapter start
Topic index
10 / 120

Page 11

Open illustrated page

How progression fits together
Keep level, military rank, noble title and equipment tier have separate requirements.
Four progress tracks, with different jobs
Home Keep
1
K1
5
K5
10
K10
15
K15
20
K20
25
K25
30
K30
Opens development gates; account limits use the home city.
Military rank
Civilian
K1
Lieutenant
K5
Captain
K10
Major
K15
Colonel
K20
General
K25
Earn and claim promotions; no automatic skipping.
Noble title
Civilian
K1
Knight
K5
Baronet
K8
Baron
K11
Viscount
K14
Earl
K17
Marquis
K20
Duke
K23
Furstin
K26
Prinzessin
K30
Claim titles to gain city charters: 1, 2, 3, then 4 cities.
Troop equipment tier
Improvised
K1
Standard
K6
Reinforced
K12
Tempered
K18
Masterwork
K24
Realmforged
K30
I / II / III / IV / V / VI at Keeps 1 / 6 / 12 / 18 / 24 / 30.
A gate is a requirement, not a free grant
Missions, prestige, medals, resources, local facilities and research still apply.
SUNDERWARD / 02.01 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
11 / 120

Page 12

Open illustrated page

Keep progression / 1–15
Unlocks are distributed across 30 levels. A listed gate still requires the building, research or earned
mission.
Keep
New options
Tier / rank / title
1
Keep, Farm, Lumbermill, Storehouse, Housing, Barracks; Laborers, Militia;
Mara Stoneward
Improvised; Civilian; Civilian
2
Quarry, Scout Lodge, Academy; Pathfinders
—
3
Herb Garden, Walls; Spear Guard; Tessa Reed
—
4
Mine, Archery Range, Infirmary, Forge; Bow Companies; Orin Ashwell
—
5
Watchtower, Alliance Hall
Lieutenant; Knight
6
Training Ground, Road Station; Shield Guard
Standard
7
Garran Flint
—
8
Trade Depot; Supply Wagons; Nessa Farrow
Baronet
9
Develop existing systems
—
10
Stables; Light Riders
Captain
11
Develop existing systems
Baron
12
Bram Ironwick
Reinforced
13
Develop existing systems
—
14
Develop existing systems
Viscount
15
Develop existing systems
Major
SUNDERWARD / 02.02 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
12 / 120

Page 13

Open illustrated page

Keep progression / 16–30
Unlocks are distributed across 30 levels. A listed gate still requires the building, research or earned
mission.
Keep
New options
Tier / rank / title
16
Ward Sanctum; Iron Lancers; Seris Veyl
—
17
Develop existing systems
Earl
18
Siege Workshop; Bolt Engines
Tempered
19
Develop existing systems
—
20
Develop existing systems
Colonel; Marquis
21
Siege Rams
—
22
Ilyra Dawnweave
—
23
Develop existing systems
Duke
24
Develop existing systems
Masterwork
25
Develop existing systems
General
26
Stone Throwers
Furstin
27
Develop existing systems
—
28
Develop existing systems
—
29
Develop existing systems
—
30
Develop existing systems
Realmforged; Prinzessin
SUNDERWARD / 02.03 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
13 / 120

Page 14

Open illustrated page

Buildings / visual directory
Twenty-three building jobs, with first Keep access shown beside each icon.
Keep
K1 | local
City development; home hero ceiling
Farm
K1 | local
Food output
Lumbermill
K1 | local
Timber output
Quarry
K2 | local
Stone output
Mine
K4 | local
Metal output
Herb Garden
K3 | local
Medicine output
Storehouse
K1 | local
Capacity and protected stock
Housing
K1 | local
Account gold income
Barracks
K1 | local
Infantry training
Scout Lodge
K2 | local
Scout preparation and report gates
Archery Range
K4 | local
Bow training
Stables
K10 | local
Mounted training
Siege Workshop
K18 | local
Engine training
Trade Depot
K8 | local
Carriers and transfers
Infirmary
K4 | local
Wounded capacity
Academy
K2 | home only
Shared empire research
Forge
K4 | home only
Shared equipment crafting
Walls
K3 | local
City wall durability
Watchtower
K5 | local
Warnings and counter-intelligence
Alliance Hall
K5 | local
Distinct ally help
Training Ground
K6 | local
Soldiers per march
Road Station
K6 | local
Friendly-route travel
Ward Sanctum
K16 | local
City defense against debuffs
Every building has levels 1-30. Copy limits and exact benefits remain in the catalog.
SUNDERWARD / 02.04 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
14 / 120

Page 15

Open illustrated page

Buildings / economy
Every listed building has levels 1–30 and a visible benefit at each level.
Building
Kee
p
Copi
es
Purpose
Per-level benefit
Keep
1
1
Home hero level ceiling
min(60,max(10,2*L)); home Keep only
Farm
1
3
Food per hour
120*1.18^(L-1)
Lumbermill
1
3
Timber per hour
120*1.18^(L-1)
Quarry
2
3
Stone per hour
120*1.18^(L-1)
Mine
4
3
Metal per hour
120*1.18^(L-1)
Herb Garden
3
3
Medicine per hour
120*1.18^(L-1)
Storehouse
1
1
Capacity of each main resource
5000*1.27^(L-1); 20% protected
Housing
1
1
Account gold per hour
80*1.16^(L-1)
L means the building level. Production copies unlock at local Keeps 1, 10 and 20, subject to the building’s own
first-unlock gate. Other facilities allow one copy per city; Academy and Forge exist only at home. Hero ceiling
uses the home Keep.
Production deposits automatically into the local Storehouse while online or offline, stopping at its cap. One
Storehouse protects and stores each of the five main resources. Gold belongs to the account and comes from
Housing and earned rewards.
SUNDERWARD / 02.05 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
15 / 120

Page 16

Open illustrated page

Buildings / armies
Every listed building has levels 1–30 and a visible benefit at each level.
Building
Kee
p
Copi
es
Purpose
Per-level benefit
Barracks
1
1
Infantry training batch size
50+50*(L-1)
Scout Lodge
2
1
Scout preparation speed
0.5%*L
Archery Range
4
1
Ranged training batch size
50+50*(L-1)
Stables
10
1
Mounted training batch size
50+50*(L-1)
Siege Workshop
18
1
Engine training batch size
5+5*(L-1)
Walls
3
1
Wall durability
10000*1.13^(L-1)
Watchtower
5
1
Base counter-intelligence points
L; warning details at 1/5/10/15/20/25/30;
also gates outgoing reports
Training Ground
6
1
Soldiers per march
1500+250*(L-1); 750 before built
L means the building level. Production copies unlock at local Keeps 1, 10 and 20, subject to the building’s own
first-unlock gate. Other facilities allow one copy per city; Academy and Forge exist only at home. Hero ceiling
uses the home Keep.
Production deposits automatically into the local Storehouse while online or offline, stopping at its cap. One
Storehouse protects and stores each of the five main resources. Gold belongs to the account and comes from
Housing and earned rewards.
SUNDERWARD / 02.06 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
16 / 120

Page 17

Open illustrated page

Buildings / support
Every listed building has levels 1–30 and a visible benefit at each level.
Building
Kee
p
Copi
es
Purpose
Per-level benefit
Trade Depot
8
1
Resource shipment preparation speed
0.5%*L; wagon training here
Infirmary
4
1
Wounded capacity
300+150*(L-1)
Academy
2
1
Empire research speed
0.5%*L
Forge
4
1
Empire forge speed
0.5%*L
Alliance Hall
5
1
Distinct allies allowed to help one job
min(15,3+floor((L-1)/2))
Road Station
6
1
Travel speed to friendly owned/allied
cities
0.5%*L; no attack speed
Ward Sanctum
16
1
Hostile debuff duration reduction in city
defense
L/600; cap 5%
L means the building level. Production copies unlock at local Keeps 1, 10 and 20, subject to the building’s own
first-unlock gate. Other facilities allow one copy per city; Academy and Forge exist only at home. Hero ceiling
uses the home Keep.
Production deposits automatically into the local Storehouse while online or offline, stopping at its cap. One
Storehouse protects and stores each of the five main resources. Gold belongs to the account and comes from
Housing and earned rewards.
SUNDERWARD / 02.07 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
17 / 120

Page 18

Open illustrated page

Upgrade costs and queues
A smooth, editable curve replaces unexplained late-game jumps.
Building cost basis = 600 × building factor × 1.30L−1. Base work = 90 seconds × time factor × 1.25L−1. Resource
shares are food 20%, timber 40%, stone 30% and metal 10%; before Mine access, the metal share becomes
timber. Round each resource upward.
Keep target
Cost basis
Base hours
Prerequisite buildings
1
2,400
0.10
Starting Keep
5
6,855
0.24
Storehouse 4, Walls 4
10
25,451
0.75
Storehouse 9, Walls 9
15
94,498
2.27
Storehouse 14, Walls 14
20
350,861
6.94
Storehouse 19, Walls 19
25
1,302,722
21.18
Storehouse 24, Walls 24
30
4,836,916
64.62
Storehouse 29, Walls 29, Academy 29
Keep upgrades need Storehouse at target minus one. Every fifth target also needs Walls at target minus one;
every sixth needs Academy at target minus one. Facilities cannot exceed the local Keep. The full path has been
checked for reachability.
A new account receives Keep, Farm, Lumbermill, Storehouse, Housing and Barracks at level 1, plus 3,000 food,
4,000 timber, 2,500 stone and 500 gold, once. The table’s level 1 costs apply to new construction, not these
starting grants.
Queue
Draft rule
Construction
1 per city; second earned at home Keep 10
Research / forge
1 empire queue each, based at home
Training / healing
1 queue per troop facility; 1 healing queue per city
Marches
1 / 2 / 3 / 4 at home Keeps 1 / 5 / 12 / 20
SUNDERWARD / 02.08 / CITY DEVELOPMENT
Pre-release 2.0
Contents
Chapter start
Topic index
18 / 120

Page 19

Open illustrated page

Research and shared knowledge
Shared knowledge connects production, engineering, recovery and military development.
New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary.
The current design uses one shared empire research queue based at home. The following branch and unlock
diagrams define its scope.
SUNDERWARD / 03.01 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
19 / 120

Page 20

Open illustrated page

Research / shared knowledge, local gates
One permanent account tree supports cities with their own training facilities.
Home Academy
One permanent empire research tree
Economy
8 technologies
Production, gathering and storage
Development
6 technologies
Construction, healing and walls
Infantry
5 technologies
Spears, shields and discipline
Ranged and scouting
5 technologies
Bows and information quality
Mounted
4 technologies
Mounted speed and specialization
Siege and forge
6 technologies
Engine families, tiers and crafting
Logistics and alliance
8 technologies
Cargo, roads, aid and recovery
Heroes and wards
6 technologies
XP, preparation and limited support
Example: a first Bolt Engine requires all four gates
Local Keep
18
Siege Workshop
18
Siegecraft
1
Equipment Doctrine
3 / tier IV
Research is shared. Each city still needs its own eligible training facility.
SUNDERWARD / 03.02 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
20 / 120

Page 21

Open illustrated page

Research without duplicate trees
One personal empire tree, with local training gates and a separate shared alliance branch.
Research uses the home Academy and home treasury. A node’s listed Keep/Academy gate applies to each level;
some require an additional home facility and named parent research. Nodes are sequential. Reaching Keep 30
does not automatically complete a branch.
Branch
Technologies
Role
Economy
8
Production, storage and gathering
Development
6
Work, healing and walls
Infantry
5
Spears, shields and formations
Ranged and scouting
5
Bows and information
Mounted
4
Speed and cavalry specialization
Siege and forge
6
Engine families, tiers and crafting
Logistics and alliance
8
Cargo, roads, aid and recovery
Heroes and wards
6
XP, preparation and limited support
Research cost basis = 900 × node factor × 1.75L−1 × (1 + gate / 10). Base work = 300 seconds × node factor ×
1.65L−1 × (1 + gate / 15). The workbook provides resource splits, account gold and every step. These are tuning
inputs, not a promised completion schedule.
An unlock node grants its stated content. Siegecraft levels 1/2/3 unlock Bolt Engines / Siege Rams / Stone
Throwers at Keeps 18/21/26. Equipment Doctrine levels 1–5 unlock tiers II–VI at Keeps 6/12/18/24/30.
SUNDERWARD / 03.03 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
21 / 120

Page 22

Open illustrated page

Research / Economy
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Agriculture
10
2, 6, 9, 12, 15, 18, 21,
24, 27, 30
5% each / 50% cap
All owned cities; parent: None
Forestry
10
2, 6, 9, 12, 15, 18, 21,
24, 27, 30
5% each / 50% cap
All owned cities; parent: None
Stoneworking
10
3, 6, 9, 12, 15, 18, 21,
24, 27, 30
5% each / 50% cap
All owned cities; parent: None
Metallurgy
10
4, 7, 10, 13, 16, 19, 22,
25, 28, 30
5% each / 50% cap
All owned cities; parent: None
Herbalism
10
3, 6, 9, 12, 15, 18, 21,
24, 27, 30
5% each / 50% cap
All owned cities; parent: None
Field Gathering
10
3, 6, 9, 12, 15, 18, 21,
24, 27, 30
3% each / 30% cap
All gathering marches; parent: None
Deep Stores
10
4, 7, 10, 13, 16, 19, 22,
25, 28, 30
5% each / 50% cap
Each city; does not increase protected
percentage; parent: None
Stewardship
5
5, 12, 18, 24, 30
3% each / 15% cap
All owned housing; parent: None
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.04 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
22 / 120

Page 23

Open illustrated page

Research / Development
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Construction
Methods
10
2, 6, 9, 12, 15, 18, 21,
24, 27, 30
3% each / 30% cap
All cities; parent: None
Research Methods
10
4, 7, 10, 13, 16, 19, 22,
25, 28, 30
5% each / 50% cap
Empire queue; parent: None
Training Methods
10
6, 9, 12, 14, 17, 20, 22,
25, 28, 30
3% each / 30% cap
All training facilities; parent: None
Field Medicine
10
4, 7, 10, 13, 16, 19, 22,
25, 28, 30
3% each / 30% cap
All infirmaries; parent: None; facility:
Infirmary
Treatment
Efficiency
5
8, 14, 19, 25, 30
2% each / 10% cap
Wounded healing only; parent: Field
Medicine 2; facility: Infirmary
Fortification
Engineering
10
5, 8, 11, 14, 17, 19, 22,
25, 28, 30
5% each / 50% cap
Each city; parent: None; facility: Walls
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.05 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
23 / 120

Page 24

Open illustrated page

Research / Infantry
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Spear Drills
10
3, 6, 9, 12, 15, 18, 21,
24, 27, 30
2% each / 20% cap
Commanded Spear Guard; parent:
None; facility: Barracks
Shield Drills
10
6, 9, 12, 14, 17, 20, 22,
25, 28, 30
2% each / 20% cap
Commanded Shield Guard; parent:
None; facility: Barracks
Infantry Discipline
10
5, 8, 11, 14, 17, 19, 22,
25, 28, 30
2% each / 20% cap
Militia, Spear and Shield; parent: Spear
Drills 1
Infantry Armor
10
7, 10, 13, 15, 18, 20,
23, 25, 28, 30
2% each / 20% cap
Militia, Spear and Shield; parent: Shield
Drills 1
Braced Formation
5
10, 15, 20, 25, 30
3% each / 15% cap
Braced Spears against charge; parent:
Spear Drills 3
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.06 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
24 / 120

Page 25

Open illustrated page

Research / Ranged and scouting
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Archery
10
4, 7, 10, 13, 16, 19, 22,
25, 28, 30
2% each / 20% cap
Bow Companies; parent: None; facility:
Archery Range
Reconnaissance
10
2, 6, 9, 12, 15, 18, 21,
24, 27, 30
3 points each / 30
cap
3 points per level plus report-tier access;
source Lodge and Tower also required;
parent: None; facility: Scout Lodge
Field Signals
5
6, 12, 18, 24, 30
3% each / 15% cap
Owned scouting marches; parent:
Reconnaissance 2
Concealment
5
8, 14, 19, 25, 30
6 points each / 30
cap
6 points per level; Watchtower and idle
Pathfinders also contribute; parent:
Reconnaissance 2; facility: Watchtower
Ranged Discipline
10
9, 12, 14, 16, 19, 21,
23, 26, 28, 30
2% each / 20% cap
Bow Companies; parent: Archery 2
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.07 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
25 / 120

Page 26

Open illustrated page

Research / Mounted
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Horsemanship
10
10, 13, 15, 17, 19, 22,
24, 26, 28, 30
2% each / 20% cap
Mounted units; slowest march rule;
parent: None; facility: Stables
Armored Cavalry
5
16, 20, 23, 27, 30
3% each / 15% cap
Iron Lancers; parent: Horsemanship 2;
facility: Stables
Cavalry Discipline
10
12, 14, 16, 18, 20, 22,
24, 26, 28, 30
2% each / 20% cap
Light Riders and Iron Lancers; parent:
Horsemanship 1
Remounts
5
15, 19, 23, 27, 30
3% each / 15% cap
Stables; parent: Horsemanship 2; facility:
Stables
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.08 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
26 / 120

Page 27

Open illustrated page

Research / Siege and forge
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Siegecraft
3
18, 21, 26
Unlocks; see
research rules
Bolt Engines, Rams, Stone Throwers in
order; parent: None; facility: Siege
Workshop
Equipment
Doctrine
5
6, 12, 18, 24, 30
Unlocks; see
research rules
Tiers II through VI; local facility still
required; parent: None; facility: Forge
Siege Accuracy
5
20, 23, 25, 28, 30
3% each / 15% cap
Bolt Engines and Stone Throwers;
parent: Siegecraft 1; facility: Siege
Workshop
Breach
Engineering
5
21, 24, 26, 28, 30
3% each / 15% cap
Siege Rams versus walls; parent:
Siegecraft 2; facility: Siege Workshop
Forge Methods
10
4, 7, 10, 13, 16, 19, 22,
25, 28, 30
3% each / 30% cap
Empire forge queue; parent: None;
facility: Forge
Careful Salvage
5
12, 17, 21, 26, 30
2% each / 10% cap
Recoverable engines only; parent: Forge
Methods 2; facility: Forge
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.09 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
27 / 120

Page 28

Open illustrated page

Research / Logistics and alliance
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Logistics
10
8, 11, 13, 16, 18, 21,
23, 26, 28, 30
5% each / 50% cap
All five ordinary resources; parent: None;
facility: Trade Depot
Roadcraft
10
6, 9, 12, 14, 17, 20, 22,
25, 28, 30
2% each / 20% cap
Infantry and carriers; slowest unit rule;
parent: None; facility: Road Station
Caravan Planning
5
10, 15, 20, 25, 30
3% each / 15% cap
Supply Wagons and Laborers; parent:
Logistics 1; facility: Trade Depot
Aid Coordination
5
8, 14, 19, 25, 30
5% each / 25% cap
Alliance help effectiveness; all-help cap
10%; parent: None; facility: Alliance Hall
Alliance Support
5
10, 15, 20, 25, 30
3% each / 15% cap
Reinforcement to own alliance; parent:
None; facility: Alliance Hall
Regional Supply
5
14, 18, 22, 26, 30
3% each / 15% cap
Transfers between owned cities; parent:
Logistics 2; facility: Road Station
Field Hospitals
5
12, 17, 21, 26, 30
5% each / 25% cap
All infirmaries; parent: Field Medicine 2;
facility: Infirmary
Relief Convoys
5
16, 20, 23, 27, 30
2% each / 10% cap
Nonhostile resource shipments; parent:
Logistics 3; facility: Trade Depot
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.10 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
28 / 120

Page 29

Open illustrated page

Research / Heroes and wards
Percentage benefits add within scope. Intelligence research grants flat points and access to report
tiers.
Technology
Cap
Keep & Academy
gates
Benefit
Scope / prerequisite
Command Lessons
10
5, 8, 11, 14, 17, 19, 22,
25, 28, 30
2% each / 20% cap
Earned combat and mission XP; parent:
None
Guardian Tactics
5
10, 15, 20, 25, 30
2% each / 10% cap
Defense/escort preparation; no global
damage buff; parent: None
Healer Training
5
12, 17, 21, 26, 30
1% each / 5% cap
Healing only; parent: Field Medicine 2
Wardcraft
5
16, 20, 23, 27, 30
2% each / 10% cap
Ward Sanctum; parent: None; facility:
Ward Sanctum
Veil Breaking
5
18, 21, 24, 27, 30
2% each / 10% cap
Commanded army; parent: Wardcraft 1
Steady Resolve
5
20, 23, 25, 28, 30
2% each / 10% cap
Commanded army; morale model
requires combat test; parent: None
Full per-level costs, base hours, required facility level and cumulative effects are in the systems workbook and
JSON. Effects apply only to their stated targets. Research survives army losses and expansion-city capture.
SUNDERWARD / 03.11 / RESEARCH
Pre-release 2.0
Contents
Chapter start
Topic index
29 / 120

Page 30

Open illustrated page

Ranks, titles and city charters
Keep development, earned standing and claimed promotions are separate.
Military rank
Home Keep
Civilian
1
Lieutenant
5
Captain
10
Major
15
Colonel
20
General
25
Noble title
Keep
Required rank
Total city cap
Civilian
1
Civilian
1
Knight
5
Lieutenant
2
Baronet
8
Lieutenant
2
Baron
11
Captain
2
Viscount
14
Captain
3
Earl
17
Major
3
Marquis
20
Colonel
3
Duke
23
Colonel
4
Furstin
26
General
4
Prinzessin
30
General
4
Claim ranks and titles in order. Each promotion requires its earned mission, prestige threshold, gold and Service
Medals. Prestige is not consumed; gold and medals are. Retry-safe claims cannot spend twice. A high Keep or
VIP level cannot skip the sequence.
SUNDERWARD / 04.01 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
30 / 120

Page 31

Open illustrated page

Heroes and troop silhouettes
A restored silhouette study for commanders, infantry, mounted troops and engines.
Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules.
Silhouettes communicate different jobs. The current troop roster defines all twelve families, six equipment tiers
and their unlocks.
SUNDERWARD / 04.02 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
31 / 120

Page 32

Open illustrated page

Armies, roles and resource carriers
Different roles stay meaningful as equipment tiers and veteran experience improve.
Infantry
Militia; Spear Guard; Shield Guard
Hold, brace, screen and garrison.
Ranged
Bow Companies
Protected fire from behind a frontline.
Mounted
Light Riders; Iron Lancers
Flank, respond and exploit exposed targets.
Scouting
Pathfinders
Observe, report and return quickly.
Siege
Bolt Engines; Siege Rams; Stone Throwers
Precision support, breaching and wall pressure.
Carriers
Laborers; Supply Wagons
Early hauling and bulk resource transport.
Example: ten entry-tier Supply Wagons
BASE
20,000
LOGISTICS
10,000
HERO
2,000
20,000 base + 50% Logistics + 10% Quartermaster = 32,000 shared cargo.
Pack Frames can add +10% of base cargo: 34,000 total with all three bonuses.
Food
Timber
Stone
Metal
Medicine
The resources share one hold. The slowest formation sets base march speed.
SUNDERWARD / 04.03 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
32 / 120

Page 33

Open illustrated page

Twelve troop families
Carriers and scouts are part of the army system, with distinct cargo and travel roles.
Family
Keep / entry
tier
Facility / branch
Entry cargo /
speed
Laborers
1 / T1
storehouse; no branch required
100 / 10
Militia
1 / T1
barracks; no branch required
10 / 12
Pathfinders
2 / T1
scoutLodge; reconnaissance 1
10 / 36
Spear Guard
3 / T1
barracks; spearDrills 1
15 / 11
Bow Companies
4 / T1
archeryRange; archery 1
15 / 11
Shield Guard
6 / T2
barracks; shieldDrills 1
15 / 10
Supply Wagons
8 / T2
tradeDepot; logistics 1
2,000 / 6
Light Riders
10 / T2
stables; horsemanship 1
40 / 24
Iron Lancers
16 / T3
stables; armoredCavalry 1
25 / 16
Bolt Engines
18 / T4
siegeWorkshop; siegecraft 1
10 / 4
Siege Rams
21 / T4
siegeWorkshop; siegecraft 2
10 / 3
Stone Throwers
26 / T5
siegeWorkshop; siegecraft 3
10 / 3
Militia supply inexpensive early manpower. Spears counter prepared frontal cavalry charges; shields hold the
line; bows need protection; mounted units exploit exposure. Engines have separate roles in precision support,
breaching and long-range wall pressure. Final damage, range and counter coefficients require combat tests.
Laborers carry early loads; Supply Wagons carry bulk resources. Pathfinders carry little and scout quickly. A
mixed march moves at the speed of its slowest formation. No passive food starvation is proposed; training and
march costs carry the resource burden.
SUNDERWARD / 04.04 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
33 / 120

Page 34

Open illustrated page

Tiers, veterans and carriers
A troop’s role, equipment tier and experience are different forms of progress.
Tier
Equipment name
Keep / Doctrine
1
Improvised
1 / 0
2
Standard
6 / 1
3
Reinforced
12 / 2
4
Tempered
18 / 3
5
Masterwork
24 / 4
6
Realmforged
30 / 5
For a family and tier, the local Keep and training facility must reach the greater of the family’s first unlock and the
tier gate. The named family research and shared Equipment Doctrine must also be complete. Late families begin
at the appropriate tier, without unused earlier versions.
Experience remains useful
Regiment veteran level caps at 30. Threshold XP = 100 × (level − 1)2; level 30 needs 84,100 XP. Store overflow.
Casualties do not erase the regiment’s XP record, and tier promotion retains it.
Transfer 100% of XP between different idle regiments owned by the same account, in the same friendly city and
realm. This moves XP out of the source rather than copying it. It does not transfer soldiers, gear, tier access or
research.
Cargo has one shared hold
Entry cargo grows 20% per tier above the family’s entry tier. Logistics adds 5% per level, up to 50%; the assigned
Quartermaster adds up to 10%, additively. Ten entry-tier wagons carry 20,000 base units, or 32,000 with both
maximum bonuses. Food, timber, stone, metal and medicine share that hold. Gold, medals, paid currency and
XP are not transferable. Alliance Pack Frames can add up to 10% cargo: ten entry wagons then hold 34,000 with
all three maximum bonuses.
SUNDERWARD / 04.05 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
34 / 120

Page 35

Open illustrated page

Eight starter hero portraits
An initial visual direction for the eight named heroes in the working roster.
New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary.
Mara Stoneward
Warden
Blue | Keep 1
Tessa Reed
Ranger
Blue | Keep 3
Orin Ashwell
Physician
Blue | Keep 4
Garran Flint
Vanguard
Purple | Keep 7
Nessa Farrow
Quartermaster
Purple | Keep 8
Bram Ironwick
Engineer
Blue | Keep 12
Seris Veyl
Warlock
Purple | Keep 16
Ilyra Dawnweave
Luminary
Gold | Keep 22
SUNDERWARD / 04.06 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
35 / 120

Page 36

Open illustrated page

Eight heroes with clear jobs
Each hero can command, defend or govern; only one assignment is active at a time.
Hero
Class / color
Keep
Best-fit job
Mara Stoneward
Warden / Blue
1
Border Warden
Tessa Reed
Ranger / Blue
3
The Farfinder
Orin Ashwell
Physician / Blue
4
Field Physician
Garran Flint
Vanguard / Purple
7
The Breachbreaker
Nessa Farrow
Quartermaster / Purple
8
Keeper of Roads
Bram Ironwick
Engineer / Blue
12
The Forgewright
Seris Veyl
Warlock / Purple
16
The Ashbinder
Ilyra Dawnweave
Luminary / Gold
22
The Dawnkeeper
All eight heroes have permanent story or rescue acquisition paths. Color is a design and availability category; it
does not create a higher level ceiling. Heroes return or recover after defeat and cannot be permanently killed,
stolen with a city or stripped of owned gear.
Hero cap = min(60, max(10, 2 × home Keep)). Signature unlocks at level 1, specialty at 10 and governor ability at
20. The level 30 talent, 40 signature mastery, 50 specialist mastery and 60 capstone are reserved design slots;
their effects are not yet implemented or sold.
Moving a governor removes that city benefit. Settle elapsed work at the previous rate, then calculate remaining
work using the new rate. A hero cannot leave behind a permanently snapshotted speed bonus while serving
elsewhere.
SUNDERWARD / 04.07 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
36 / 120

Page 37

Open illustrated page

Heroes / one active assignment
A commander, defender and governor are distinct jobs for an owned hero.
Mara Stoneward
Choose ONE active assignment
Commander
Army signature and specialty
Governor
Local ability from hero level 20
Defender
Command effects in city defense
Eight heroes; distinct classes and earned story unlocks
Mara Stoneward
Warden | Blue | Keep 1
Tessa Reed
Ranger | Blue | Keep 3
Orin Ashwell
Physician | Blue | Keep 4
Garran Flint
Vanguard | Purple | Keep 7
Nessa Farrow
Quartermaster | Purple | Keep 8
Bram Ironwick
Engineer | Blue | Keep 12
Seris Veyl
Warlock | Purple | Keep 16
Ilyra Dawnweave
Luminary | Gold | Keep 22
Moving a governor settles elapsed work, removes that benefit and changes the remaining rate.
Gear stays account-owned; one item serves one hero and a departing march locks its loadout.
SUNDERWARD / 04.08 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
37 / 120

Page 38

Open illustrated page

Hero presentation study
A restored presentation concept; the current roster provides the exact rarity and unlock data.
Earlier hero-card presentation study. Border colors and tier counts are illustrative; the current roster defines names, rarity and
unlocks.
The older card colors are a presentation study. Mara, Tessa and Orin are Blue in the current roster; later heroes
bring specialist classes without replacing early roles.
SUNDERWARD / 04.09 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
38 / 120

Page 39

Open illustrated page

Hero abilities / frontline and recovery
Ranges show minimum-to-maximum proposed skill benefits, subject to the stated assignment and
condition.
Mara Stoneward / Warden
Signature: Hold the Line, 2%–8%. Commanded Militia, Shield Guard and Spear Guard. First two combat rounds while defending
or escorting.
Specialty: Prepared Guard, 1%–4%. Commanded Spear Guard. Only against charging mounted enemies.
Governor: Restore the Walls, 5%–15%. Governed city. Only while assigned as its governor.
Tessa Reed / Ranger
Signature: Clear Shot, 3%–9%. Commanded Bow Companies. Only while protected by a surviving frontline.
Specialty: Quiet Trail, 2%–8%. Commanded scouting march. Only a scouting mission.
Governor: Watch the Paths, 5%–15%. Governed city. Only preparing a scouting march.
Orin Ashwell / Physician
Signature: Field Triage, 3%–12%. Wounded survivors of this commanded army. Requires infirmary capacity; never revives
permanent deaths.
Specialty: Steady Hands, 2%–6%. Wounded survivors of this commanded army. Requires normal resources, time and available
treatment capacity.
Governor: Open the Wards, 5%–15%. Governed city infirmary. Only while assigned as its governor.
Garran Flint / Vanguard
Signature: Press the Advantage, 3%–10%. Commanded Militia and Light Riders. Only against a disrupted or exposed enemy
formation.
Specialty: Rally the Line, 1%–4%. Commanded frontline. Does not erase normal casualties.
Governor: The Drill Yard, 4%–12%. Governed city barracks. Only training; does not instantly create troops.
Identical debuffs use the strongest effect rather than stacking copies. Healing affects wounded survivors within
available treatment capacity; it never resurrects permanent deaths. Starter skill relevance and later talents remain
part of the hero design review.
SUNDERWARD / 04.10 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
39 / 120

Page 40

Open illustrated page

Hero abilities / supply, engineering and
magic
Ranges show minimum-to-maximum proposed skill benefits, subject to the stated assignment and
condition.
Nessa Farrow / Quartermaster
Signature: Full Wagons, 3%–10%. Commanded transport march. Only one commanding Quartermaster applies.
Specialty: Sure Roads, 2%–6%. Commanded transport march. Respects slowest formation and route rules.
Governor: Ordered Stores, 5%–15%. Governed city. Does not create resources.
Bram Ironwick / Engineer
Signature: Measured Shot, 3%–10%. Commanded siege engines. Only against their intended siege targets.
Specialty: Field Repairs, 1%–5%. Recoverable commanded siege engines. No restoration of destroyed engines.
Governor: A Well-set Forge, 4%–12%. Crafting job started in the governed city. One shared crafting queue; no extra queue
granted.
Seris Veyl / Warlock
Signature: Ash Bind, 3%–8%. One targeted enemy frontline regiment. First two rounds; strongest identical debuff only; boss
resistance applies.
Specialty: Ward Lore, 2%–8%. Commanded army. Cannot make an army permanently immune.
Governor: Mend the Wards, 3%–10%. Governed city wards. Only if that city has researched and built wards.
Ilyra Dawnweave / Luminary
Signature: Dawn Veil, 5%–20%. Commanded frontline. Eligible debuffs only; does not remove all effects or revive troops.
Specialty: Steady Light, 1%–5%. Commanded army. Strongest identical effect only.
Governor: Shelter the Living, 5%–15%. Governed city infirmary. Extra capacity must exist before the battle is resolved.
Identical debuffs use the strongest effect rather than stacking copies. Healing affects wounded survivors within
available treatment capacity; it never resurrects permanent deaths. Starter skill relevance and later talents remain
part of the hero design review.
SUNDERWARD / 04.11 / RANKS, TROOPS AND HEROES
Pre-release 2.0
Contents
Chapter start
Topic index
40 / 120

Page 41

Open illustrated page

Forge and equipment study
Weapons, armor, boots and insignias support distinct jobs.
Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules.
Owned gear survives defeats and city capture. Crafting is deterministic; quality promotion preserves the recorded
enhancement investment.
SUNDERWARD / 05.01 / EQUIPMENT, CITIES AND COMBAT
Pre-release 2.0
Contents
Chapter start
Topic index
41 / 120

Page 42

Open illustrated page

One forge, reusable equipment
Deterministic recipes and durable ownership keep early effort valuable.
Slot
Role
Weapon
A stated offensive skill or troop role in the assigned army
Body armor
Protection for named troops in that force
Boots
Travel efficiency, respecting the slowest-formation rule
Insignia
One command, recovery or governor effect with explicit scope
Select a known recipe and preview exactly what it creates. Blue, purple and gold grades can be earned; hero
color does not restrict equipment grade. No random crafting failure is proposed. Recipe, progress and component
gates apply equally to earned or purchased ingredients.
Enhancement improves the selected item. Quality promotion consumes that item and creates one better version,
preserving recorded enhancement investment and overflow. Finished gear remains account-owned through
defeats or city capture. One item can serve one compatible idle hero at a time; a departing march locks its
loadout.
The home Forge runs one shared queue and escrows home resources. Expansion capture does not cancel it.
Cancellation returns 90% of paid ordinary resources/gold; elapsed work and consumed speedups are not
refunded. Dismantling requires an exact preview and cannot return more components than the item’s recorded
investment.
Gear stat magnitudes, grade gaps, enhancement caps and recipes need the combat/economy prototype. Gems,
random rolls, set stacks and hero-exclusive weapons are deferred.
SUNDERWARD / 05.02 / EQUIPMENT, CITIES AND COMBAT
Pre-release 2.0
Contents
Chapter start
Topic index
42 / 120

Page 43

Open illustrated page

Four cities with different jobs
A restored study of military, industrial, research and support districts.
Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules.
Specialization should create useful city choices. Exact local and strongest-only empire bonuses still need design
and balance work.
SUNDERWARD / 05.03 / EQUIPMENT, CITIES AND COMBAT
Pre-release 2.0
Contents
Chapter start
Topic index
43 / 120

Page 44

Open illustrated page

Battle, siege and recovery study
Raiding, preparing a siege and recovering wounded survivors are separate decisions.
Restored concept illustration. Appearance and interface details are illustrative; current tables define the proposed rules.
This illustration explores scale and atmosphere. Exact counter coefficients, siege windows, wounded shares and
home-raid limits still need decisions.
SUNDERWARD / 05.04 / EQUIPMENT, CITIES AND COMBAT
Pre-release 2.0
Contents
Chapter start
Topic index
44 / 120

Page 45

Open illustrated page

Cities, battles and recovery
Expansion should create strategic value without making the home expendable.
Working target: one permanent home plus three expansion cities. Home cannot be captured. Expansion founding
or occupation reserves an earned charter slot; city loss does not erase account titles, research, heroes, gear or
stored regiment XP. Home raid policy remains open.
Action
Purpose / boundary
Raid
Take exposed resources; does not change city ownership
Siege
Prepare and breach defenses during agreed war rules
Capture
Occupy an eligible expansion city, using a charter slot
Reinforce
Commit an army to an allied defense; diplomacy still applies
Transport
Deliver escrowed resources with carriers and a clear arrival receipt
Production and training remain local. Specialization may give a clear local bonus and one smaller, strongest-only
empire bonus; exact specialization values are deferred rather than added as an unexplained stat layer.
An Infirmary records wounded survivors separately from permanent losses. Snapshot capacity before a battle. Do
not grant free troop resurrection by swapping heroes afterward. City capture cancels city
construction/training/healing work and returns the stated resources to the losing owner’s recovery inbox;
wounded records remain recoverable and require valid treatment capacity.
Before PvP, settle the combat formula, counter coefficients, wounded shares, overflow treatment, siege windows,
offline protection and home raid limits together. Convoy interception remains disabled until its own policy is
resolved.
SUNDERWARD / 05.05 / EQUIPMENT, CITIES AND COMBAT
Pre-release 2.0
Contents
Chapter start
Topic index
45 / 120

Page 46

Open illustrated page

Diplomacy, carriers and warning
Relationships, resource carriers and visible warnings connect alliances to the map.
New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary.
Friendly pacts require mutual acceptance. War is unilateral, with public notices and preparation rules. Carriers
deliver only permitted ordinary resources.
SUNDERWARD / 06.01 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
46 / 120

Page 47

Open illustrated page

Alliances / relationships and resource aid
Pacts, declarations, notices and carrier shipments need clear public states.
Friendly
Mutual acceptance
Hostile actions blocked both ways
Neutral
Default relationship
Draft: ordinary raids/scouting
possible
War
Unilateral declaration
30-minute siege/capture
preparation
Protection persists through the notice period
Friendly pact
Withdrawal requested
30-minute notice
Protection continues
Neutral
Normal neutral rules
Peace accepted
Both sides agree
1-hour ceasefire
Hostile actions blocked
Neutral
After ceasefire ends
Resource aid needs carriers and an arrival receipt
Reserve
Resources escrowed; carriers
reserved
Transport
One shared cargo hold; slowest unit
sets speed
Arrive
Deliver once; changed owner
returns cargo
Recheck diplomacy at dispatch and arrival, including every rally contributor.
Convoy interception remains disabled until its own policy is resolved.
SUNDERWARD / 06.02 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
47 / 120

Page 48

Open illustrated page

Alliance diplomacy
Public relationships, meaningful pacts and clear declarations.
State
How it begins
What it means
Friendly
Both alliances accept
Blocks raids, hostile scouting, siege, capture and interception in both
directions
Neutral
Default relationship
Draft: ordinary raids/scouting may occur; no formal war relationship
War
One authorized alliance declares
Public immediately; siege/capture wait for the draft 30-minute
preparation
High Steward authority and appointed Deputy/Diplomat permissions are separate from military rank, noble title
and VIP. Pending offers stay private. Selected alliance profiles list public Friendly / Neutral / War relationships,
partner links and dated history.
Check relationship, ownership, membership and all rally or reinforcement contributors at dispatch and again at
arrival. Friendly troops cannot be lent to a third party to attack their friend. A newly accepted pact stops an
already traveling hostile arrival.
Working timers: 30-minute Friendly withdrawal notice, 30-minute war preparation, and a 1-hour ceasefire after
accepted peace. Hostile actions remain blocked through the withdrawal notice. War can be declared only once
the pact has ended. Ordinary raids and scouting then follow Neutral rules; siege and capture still need the
separate war preparation.
If war is declared as soon as a pact ends, ordinary raids/scouting become possible after 30 minutes and
siege/capture after one hour from requesting withdrawal. Other city protections still apply. The public withdrawal
notice shows the exact deadline; preparation does not grant a new raid shield.
Committed declarations, accepted friendship and peace generate public world-chat entries, a dismissible top strip
and involved-alliance notices. Top strips show for a proposed 8 seconds and respect accessibility/notification
settings. Delivery must be retry-safe. Current modules generate events; no live chat UI exists yet.
SUNDERWARD / 06.03 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
48 / 120

Page 49

Open illustrated page

Resource aid / the complete trip
One shared hold, automatic delivery and carriers that come home.
Example convoy / no hero or travel-speed bonus
Recipient
One current ally and their chosen
city
Source
Keep 8+; Depot enables dispatch
Formation
10 tier-II wagons; Logistics 1
Review before dispatch
Cargo 20,000 / 21,000 | One march slot | No fee or tax
Food
8,000
Timber
7,000
Stone
5,000
Outbound
12 minutes; cargo
reserved
Delivery
Resources belong to
recipient
Returning
12 minutes; empty
carriers
Home
Carriers and slot
available
Full storage: excess becomes a recovery parcel. Invalid owner/membership: cargo returns.
Travel is a tuning proposal. Capacity is generated by the current catalog helper.
No direct-aid Merit, gift XP or campaign points. No live shipment service is supplied.
SUNDERWARD / 06.04 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
49 / 120

Page 50

Open illustrated page

Resource aid / send and receive
Choose an alliance member, load a convoy and see the entire round trip before dispatch.
Resource aid moves your existing resources to another current member of the same alliance in the same realm.
It is a gift, not a loan or automatic trade. A Friendly pact with another alliance does not enable cross-alliance aid.
The recipient can be offline and does not need to accept each delivery.
Step
What the player does or sees
Choose recipient
Members → player card → Send Resources. Choose the receiving city, not just an account name.
Choose source
Use an owned local Keep 8+ city with Trade Depot 1+. The recipient can receive without a Depot
and without a 24-hour wait.
Choose cargo
Food, timber, stone, metal and medicine share one hold. Only stored, unreserved stock can be
loaded.
Choose carriers
Use available owned formations with cargo space. Laborers haul small loads; Supply Wagons carry
bulk resources. A hero is optional.
Review and send
Show load/capacity, exact recipient/city, delivery estimate, return estimate, fee and one occupied
march slot. Officers do not approve ordinary aid.
Working fees are zero: no transfer tax, extra food cost or paid refill. There is no separate daily aid cap in this
proposal; available stock, cargo, carriers and earned march slots limit sending. Capacity and travel benefits are
fixed when the convoy leaves. A gift does not create resources or earn Merit, gift XP or realm-war points.
Supply Wagons first train at local Keep 8, Trade Depot 8, Logistics 1 and Equipment Doctrine 1. They begin at
equipment tier II. A Depot at level 1 enables sending with already eligible formations; it does not instantly unlock
the bulk-carrier family. Existing training gates still apply.
SUNDERWARD / 06.05 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
50 / 120

Page 51

Open illustrated page

Resource aid / delivery and return
Resources, carriers and the march slot have different points at which they become available.
Phase or exception
Result
Outbound
The sender stock is removed from spendable storage and reserved to this convoy. Carriers,
assigned hero/gear and one march slot remain busy.
Valid arrival
Deliver automatically to the original recipient city after checking its current owner, location
revision and both original memberships. The recipient owns the delivered cargo immediately.
Storage is full
Deposit what fits. Put the rest in a recovery parcel; collection still requires room. Never silently
delete overflow.
Empty return
Carriers and hero return to the sender. They do not join the recipient army. The march slot
becomes free only when the return completes.
Recall before delivery
Reverse the route already travelled with the reserved cargo. Refund only on actual return; do not
grant resources at both ends.
City moved/captured or
membership changed
Return the cargo rather than giving it to a new city owner or a former ally. Leaving and rejoining
does not restore an old shipment permission.
Source city lost
Deliver a still-valid gift normally, then return to another valid sender destination: the original
source if still owned, otherwise the permanent home.
Recall after delivery
Already delivered cargo stays with the recipient. The empty convoy completes its return.
If the recipient is offline, delivery still happens. A shield does not stop a valid non-hostile delivery. The present
convoy proposal has no interception, escort combat or automatic cargo losses. General PvP, rallies and future
wartime convoy interception are separate features.
Both sides receive a receipt with sender, recipient city, amounts, delivery time and any overflow/return.
Reconnecting or retrying the same arrival cannot duplicate a gift. Track cargo and convoy separately: Delivered
can appear beside Carriers returning. A delivery receipt does not free the march slot, and a recovery parcel is not
yet spendable city stock.
SUNDERWARD / 06.06 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
51 / 120

Page 52

Open illustrated page

Resource aid / capacity and timing
One legal early convoy example, plus the formulas that explain the numbers.
Example input
Value
Source and formations
Local Keep 8+, Trade Depot 8+, ten entry-tier II Supply Wagons; Equipment Doctrine 1 and
Logistics 1
Selected cargo
8,000 food + 7,000 timber + 5,000 stone = 20,000 units
Base cargo
10 wagons × 2,000 each = 20,000
Logistics 1
+5% of base = 1,000 extra; total capacity 21,000
Space left
1,000 units; each added resource consumes the same shared hold
Route / relative speed
12 permitted-route tiles / Supply Wagon speed 6; no travel bonuses
Travel proposal
12 × 360 / 6 = 720 seconds = 12 minutes each way
Slot occupied
24-minute round trip; the recipient receives at minute 12
For each formation, cargo per soldier is floor(base load × [1 + 20% × tiers above that family's entry tier]). Sum the
formations, then apply Logistics (+5% per level), the active Quartermaster cargo bonus and eligible Pack Frames
additively; round the final capacity down. Veteran XP does not create extra cargo. At maximum Logistics,
Quartermaster and Pack Frames, ten entry wagons hold 34,000.
Proposed one-way seconds = ceil(route tiles × 360 / [slowest relative speed × (1 + applicable travel bonuses)]),
with a minimum one second. The server computes the permitted route; straight-line screen distance is not the
travel promise. Mixed forces move at the slowest formation. The return uses the departure snapshot; a recall
estimates travel from the current route position.
The 360-second coefficient, zero fee and source-Depot gate are editable 1.6 tuning proposals. The current code
supplies cargo/speed arithmetic only; the workbook models this trip, while dispatch, delivery, route finding and
returns require the future server.
SUNDERWARD / 06.07 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
52 / 120

Page 53

Open illustrated page

Alliance support / four different systems
Several buttons help allies, but they spend different things and reward different people.
System
What moves or changes
Who benefits
Direct resource aid
Existing city resources travel with your carriers; no
Merit or gift XP
One named member and receiving city
Alliance Help
A distinct helper removes bounded base work from
an eligible job; no resource convoy
The member with the job; valid help can
earn capped Merit
Shared research
donation
Spend one ordinary resource on the selected project;
earn donation Merit
Eligible members gain completed
alliance-tech benefits after the
membership wait
Activity gifts
Verified qualifying alliance activity issues a claim; no
personal resource dispatch
Members eligible when the event
occurred; claims have their own deadline
A new member can receive direct aid immediately. That does not bypass the separate 24-hour wait for shared
research benefits or issue-time activity-gift eligibility. Previously issued gift claims survive leaving; an undelivered
personal convoy instead rechecks the original memberships and can return.
An event resupply task, if introduced for realm war, must use event-specific supplies and an independent verified
ledger. Ordinary aid, circulating the same resources and buying a pack do not award campaign points or select a
ruler. Purchase-based alliance gifts remain a disabled candidate.
The future alliance screen should show these as four named actions with a short explanation beside each
confirmation. A contribution record is not a shared treasury that officers may freely withdraw, and a Friendly pact
is not membership in the same alliance.
SUNDERWARD / 06.08 / ALLIANCES AND RESOURCE AID
Pre-release 2.0
Contents
Chapter start
Topic index
53 / 120

Page 54

Open illustrated page

A realm of twelve provinces
A proposed connected map with regional citadels and smaller objectives.
Working topology / three columns, four rows
Greyshore
Timber focus
1 citadel + 2 outposts
Frostmere
Medicine focus
1 citadel + 2 outposts
Ironvale
Metal focus
1 citadel + 2 outposts
Ashfen
Food focus
1 citadel + 2 outposts
Thornreach
Timber focus
1 citadel + 2 outposts
Dawnmere
Research focus
1 citadel + 2 outposts
Stormscar
Stone focus
1 citadel + 2 outposts
Emberfields
Food focus
1 citadel + 2 outposts
Highmoor
Construction focus
1 citadel + 2 outposts
Stonewake
Stone focus
1 citadel + 2 outposts
Winterhollow
Medicine focus
1 citadel + 2 outposts
Sunward Coast
Metal focus
1 citadel + 2 outposts
12 provinces / 36 public objectives
Alliances control holdings; players still own their cities. No central throne is required.
Schematic only. Start territorial testing with four provinces; final terrain remains open.
SUNDERWARD / 07.01 / REALMS AND TERRITORY
Pre-release 2.0
Contents
Chapter start
Topic index
54 / 120

Page 55

Open illustrated page

Realm map / twelve provinces
A working full-realm layout with regional objectives, rather than one compulsory central throne.
Province
Citadel focus
Public objectives
Greyshore
Timber
1 citadel + road outpost + store outpost
Frostmere
Medicine
1 citadel + road outpost + store outpost
Ironvale
Metal
1 citadel + road outpost + store outpost
Ashfen
Food
1 citadel + road outpost + store outpost
Thornreach
Timber
1 citadel + road outpost + store outpost
Dawnmere
Research
1 citadel + road outpost + store outpost
Stormscar
Stone
1 citadel + road outpost + store outpost
Emberfields
Food
1 citadel + road outpost + store outpost
Highmoor
Construction
1 citadel + road outpost + store outpost
Stonewake
Stone
1 citadel + road outpost + store outpost
Winterhollow
Medicine
1 citadel + road outpost + store outpost
Sunward Coast
Metal
1 citadel + road outpost + store outpost
Twelve provinces form one shared realm. The connectivity diagram is a 3-column by 4-row planning grid; terrain
and final borders remain original-map work. Each province contains room for many players, their cities, gathering
sites and objectives. A province is not a separate server and does not require a separate login.
The full proposal has 12 citadels and 24 outposts. Start a territorial prototype with four provinces so travel and
alliance competition can be measured before populating all twelve. Realm population, map scale and objective
density require playtests; twelve is a working target.
SUNDERWARD / 07.02 / REALMS AND TERRITORY
Pre-release 2.0
Contents
Chapter start
Topic index
55 / 120

Page 56

Open illustrated page

Ownership / three distinct layers
Account property, alliance territory and temporary event control must never be confused.
Layer
Owner and meaning
What it does not grant
Personal cities
One permanent home plus up to three
expansion cities under earned charters
A region owner does not automatically own
these cities or their resources
Citadels and outposts
Public alliance objectives that grant banners,
local access and bounded benefits
No extra private city, hero slot or automatic
capture of everyone in the province
War Beacons
Temporary objectives scored during a matched
realm campaign
No permanent province transfer or ownership of
an enemy server
Realm Regent
A temporary leadership office earned through
the home realm contribution process
No alliance rank, personal noble title, access to
private wallets or control of other leaders
Capturing a citadel does not spend a personal city charter and does not expand the four-city account cap. A
player can live in a province controlled by another alliance. Existing alliance diplomacy, personal-city protections
and declared-war rules still govern ordinary attacks.
Owning several regions creates strategic reach, not an automatic right to tax other players. Personal military
rank, noble title, alliance standing, hero class and the realm office are separate labels with separate rules.
Appointing a Regent does not promote anyone inside another alliance.
SUNDERWARD / 07.03 / REALMS AND TERRITORY
Pre-release 2.0
Contents
Chapter start
Topic index
56 / 120

Page 57

Open illustrated page

Territory / citadels and local contests
Alliances can win and defend regional holdings within their own realm.
Working rule
Behavior
Claiming territory
Begin at an open border foothold; subsequent expansion follows adjacent held objectives. Neutral
NPC sites and alliance-held sites use different authority checks.
Contest windows
Two published 120-minute windows per week; stagger province groups. Exact server times remain
a playtest decision.
Winning
Hold continuously for 30 minutes. An enemy takeover resets the streak. If time expires, greatest
cumulative hold wins; a tie retains the incumbent or leaves a neutral site neutral.
Diplomacy
Taking a player-held objective requires an active declared war and an open contest. Friendship
and ceasefire cannot be bypassed by clicking the citadel.
Benefits
Draft citadel focus adds 1% to its matching non-combat stat for eligible alliance members; regional
bonuses cap at 3% per stat. Benefits require 24 hours of membership.
Outposts
Road/store objectives create local choices; their final effects, garrison limits and contest combat
still need definition.
The last confirmed owner keeps the holding until a contest result commits; a temporary garrison change does not
repeatedly grant ownership rewards. Bonuses switch once with final ownership. General battle counters, wounds,
garrison limits and tie resolution must be tested before activating this blueprint.
There is no hard citadel holding limit in this draft. Geography, multiple contest fronts and capped benefits should
make expansion costly to defend; monopoly behavior must be tested before deciding whether an ownership cap
or upkeep is needed. Territorial benefits are not active in the existing economy helpers.
SUNDERWARD / 07.04 / REALMS AND TERRITORY
Pre-release 2.0
Contents
Chapter start
Topic index
57 / 120

Page 58

Open illustrated page

Realm war / many objectives
A realm result, an alliance contribution board and a temporary ruler are distinct.
Home realm A
Four selected frontier areas; one temporary War
Beacon in each.
1
2
3
4
Home realm B
Four selected frontier areas; one temporary War
Beacon in each.
1
2
3
4
Eight equivalent objectives / no single throne
Prepare
72-hour published plan
Compete
120-minute campaign
Record results
Realm score + alliance
credit
Recognize
14-day home-realm
Regent
Which realm wins?
Verified beacon-control minutes decide the match.
Who leads each home realm?
Its own eligible top contributor nominates; the other
realm cannot appoint it.
Local province ownership persists independently. Beacons do not consume city charters.
Direct aid and purchases do not score. Final support weighting and ruler rules remain open.
Disabled design blueprint; combat, entry/return, scoring and governance need implementation.
SUNDERWARD / 07.05 / REALMS AND TERRITORY
Pre-release 2.0
Contents
Chapter start
Topic index
58 / 120

Page 59

Open illustrated page

Realm war / campaign and scoring
A separate Border Campaign lets allied competitors defend their realm against another realm.
Stage
Working proposal
Match and prepare
Pair two mature realms using age, active strength, population, tier phase and recent results.
Publish a 72-hour preparation period; cadence target is every 14 days.
Several fronts
Select four frontier provinces per realm. Each hosts one temporary War Beacon: eight equal
objectives across the match, with no central throne required.
Entry
Players explicitly enter through expedition staging. Foreign access is limited to the event areas;
this is not a merger or unrestricted attack on uninvolved home cities.
Battle
A 120-minute event. Participants from the same realm share one event faction, even if their
alliances compete in ordinary local contests.
Realm result
One point per verified controlled beacon-minute. Most objective points wins the realm match.
Buying, raw Might and recycled ordinary aid do not score.
Alliance contribution
A separate public ledger credits objective and verified event support. Final support weights, caps
and combat attribution remain design gates.
Winning the realm match and becoming the leading alliance inside a realm are two separate results. The losing
realm can still recognize its own strongest eligible contributor. War Beacons reset after the event and never
automatically transfer permanent citadels, private cities or server identity.
A first implementation must define combat losses/recovery, event troop entry/return, participation limits, exact
matchmaking and scoring audits. This chapter is a disabled design blueprint. The current diplomacy engine
handles alliances within one realm; it does not implement cross-realm campaigns.
SUNDERWARD / 07.06 / REALMS AND TERRITORY
Pre-release 2.0
Contents
Chapter start
Topic index
59 / 120

Page 60

Open illustrated page

Realm government / earning the regency
Reward the strongest verified home-realm contribution without forcing everyone to fight for one castle.
Office or result
Proposed meaning
Realm Regent
A 14-day role. Each realm's highest eligible alliance on its own campaign-contribution board
nominates a current member from the locked event roster.
Default nominee
The High Steward, or another eligible member nominated by that alliance. Nomination
acceptance, minimum contribution and tie rules need definition.
Provincial council
Each held province can send one delegate to coordinate realm plans. Delegates do not own
other accounts or replace alliance officers.
Useful powers
Publish campaign plans, coordinate a realm calendar and propose development events that
benefit the whole home realm equally.
Limits
No seizure of resources, confiscation, forced relocation or authority to change another alliance
leader. Exact development bonuses/cooldowns are not finalized.
Term end / no event
No indefinite automatic term extension. Tie-breaks, cancelled events, vacancies and eligibility
changes must be settled before the role activates.
An alliance winning a local citadel gets that regional holding. An alliance leading its home realm's campaign
contribution can nominate the Regent. A realm winning the match earns event rewards. These are three separate
achievements; one does not automatically imply the others.
Freeze the event roster 24 hours before battle to prevent last-minute alliance hopping from rewriting credit.
Ordinary aid and purchases never decide the ruler. Verified support can count only under the published event
rules, with consumed event supplies and limits that prevent circular point farming.
The Regent is a proposed original office, not a live feature or a title copied from a reference game. The first
playable city/economy loop does not depend on regional war or regency. Keep the core prototype small, then
validate territorial and cross-realm layers independently.
SUNDERWARD / 07.07 / REALMS AND TERRITORY
Pre-release 2.0
Contents
Chapter start
Topic index
60 / 120

Page 61

Open illustrated page

Emberwell Clash / mirrored battlefield
A short cross-realm alliance instance, with eight sites and no home-city invasion.
Original objective layout / mirrored travel opportunities
West
Safe spawn
East
Safe spawn
Provision Yard
2 points / held second
Open from battle start
Provision Yard
2 points / held second
Open from battle start
Mending House
1 point / second; recovery
Open from battle start
Mending House
1 point / second; recovery
Open from battle start
Waygate
1 point / second; movement
Open from battle start
Waygate
1 point / second; movement
Open from battle start
Emberwell
4 points / held second
Opens at minute 10
Emberwell
4 points / held second
Opens at minute 10
Supply camps / minute 13
20 points per delivered crate; 2,000-point team cap.
Thirty-minute deadline
Hold sites and deliver supplies. Kills and ordinary aid
score zero.
Schematic, not final terrain. Temporary event troops and free timed recovery; blueprint disabled.
SUNDERWARD / 08.01 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
61 / 120

Page 62

Open illustrated page

Emberwell Clash / registration
A proposed thirty-minute alliance battle against a matched alliance from another realm.
Enter a separate mirrored battlefield through a temporary command camp. Your persistent cities stay at home.
Fight for objectives and deliver event supplies while the other alliance tries to interrupt your plan. This short
contest grants no province, realm crown or Regent nomination.
Registration rule
Working proposal
Access
Home Keep 12; alliance at least seven days old; member for 24 hours when the roster locks
Roster
10-20 starters and up to ten reserves; twenty simultaneous players maximum
Selection
Members volunteer availability; High Steward or Councilor selects willing eligible members
Schedule
One selected published UTC slot per weekly cycle; roster locks twelve hours before start
Entry
Five-minute staging; reserves replace a freed seat; disconnected seat held for two minutes
Match across realms using the selected roster, the strongest possible legal twenty-person combination including
reserves, attendance, recent results and development phase. A thirty-day peak loadout input can discourage
deliberate weakening. Exact weights and acceptable bands remain open. Cancel an unmatched event without
consuming entry reservations rather than forcing a severe mismatch.
Leaving the alliance removes entry/re-entry eligibility and closes an active event seat safely. A registered reserve
may replace that seat. Event selection authority is a proposed future permission; existing disabled event controls
remain disabled.
SUNDERWARD / 08.02 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
62 / 120

Page 63

Open illustrated page

Emberwell Clash / objectives and scoring
Two useful lanes and eight capturable sites make several assignments valuable.
Site type
Instance
s
Opens
Points / held
second
Extra benefit
Provision Yard
2
Start
2
Score only
Mending House
2
Start
1
25% faster free event recovery; no stacking
Waygate
2
Start
1
25% shorter event relocation cooldown; no
stacking
Emberwell
2
Minute 10
4
Score only
Each side has the same arrangement and equal travel opportunities. Clear defenders, then hold an uncontested
thirty-second claim channel. The existing owner continues scoring until ownership changes. No capture-only
bonus or retake protection is proposed. Garrison capacity and battle resolution still need the general combat
model.
Score = held seconds times site weight, summed through the fixed thirty-minute deadline. Example: one Yard
held for five minutes earns 600 points. Two Emberwells held for the final twenty minutes earn 9,600. Holding all
eight for every available second would earn 24,000 objective points. These are original tuning values.
Event supply camps open at minute thirteen. Each crate delivered to the team spawn adds twenty points, capped
at 2,000 crate points per alliance. A crate is event cargo, collected and consumed once; unfinished cargo does
not score at the deadline. The theoretical combined score ceiling is 26,000. Ordinary aid, purchases and kills
award zero points. A final tie is a draw.
Display total score, point flow, site ownership, unlock timers and the crate cap together. Personal contribution
uses verified objective, delivery and support records; it cannot manufacture extra team score. Both lanes remain
useful when the wells open.
SUNDERWARD / 08.03 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
63 / 120

Page 64

Open illustrated page

Emberwell Clash / troops and recovery
Temporary armies encourage participation while permanent account assets stay distinct.
System
Working proposal
Troops
A separate generated event pool using unlocked families/tiers; own army is not debited
Heroes and gear
Owned and idle at entry, then reserved until exit; no simultaneous governor or march job
Recovery
Unlimited event wounded storage; free sixty-second batch work, or forty-eight seconds with one
Mending House
Reposition
Free camp movement every five minutes, or three minutes forty-five seconds with one Waygate
Spending
No paid relocation skip, healing skip or event-only combat boost
Use the locked event loadout. A later gear swap or new purchase cannot change the current match. Exact pool
size, allowed modifiers and combat normalization are open. Event troop copies vanish on exit; they never
become free permanent recruits or wounds in the home Infirmary.
A camp can reposition only after its formations return and no battle is resolving. Incoming marches target its old
location revision and return if it moves. Protected team spawns cannot launch hostile attacks; move onto the
battlefield first. Ordinary city shields and teleport items are not usable inside the instance.
Give fighters capture jobs, defenders holding jobs and unlocked Laborers/Wagons supply jobs. A named caller
coordinates target changes, with reserves available for absences. Final activity qualification, completion/result
bundles and reward caps still need design; no reward grant is enabled.
Your persistent city remains exposed under its ordinary rules. Its existing shield keeps counting down, and
normal construction and training continue. On exit, close event marches, discard temporary cargo, release
heroes/gear and record results once. No home-city relocation or province transfer occurs. This entire event
remains a disabled blueprint.
SUNDERWARD / 08.04 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
64 / 120

Page 65

Open illustrated page

City shields / protection and offense
Six duration options, a visible expiry and a clear hostile-action rule.
Choose one owned city and a duration
2 hours
8 hours
12 hours
24 hours
3 days
7 days
Protected city
Hostile scouting, raids, siege and capture are blocked
until expiry.
Remote troops still exposed
Field marches, gatherers and public objectives follow
their own rules.
Review offense
See every shield that
will end
Commit launch
All owned-city shields
cancel
Ten-minute lock
New manual offense
restarts it
Shield eligible
Choose a city and item
again
Friendly aid, PvE, peaceful gathering and automatic defense keep protection.
A normal teleport preserves the exact expiry and offensive lock. It never resets a timer.
Extension adds full duration, up to seven days ahead. Failed activation consumes nothing.
Original draft defaults. Arrival, item grants, cooldowns and persistent commands still need a server.
SUNDERWARD / 08.05 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
65 / 120

Page 66

Open illustrated page

City shields / durations and scope
Protection belongs to the selected city and lasts until a visible server deadline.
Shield item
Useful session length
2 hours
A brief break or emergency cover
8 hours
A normal sleep or work period
12 hours
A longer offline block
24 hours
A full day
3 days
A planned short absence
7 days
A longer planned absence
A City Shield blocks hostile scouting, raids, siege and capture against that city. Other owned cities need their own
protection. Field troops, gatherers, allied garrisons at another city, public citadels/outposts and event camps
remain exposed under their own rules. The permanent home cannot be captured even after a shield expires.
Extend an active shield by adding the full item duration to its existing expiry. Never shorten it. The new expiry
must fit within seven days of now; otherwise reject without consuming the item and show why. Shield time
continues while offline and through an ordinary teleport.
Earned access proposal
Availability
Opening quest
One twenty-four-hour item once per account; available from Keep 1
Renewable protection
Two eight-hour charges maximum; one refills every twenty-four hours
Additional items
Quest/event rewards and proposed Merit Shop stock; prices and long-term supply remain
open
Renewable charges follow the same extension and offensive-lock rules as items. Ward Sanctum resistance,
Wardcraft repair and hero Ward Lore are separate combat systems; they do not multiply item shield duration. No
live shield or item-grant service exists yet.
SUNDERWARD / 08.06 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
66 / 120

Page 67

Open illustrated page

City shields / hostile actions
A manual hostile launch cancels active city shields and starts a ten-minute account lock.
Action
Shield result
Scout or raid another player
Confirm cancellation of every owned city shield; begin/restart the
ten-minute lock
Attack an occupied gathering tile; launch/join an
offensive PvP rally
Same cancellation and lock; cannot hide offense behind a second
shielded city
Siege or capture a public/player objective
Same ordinary-world offense rule, alongside the required
diplomacy/contest checks
Build, research, train, heal or fight PvE
Keep protection
Send ordinary aid, reinforce a friend or gather
peacefully
Keep protection; remote troops are still vulnerable
Receive an attack or defend automatically
Does not start or extend your offensive lock
Fight inside Emberwell Clash
Uses event rules and does not cancel home shields
Review the exact affected cities and remaining shield durations before committing a hostile launch. Cancelling
that review spends nothing. Each committed manual hostile launch restarts the account lock; an incoming
attacker cannot keep someone locked indefinitely simply by sending more attacks. A failed uncommitted
command does not cancel protection.
If eligible, a defender can activate a shield while an enemy is already marching. At arrival, check its current expiry
before scout combat, battle or capture. If protected, return the attacker with no target intelligence or damage.
Account lock, item deduction, new expiry and receipts must commit once.
Shielding does not change Friendly, Neutral, War or ceasefire states. Friendly withdrawal remains thirty minutes,
followed by a separate thirty-minute preparation for war-only siege/capture. Accepted peace still protects for one
hour. Duration, item supply and the ten-minute lock are tuning proposals, not active server features.
SUNDERWARD / 08.07 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
67 / 120

Page 68

Open illustrated page

Alliance relocation / a place to gather
A marker proposes a gathering area. Each member chooses and accepts their move.
One Assembly Marker / six-tile landing radius
M
M = marker; outline = previewed legal landing
Grid shows a radius of six tiles. Full city footprint and terrain
are checked by the server.
1. Place marker
High Steward or Councilor chooses a legal
gathering point.
2. Preview landing
Current member selects a city; nearest legal
location is shown.
3. Accept move
Recheck tile and marker; move and consume once.
Full area: no charge.
Random
Server chooses a legal
home-realm tile
Exact
You select a legal destination
Alliance
Land near your own current marker
Moving a marker never moves members. The marker grants no province ownership or shield.
Member consent, item supply and movement transactions are proposed; no live service exists.
SUNDERWARD / 08.08 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
68 / 120

Page 69

Open illustrated page

Teleports / three choices
Move one owned city within its current realm while preserving its identity and ongoing work.
Teleport
Destination
Item handling
Random
A legal residential location chosen by the server in an
accessible home-realm province
Consume one random item only after a legal
location is secured
Exact
Your selected legal empty city footprint, with coordinate
preview
Consume one exact item when the move
commits
Alliance
Nearest legal footprint within six tiles of your alliance
Assembly Marker
Preview and accept it; first successful alliance
move is free once per account
Each teleport moves only the chosen city. The home remains the home, with its existing capture protection; an
expansion stays an expansion. Buildings, stock and construction/training/healing timers continue. Movement
neither claims a city charter nor transfers a province. Normal items cannot enter another realm or a battle
instance.
The selected city needs all of its outgoing formations, aid carriers, stationed reinforcements and attached heroes
returned. Visiting allied garrisons must leave; the city owner can send them home. No battle may currently be
resolving. Incoming marches alone do not block a move. A five-minute cooldown applies to that city after every
successful normal teleport.
Preserve the exact shield expiry and account offensive lock. Teleporting never refreshes either timer. A random
item may help escape an incoming attack, but it does not instantly recall your own deployed army. Quests/events
and proposed Merit Shop stock supply items; exact prices and supply remain open.
Recheck the city, tile and item at commit. If the selected tile is occupied, blocked or no longer legal, spend
nothing. A duplicate request returns the original receipt without moving or charging twice.
SUNDERWARD / 08.09 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
69 / 120

Page 70

Open illustrated page

Alliance marker / gather nearby
A visible assembly anchor helps members choose where to place their cities.
Marker rule
Working proposal
Authority
High Steward or Councilor through the existing manageMarkers permission
Quantity
One active Assembly Marker per alliance
Placement
Legal residential tile in the home realm, outside three tiles of public objectives and blocked
staging terrain
Landing area
Within six tiles using Chebyshev distance; the full city footprint must fit
Choice
Nearest legal footprint, then stable x/y tie-break; exact tile preview before acceptance
Reservation
Ten-second preview reservation; recheck current membership and marker revision
Area full
Explain that no slot fits; consume nothing and offer another attempt
A new member can use the marker immediately. Only current members of that alliance qualify; a Friendly pact
does not grant access. The first successful alliance relocation is free once per account, so leaving and joining
repeatedly cannot farm free moves.
The marker grants no province ownership, exclusive land, resource income, bonus or shield. Control of regional
citadels and outposts follows the separate territorial contest. Choose a gathering location near shared work
without claiming every resident city.
Each player selects their city and accepts its move. Placing or moving a marker never relocates members
automatically. Changing or deleting it invalidates uncommitted previews; players see the new destination before
spending. A full area never silently sends a member somewhere random.
SUNDERWARD / 08.10 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
70 / 120

Page 71

Open illustrated page

Movement / marches and deliveries
A city location revision makes relocation and arrivals resolve against the same map state.
Situation
Working result
Source has a resource convoy away
Source teleport waits until carriers return; no instant refund or recall
Recipient moves before aid arrives
Undelivered cargo and carriers return to sender; receipt says Target relocated
Recipient moves after aid delivery
Delivered stock and recovery parcels remain theirs; empty carriers return
normally
Enemy scout or attack is incoming
Move can commit before battle resolution; incoming formation returns without
new target coordinates
Friendly reinforcement is incoming
Return it if target location changed; an already stationed visiting garrison must
leave before movement
Movement and battle reach the same
instant
Serialize them: resolve the matching-location arrival or commit movement first
and invalidate arrival
At dispatch, store the target city ID, owner and location revision with the permitted route. A later move does not
redirect a march across the map. At arrival, validate location and ownership alongside diplomacy, shield and
original aid memberships. A relocated target cannot receive or be attacked at its vacated tile.
If cargo already delivered, it cannot be pulled back by teleporting or recalling the empty carriers. If cargo has not
delivered, keep it reserved through the return. Existing lost-source fallback to the permanent home and overflow
recovery still apply.
The server reserves the landing footprint briefly, rechecks required state, moves the city and consumes its item
atomically. Release reservations after failure or timeout. Persist request receipts so a retry never duplicates
cargo, movement, shields or item spending. These are build requirements; no persistent movement/arrival
service is included.
SUNDERWARD / 08.11 / EVENTS, SHIELDS AND TRAVEL
Pre-release 2.0
Contents
Chapter start
Topic index
71 / 120

Page 72

Open illustrated page

Alliance standings / permissions
Named standings and appointed offices define who can change the alliance.
High Steward
Alliance leader
Councilor
Senior officer
Keeper
Trusted member
Sworn Member
Established
member
Initiate
New member
ACTION
High
Steward
Councilor
Keeper
Sworn
Member
Initiate
Gifts, donations, help and reports
Yes
Yes
Yes
Yes
Yes
Send alliance mail
Yes
Yes
Yes
-
-
Recommend research
Yes
Yes
Yes
-
-
Change lower member standings
Yes
Yes
Yes
-
-
Invite players / post recruitment
Yes
Recruiter
Recruiter
-
-
Accept or decline applications
Yes
Yes
Recruiter
-
-
Expel lower members
Yes
Yes
-
-
-
Announcements / shared research
Yes
Yes
-
-
-
Alliance map markers
Yes
Yes
-
-
-
Name, banner, tag and language
Yes
-
-
-
-
Joining rules and cleanup setting
Yes
-
-
-
-
Appoint alliance offices
Yes
-
-
-
-
Approve or end member absence
Yes
Yes
-
-
-
Transfer leadership or disband
Yes
-
-
-
-
Friendship offers and acceptance
Yes
Office
Office
-
-
Declare war or end a pact
Yes
Deputy
-
-
-
Standing changes affect lower members only. Offices require High Steward appointment.
Recruiters invite; Councilors accept. A Keeper needs Recruiter to accept applications.
Deputy and Diplomat powers remain separate from recruiting and approved absence.
SUNDERWARD / 09.01 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
72 / 120

Page 73

Open illustrated page

Alliance standings and duties
Standing shows responsibility. An appointed office grants a specific job.
Standing
Purpose
High Steward
Alliance leader: identity, recruitment policy, appointments and succession
Councilor
Senior officer: applications, lower members, announcements, research and absence approvals
Keeper
Trusted member: mail, recommendations and lower-standing administration
Sworn Member
Established participant in shared work and alliance life
Initiate
New participant with the same core contribution, help and eligible gift access
Show these names in alliance screens without numbered R labels. Numeric ordering remains an internal
permission detail. Personal military ranks, noble titles and hero classes remain separate. Standing grants no
combat bonus and cannot be bought through VIP or gift levels. Keepers change only Initiates and Sworn
Members; Councilors and the High Steward can manage lower standings. No self-promotion or peer control.
Appointment
Eligible standing
Authority
Recruiter
Keeper or Councilor
Invite players and post recruitment; can review applications. Other
Councilors can review applications but cannot invite.
Deputy
Councilor
Existing stronger diplomacy powers, including war, peace and pact
withdrawal.
Diplomat
Keeper or Councilor
Friendship offers and responses; no independent war authority.
Only the High Steward assigns offices. More than one Recruiter can be appointed to cover different time zones.
Demotion below the required standing removes the office immediately. Recruiting does not grant war authority,
leadership control or permission to approve absences. The server checks current standings and appointments for
every command; an old screen cannot preserve revoked powers.
SUNDERWARD / 09.02 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
73 / 120

Page 74

Open illustrated page

Alliance settings / role views
Councilors handle daily work. The High Steward manages identity and succession.
Councilor
Accept applications
Yes
Invite players
-
Announcements and research
Yes
Name, tag and language
-
Recruitment requirements
-
Office appointments
-
Offer leadership transfer
-
Disband alliance
-
High Steward
Accept applications
Yes
Invite players
Yes
Announcements and research
Yes
Name, tag and language
Yes
Recruitment requirements
Yes
Office appointments
Yes
Offer leadership transfer
Yes
Disband alliance
Yes
Recruitment settings / original defaults
Joining
Approval required
Minimum Keep
1
Minimum might
0
Inactive cleanup
Off / opt in
Leadership transfer requires acceptance
Leader offers
Current member; at least 24 hours
in alliance
Recipient accepts
Offer expires after 24 hours
One new leader
Former leader becomes Councilor;
record the change
Cleanup: choose 14, 21 or 30 days. Approved leave adds return grace and a fresh warning.
Transfer, disband and cleanup values are prototype rules, not a live management interface.
SUNDERWARD / 09.03 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
74 / 120

Page 75

Open illustrated page

Joining and leadership
The High Steward sets recruitment policy and transfers leadership through an accepted offer.
Setting
Prototype default
Identity
Name, tag, original banner appearance and primary language
Joining mode
Approval required; open and invitation-only alternatives
Minimum home Keep / might
Keep 1 / might 0; always visible to applicants
Inactivity cleanup
Off; High Steward can choose 14, 21 or 30 inactive days. Default 21.
Only the High Steward or an appointed Recruiter can invite players or post recruitment. The High Steward and
Councilors may accept or decline applications. A Keeper can do so only while holding Recruiter. Invitations and
applications still meet the same entry requirements, member cap and account-membership checks. An invitation
never overrides the recipient choosing to join.
Only the High Steward offers leadership to a current member with at least 24 hours of membership. The offer
lasts 24 hours. The recipient accepts; recheck the offer, memberships and revision, then swap leadership
atomically. Exactly one High Steward remains and the former leader becomes Councilor. Transfer before leaving,
or disband as the sole member when eligible.
Disbanding requires sole leadership, exact tag confirmation and no active war, shared job or outstanding march.
Preserve history and account assets. Leaving or expulsion does not erase owned heroes, cities, Merit or issued
gift claims and does not reset donation limits.
Approved away status protects ordinary members during planned absence; the next pages specify the return
grace and fresh-warning rules. Inactive-leader recovery is a separate disabled candidate. The current helpers do
not persist admissions, deliver invitations/notices or run scheduled removals.
SUNDERWARD / 09.04 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
75 / 120

Page 76

Open illustrated page

Recruiting and approved leave
Appointed recruiting authority and a dated away badge make responsibilities clear.
Invite players
High Steward or appointed
Recruiter
Accept applications
High Steward, Councilors, or a
Keeper with Recruiter
Approve absence
High Steward or Councilor;
requests alone do not protect
Member card / fictional example
Miri / Sworn Member
APPROVED AWAY | Return in 2 days | Protected through return + 3 days
The private reason is visible only to authorized staff.
An expired absence cannot lead straight to removal
Approved away
Until the recorded
return date
Return grace
3 more days protected
Fresh warning
3 full days after
protection ends
Eligibility check
Only if still inactive and
cleanup is enabled
Preserve the approval record
Old warnings issued before the protected period ends do not count. Renewed leave invalidates earlier notices.
Ending leave early retains the return grace. Standing or office immunity and active work still protect a member.
Prototype policy only. The current helper previews eligibility; no live auto-kick service exists.
SUNDERWARD / 09.05 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
76 / 120

Page 77

Open illustrated page

Recruitment and approved leave
People can tell the alliance they will be away and receive visible, dated protection.
A member can request an expected return date, or tell staff through existing communication. A Councilor or the
High Steward records approval, choosing a future return date up to 90 days away. Approval can be renewed. A
pending request alone does not protect the member. Only authorized staff can approve or end an absence.
Phase
Protection and next step
Approved away
Show the away badge until the recorded return date. No inactivity warning or removal eligibility.
Return grace
Remain protected for 72 hours after the return date, including an early recorded end.
Fresh warning
If still inactive and cleanup is enabled, issue a new notice after protection ends. Earlier notices
do not count.
Removal eligibility
Only after that new notice has lasted a full 72 hours. Recheck membership, activity, busy work
and protection.
The roster shows Approved away or Return grace with a return date. Keep the private explanation and approving
actor out of the member card. Preserve the approval record after expiry so an old warning cannot cause an
immediate kick. Renewed approval invalidates earlier cleanup notices; repeated ending of the same approval
does not extend its grace.
Cleanup defaults off. The High Steward chooses 14, 21 or 30 inactive days, with 21 as the working default.
Councilors, the High Steward and appointed offices retain their existing protection. Unknown activity and
members with active marches/jobs are skipped. Rejoining cannot reuse a warning from the previous
membership.
The model implements dated approvals, role checks, member-card badges and eligibility previews. Actual
admission, notification delivery and automatic removals require the future server. These are original working
rules, not verified timing copied from another game. Leader replacement, automatic research plans and event
controls remain separate disabled candidates.
SUNDERWARD / 09.06 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
77 / 120

Page 78

Open illustrated page

Alliance hub / a shared home
A proposed mobile layout for cooperation, leadership and public relationships.
THE DAWN COMPACT [DAWN]
Leader: Rowan | Members: 12 / 100
Announcement
Research priority: Common Craftworks III. Help
construction and join the evening rally.
War and rallies
Calls and friendly-fire
checks
Help
Assist eligible member jobs
Gifts
Claim All and gift history
Members
Roster and applications
Research
Shared project and
donations
Merit Shop
Earned rewards
Diplomacy
Friendly / Neutral / War
Realm map
Assembly point and city list
Battle log / Officer record / Settings
One alliance panel
Overview shows banner, tag, leader,
membership and announcement. Fictional
names are shown here.
Public relationships
Open another alliance to see its pacts, wars and
dated declarations. Neutral is the default.
Shared work
An officer selects the next research project.
Members donate ordinary resources and earn
Merit.
Clear permissions
Alliance roles control officer actions. Keep level,
noble title and spending do not grant authority.
SUNDERWARD / 09.07 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
78 / 120

Page 79

Open illustrated page

Alliance research / three shared branches
Twelve proposed technologies, each with ten levels. All values are tuning inputs.
Development
Four nodes / ten levels each
Common Craftworks
+1% per level / +10% maximum
No parent technology
Common Studies
+1% per level / +10% maximum
Requires Common Craftworks 3
Shared Harvest
+1% per level / +10% maximum
Requires Common Craftworks 3
Field Cooperation
+1% per level / +10% maximum
Requires Shared Harvest 3
Logistics
Four nodes / ten levels each
Pack Frames
+1% per level / +10% maximum
No parent technology
Road Signals
+1% per level / +10% maximum
Requires Pack Frames 3
Caravan Handling
+1% per level / +10% maximum
Requires Pack Frames 3
Ward Supplies
+1% per level / +10% maximum
Requires Road Signals 3
War
Four nodes / ten levels each
Muster Drills
+1% per level / +10% maximum
No parent technology
Rally Discipline
+0.5% per level / +5% maximum
Requires Muster Drills 3
Shield Compact
+0.5% per level / +5% maximum
Requires Rally Discipline 3
Garrison Vigilance
+0.5% per level / +5% maximum
Requires Muster Drills 3
Every member funds the selected project; completed benefits belong to the alliance.
Benefits begin after 24 continuous hours of membership. Add matching bonuses; do not multiply a separate alliance layer.
War bonuses exclude scout interception.
SUNDERWARD / 09.08 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
79 / 120

Page 80

Open illustrated page

Alliance research / shared benefits
Members contribute to one shared project. Completed knowledge belongs to the alliance.
Technology
Branch
Per level /
maximum
Scope
Common Craftworks
Development
+1% / +10%
All owned city construction
Common Studies
Development
+1% / +10%
Personal empire research
Shared Harvest
Development
+1% / +10%
The five ordinary resources; excludes gold
Field Cooperation
Development
+1% / +10%
Ordinary resource gathering
Pack Frames
Logistics
+1% / +10%
Cargo on permitted marches
Road Signals
Logistics
+1% / +10%
Reinforcement to own alliance
Caravan Handling
Logistics
+1% / +10%
Ordinary resource aid and own-city transport
Ward Supplies
Logistics
+1% / +10%
Treatment of existing wounded
Muster Drills
War
+1% / +10%
Local troop training
Rally Discipline
War
+0.5% / +5%
Own troops in an authorized rally; excludes scout
missions
Shield Compact
War
+0.5% / +5%
Own troops in an authorized rally; excludes scout
missions
Garrison Vigilance
War
+0.5% / +5%
Own troops defending a city; excludes scout
interception
Every node has ten sequential levels. Each level needs 10,000 times its target level in donation points. Branch
entry nodes have no parent; each later node needs its named parent at level 3, as shown in the diagram and
workbook. Personal Keep and Academy gates still control personal research; they do not unlock shared
technology for an alliance.
Councilors or the High Steward select one project; partial progress is saved if priorities change. The final
donation completes that level immediately. There is no extra shared timer or premium completion button. Cap
proposal: 100 members. Alliance roles remain separate from military rank, title and VIP.
Benefits start after 24 continuous hours of membership and end when membership ends. Add the matching
bonus to personal research and the active hero effect. Settle ongoing jobs and production before changing their
rate. March cargo and travel retain dispatch snapshots; diplomatic protection still rechecks at arrival. Combat
coefficients remain prototype inputs.
SUNDERWARD / 09.09 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
80 / 120

Page 81

Open illustrated page

Contributions, help and Merit
Small contributions fund shared progress; earned Merit gives each member a personal reward.
Rule
Prototype value
Donations
20 actions per account per UTC day, across all alliances
One action
100 research points and 1 Alliance Merit
Resource cost
Choose one ordinary resource: 1,000 times [1 + floor((home Keep - 1) / 5)]
Batch handling
Spend only actions needed; reject stale projects and unaffordable batches
Help
Existing distinct-helper limits and 10% total base-work cap remain
Help Merit
1 per valid help; maximum 20 per account per UTC day
The donation cap resets at 00:00 UTC using server time. Switching alliances preserves the account ledger. At
Keep 10, one action costs 2,000 of the chosen resource; 20 actions contribute 2,000 points for 40,000 resource
units. Values are tuning proposals, not copied prices.
Merit Shop item
Price
Limit
500 food + 500 timber satchel
30
2 per day
5-minute construction speedup
50
3 per week
5-minute research speedup
50
3 per week
Permanent banner palette
200
Once per account
Merit is earned, account-owned and nontransferable. Shop limits use server UTC days and Monday-based
weeks. The shop catalog and help-credit rules are specified; redemption and the help-credit service still need
implementation. Ordinary resources are claimed through the recovery inbox and respect Storehouse capacity.
Accept donations and help only from current members. Validate the selected project, actual work saved and
remaining balances on the server. Repeated request IDs return the original receipt without spending twice.
Officers cannot buy permissions or reset donation caps for other members.
SUNDERWARD / 09.10 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
81 / 120

Page 82

Open illustrated page

Alliance gifts / activity and purchases
Activity gifts are the prototype baseline. Purchase gifts remain a disabled candidate.
ALLIANCE GIFTS
Claim All is available from the start.
Gift level 5 / appearance only
1,100 / 1,500 XP toward level 6
Activity gifts
Earned alliance PvE victories
Ridge sentinel defeated
500 food + 500 timber
Claim to recovery inbox | 72-hour expiry
Old road secured
500 food + 500 timber
Claim to recovery inbox | 72-hour expiry
Warden camp cleared
500 food + 500 timber
Claim to recovery inbox | 72-hour expiry
One event, shared rewards
Eligible members each receive one claim. The
event adds +10 alliance gift XP once,
regardless of how many members claim.
Eligible at creation
Members with 24 continuous hours qualify.
Their claim remains valid through expiry if
they leave.
Purchase gifts / candidate
A qualifying cosmetic pack could share a
gift with members, with optional anonymous
display. This feature is disabled until
reward, spending and refund rules are
settled.
No research or officer permissions depend
on purchases or gift level.
SUNDERWARD / 09.11 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
82 / 120

Page 83

Open illustrated page

Alliance gifts / shared rewards
Useful activity rewards for each eligible member, with a clear boundary around purchase gifts.
Prototype activity gift: an eligible alliance PvE victory creates one gift event. Members with at least 24 continuous
hours of membership at that moment each receive a claim for 500 food and 500 timber. Claims expire after 72
hours, remain available after leaving and cannot be collected by later joiners. Claim All is available immediately.
Credit 10 gift XP once per unique issued victory, with at most 30 gift events per alliance per UTC day. Claims do
not multiply alliance XP. Gift level 1 starts at zero; level L needs 50 times L times (L - 1) total XP, to a proposed
cap of 30. This level changes banner and chest appearance only. Communication tools and officer rights are
available through roles from the start.
Gift source
Status
Boundary
Alliance PvE victory
Prototype proposal
Verified event; one grant per eligible account; exact reward
preview
Qualifying cosmetic purchase
Disabled candidate
Could share a modest gift; optional anonymous feed display
Research purchases or paid
donations
Excluded
Alliance research and stronger exclusive buffs cannot require
spending
Purchase gifts preserve the appealing idea of a member supporting the group. Reward amounts, daily caps, gift
XP, refund behavior and whether ordinary resources are acceptable remain open. Do not infer final pack contents
from these diagrams or implement real payments from this proposal.
The grant ledger records event and account IDs. Store gifts in the recovery inbox, then apply ordinary storage
rules on resource collection. A duplicate victory event or repeated Claim All command cannot create extra
resources or XP. No purchase leaderboard or spending requirement is proposed.
SUNDERWARD / 09.12 / ALLIANCE MANAGEMENT
Pre-release 2.0
Contents
Chapter start
Topic index
83 / 120

Page 84

Open illustrated page

Shop and offer presentation study
A restored visual study of equipment, resources, hero offers and cosmetic presentation.
Earlier shop presentation study. Actual contents, prices, availability and paid-progression policy remain draft decisions.
The current offer catalog distinguishes cosmetics, full hero unlocks, ingredients and supplies. Power/progression
packages remain on hold.
SUNDERWARD / 10.01 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
84 / 120

Page 85

Open illustrated page

Packages with explicit contents
Ten offer candidates cover cosmetics and the progression ideas still under review.
Offer
Draft
USD
Contents / rule
Status
Founders Banner
$4.99
1 banner; 1 profile frame; 1 memorial entry. Cosmetic only
Candidate
City Theme
$9.99
1 city appearance; all building levels supported. Cosmetic only
Candidate
Alliance Banner Set
$1.99
3 personal banner designs; no officer permissions. Cosmetic
only
Candidate
Patrons Ledger
$4.99
1 permanent portrait; 30 account-bound cosmetic tokens, 1 per
day. No research, march, build or attack advantage
Candidate
Realm Chronicle
$7.99
1 city appearance; 2 frames; 4 banner designs at 4 visible
milestones. Free track; preview before purchase; owned
cosmetics persist
Candidate
Hero Appearance
$3.99
1 named appearance for an owned hero. Does not grant hero,
XP or skills
Candidate
Armory Appearance
$3.99
4 visual slot appearances; compatible with earned gear. Does
not grant equipment or stats
Candidate
Hero Choice
$4.99
1 full choice among already released Blue heroes; duplicate
selection disabled. Free story path and identical caps required
Hold: monetization
decision
Smiths Supplies
$4.99
200 forge components; 5000 metal. No direct superior gear;
account cap 1 per 30 days
Hold: balance and
economy
Builders Supplies
$4.99
10000 food; 10000 timber; 10000 stone; 20 earned-grade 5-min
speedups. No medal, title or research bypass; cap 1 per 30 days
Hold: balance and
economy
These prices and quantities are placeholders. Cosmetic offers are candidates. Hero choice, armor materials and
development supplies stay on hold until the earned economy and paid-power limits are tested. No package can
grant a charter, rank, research bypass or exclusive combat ceiling.
SUNDERWARD / 10.02 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
85 / 120

Page 86

Open illustrated page

A purchase preview / exact entitlements
A proposed milestone offer shows what is earned now, what remains locked and what payment grants.
Example account / home Keep 12
RESTORATION RECORD
Six permanent settlement emblems
$9.99 USD / one purchase
Original draft price; final checkout may vary.
Earned now
Keep 5
Earned
Keep 10
Earned
Keep 15
Locked
Keep 20
Locked
Keep 25
Locked
Keep 30
Locked
You receive the two earned emblems.
The other four unlock through normal Keep
development. The owned record has no expiry.
Exact contents
One emblem at each shown milestone; no
random reward.
Time and renewal
One account record. No subscription or repeat
charge.
Owned and earned
Current progress is visible before purchase. No
Keep level is granted.
Actual checkout
Show price, currency and any applicable tax
before confirmation.
Monthly accrual and seasonal progress have different rules; show each product clearly.
Original interface schematic. No product is registered or purchasable from this design packet.
SUNDERWARD / 10.03 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
86 / 120

Page 87

Open illustrated page

Purchase formats / a cleaner shop
A small set of clear offer formats can support the game without multiplying overlapping shops.
Format
Useful role
Working boundary
Permanent collection
Sell a named visual theme or
appearance
Show the complete set, owned status and permanent
access
Choose-one bundle
Let the buyer pick what they need
Choose before checkout; show exactly one selected
reward
Monthly ledger
Deliver a fixed total over a known term
Accrue offline; manual renewal; no daily-login
requirement
Milestone record
Reward account development over
time
Keep gates stay earned; reached milestones grant
retroactively
Season chronicle
Offer a published optional reward
track
Actual season end; earned and unfinished rewards
distinguished
Alliance celebration
Share a modest cosmetic thank-you
Purchase-gift settlement and refunds must be designed
first
Start with two browsing sections: Appearances and Chronicles. Use theme and duration filters instead of
repeating the same item across daily, weekly and popup shops. Supply formats stay in design review while the
paid-progression policy is open. There is no new premium-credit or exchange layer in this prototype.
Existing Founders Banner, City Theme, Alliance Banner Set, Patrons Ledger, Realm Chronicle and appearance
offers remain candidates. The three existing hero/material/supply offers remain on hold. The next page explores
six additional formats or variants; it does not enable six new products.
Show a real price and exact contents. A rotating weekly set can return, with a published schedule. Avoid a
personal countdown that repeatedly resets, invented percentage-value claims or a fake reference price. Optional
offers should not interrupt scouting, battle or ordinary building decisions.
SUNDERWARD / 10.04 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
87 / 120

Page 88

Open illustrated page

Offer ideas / six review candidates
Original names, placeholder USD prices and explicit caps make the ideas concrete for review.
Idea
Draft
USD
Exact proposed grant / limit
Status
Restoration Record
$9.99
6 permanent emblems at home Keeps 5/10/15/20/25/30; one
account record
Candidate
Weekly Atelier
$1.99
Choose 1 of 3 unowned frames; one choice per published set
Candidate
Quartermasters
Choice
$4.99
Choose 1 of 3 resource mixes, 30k total; plus 20 x 5-min
speedups
On hold
Wayfarers Satchel
$3.99
1 Random, 1 Exact, 1 Alliance Teleport; 1 eight-hour shield
On hold
Artificers Commission
$4.99
200 forge components + 5,000 metal; ingredients only
On hold
Alliance Celebration
$4.99
Buyer banner; one eligible-ally emote per emote/season
On hold
Quartermasters Choice variants: Settlement = 15,000 timber + 15,000 stone; Field = 20,000 food + 10,000
medicine; Foundry = 20,000 metal + 10,000 timber. All include the same speedups. Equal resource quantity is
not proof of equal economic value. Choose one before checkout.
Related variants share purchase caps: Quartermasters Choice and Builders Supplies share one supplies
purchase per rolling thirty days; Artificers Commission and Smiths Supplies share one crafting purchase. A new
name cannot reset the account limit. Travel items remain subject to ordinary movement and shield rules; buying
the pack does not activate them.
Alliance Celebration remains disabled. Buyer and gift recipients need twenty-four continuous membership hours
at issue. Snapshot eligible members; later joiners receive no old gift. Duplicate emotes grant nothing extra, and
claims cannot be farmed by alliance hopping. No alliance-tech progress, Merit, gift XP, combat score or officer
rights are included. Refund/settlement rules must be resolved first.
The companion design record contains full selection, eligibility, expiry and duplicate rules. Prices and quantities
are original placeholders. No paid progression or purchase-gift feature is approved or implemented by listing
these ideas.
SUNDERWARD / 10.05 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
88 / 120

Page 89

Open illustrated page

Passes / earned rewards and clear
purchases
Duration, accrual and milestone eligibility determine what an account actually owns.
Product type
Working behavior
Patrons Ledger / existing
candidate
$4.99 for 30 days: one permanent portrait and 30 cosmetic tokens, one after each
completed 24-hour period from purchase. Accrues online or offline.
Realm Chronicle / existing
candidate
$7.99 for the actual 28-day season. Four visible milestones; already earned rewards
grant retroactively. Unfinished milestones stay locked.
Restoration Record / new
candidate
$9.99 once per account. Six Keep milestones; no deadline on the owned record.
Reaching the Keep, not payment, earns each emblem.
A monthly ledger purchase grants one portrait immediately. After five complete days, five cosmetic tokens have
vested, even if the player has not logged in. At thirty days, the total is thirty; no extra daily-login or paid-renewal
streak is needed. Manual renewal must not overlap an existing term.
At expiry, deliver accrued or milestone-earned rewards that remain unclaimed. An unfinished seasonal milestone
does not become completed just because the pass was purchased. Before a late-season purchase, show the
actual time left and exactly which rewards are already earned; do not imply a fresh twenty-eight days.
A preview shows actual cash currency/total, exact grants, selection, eligibility, duration, renewal, shared cap and
owned status. Distinguish a full hero from an appearance, ingredients from finished gear, and a shield item from
active protection. If contents or price change before confirmation, show a new preview.
One verified order grants once to the account across browser, Android and any later iOS client. Duplicate
callbacks, reconnects and restoring purchases reuse the same receipt. Refunds, regional billing and gift
settlement still require a real server and platform integration. These are specifications and calculators, not a
working store.
SUNDERWARD / 10.06 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
89 / 120

Page 90

Open illustrated page

VIP, passes and purchase integrity
Keep access rules stable and make every entitlement understandable.
Proposed VIP replacement: Patron Renown levels 0–10, earned through play, with badges, frames, banners and
appearances. Thresholds: 0 / 100 / 300 / 700 / 1,500 / 3,000 / 5,500 / 9,000 / 14,000 / 20,000 / 30,000. Prototype
earned cap: 35 Renown per day. Purchase-granted Renown is disabled in this proposal.
Core march slots, construction queues, presets, alliance aid and troop XP transfer remain earned or free. Do not
sell a second combat ceiling. A cosmetic pass has a visible free track, exact milestones, a duration and manual
renewal. Permanent rewards persist; paid unclaimed rewards auto-deliver at expiry.
Purchase preview
Server responsibility
Exact item vs unlock vs ingredients
Validate product ID, receipt, account, region, eligibility and purchase cap
Price and currency
Show actual checkout price and any tax handled by the platform
Duration and renewal
Store start/end timestamps; avoid silent renewal assumptions
Duplicate/expiry behavior
Grant once per transaction; reject duplicate hero selections
Refund/revocation
Use an audited ledger; finalize policy before store release
Do not build real payments until the two-account economy loop is stable. Store products, taxes, platform billing
and refund handling need their own release review. The present catalog grants no real entitlements.
SUNDERWARD / 10.07 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
90 / 120

Page 91

Open illustrated page

The first playable
Prove persistence and cooperation before expanding to the full catalog.
Stage
Concrete acceptance
1. Authoritative city loop
Two accounts; Keep 1–6; production, one upgrade, reconnect and cross-client timer
accuracy
2. Armies and cargo
Militia, Spears, Pathfinders and Laborers; training, composition, shared cargo and one
shipment
3. Hero assignments
Three initial heroes; visible active scope; moving governor settles work correctly
4. Shared world
Small map, PvE target, shared alliance objective, battle report and wounded recovery
5. Diplomacy and expansion
Friendly arrival rejection, permission tests, charter reservation and expansion ownership
6. Wider test
Up to 10 concurrent testers; logging, duplicate commands, failures and replay
Later
All 30 levels, full siege/PvP, store, seasons and Android release packaging
Keep the UI focused: prerequisite search, full upgrade path previews, army/loadout presets, transport receipts,
alliance activity history and controllable notifications. Start with one coherent art direction and readable map
symbols.
Defer survivor duplicates, faction statues, mounts, pets, relic stacks, extra event currencies and research copies
for each numbered army. Add a system only when it produces a distinct choice that the core loop cannot provide.
SUNDERWARD / 10.08 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
91 / 120

Page 92

Open illustrated page

Cross-platform visual direction
One account and one realm, with layouts appropriate to each screen.
Concept rendering only. Final artwork, interface, features, and gameplay may vary. Existing AI-generated concept art; interface
labels are illustrative.
SUNDERWARD / 10.09 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
92 / 120

Page 93

Open illustrated page

Mobile city interaction
A scrollable city first, with compact overlays and clear actions.
Concept rendering only. Final artwork, interface, features, and gameplay may vary. Existing AI-generated concept art.
SUNDERWARD / 10.10 / PURCHASES AND PLATFORMS
Pre-release 2.0
Contents
Chapter start
Topic index
93 / 120

Page 94

Open illustrated page

Pathfinders and the Watchtower
Observation, preparation and a defended approach are part of the information game.
New AI-generated concept illustration. Final artwork, interface, features and gameplay may vary.
High facility and research levels can earn more detail; the target’s defenses can still lower or block a report.
Information is observed at arrival.
SUNDERWARD / 11.01 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
94 / 120

Page 95

Open illustrated page

Scouting / three example reports
The same synthetic garrison can produce very different permitted information.
Tier 2 / roles
STONEBROOK / SYNTHETIC EXAMPLE
Infantry: 100-249
Ranged: 10-24
Garrison present
Observed: example 15:00
Families and exact counts undisclosed
Tier 5 / detailed
STONEBROOK / SYNTHETIC EXAMPLE
Militia: 163
Bow Companies: 22
Raidable food: 2,000
Raidable timber: 4,500
Observed: example 15:00
Exact family totals
Per-tier counts still undisclosed
Tier 6 / comprehensive
STONEBROOK / SYNTHETIC EXAMPLE
Militia I: 123 / II: 40
Bow Companies II: 22
Wall durability: 20,000
Mara Stoneward / level 20
Equipment Doctrine: 1
Archery: 3 / weapon: Blue
All three cards describe the same example garrison, with different permitted detail.
SUNDERWARD / 11.02 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
95 / 120

Page 96

Open illustrated page

Scouting / six information tiers
Your facilities determine what you can learn. The target’s defenses determine how much of it survives.
Tier
Scout
Lodge
Your
Tower
Recon
research
Earned information
1
2
0
1
Garrison present; wall presence
2
6
5
2
Infantry/ranged/mounted/siege/carrier roles; fixed count bands
3
12
10
4
Named troop families and fixed count bands; exposed-resource bands
4
18
15
6
Troop tiers present; defending commander name/level; wall durability
band
5
24
20
8
Exact family totals and exposed resources
6
30
25
10
Exact family-by-tier counts; wall durability; relevant combat research;
assigned gear grades
All three gates apply at the dispatching city. A high Keep alone does not reveal an army. Scout Lodge also keeps
its preparation-speed benefit; Reconnaissance adds 3 intelligence points per level. A stronger target can reduce
the earned report tier or block the report entirely.
The report describes the garrison present at arrival, including defending reinforcements. It excludes away armies,
wounded reserves and training queues. Exposed resources are the amount available to raid after protection, not
total storage. A report is a timestamped snapshot, never a live tracker.
Show its age as fresh through 10 minutes, aging through 30 minutes, then stale. Even a fresh report may have
changed. Alliance sharing is an explicit action; new owners and diplomatic changes are checked before arrival
data is disclosed.
SUNDERWARD / 11.03 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
96 / 120

Page 97

Open illustrated page

Incoming warnings / reading a threat
Facility investment adds precision, while basic military warnings remain available.
Tower 0 / basic warning
Hostile military march toward your city
ETA window: 10 to 14 minutes 59 seconds
Basic alert is available immediately.
Tower 15 / composition estimate
Arrival: example 10:00 | origin known
Militia: 100-249 | Bow Companies: 10-24
Exact ETA, named families and size bands.
Tower 30 / full assessment
185 soldiers | Militia I 123 / II 40 | Bows II 22
Mara level 20 | relevant research and gear grades
Only this marching force is described.
Counter-scouting is a separate contest
After interception: surviving scouts face information defenses.
OFFENSE 70
DEFENSE 60
Margin +10 retains tier 6 if enough scouts survive.
Undetected covert scouts do not trigger the unconditional military warning.
SUNDERWARD / 11.04 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
97 / 120

Page 98

Open illustrated page

Incoming warnings / progressive detail
The basic warning is available without a Watchtower. Upgrades make the threat easier to assess.
Tower
New detail
0
Hostile arrival indicator and 5-minute ETA band
1
Attacker and mission
5
Exact arrival time and departure city
10
Role composition and total-size band
15
Named families and fixed count bands
20
Exact total soldiers
25
Exact family counts and commander name/level
30
Family-by-tier breakdown; relevant combat research; commander gear grades
These rules apply to hostile military marches: raids, sieges, captures and rallies. Undetected covert scouting
does not automatically generate the same warning. Scout detection uses counter-intelligence instead.
An estimated arrival window uses fixed five-minute bands until exact arrival is unlocked. High-level warnings
reveal only the marching force and its relevant combat research; they do not expose an account’s other cities,
purchase history, full inventory or unrelated research.
Warning details use the server’s recorded march state and show an observation time. A change in ownership,
membership, diplomacy or army state must be handled by the authoritative march system. Seeing a warning
never grants permission to bypass a Friendly pact.
SUNDERWARD / 11.05 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
98 / 120

Page 99

Open illustrated page

Scouting / a defended approach
Numbers, equipment and experience decide interception before information quality.
Incoming Pathfinders
200 scouts / tier I / veteran 1
Reconnaissance 1
Idle scout guard
100 scouts / tier I / veteran 1
Concealment 0 / interception on
Resolve scout interception
Exact weighted strength. Defender wins ties. Only eligible idle
Pathfinders take part.
Attacker wins
175 scouts survive in this example.
25 losses: 18 wounded / 7 dead.
Next: Lodge + Tower + Recon gates and target
information defenses.
Defender wins
In a separate stronger-guard case: city intelligence
is denied. Sender sees only own casualties and
generic failure. Enemy force sizes stay hidden.
Interception and information are different checks
Winning the fight gives a chance to observe. It does not grant every report tier. Interception can be disabled to
preserve scouts; Watchtower and Concealment still protect information. A fight always detects the attempt.
Example wounds assume enough free Infirmary capacity. All loss values are prototype proposals.
SUNDERWARD / 11.06 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
99 / 120

Page 100

Open illustrated page

Scout interception / scouts defend scouts
Idle Pathfinders can protect a city from incoming scout parties, including while the owner is offline.
Each city has Intercept hostile scouts enabled by default. It is independent of army gates. Only idle owned
Pathfinders at that city participate. Wounded, reserved, marching and allied reinforcement scouts are excluded in
this first model. Turning interception off preserves those scouts while allowing information defenses to do their
work.
Scout strength sums count times [1 + 0.20 times (tier - 1)] times [1 + 0.01 times (veteran level - 1)] times a
research factor. The attacker gains 2% per Reconnaissance level; the defender gains 4% per Concealment level.
Exact integer arithmetic avoids rounding the winner. Equipment tiers I-VI and veteran levels 1-30 use the existing
roster gates. Heroes, gear and alliance combat buffs add no interception multiplier.
Outcome
Prototype rule
Defender wins or ties
Sender receives no city intelligence; show only own casualties and generic failure
Attacker wins
Survivors proceed to the normal six report tiers; victory does not bypass facility gates
No eligible guard or
interception off
No scout battle; normal information defenses still apply
Any scout battle
Attempt is detected, including without a Watchtower
The losing side loses every deployed scout from active duty. Winner losses = ceil(winner count times losing
strength / [4 times winning strength]), capped so at least one winner survives. Allocate losses proportionally by
regiment size, with largest remainders and regiment ID as the tie-break. At most floor(losses times 3/4) become
wounded, limited by precombat free Infirmary capacity; remaining losses are permanent. These shares apply to
this scout prototype only.
Recheck friendship, target ownership, troop reservations and capacity at arrival. Commit casualties for both
sides, wounded capacity reservations and report publication in one server transaction. The rule helpers calculate
this outcome; they do not supply persistence, authorization or a running battle service. Scout missions never
damage walls or other troop families.
SUNDERWARD / 11.07 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
100 / 120

Page 101

Open illustrated page

Counter-intelligence / meaningful defense
Counter-scouting reduces information. A trigger is not automatic immunity from every scout report.
Offense score = source Scout Lodge level + 3 × Reconnaissance level + surviving-scout points. Defense score
= target Watchtower level + 6 × Concealment level. Every 20 surviving Pathfinders adds one point, capped at +10
for 200. Guards already fought during interception and do not also add information-defense points.
Offense minus defense
Result
−15 or lower
Report blocked
−14 to −5
Earned tier loses two levels
−4 to +4
Earned tier loses one level
+5 or higher
Earned tier retained
A target with a Watchtower detects the attempt when the margin is +5 or lower. Detection and report quality are
separate outcomes. A scout battle always detects the attempt. Information defenses can still block an attacker
that won interception. These rules replace the earlier model that used idle scouts only as defense points.
Example
Result
Fully developed source after winning interception
200+ survivors: offense 70 versus defense 60,
retaining tier 6
Fully developed source versus weaker defenses
Tier 6 can reveal family-by-tier counts
Early scouting versus fully developed defenses
Blocked; no private garrison data returned
Partial counts use fixed buckets such as 10–24, 25–49 and 50–99. Do not generate ranges centered on the true
count: their midpoint would reveal the answer. Repeat scouting does not reroll random precision or create free
live updates.
The server returns only authorized fields. Hidden values must never be sent to the browser and merely concealed
by the interface. Troop XP, purchases, protected stock, recovery parcels and private activity data remain outside
scout reports.
SUNDERWARD / 11.08 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
101 / 120

Page 102

Open illustrated page

Hero orders and player specialization
Two different ideas, both candidates for later design rather than active new power layers.
Hero order
Current classes
Possible focus
Bastion Order
Warden, Vanguard
Frontline command, bracing and escort defense
Wayfarer Order
Ranger, Physician, Quartermaster, Engineer
Scouting, logistics, recovery and engineering
Veil Order
Warlock, Luminary
Wards, controlled disruption and debuff
resistance
A single hero-training panel in the Keep could hold these three tracks, with optional visible courtyard monuments.
This preserves the useful idea of developing a hero group without requiring three more construction queues.
Proposed rank gates: Keeps 10, 15, 20, 25 and 30. Exact perks, caps, costs and earning rates remain undecided;
the feature is disabled in configuration.
Keep Warden, Vanguard, Ranger, Physician, Quartermaster, Engineer, Warlock and Luminary as distinct hero
classes. Orders would be an additional grouping, not a replacement for classes or rarity. Benefits would require
the matching hero’s active assignment, with no idle-roster stacking or mandatory late monument level to recruit a
starter.
Realm Calling / the player’s own choices
A separate Steward path could focus on economy and alliance support; a Marshal path could focus on defense
and campaign preparation. Earn future choices through existing rank/title milestones rather than adding another
XP bar. Point counts, exact talents, cooldowns and reset rules need design work before this feature is enabled.
Do not copy a long duplicate-shard honor ladder or hidden same-faction multipliers. Decide first whether the
choices are useful enough to justify another system. The initial city/economy prototype does not depend on either
candidate.
SUNDERWARD / 11.09 / INTELLIGENCE AND SPECIALIZATION
Pre-release 2.0
Contents
Chapter start
Topic index
102 / 120

Page 103

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Chat / channels and inboxes
D23 - A compact shared interface for conversation, coordination and durable notices.
World
Alliance
Officers
Private
Groups
Mail
Example member
Scout the northern outpost. Coordinates attached:
Realm 04 / X:123 Y:456  -  Open map
Message alliance...
0 / 500
Send
Area
Audience and purpose
World
Public conversation within the player's realm. Committed diplomacy notices have a clear
system label. Cross-realm event chat is scoped to its event.
Alliance
Current members coordinate help, rallies and plans. High Steward and Councilors manage
the announcement board.
Officers
High Steward, Councilors and eligible appointed officeholders coordinate privately; current
authorization controls entry.
Private / groups
Direct conversations and consent-based invited groups. Contact settings apply to new
messages and group invitations.
Mail / reports
Separate inbox sections for alliance letters, battle/scout reports, deliveries and system
notices.
High Steward, Councilors and Keepers retain the existing right to send alliance mail. Role access is checked on every read,
send and translation request; leaving an alliance or losing an office removes the corresponding channel access. VIP and
military/noble ranks grant no chat authority.
Existing friendship between alliances does not automatically add personal friends. The personal Friends setting needs a
mutually accepted player friendship. First implementation can stage world, alliance, direct messages and the organized inbox
before group/officer refinements.
SUNDERWARD / 12.01 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
103 / 120

Page 104

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Messages / size and expiry
Short histories keep the interface useful and bound storage. Each message has its own clock.
Surface
Characters / message
Visible history
World chat
300
48 hours
Alliance chat
500
7 days
Officer chat
1,000
7 days
Private / group chat
2,000
7 days
Alliance mail
4,000
7 days
Alliance announcement board
2,000
Until edited / replaced
Map-marker notes
200
Until removed / expired
Battle / scout / delivery reports
Structured report
7 days
Per-message limits, not a limit on a conversation
Show a character counter as the player approaches a limit. Keep an over-limit draft editable. Enforce matching
server limits and a separate abuse-size bound; character-count behavior must be consistent across clients and
reviewed for Unicode text. A long private conversation can span several messages.
Expiry is independent of activity
New replies do not restart earlier messages' clocks. Hide expired text on reads, then purge its source,
translations, cached history and search records on a bounded schedule. A translation request cannot extend
retention. Start with a recent history window and load earlier messages only on request.
Standing instructions belong on the current announcement board. Chat/mail expiry never deletes unclaimed entitlements,
purchased items, resources or their independent ledger records. Public diplomacy state/history is separate. Relevant reported
evidence has the limited exception on 
.
page 113
SUNDERWARD / 12.02 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
104 / 120

Page 105

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Contact / notifications and quiet hours
Players control access to their attention. Platform moderation remains mandatory.
Setting
Working behavior
Who can message me
Everyone; Friends and alliance; Friends only; Nobody. Proposed default: friends/alliance
write directly; optional stranger requests enter a quiet Requests inbox.
Message requests / invites
Allow or disable requests and group invitations separately. No request creates group
membership without acceptance.
Block / mute
Block stops direct contact, invitations and mention pushes. Mute individual conversations
or channels. Normal game actions still follow diplomacy and protection rules.
Push categories
Separate switches for direct messages, personal mentions, announcements,
rallies/events and incoming attacks. Device permission is required.
Quiet hours
Use the chosen local time zone. Let the player set the schedule and optionally allow
incoming-attack alerts to bypass it. No automatic override.
Preview privacy
Allow hidden message previews on the lock screen. Quiet-hour activity can appear as a
later summary rather than a burst of old pushes.
Mentions should identify a player, not just matching text
Resolve mentions to stable player IDs. Renames do not misdirect alerts. Restrict alliance-wide mentions to
authorized roles and apply flood limits; blocked or muted senders do not trigger alerts. Avoid push notifications
while the recipient is already reading that conversation.
An official gameplay receipt or reward entitlement remains accessible in its inbox section even if private contact is disabled.
Leaving an alliance removes access to its chat/history; a stale screen cannot preserve membership permissions.
SUNDERWARD / 12.03 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
105 / 120

Page 106

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Languages / translate in the same bubble
D24 - Manual translation replaces the displayed text for the requesting reader only.
BEFORE TAP
Alliance / Example member
hola, ¿cómo estás?
Translate
One bubble. Only this reader's view changes.
AFTER TAP
Alliance / Example member
Hello, how are you?
Translated
One bubble. Only this reader's view changes.
At signup, suggest the device language and let the player choose a primary language. It stays editable.
Optional Languages I understand suppresses unnecessary Translate buttons. The initial review set covers
English, Spanish, Portuguese, French and German; additional languages require explicit quality review.
Detect the message's language rather than relying on the sender's profile. A different-language bubble shows
Translate. On success, replace that bubble's text and show a small Translated marker. Put Show original in
the message menu; a longer translation may make the one bubble taller.
Translate only when requested, then reuse safely
Request just that message in the reader's chosen language. Coalesce concurrent requests and reuse the
approved result for other authorized readers of the same message/revision/target language. Cache validity
also follows the policy and provider version. Delete saved translations with their source.
Check the original before publication and the translated output before display. If only the translation is unsafe
or unreliable, keep it unavailable and offer the approved original/retry. A provider mistranslation must not
sanction the sender. A removed source cannot be revealed through Show original.
Short-message language detection can be uncertain, so retain Translate in the menu. Azure counts repeated translation
submissions again; Detect does not consume translation characters but disproportionate usage may be restricted. Its F0
translation allowance is 2 million characters/month for the whole service. [S15, S16, S18]
SUNDERWARD / 12.04 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
106 / 120

Page 107

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Coordinates / share a location
D25 - A location card links to the shared tile and includes the realm and time.
WHEN SHARED
Enemy city / Realm 04
X:123 Y:456 / shared 12:08
Tap to view the shared tile
AFTER THE CITY MOVES
The original tile remains linked
No automatic location update
Scout again to find a new position
Card field
Meaning
Realm and coordinates
Resolve the correct map, province where known, and tile. A cross-realm link does not
authorize travel or entry.
Target label / time
Show the approved target name or neutral label and the time the location was shared.
Treat it as a last-known position.
Tap action
Open and focus the map. The player then chooses an available action; tapping a link
never launches an attack.
Changed location
If the city moves, the link continues to the old tile. It does not chase the city or reveal new
coordinates.
Information boundaries
Sharing a location does not reveal hidden troops, stockpiles, defenses or current shield
information. Scouting/report visibility still applies.
Use normal game permissions
Scouting, raids, rallies and siege must still pass current ownership, diplomacy, shield and march checks at
dispatch and arrival. A shared enemy label cannot bypass a Friendly pact or a protection rule. Alliance marker
links are governed by current membership and marker revisions.
Build cards from structured, validated map fields, not executable player text. Moderate player-entered captions and target
names before they appear in a card, mail or push preview. This follows the existing teleport rule: movement invalidates an
arriving march without revealing the new position.
SUNDERWARD / 12.05 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
107 / 120

Page 108

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Moderation / one shared policy
Anti-racism and identity-based hate filtering applies to every player and every player-written surface.
Block identity-directed hateful abuse based on race, ethnicity, nationality/national origin, religion, caste,
sex/gender, sexual orientation or disability. Include regional ethnic and ancestry-based attacks even when the
wording is unfamiliar to English-speaking moderators. Ordinary identity descriptions, nationalities and
languages are not themselves prohibited.
Decision
Player-visible behavior
Allow
Publish content that passes the current policy. Ordinary identity references, anti-racism
discussion and normal strategy-game language remain possible.
Block / rephrase
Keep clearly disallowed wording from other players. Preserve the draft, highlight an exact
known match where reliable, and explain the concern.
Hold / review
Keep concerning or ambiguous text away from recipients while it is reviewed. Offer revision
or appeal, with an explicit pending state.
Check unavailable
Leave the draft unsent and offer retry when a required check fails or hits a quota. Do not
report provider failure as hateful behavior.
Coverage beyond ordinary chat
World, alliance, officer, private and group messages; mail; announcements; recruitment;
player/city/alliance/group names, bios and descriptions; map notes; report comments; shared-card captions
and notification previews. Recheck every edited revision. Unsafe player names cannot travel through
otherwise trusted system templates.
A profanity preference, if offered later, cannot expose prohibited hate. Category decisions need game context: attacking an
outpost differs from threatening a real person. Scores are evidence for policy decisions, not automatic permanent account
sanctions. [S01]
SUNDERWARD / 12.06 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
108 / 120

Page 109

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Moderation / regional language coverage
Maintain contextual rules and native review rather than claiming complete coverage from one list.
Language / scope
Review priorities
English
Local meanings across US, UK/Ireland, Australia/New Zealand and other participating
communities; ethnic, Indigenous and migrant-directed abuse.
Spanish
Spain and distinct Latin American communities; local nationality, ancestry and
Indigenous-directed meanings.
Portuguese
Brazil and Portugal separately, then other participating Portuguese-speaking communities;
regional racial and nationality-related usage.
French
France, Canada and participating Francophone communities; local meanings, abbreviations
and ethnic/nationality-directed attacks.
German
Germany, Austria and Switzerland; compounds, local ethnic hostility and coded extremist
usage in context.
Expand with the player community
Prioritize reviewed Arabic/dialect and Latin-script variants; Hindi/Hinglish and caste abuse; Urdu/Romanized
Urdu; Russian and Ukrainian separately; simplified/traditional Chinese and Latin-script variants; Korean and
Japanese. These are review priorities, not a completed slur catalog or certified coverage.
Catch evasion while preserving legitimate text
Keep the original unchanged. Use bounded matching copies for appropriate case/Unicode normalization,
reviewed separator/repeat/digit variants, suspicious invisible characters, confusables and transliterations.
Preserve legitimate accents, joining marks and mixed-script writing. Do not globally reject a word because
another language uses a similar spelling. [S08]
Each rule records language/script, relevant regional meanings, category, severity, matching boundaries, legitimate
exceptions, source/license, reviewer/date and version. The policy follows content, never the player's language setting or IP
country. Fluent reports open a review; they do not automatically add a global ban.
SUNDERWARD / 12.07 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
109 / 120

Page 110

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Warnings / edit without starting over
D26 - Explain the concern and keep the draft, cursor and selection available to the sender.
MESSAGE NOT SENT
Please rephrase the highlighted wording. Your draft is still here.
Your message ...
[flagged phrase]
... rest of your message.
Edit message
Why? / Request review
A rejected message remains in the composer. Show the warning in the player's chosen interface language,
with Edit message, Why? and Request review. Recheck a corrected draft before sending. Do not publish a
partially censored fragment or silently rewrite the player's meaning.
Highlight what the rule can actually identify
For an exact, reviewed word/phrase match, highlight its original-text span and explain the category. Map
normalization offsets safely back to the original. A context classifier may identify a harmful meaning without
identifying one offending word; explain the sentence-level concern and mark a passage only when reliable.
Example context warning
Message not sent. The highlighted wording may be hateful toward an ethnicity or nationality. Please rephrase it. Your draft
is still here.
Do not blame a neutral identity word because the system guessed a span. Accessible highlighting uses text
and a clear explanation, not colour alone. Uncertain flags, translation mistakes and service failures do not
create repeat strikes.
Keep a local draft per account/conversation for up to 24 hours, clearing it at logout or when sent/discarded. Draft persistence
must not expose one account's text after switching accounts on the same device. A blocked draft's restricted moderation
record follows 
.
page 113
SUNDERWARD / 12.08 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
110 / 120

Page 111

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Chat mutes / deliberate repeat attempts
D27 - A helpful first warning, followed by a visible counter for repeated clearly blocked wording.
First block
Warning only
0 repeat strikes
Repeat 1
1 of 3
Clear reminder
Repeat 2
2 of 3
Final reminder
Repeat 3
3 of 3
Chat mute: 30 min
Only qualifying repeats after a clear warning; rolling ten-minute window.
Event
Counter / response
Initial clear rejection
Explain the rule and preserve the draft. No repeat strike.
Qualifying repeat 1 / 2
A new deliberate Send repeats the warned, unambiguous blocked pattern. Show
the count and clear next-step warning.
Qualifying repeat 3
Three repeats after the initial warning within a rolling ten minutes trigger a
thirty-minute outgoing chat mute. Show the server deadline.
Edits, uncertainty and retries
Genuine rewriting, uncertain model flags, translation errors, unavailable checks and
retries of the same operation do not count.
Known disguised repetition
A reviewed obfuscation of the same warned pattern can qualify; ambiguous
changes go to review.
Keep the restriction bounded and appealable
The server owns the account-wide counter across clients. It records each qualifying event once. A muted
submission cannot extend the mute or add another strike. After the thirty-minute mute expires, posting can
resume and the repeat sequence starts afresh. These working values remain subject to prototype review.
Reading, ordinary gameplay, reporting and appeals remain available. Restricted outgoing chat, mail, recruitment and
comment surfaces cannot be used to evade the mute. This counter never automatically bans an account or removes an
alliance member. A successful appeal removes the invalid event and any mute it wrongly triggered.
SUNDERWARD / 12.09 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
111 / 120

Page 112

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Delivery / checks before publication
D28 - The server controls publication. Client-only filters cannot enforce the policy.
Submit
Access, limits, local rules
Check
Language + context
Decide
Allow / block / hold
Only approved text reaches other players
Chat, history, mentions and push previews all use the publication gate.
A translation must pass its own check before the reader sees it.
Stage
Required behavior
Validate
Authenticate; check access, contact settings, blocks, mute status, message size and posting
rate before expensive calls.
Analyze
Retain the source/revision; apply reviewed local rules and language/context classification.
Record rule, policy and provider/model versions.
Commit once
Approve the exact revision and recheck permissions after network waits. Retries cannot
duplicate messages, alerts, strikes or mute time.
Deliver
Only approved content enters live chat, history, unread counts, mentions and push previews.
Pending text is visible only to its sender.
Translate / remove
Check output before displaying it. Recheck access and expiry; removal invalidates every
translation and queued preview.
Use explicit deadlines, bounded retries/queues and a circuit breaker. A provider outage leaves a clear
unsent/pending state; it never silently downgrades required moderation. Late results, reconnects and restored
caches cannot resurrect expired or removed content.
Return stable reason codes, localized warning-template IDs, exact original-text spans only when known, and a review
reference. Keep API secrets off the client. Cloudflare and a rented backend may share processing, but the authoritative
message store alone commits publication and restrictions.
SUNDERWARD / 12.10 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
112 / 120

Page 113

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Reports / appeals and evidence
Short ordinary chat retention remains the default. Preserve only the small record needed to review a specific case.
Record
Working retention / access
Ordinary messages / translations
48 hours world; 7 days other ordinary chat. Expiry applies to each message and
its translated variants.
Blocked, unreported draft
Short restricted quarantine up to 24 hours for immediate review. Do not build a
long-term transcript archive.
Reported / appealed case
Relevant text and bounded context in a restricted case record for 30 days from
case creation. Proposed appeal window: 7 days.
Sanction audit
Minimal decisions and appeal outcomes for 90 days, without a general chat
transcript. Further account-restriction policy requires review.
Player controls and platform staff
Use distinct Report and Block actions. A report preserves message ID/revision, category, selected context and
the translation seen when relevant. Show a receipt; protect reporter identity. Reporting does not automatically
punish the accused player. Successful appeals reverse invalid decisions.
Platform moderation is a separate staff permission with audited access. Alliance officers cannot waive hate
rules or inspect other members' private messages. Apply the same rules to leaders, officers, paying players
and everyone else. Any permanent account sanction needs accountable staff review.
Explain processing and enforce deletion
Private conversations are restricted to participants but subject to server moderation; do not claim end-to-end
encryption for this design. Send processors only necessary text and minimal identifiers. OpenAI's current
endpoint table lists no training use or abuse-monitoring/application-state retention for /v1/moderations; verify at
integration. [S17]
The case record is the explicit retention exception, not permission to retain all chats. Purge expiry/removal from caches,
search, logs and backups as configured; reapply those records after restoration. Apple/Google UGC requirements also
support providing filtering, reporting, blocking and a usable response process. [S13, S14]
SUNDERWARD / 12.11 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
113 / 120

Page 114

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Implementation / services and validation
The communication policy is specified; provider integration, staffing and language validation still need building.
Candidate
Verified scope and limits
OpenAI moderation
Free standalone classification. Public Free-tier model limits: 250 requests/minute,
5,000/day, 10,000 tokens/minute. Actual account access and latency need checking.
[S01, S02]
Azure Content Safety
5,000 free text records/month; stops at free cap. Eight specifically trained/tested
languages; quality varies elsewhere. This quota is separate from Translator. [S04, S05]
CleanSpeak
Commercial comparison candidate with configurable actions, username handling and 22+
base language lists. Obtain a quote and test it. [S06]
Perspective
Official shutdown December 31, 2026; do not select for a new integration. [S07]
Budget recommendation: evaluate OpenAI moderation plus maintained local rules, with Azure Translator as
the initial translation candidate. No provider is yet selected or benchmarked for Sunderward. Free services still
have limits; database writes, delivery, human review and hosting remain real costs.
Test misses and false blocks separately
Proposed minimum: 200 native-reviewed cases per initial language, 1,000 across the five. Include clear hate,
obfuscation/mixed-language, benign identity/name references, and game-context/counterspeech. Keep an
unseen test set. Target all severe must-pass cases blocked and at most 1% benign blocks/unresolved holds
on that reviewed set; these are release targets, not measured accuracy.
Multilingual HateCheck covers 34 behaviors across ten languages and exposes model gaps. Recheck per-language results
after policy/provider changes; scores need calibration. OpenAI's historical internal 40-language evaluation is capability
evidence, not our benchmark. [S01, S03, S09, S10]
No external word list was imported. Shutterstock's CC BY 4.0 list was made for autocomplete/recommendations and needs
contextual review. HurtLex labels its data NonCommercial; exclude it from a commercial implementation absent suitable
permission. [S11, S12]
SUNDERWARD / 12.12 / COMMUNICATION AND MODERATION
Pre-release 2.0
Contents
Chapter start
Topic index
114 / 120

Page 115

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Sources / communications
Primary sources checked 28 October 2026. Claims about providers are separate from Sunderward's working design.
[S01] OpenAI - Moderation guide
https://developers.openai.com/api/docs/guides/moderation
Free standalone classification, category signals and policy calibration. Not a universal blocking decision.
[S02] OpenAI - omni-moderation model
https://developers.openai.com/api/docs/models/omni-moderation-latest
Current public Free-tier limits. Actual account limits were not accessed.
[S03] OpenAI - Multilingual moderation release (2024)
https://openai.com/index/upgrading-the-moderation-api-with-our-new-multimodal-moderation-model/
Vendor internal 40-language evaluation; historical capability evidence, not our benchmark.
[S04] Microsoft - Content Safety overview
https://learn.microsoft.com/en-us/azure/ai-services/content-safety/overview
Eight specifically trained/tested languages; quality varies elsewhere.
[S05] Microsoft - Content Safety pricing
https://azure.microsoft.com/en-us/pricing/details/content-safety/
5,000 free text records/month; free usage stops at cap. Standard record: up to 1,000 code points.
[S06] CleanSpeak - Word and phrase filters
https://cleanspeak.com/features/profanity-filter
Vendor-documented configurable filtering, name handling and 22+ language lists; no quote obtained.
[S07] Perspective - Official sunset notice
https://perspectiveapi.com/
December 31, 2026 shutdown and end of new usage/quota requests.
[S08] Unicode - UTS #39, Unicode Security Mechanisms
https://www.unicode.org/reports/tr39/
Confusables and mixed-script mechanisms with legitimate-use cautions.
[S09] Rottger et al. - Multilingual HateCheck (2022)
https://aclanthology.org/2022.woah-1.15/
Primary research: 34 functionalities across ten languages and observed model weaknesses.
SUNDERWARD / A.01 / SOURCES
Pre-release 2.0
Contents
Appendix start
Topic index
115 / 120

Page 116

Open illustrated page

COMMUNICATIONS / WORKING DESIGN
Sources / communications continued
Primary sources checked 28 October 2026. Claims about providers are separate from Sunderward's working design.
[S10] Multilingual HateCheck - Author repository
https://github.com/rewire-online/multilingual-hatecheck
Test languages and case structure; no dataset imported into the game.
[S11] Shutterstock / LDNOOBW - Source repository
https://github.com/LDNOOBW/List-of-Dirty-Naughty-Obscene-and-Otherwise-Bad-Words
CC BY 4.0; list built for autocomplete/recommendations, with cultural/context caveats.
[S12] HurtLex - Author repository
https://github.com/valeriobasile/hurtlex
Repository labels the license CC BY-NC-SA 4.0; excluded from the proposed commercial implementation.
[S13] Apple - App Review Guidelines, section 1.2
https://developer.apple.com/app-store/review/guidelines/
Primary UGC guidance on filtering, reporting, blocking and published contact information.
[S14] Google Play - User Generated Content
https://support.google.com/googleplay/android-developer/answer/9876937?hl=en
Primary policy on ongoing moderation, accepted rules and reporting/blocking.
[S15] Microsoft - Translator FAQ
https://learn.microsoft.com/en-us/azure/ai-services/translator/faq
Character counting, repeat submissions and proportionate Detect usage.
[S16] Microsoft - Translator Detect method
https://learn.microsoft.com/en-us/azure/ai-services/translator/text-translation/reference/v3/detect
Language confidence scores and the limitations of short text.
[S17] OpenAI - Data controls
https://developers.openai.com/api/docs/guides/your-data
Endpoint-specific moderation retention table. Recheck chosen endpoint and terms before integration.
[S18] Microsoft - Translator pricing
https://azure.microsoft.com/en-us/pricing/details/translator/
F0 monthly allowance: 2 million characters; distinct from Content Safety quota.
The reviewed regional term catalog, native-speaker validation and live moderation benchmarks remain outstanding. No game
account, private player chat, API credentials, proprietary filter rules or source-game screenshots are included.
SUNDERWARD / A.02 / SOURCES
Pre-release 2.0
Contents
Appendix start
Topic index
116 / 120

Page 117

Open illustrated page

Ready to prototype / still to settle
A concrete data foundation, with the remaining decisions visible.
Ready as a working proposal
Requires a design decision or playtest
23 buildings / all level 1-30 rows
Pacing, resource inflows and queue utilization
48 personal nodes / 363 steps plus 12 shared nodes / 120
steps
Magnitude of economy and combat benefits
Ranks, titles, charters and scouting gates
Promotion earnings and final mission pacing
12 troop families / 8 hero concepts
Combat stats, losses and advanced hero talents
Diplomacy state rules and event templates
Siege windows, offline rules and home raids
Resource aid and territorial blueprints
Shipment service; combat, event scoring and regency
details
Shields, city travel and Emberwell Clash
Movement/arrival service; event combat, match bands
and rewards
10 existing offers / 6 format ideas / pass lifecycle
Paid progression, item budgets, gift refunds and real
billing
Server contracts and 109 existing standalone rules checks
Engine/backend choice and real concurrency proof
Messaging, translation, filtering and warning flow
Service implementation, regional review, moderation
staffing and live tests
The companion workbook and versioned game rules retain their existing baseline. This PDF adds the communication design; it
does not create a running chat or moderation service. Workbook edits do not automatically update configuration.
Priority: choose the client/backend stack and prove the two-account city loop. Add bounded chat, history, contact settings and
manual translation behind server moderation gates. Validate language behavior and the report/appeal workflow before public
chat.
Resolve combat/siege behavior before live PvP and monetization limits before a store. Existing rules checks do not establish
database, delivery, provider latency or concurrency behavior.
SUNDERWARD / B.01 / READINESS
Pre-release 2.0
Contents
Appendix start
Topic index
117 / 120

Page 118

Open illustrated page

Glossary
Appendix C - Core terms used throughout the guide. Click a term to open its main explanation.
Academy
The home-city facility for personal research. Research is
shared across the empire; local gates still apply.
Charter
An earned allowance for an expansion city. Occupation
reservations count against city capacity.
Councilor
A senior alliance standing with defined management rights.
Appointed offices grant separate duties.
Equipment tier
A troop equipment grade, separate from a regiment's veteran
experience level.
Friendly
A mutually accepted alliance relationship that blocks hostile
actions in both directions.
Governor
A hero assigned to support a city. A hero has only one active
assignment at a time.
High Steward
The alliance leader. Leadership authority is separate from
noble title, military rank and VIP.
Home Keep
The permanent home's central development level, used by
many account-wide unlocks and ceilings.
March
A dispatched formation occupying an available march slot
until its return or other valid resolution.
Merit
The alliance contribution currency in the working shared-help
and donation system.
Military rank
Personal military progression from Civilian through General;
separate from noble titles and alliance office.
Neutral
The default relationship between alliances. Ordinary raids and
scouting follow current protection rules.
Noble title
Personal advancement that includes city-charter capacity and
earned promotion requirements.
Pathfinder
The scout troop family used for reconnaissance and eligible
city scout interception.
Province
A realm region with public objectives in the disabled territorial
blueprint.
Regent
A proposed temporary realm leadership role; its nomination is
separate from the overall realm-war result.
Research
Permanent shared knowledge that changes specified benefits
and unlocks, subject to its prerequisites.
Resource aid
A carrier shipment between eligible alliance members;
delivery and carrier return are separate stages.
Shield
Timed city protection. The working offensive rules can cancel
owned-city shields and lock reactivation.
Standing / office
Standing indicates alliance responsibility; an appointed office
grants a specific job such as Recruiter.
Teleport
A relocation of one owned city that preserves its identity and
checks movement prerequisites.
Veteran level
A regiment's experience progression, separate from
equipment tier and hero experience.
War
A public alliance declaration. Siege/capture preparation is
separate from ordinary raid permissions.
Wounded
Recoverable troop losses within the relevant treatment rules;
distinct from permanent losses.
SUNDERWARD / C.01 / GLOSSARY
Pre-release 2.0
Contents
Appendix start
Topic index
118 / 120

Page 119

Open illustrated page

Topic index / A-L
Appendix D - Click a term for its first explanation, or click an individual page number.
Academy / research
17, 20
Aid / resource sharing
49, 50, 51
Alliance gifts
82, 83
Alliance help
53, 81
Alliance hub
78
Alliance mail
72, 103, 104
Alliance marker
70
Alliance membership and leave
75, 76, 77
Alliance permissions
72, 73, 74
Alliance research
79, 80
Announcements
74, 105
Appeals
110, 113
Armor / equipment
41, 42
Battle and recovery
44, 45
Blocked messages
108, 110
Buildings
14-17
Cargo and carriers
32, 34, 52
Charters and city limits
30, 45
Chat channels
103
Chat expiry
104
Chat mutes
111
Citadels and outposts
57
City capture
45, 56
City shields
65, 66, 67
City specialization
43
Contact permissions
105
Coordinates
107
Costs and queues
18
Counter-intelligence
101
Diplomacy
47, 48
Donations and Merit
81
Emberwell Clash
61-64
Equipment and forge
41, 42
Events / cross-realm
58, 59, 61
Expansion cities
30, 45, 56
Experience / XP
34
Filters / hateful language
108, 109, 110
First playable
91
Friendly alliances
48
Gifts and rewards
82, 83
Governors
37
Hero abilities
39, 40
Hero assignments
37
Hero orders and talents
102
Hero roster and portraits
35, 36
Home Keep
11, 12, 13
Incoming attack warnings
97, 98
Intelligence reports
95, 96
Keep progression
11, 12, 13
Languages and translation
106, 109
Leave / inactivity
76, 77
SUNDERWARD / D.01 / TOPIC INDEX
Pre-release 2.0
Contents
Appendix start
Topic index
Next index
119 / 120

Page 120

Open illustrated page

Topic index / M-Z
Appendix D - Click a term for its first explanation, or click an individual page number.
Mail and reports
103, 104
March slots and movement
18, 71
Military ranks
30
Moderation
108, 109, 112
Monetization / offers
85, 87, 88, 90
Neutral alliances
48
Noble titles
30
Notifications and quiet hours
105
Officer duties
72, 73
Packages and purchase contents
85, 86, 88
Passes and rewards
89, 90
Pathfinders
94, 100
Personal research
19, 20, 21
Platform accounts
92, 93
Private messages
103, 104, 105
Promotion requirements
30
Protection and shields
65, 66, 67
Province ownership
55, 56, 57
Purchase integrity
90
Quiet hours
105
Ranks and titles
30
Recruiter office
73, 77
Recruitment
76, 77
Regency
60
Reports and appeals
113
Research branches
22-29
Resource aid
49, 50, 51
Resource carriers
32, 34, 52
Resource delivery and return
51, 71
Resource sharing
49-53
Scout defense
99, 100
Scouting tiers
95, 96
Server / realm structure
54, 55
Shields and offense
67
Shop and offer formats
84, 85, 87, 88
Siege
45, 48
Specialization
43, 102
Teleports
68-71
Translation
106
Transports / carriers
32, 34, 52
Troop equipment tiers
34
Troop types and unlocks
32, 33
Veteran levels
34
VIP
90
War and peace
48
Warnings / message editing
110, 111
World chat
103, 104
Wounded recovery
45
XP / veteran progression
34
SUNDERWARD / D.02 / TOPIC INDEX
Pre-release 2.0
Contents
Appendix start
Topic index
Previous index
120 / 120