As the game currently lacks some important tutorials - scarce resources to be blamed - I thought it would be best to give a few pointers for a smoother start. Its better late than never.
This is kind of an "unofficial" official tip & tricks for the 0.4.1759 build.
I deliberately chose to put the tips here rather than in an article as I would encourage everyone to participate. Feel free to add your questions or post your own tips and insights here!
- Pre-Game topics
- Game Sessions & Game Design topics
- The Map UI & Shortcuts / Key Bindings
- Tips, Tricks & Some Gameplay Hints
Content last updated: 6/19/2021
You may also look for help on our discord channel, which you can find just to the top left of this forum topic. You don't even need the discord client to join as they also have web access.
If you're a newcomer, you will want to know that you can use the same account on the website and in the game - it is in the description of both layouts -, so please don't duplicate it. You can create your account on either the site or in the game.
If you're creating your account through the site, you'll receive a verification mail from @feudums.com with an activation link (it should be delivered within a minute or two, so if you don't see it, check your spam folder). Don't forget to activate your email address because you won't be able to log in until that is complete.
Creating the account through the client will automatically log you in at the end of the process. I personally would suggest creating an account this way as you can set more details there - like the default culture of your Noble House - during the registration process, and well, because you probably would like to play the game anyway. :) The client is also more convenient to find out early if your account or house name is already taken.
In-game Registration - click to enlarge
You can see and update your profile in the client, just head to Settings in the main menu. You can also update or reset your default in-game culture, your gender and date of birth here (these latter are optional data, but be advised that some game modes might be inaccessible unless we can identify your age. This is for the security of younger players), and you can see that your Hall will automatically adapt to your changes.
Settings and button to Coat of Arms Editor - click to enlarge
Some of your details can be also edited through the website. To open your profile, you need to click on <Your Name> on the top right corner.
House Coat of Arms
There is just one mandatory step left after your succesful registration. To unlock the ability of playing on a public game world, you need to set the Coat of Arms of your Noble House. Coat of Arms are like IDs in the medieval world; they specifically identify your House, and later, your characters (sometimes we use the term Persona, which specifically refers to a player character), so they have to be unique and have to be set before you can rise your banner on a map. You can do that by heading to the Settings in the client and then clicking on Open Editor button; it'll lead you to the Coat of Arms Editor. Take your time to setup a House Coat of Arms as it'll represent your House in the future. We have added heraldic tips and descriptions to each heraldic device, so you can kind of create a "backstory" for your house by simply choosing an appropriate variation. :) There is also a complete article covering the editor, which you can find here.
Don't forget to click on Set / Update (depends on context) after you edited your Coat of Arms. Now, your Noble House is ready.
Coat of Arms Editor - click to enlarge
Finding a Game
It's actually quite straightforward. You just need to open Worlds in the client. On this screen, you can see the registered game sessions and you can check their most important details on their cards (note: you can filter out unwanted cards using the filters on the bottom left). Normally, you need to look for games that are Public and are either in Upcoming or Running state. The difference between an upcoming and a running game is that upcoming is still waiting for some starting criterias (such as minimum number of players or reaching a specific date; you can see the exact criterias on the card) to start. You can join upcoming games and setup your first commands in advance.
If you see VIP games, those are restricted for those who have an invite for those games; these are usually closed tests for our Vanguard community, however in some cases you can request an invite on our discord channel. At this point, though, there should always be an upcoming or running public game.
Worlds (Filtered to Running Games) - click to enlarge
If you're at work or you would not like to run the client only to check the games, those are also visible on our site. Just head into this section (Meeting Hall) and you can see a box, named "Server Availability" on the left. "Core Services" is pretty much what it stands for, beneath it, you can see the list of the accessible "Games". These are color-coded for access restrictions; if you see green games, those are open for everyone. Yellow ones are VIP games. There is also a "lightbulb" for each item - so long those are green, the servers are running and are accessible over the internet as intended.
Additionally, we have an automated discord forwarder that, by default, reports any upcoming game on our discord channel, including their basic characteristics, such as length, speed or starting criterias.
The minified card on the dashboard - click to enlarge
Joining a Game
Joining a game just needs you to select the card in-game and from the top menu, click Join . You'll then be asked to create your Persona, which is going to be your figurehead in the specific game world / session. You will be able to setup a different character for each game session. other than setting the in-game name, gender and culture of your Persona, you can also setup the name of your starting feudum and your capital city (you can later change these in-game), and you can also slightly personalize the Persona's Coat of Arms if you like, though you won't be able to change the major House CoA features for obvious reasons. :) Once all set, click on Subscribe then allow a few seconds for the client to communicate your orders to the underlying system. You'll get a confirmation as soon as your subscription is accepted. Then you can click on Enter to start your journey.
Joining an Upcoming game. You can filter World Cards by their state using the filters on bottom left - click to enlarge
Feudums is a tick based, highly customizable and moddable game. This leads to two essential things:
The game map (zoomed in) - click to enlarge
Each game has a calendar (with seasons and season periods) and defined agricultural periods and dates. You can always see the current season (and its period), also all the remaining periods and their length on the top right corner of the UI.
In the Economic demo, seasons mostly affect labour.
Normally, you don't need to micromanage any of these events - assigned workers will automatically work according to these periods and settings.
But seasonality is still an important factor as it will allow you to redistribute workers while a specific labour option is dormant. You can determine your priorities - or focuses - on a seasonal / season periodic basis. We'll take a few more words about these options in the Economy section below.
Hovering a labour slot will show the details - click to enlarge
Seasons also passively affect your population - usually, people are more willing to travel (immigrate or emmigrate) and the birth/death rate is also better during warmer seasons, while winter is generally the hardest period in respect of both, and seasons also have some modifiers for the health of your people. We'll talk a bit more about this later.
Disabled options are marked both visually and in their hover details.
There are multiple main resources in Feudums, including materials (stone, timber and iron), coins, food and virtue. Materials are typically needed for building, food is used to feed your population. Virtue is a more 'spiritual' resource, basically representing the prestige, might, piety and chivalriness of your Persona.
In the current demo, you can gather - and spend - these resources on multiple ways:
In order to exploit them, tiles must be formed into a feudum, which is an economic and administrative region under the reign of a player. Feudums have soft and hard limits for their maximum sizes. Over the soft limit, the feudums will start receiving administrative penalties (realized on it's Stability register), and it cannot grow beyond the hard limit.
In the current build, a player can only have a single feudum, but they can release and claim tiles at will and those are automatically attached to (or detached from) their feudum.
A feudum will always attempt to work as a small, self-preserved ecosystem - it'll fulfill local demands before any surplus would be sent to the treasury.
The Feudum Card with the selected Feudum's overview - click to enlarge
Feudums, as administrative units, also have several unique registers, like Food Ration, Tax Rate, Health, Morale, Growth Rate or Stability. These together represent the standing of your local population.
Your population can be assigned to various jobs, through options provided by your terrain and infrastucture (tiles and improvements). Labours may come in various forms.
Labourer Designation can be set for each tile with mutually exclusive options - click to enlarge
Some labour options can be mutually exclusive. This basically means that the player must choose which option shall be unlocked, while the other cannot accept workers. This typically occurs when an improvement or terrain can work in multiple modes, like a forest can typically be used to chop woods, to serve as hunting ground for the nobles, or to gather food - but none all of these at the same time.
For each season, and for each seasonal period there are default assignments and priorities, but the player can override these through issuing a Labour Assignment command if their agenda or situation require some tweaking. Players currently can define priorities using two methods:
The administration will always attempt to satisfy both kind of regulations at once. First, it'll assign workers for the items that have Guaranteed Workers, starting from the top priority item. Once all Guaranteed Workers are assigned, it'll also attempt to fill each active labour options with workers based on the items' working prioritiy.
Labour assignments can be tweaked for each period - click to enlarge
Players must issue commands to let the game know that they want something to be changed, such as changing settings for labours, feudum rules, or the farmlands; claiming or releasing a tile; to build something, etc.
A player can add multiple commands at once, placing them in a command queue. Both commands and queues are context-sensitive.
For the moment, each player has a domain-wide command queue for domain level commands, such as trading, and a feudum command queue for their feudum. The size of the domain queue is currently constant (though as for everything, its value depends on the rulebook); while the size of the feudum command queue starts from a base value, granted by the presence of the local administration of the feudum, and additional slots must be earned by developing the feudum (most tiles and improvements grant one or more additional queue slot for their feudum). Queues, by default only have a single processing slot, which means only one command in a queue will be executed in a specific tick. However, processing slots can be also earned, so a very developed feudum can sometimes run and execute multiple commands at once.
It is very important that command queues are not sent to the server automatically. If a queue has unsaved changes, an extra icon will appear on the top left of the specific queue, with a tooltip that reminds the player not to forget sending the updated queue to the server. This is by design, because the game is tick based and players might set a lot of commands for a tick - sending all of them individually would be very inefficient and hard to follow. A player therefore must explicitly send in the command queues if they feel ready. Of course, it is completely acceptable - and possible - to send in updates multiple times per tick. The server will always use the latest version. It'll also immediately return an acknowledgement and points to any potential issue - that can be identified during a basic validation - if something would be clearly wrong about a command update.
The feudum command queue with a warning that it has unsaved changes - click to enlarge
The player do not need to send in queues individually. When clicking on submit, all changes from all queues are automatically sent to the server.
There are a couple other interesting or important details about commands:
The Map UI
The Map UI - click to enlarge
(1) - Shows the remaining time from the current tick. At the end of each tick, your uploaded commands are executed and an updated situation is presented to all players. You don't need to wait between ticks the whole process happens basically in an instant and your client is updated with the data of the new tick. Buttons around the timer are currently disabled.
(2) - These badges shows the amount of your vassals, your feudums and your virtue in this order. Currently, you can only have a single feudum and no vassals, so those won't show much. Virtue is however a resource that you can use for a few things, such as it is part of the cost for various commands. Hovering Virtue may show a breakdown of the yields and upkeeps related to this resource.
(3) - Shows the Coat of Arms of your Persona, their direct and top-level lieges. Currently, you can't be a vassal of anyone, so only your Coat of Arms is displayed.
(4) - These badges represent your treasury. Resources here are your supplies, basically the accumulated surpluses from your feudum. Hovering any of them may show a breakdown of the yields and upkeeps related to the specific resource.
(5) - Here you can find the season indicator and the current tick (and the progression of this game session)
(6) - Shows the tile coordinates of the current selection and the kind of selectable sub-items being available on the position (like tile, feudum, units or other tokens). By clicking on any of the sub-items, the focus changes to the selected item.
(7) - The information card of the current selection. If there are multiple selectable items on the current position, this will change as you change your focus. The information card is intended to show an overview of all the important data related to your current focus. You can get further details by hovering on most information displayed on them.
(8) - The command queue and the context-sensitive commands that belong to the current selection. Currently it's either a dominion / persona or feudum queue; commands will vary depending on the kind of selection (different tiles and improvements can have different commands). In the queue, you can see the number of processing slots you have (always on top of the queue and highlighted with a different border) and the queued up commands.
(9) - The administrative corner of the UI. The small cloud icon opens a control panel which shows the current state of your connection to the core services and the game world, and toggles to the Sound / Music Panel, the built-in bug reporting tool or your in-game messages. The big button with the carrier pigeon is probably your most important button: you can send in your commands by pressing this button.
(10) - The first two buttons are curently disabled. The third can be used to toggle hexa borders on the map layout, while the last can open a menu. Using the menu, you can leave the game world (it will not unsubscribe you from the game!) and get back to the main menu.
(11) - Currently, the only active button is for World Trade. Here, you can setup your trade commands for buying / selling materials from the World Market.
Inputs / Key Bindings
Mouse & Touch:
Always pay attention to Stability if you have a chance.
UI & Convenience
My starting situation in tick 2
I usually spend the first few ticks to check the game rules (especially labourer production rates and lengths of the seasons), then I move on to trying to figure the
It is important in a game like Feudums to create both short- and long-term strategies. Normally, you are creating the first to prepare ground for the latter. Short-term strategies are usually more detailed, are for a shorter period, and are periodically altered or replaced as the situation changes around you.
Let's take a look at the start of my latest session (currently running). I've joined right at the start. Starting during a mild, early spring gave me plenty of time to setup my feudum and gather some food before the first winter hits, but since we started with a treasury and there is the World Market, even starting in Winter wouldn't had posed a big problem in this particular game.
1. Short-term strategy for gathering food
The first thing I needed to decide is what my primary source of food would be for the first few hundred ticks. Now I was lucky with my starting spot since I have multiple opportunities:
Every option comes with some pros and cons. Hunters are, by the current settings, require nothing and they provide food all year. It's a hassle-free option but it has the least yield, so I'd need to designate my forest free for hunting, which would lock out its option to provide timber or virtue. It's still nearly ideal early on while our population is small, especially if I will have the time to kind of just cycle through the exclusive options, so I can have some timber, some food, then some virtue, rinse and repeat.
Fishing is also good. It is seasonal but is only dormant in the deepest of winter, so it's providing food almost year-round. It's yield is also better and a few water tiles can provide enough fishermen slots to maintain a moderate population from it. But checking the labour option, it turns out fishermen require timber to operate, so their overall price is higher. However, seasonality can also work as a plus here: I can re-assign fishermen to woodcutters in their inactive period, which could satisfy a visible portion of their yearly demand.
Building a farm is the most advanced option; also the one requiring the most tweaking. Both farmers and herdsmen are highly seasonal so they don't always generate food - but when they do, those outputs are superior to every other option and unlike fishermen, these labourers do not require materials to operate. Seasonality, again, can be also use as an advantage: they are not always needed to tend for crops or herds , so this option won't "lock out" a significant amount of population year-round; instead, they can be sent around to do other works - such as chopping woods, working in the settlement, etc - while they are not needed on the fields.
I can also think about turning my farmland to a herds or crops-only farmland - then I don't need to have both farmers and herdsmen assigned.
Since I won't be super active in the first some hours, I decide to go with the hunters and claim another forest for chopping wood and for some shorter periods, gathering virtue (so I can generate virtue to claim my area).
Terrains also have some basic yields, food included, but that is only enough for an initial population. Still, it's best I also calculate with these.
2. Determining my population goal
I decide to go for at least a level 4 Settlement. I don't seem to have many hills, mountains or deserts in my vicinity, so I probably shouldn't rely on stone and iron too heavily - this prevents me from fully leveling up and still be self-sufficient. I can trade some from the market, but prices can skyrocket if others won't sell a lot of these materials.
However, I might create another Settlement if needed.
3. Anticipated long term strategy for gathering food and amassing something for trading
I decide to go with Hunters as far as I can, claiming a second or even a third forest for gathering materials, or cycling them between material and food production. I also shall build a farm. I don't want to specialize it as either crops or herds yet; but I decide that I'll revisit this decision around midgame.
I decide that I will try to amass food and wood, as it just seems the logical choices, for trading.
4. Determining my expansion goal
Based on my plan, this one is fairly easy. Instead of claiming territory towards water, I'll try to claim multiple forests, or if needed, I can even turn grasslands into a forest. I will also attempt to claim my way towards both south-west and south-east a bit, so maybe I can spot a hill or mountain there. If not, I'll go full Forest+Grassland.
I do not wish to maintain more tiles than what the soft limit is (7), but for the scouting period, I might temporarily claim additional ones, then release them if it doesn't seem beneficial to expand to a particular direction.
A few hours and some "expeditions" later. Feudum settings are pretty much visible on the card.
As you can see I've taken a total of three Forests - two are primarily designated to be hunting area for hunters, the third is for woodcutters. If I need virtue, I can change the designation of one of the hunting areas for a few dozen ticks to accumulate virtue.
I've also given more guaranteed workers to healers, innkeepers and night watch solots to improve morale and health a bit across the lands.
Both Food and Timber are growing nicely.
Since higher level Settlements would require stone and even iron (and some of their extra labourers would also consume iron), I decided to rather stop at level 3, so I only need food and timber to maintain the Settlement, and I would rather build another settlement a bit later on. Also, I decided to go and claim a plains down there as that will give me +1 stone per tick, which is exactly the default stone upkeep cost of a level 4 Settlement.
After another ~1000 ticks - about mid-time.
I've built the second Settlement and also built a Farm. Since I've claimed the Plains, I'm now upgrading one of the settlements to level 4. This will give a lot of extra people... but I still have the plains if I'd need a second farmland. Alternatively, I can build a Castle or an Ecclesiastical Fief there for the labourer slots they provide, but then I'd need to gather Stone from the Market..
The economy is self-sufficient and both timber and food are growing.