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Road to victory

How the game is won

Nobody rings a bell when you start winning. Here is what the game is actually keeping score of, and what you have to do to end up wearing the crown.

By Updated 7 September 2026 WRITTEN FOR RULESET 33 9 min read

1What you are trying to do

You are not trying to wipe everyone else off the map. You could try, and it would take a very long time, and you would probably lose your own kingdom doing it.

What you are trying to do is become the biggest name in the region — the kingdom other rulers have to take seriously. The game measures that with a score called victory points, and you can see yours any time on the Victory tab.

One thing to understand about that score before anything else: you never bank it. It is not coins in a chest. It is more like a reputation. It goes up while you are strong and it drops the moment you are not. Lose a city and the points for that city are gone the same day. Your score is simply a description of what you hold right now.

2Which world did you join?

Worlds come in two kinds, and it matters a great deal which one you are standing in. You cannot change it later — it is decided when the world is made. The good news is you can see it before you join, on the screen where you pick a world.

The Choose a world screen listing four worlds: Meridian, persistent, with Ashkar reigning; Ironwood, finite, a race to 100 VP; Saltmarsh, persistent and paused; and Old Empire, ended on day 512, won by Kongo, offering View instead of Enter.
What the world list is telling youPersistent means the world never finishes — the name next to the little crown is whoever is on top at the moment. Finite means it is a race, and the first ruler to reach the top and stay there ends it. Ended means somebody already won: you can still go in and look around, but nothing will ever move again.

Most worlds are Persistent, and that is the one to start in. There is one difference that will matter to you far more than the ending does: in a Persistent world, if you lose everything, you can start again. Found a new capital, carry on. In a Finite world you cannot. Lose your last city there and your game is over.

3Four ways to matter

Your points come from four different things, and this is the part worth reading twice, because it quietly decides how you should play.

Where points come fromWhat it rewardsMost it can give
DominionHolding land — measured against how much everyone else holds40
ProsperityBeing rich, and trading beyond your own borders40
PrestigeGreat works and learning. A finished Monument is 12, and each of the game's fourteen culture technologies is 440
SuzeraintyLesser kingdoms who have sworn to you. 14 each, and 8 more from any that has recently paid you tribute40

Notice that each one stops counting at forty. However brilliant you get at any single thing, it can only ever take you a quarter of the way. Conquer the whole map and land alone still gives you forty. That is on purpose: the game is asking you to be a real ruler, good at several things, not a specialist.

The first two work differently from the last two, and it catches people out. Land and money are judged against your neighbours. If they grow and you merely stay the same, your score falls even though you did nothing wrong. Great works and loyal vassals are yours outright — nobody else's success can take those points away from you.

The Victory tab standings: Your Kingdom leading on 51.7, Axum on 25.8, Kush on 24.5, each with four small bars showing where their points come from.
How you are doing, and how they are doingEvery ruler you have met, in order, with four little bars under each name showing where their points are coming from. Glance at a rival's bars and you can see what kind of ruler they are — and what would actually hurt them.

4The bar, and the long wait

You need 100 points. There is a second way in as well: if you have vassals, their scores are added to yours, and together you need 115.

Then comes the part people are not ready for. Reaching the bar is not enough — you have to stay above it for twenty days without slipping once. Drop below for a single day and the count starts over from zero. This is why a lucky war rarely wins anything. You can spike to 105 by sacking a neighbour, lose the momentum a week later, and have nothing to show for it.

So the real question is not "how do I get to 100?" It is "how do I get to 100 in a way that will still be true three weeks from now?" A conquest you cannot hold, or a fortune you spent to get, will not survive the wait.

Vassals of vassals do not count

If you go the second route, only the kingdoms who answer directly to you are part of your total. Your vassal's own vassals are their business, not yours. So it is better to have three lords sworn to you than one lord with a long tail behind him.

5Where the missing points hide

Here is the trap, and almost everyone falls into it.

Land and money are the parts of the game you are already playing, so those are the paths you naturally push. But they are also the two everyone else is fighting you for, and the two that shrink when your neighbours do well. It is genuinely common to lead the world in territory, wealth and learning, look at your score, find ninety-something, and have no idea what you are missing.

You are missing vassals. A single lesser kingdom sworn to you, paying its tribute, is worth 22 points. Two of them fill that whole quarter of your score. There is nothing else in the game where one conversation is worth as much as a season of war.

Your Path: Dominion 13.3 of 40, Prosperity 16.4 of 40, Prestige 0.0 of 40, Suzerainty 22.0 of 40; below it a Nation line reading Your Kingdom, Kush at 76.2 of 115.
One vassal, and he is already your best assetThis ruler has a small realm and has not built a single monument. He is top of the table anyway. Look at why: Suzerainty 22.0 — one loyal vassal — is worth more than his land and his money put together. The line underneath shows the pair of them counted as one nation, well on the way to the 115 they would need together.

Great works are the other place points go unclaimed. There are fourteen culture technologies in the game and each is worth four, so researching ten of them fills that quarter on its own — no armies, no arguments, just choosing them when your scholars are free. If you are stuck in the eighties and cannot see why, this is usually the answer.

6Wearing the crown

Hold the bar for your twenty days in a Persistent world and you are crowned. A banner goes up across everyone's screen with your name on it and the day your reign began. The world does not stop. Nothing is over. You are simply the one everybody else is now measuring themselves against — and, whether they liked you before or not, the one they have a reason to come after.

You keep the crown until your score falls below 80. Not below 100 — there is deliberate slack in there, so an ordinary bad week cannot knock the crown off your head. And here is the part that changes how you play against a reigning ruler: a rival passing 100 does not take your crown. There is no re-election. The only way to take a crown from someone is to make them weak enough to lose it — push them under 80, and then be ready to step in.

The Dynasty list: Kush reigning since day 120, with past reigns beneath — Your Kingdom for days 81 to 119, and Axum for days 30 to 80.
Every reign gets rememberedThe crown has already changed hands twice on this world. Axum held it, then you held it for thirty-nine days, and Kush wears it now. This list is the real story of a Persistent world — not who is winning, but who has worn it and for how long. Losing it is not losing the game. It is your turn to go and take it back.

7When a world ends for good

In a Finite world the same twenty days end everything. The ruler who completes the wait wins outright, the world stops on that day, and afterwards anyone who was in it can wander back through and look at how it finished. Nothing more happens there ever again.

There is one other way such a world can end. If every other kingdom has been driven off the map and you are the only one left holding any ground, you win by simply still being there — no score required. You do have to have actually outlasted somebody; being alone in an empty world is not a victory.

In a Finite world, you only get one life

Losing your last city in a Persistent world is a bad day. You can start again somewhere else and rebuild. In a Finite world there is no starting again — if a player could keep coming back, the world could never end. So if you play a Finite world, defend your last city as though everything depends on it, because it does.

If you take one thing away, take this. The paths everyone fights over are land and money, and they are the hardest ground to gain because you are gaining it from someone. Crowns are usually won on the two paths nobody is contesting — a couple of neighbours who would rather swear to you than fight you, and a quiet shelf of great works. Those points, once you have them, are yours.