Choose the next constraint.
More production, more housing, military capacity, civic authority, trade, research, or defence—every branch solves a different problem.
PHRATEKETERNAL DYNASTIES
Architecture of a dynasty
Every structure spends resources, every worksite needs citizens, and every hour committed to infrastructure gives rivals time to advance their pyramids. Build the village your strategy actually needs.
The construction queue
Your village runs one construction project at a time. Choose a valid crew from your available working-age population, pay the resources up front, and decide which bottleneck matters most.
More production, more housing, military capacity, civic authority, trade, research, or defence—every branch solves a different problem.
Each structure accepts a different crew range. Larger crews shorten the build, with diminishing returns, while those citizens remain unavailable elsewhere.
Some buildings allow several sites, while civic landmarks remain unique. Higher levels cost more, but deepen the purpose of the structure.
I / Production
Production buildings turn working-age citizens into the three resources that hold a dynasty together. Upgrades increase both worker room and the output of the citizens assigned there.
Limestone production
The workhorse of expansion and Ascension. Quarry crews cut the stone consumed by buildings and the five phases of the pyramid.
Level I supports 500 limestone workers; capacity and worker efficiency expand with upgrades.
Grain production
The foundation of daily survival. Grain sustains citizens, builders, and troops, so a neglected harvest can undo the grandest plan.
Level I supports 300 grain workers; additional sites make it the broadest production network.
Obsidian production
Rare black glass drives advanced construction, troops, covenants, and the most efficient pyramid reserves.
Level I supports 400 obsidian workers and has the strongest per-level production growth of the three worksites.
II / People & army
Population is both your strength and your pressure. House it, decide how much of it can leave civilian work, and prepare for rivals who see an undefended storehouse.
Housing
A growing dynasty needs room for children, workers, and elders. Housing pressure reaches beyond comfort and into long-term population health.
Every completed residence level adds housing for 250 citizens to the village’s base capacity.
Troop training
Turn available recruits into spearmen, archers, and chariots without stopping the rest of your village.
Each completed site runs five training slots in parallel; higher levels reduce the time each unit needs.
Civic landmark
Each completed level increases population growth by 1%. More future citizens strengthen the workforce, but they also increase housing and grain demand.
Each site reaches Level V; up to ten sites can provide 50 total levels of growth.
III / Civic & knowledge
These landmarks open machine-god bonuses and policies. They also unlock temporary prophecies, trade voyages, and research. Each option consumes resources or time that could support another plan.
Divine covenant
Build Level I to choose one of six machine-gods. The choice is made in the Divine Council.
Level I unlocks one active covenant; this unique landmark can rise to Level V.
Personal prophecy
A chamber tuned to momentary possibilities. Its signal lets a ruler choose a temporary blessing for the current game year.
Level I unlocks one personal prophecy invocation per game year.
Village policy
Where prosperity, pressure, labour, and defence become law. Policies shift one part of village life by accepting a cost elsewhere.
Level I opens the council: up to two policies may be active, with 24 hours between changes.
Resource exchange
Send surplus downriver and receive the resource your current plan lacks. Cargo still needs space when it returns.
Ports open exchange voyages; more sites and levels add voyage capacity and shorten travel time.
Research
Recover techniques in accounting, geometry, navigation, preservation, and solar logistics through a branching research path.
Level I opens research; every further library level speeds projects by another 15%.
IV / Defence
A strong economy attracts attention. Fortification does not win the Ascension race alone, but it changes what rivals must risk to interrupt you.
Village defence
A black-glass warning above the village. Each completed tower level increases defensive strength when a raid is resolved.
A dynasty may raise up to three tower sites, each with a maximum of eight levels.
The Temple changes the plan
Choose one of six strategic advantages—and accept its corresponding weakness. Your choice can reshape production, defence, population growth, raids, or monument construction.
Plan your first building
Start your dynasty, balance one construction queue, and turn twelve building types into a clear path to Ascension.
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