Kingdom Simulator

How it works

When in the game you become King or Queen (this is also said phase 2), the kingdom is in your own hands.

This page explains you how this simulation game works, and help you to take the right decisions so to achieve the highest possible Score ever.

Who is King or Queen?

The King or Queen in charge is whoever at the beginning and end of a game day (1 hour in the real world) owns the crown
while being located in the castle area.

You can go far from the castle for brief periods of time, but you must get back in the castle before the break of dawn, because in that moment the kingdom situation is updated and, most important, your performance indicator (Score) is updated at that moment; If the King/Queen is away at the break of dawn, the just-passed-by day will not produce any effect on your Score.


They are computer-controlled characters which represent the kingdom’s population.
They can be either humans or zombies according to the king’s/queen Class.

In the kingdom new villains will stop by, according to the king’s reputation, until there are enough resources so that they can be fed dor the first day (from the second day onwards, they will provide to their sustain themselves).

Villains, in fact, carry out activities that allow them to earn a little amount of money (from 4 to 6 coins per day).
By summing up these little earnings, big richnesses can be accumulated.
If the taxes imposed by the King/Queen are too high, though, what is left to villains will not be enough to survive and, in this case, they will starve to death.

You have to take into account their daily needs: for each villain you should consider the price for a handful of oats, which is acctually 3 coins.

It is important, for the King or Queen, not to underestimate the starving villains, since as soon as the popularity lowers to zero, the king will be chased to death by the furious crowd

The King or Queen must, also, guarantee an adequate degree of safety.


You are responsible for the kingdom’s safety, limited to the castle area. If the number of killed citizens will be higher than the number of killed enemies, the villains will start being unsatisfied about the safety level.

The terms “citizens” and “enemies” is closely related to the King’s Class: If you are a human, then all non-humans will be considered as “enemies”. If the King is a monster, all humans will be counted as “enemies”, instead, and all monsters as “citizens”. You got it.


Here is an explanation of all parameters which come into play.

Kingdom duration

Is measured into days that the King has been in charge.
For a day to be counted, the King must be in charge at the beginning of the day and at the beginning of the following day (break of dwan – 7:00 AM in the game)

It doesn’t matter how many times the crown has been lost, the important is that you conquer it again and that you are in the castle area when the dawn breaks.


It’s the number of villains living in the kingdom, recorded at the end of the day.

From the existing villains, in the castle area you can see about one above ten. For instance, if there are a population of 100 villains, you will see 10 of them wandering around.

The number of villains has an upper limit, which have been set to 200. From that number on, the number doesn’t grow any more.


It’s the number of coins kept by Morubar, the kingdom’s finance attendant.
He can be found in the throne room (castle, first floor). These coins are used for the feeding of new villains. These can be withdrawn and used by the King in any moment.


This is the number of coins that the King/Queen requires from each citizen at the end of each day, this number can range from 0 to 5.

Taxes are automatically subtracted to villains from their little daily income.
What is left, is used for their survival.

Considering that each villain earns at least 4 coins per day, and that needs 3 coins for food, by taxing just 1 coin per day you are 100percent sure that nobody will starve to death.

If the taxes have been set to 2 coins per day, we have some chances that some villains starve to death, and this chance raises proportionally at taxes’ growth.

To the human players the taxes are subtracted from their deposits made at the Garumir’s bank. The money subtractions are performed only if the players are connectd and present in the castle area at the dawn.

The money carried around by players and characters are never taxed.

Killed Enemies : Killed Citizens ratio

It’s the number of killed enemies, divided by the number of killed citizens.

For the King to be positively considered, the killed enemies should be more than killed citizens.


It’s the number of starved villains. The number shown in the thrown room refers to the previous day.


It’s a number ranging from 0 to 10, which represents the reputation that the villains have about the King/Queen in charge.
The highest the number, the better the reputation.
If the reputation lowers to zero, the King/Queen is chased to death.

The reputation influences the speed with which the villains will establish in the kingdom. The better the reputation, the quicker the villains will grow.


This is the King/Queen’s performance indicator, it gets updated at the end of each day (dawn – 7:00 AM in the game)

The formula used by the system is the following:

Score increment=Round(reputation + richness/2000 + population/20,0)

As it stands, not all parametrs will weigh equally. Reputation reanges 0 to 10. Richness coutns for 1 score point each 2,000 coins.
Population counts from 0 to 10: you get one score point for each 20 present villains.

So you can make good Scores even without owning big amounts of money.

Note 1: Score obtained with previous versions of the game is not valid, being the Score formula changed. If the player has a Score obtained with a previous version of the game, it will be reset to zero as soon as (s)he gets the crown.

Note 2: Score can be increased in different sessions. At each game session you can get the crown and continue improving your Score.
You have to always take into account, though, that the Score is updated at each full game day of government.

Example cycle

Here is the description of a typical game day.

Player John gets the crown, sets taxes to 3 coins per day.

John gives to Morubar 30 coins to cover the costs of food for the first villains stopping by.

It’s the dawn. (Note: The system records that John was King at the beginning of the day. For John to see his Score rising up, it is necessary that he results to be King at the next dawn)

Since in the kingdom there is enough richness (30 coins), 10 new villains decide to establish and take 3 coins each for eating the first day (10×3 = 30 coins consumed).

Morubar has now 0 coins (30 initially invested by John – 30 coins for the newcomers = 0 coins).

During the game day 8 citizens and 9 enemies get killed.

Then comes the sunset, midnight, and finally another dawn breaks.

The computer now verifies that John is still King and that he can be found inside the castle area. John gets one more day in his kingdom statistics (throne room).

Then the system calculates the following:

Earnings from villains: Each villains has earned from 4 to 6 coins (average: 5 coins).
The system now computes the total income of the latest game day, given by the formula:

total villains’ income = avreage earnings (5) x number of villains (10) = 50

Villains’ taxes: from the earning the system subtracts the taxes:

total villains’ taxes = daily taxes (3) x number of villains (10) = 30

If the taxes are higher or equal to the total income, all the income would be taken by Morubar, and the villains would be doomed to starve to death, luckily in this case this does not happen. In this case the total income is higher than taxes, so Morubar is now getting 30 coins back.

Villains survival: Villains will be left with 50 – 30 = 20 coins. They will not be enough to feed all the current population (each villain needs at least 3 coins for food).
So 4 villains starve to death and 6 villains will continue to live for another day.

Taxes to players: from the bank deposits of each connected player, Morubar gets 3 coins. Let’s suppose we have 5 connected users, so Morubar gets 15 more coins that, summed to the previous 30, goes 45 coins.

Safety: There have been more killed enemies (9) than citizens (8) so on the Safety side, the King has done a good job.

Reputation: Now the villains will update their reputation.
Here, negative points will weigh twice than the positive ones.
Safety was guaranteed, +1 reputation point, but a few villains did starve to death because of too high taxes, -2 points. In total, the reputation has lowered of 1 point so supposing the King had started from reputation=10 now his reputation will be 9.

By going on like this, the King risks being killed by the crowd so if I was him, I would temporarily lower taxes to 2 coins per day.

The king’s Score gets now updated. He has governed since 1 day, on 10 villains, his current reputation is 9, the kingdom richness is now 45.

It’s the dawn, so a new day begins…

Since in the kingdom there is enough richness (45 coins), 10 new villains decide to establish in the kingdom, and they sum up with the 6 remaining from previous cycle: 10 + 6 = 16 villains…

Personal increments max Strength/Experience

Each 1,000 Score points you get an increment of your max Strength or max Experience limit. Here is why it is very convenient to make good scores as King or Queen!

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