A mode fixes how long a world runs and how it is won. A world is created in one mode and keeps it to the last day, so the ground never shifts under a game in progress. Every realm in a world starts identical.
The long game. A thousand days to turn a hundred acres into the richest realm in the world.
| Days in a world | 1,000 |
| Length of a day | set per world |
| Protected days at the start | 30 |
| Realms in an alliance | up to 5 |
| Winner | highest net worth |
Land, food, energy, markets and a population that grows on its own. Tax, three pay dials and the draft. Research in six branches. Expeditions that take three days to arrive. Reconnaissance, surveillance and cyber attacks. Trade, alliances, and a public broadcast everyone can read. All of it is in the rules.
Not playable, and no world runs it. It is here to show what a second mode looks like: the same game, a different shape. Two hundred days, armies from the first hour, and the most land wins rather than the most money.
| Days in a world | 200 |
| Length of a day | set per world |
| Protected days at the start | 5 |
| Realms in an alliance | up to 3 |
| Winner | most land held |