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Kingdom: territory & governance layer #225

Description

@stphung

Intent

An account-level territory/governance layer: zones you've conquered become holdings that generate tax/resource income over time, with upgradeable buildings and governance. Haven-adjacent, but focused on territory and passive income rather than crafting bonuses.

Open questions

  • Relationship to Haven — a sibling system, or does Haven fold into it?
  • What does it produce — PR, gold (see Gold system and item upgrades #28), or a new resource?
  • Is "conquest" simply clearing a zone, or a distinct action/cost?
  • Account-level (persists across prestige) like Haven?

Status: direction chosen, mechanics undesigned.

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    designNeeds design exploration before implementation

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