Founder's manual · The Maya v2.1
The Maya manual
You found a city on a river in the Maya lowlands. This manual explains every readout on the screen, every building you can raise and what it costs, how the banks fill while you are away, how vessels, residents and renown work, and what it takes to open the next region. It is written to be read from the top or dipped into from the contents.
- Numbers from the shipped game data
- Real-time timers
- Desktop, tablet and phone
01What The Maya isA builder you come back to
The Maya is a river city builder that plays in the browser and keeps running on the clock while the tab is closed. You start in the Preclassic with one stone landing and 6,000 cacao. You end, a few weeks later, with a Classic capital the whole Maya world trades through, and then you do it again on another river.
The game has two halves. The live half is what you watch: merchant vessels tie up at your landings, trade cargo, take on provisions and pay. The come-back half is what happens while you are gone: every building earns cacao by the minute into its own bank, builds and upgrades finish on real timers, voyages return, rings of unclaimed land get cleared, and the daily reward resets at midnight. Most of your cacao, by a wide margin, come from the banks. The vessels are the life of the place; the banks are the income.
Nothing is rushed. A tier-1 building takes a minute and a half to open. A tier-4 Great Pyramid takes four hours, and taking it to level 3 is a twenty-hour project. There is no speed-up button: the game runs at one pace, Pause or 1×. The only accelerator is Jade, a premium currency you earn steadily by playing and can also buy. Nothing in the game is gated behind it.
What you do, in one breath
- Build next to the city, inside your plot, and wait for each building to open.
- Tap banks: a glowing coin above a building means it is ready. The cacao flies to your counter.
- Serve vessels: give them a landing with an open side, provisions, a bed and a hot meal, and they pay and trust you.
- Trade: vessels sell what their home city exports and buy what it imports. Set Buy and Sell per good.
- Keep the water running: every building draws water; cisterns run dry in a drought, reservoirs do not.
- Grow a town: residents move in when quality of life is high, pay rent and run businesses.
- Expand: clear rings of unclaimed land around the plaza; unlock the next of eight regions.
- Paddle out: send voyages for charts, cargo, Jade and discoveries for the Codex.
- Come back: claim missions and achievements, climb the civic ranks, keep the daily streak.
Two clocks
Two kinds of time run at once and it helps to keep them apart. Real time is the wall clock: build timers, bank filling, voyages, ring clearing and the daily reward all run on it, whether or not the game is open. Game time is counted in days: one game day lasts 48 seconds at 1×, and only advances while the game is open and not paused. Vessels, trade, residents, renown drift and dispatches run on game days. The status bar shows income per game day; the Build panel shows your bank rate per real minute.
02Your first ten minutesMirrors the tour
The game opens a short guided tour the first time you found a city. This chapter walks the same path, so you can read ahead or catch anything you skipped. You can replay the tour later from Settings.
While the building pictures load, the title shows a loading line and Found your city waits for it to reach 100%. Before the tour starts, two things happen. The daily reward sheet opens, because a fresh profile has a reward waiting; claim it or press Later. And the Build button on the left rail starts to pulse: that is the game's first pointer.
- Welcome, Founder
The Great Plaza sits in the middle of the world. Drag to pan and roll the wheel to zoom; 0 fits the city back into view. The dashed line around the Great Plaza is the edge of your plot: a 7×5 field of 35 cells you can build on.
- The status bar
Across the top: Cacao with yesterday's income, Jade with a + that opens the Store, Water used over supplied, Residents over homes with the paddlers in port, Renown out of five, then your civic rank ring, the daily reward bell and the Pause / 1× control.
- Open Build
Press B or click Build. The panel lists four tiers of buildings with their cost, bank rate per minute, water pips and build time. Only tier 1 is open at level 1.
- Place a Stone Landing
Click the Stone Landing card, then a bracketed cell. Vessels need a landing, and a landing needs an open side: leave at least one empty cell next to every landing so vessels can pull up. Your first three tier-1 builds are instant.
- Water: a Chultun Cistern
Every building draws water; the Great Plaza supplies 10 and a Chultun Cistern adds 6. Dig one now, before the readout turns red.
- Storage: a Storehouse
The Great Plaza holds 50 units of cargo. A Storehouse adds 200. Without room you cannot buy what vessels are carrying, and trade is where the live cacao comes from.
- Builds take time from now on
Your fourth building arrives as a scaffold: a hatched frame, a progress ring and a timer. Tier-1 builds take 90 seconds, tier 2 twelve minutes, tier 3 an hour, tier 4 four hours. Click the scaffold and you can skip the wait for Jade: 1 Jade per eight minutes left, so the first skips cost a single Jade.
- Banks
Buildings earn into a local bank. When a bank is a quarter full a bobbing coin appears above the building; when it is full the coin grows a halo and nothing more accrues until you collect. Tap the coin. The Great Plaza's bank is the first one you will see.
- Vessels and trade
The first vessel is already on approach. Fleet (F) shows who is moored, holding or departing and what each merchant house trusts you; Market (M) shows prices, your stock and the Buy / Sell policy for every good.
- Missions and achievements
Missions (I) keeps three goals live at a time and a second tab of lifetime achievements in bronze, silver and gold. Finishing a goal is not the end of it: come back and press Claim.
- Territory and the Maya world
The hatched, dim field around your plot is unclaimed land. Click it to buy the next ring. Map (P) shows the other seven regions, each with its own river, bias and lock.
- Voyages
Voyages (V) sends a vessel from your Stone Landing to any region, locked or not. It comes back after 30 minutes to a day with goods, often a chart, sometimes Jade or a discovery for the Codex.
- Daily reward, the Store and this manual
The bell in the status bar is the seven-day streak. The Store offers Jade through a secure checkout. The city is yours.
A sensible first session
The Founding chapter of missions is the tutorial's reward track: build a landing, a storehouse and a well, tap a bank, serve three vessels, read a dispatch, clear your first ring. Together those seven missions pay 35 Jade on top of the 20 you start with, plus 4,100 cacao. With a Canoe Outfitter and a Paddlers' Lodge down as well, you have a city that earns about 25 cacao a minute into its banks and takes visitors' money on the side.
Then leave it. Come back in an hour and the banks are a third full; come back tomorrow and they are at their caps, the ring is cleared and the daily is waiting. That is the shape of the whole game.
03The city viewStatus bar · rail · panels · context bar
The world fills the screen. Everything you touch floats over it: a status bar, a command rail, one panel at a time, a notices column and a context bar. Nothing blocks the world; the camera slides over when a panel would cover the city.
The status bar
- Wordmark and region. The active region's name, then your city name and its register number (MY- and four digits, derived from the name). Click it to open the world map.
- Cacao. Your purse, shared across every region. The small triangle and figure beside it is yesterday's net income per game day: green up, red down.
- Jade. The premium figure, with a + lozenge that opens the Store.
- Water. Used over supplied, with pips. Blue when healthy, amber with a square during a drought, red with a down-triangle when you are drawing more than you supply.
- Residents. Permanent residents over homes, and under it the visitors in port: the paddlers of every moored vessel.
- Renown. Zero to five, with five pips that fill as it climbs.
- Rank ring. Your rank badge inside an arc that fills toward the next rank. Hover it for the exact XP and what the next rank grants.
- Cloud glyph. The state of your cloud save: blue when synced, pulsing while it syncs, amber when offline or in error. Click it for Settings > Account.
- Daily bell. A dot means today's reward is unclaimed.
- Speed. Pause or 1×. There is no faster setting.
Under the bar, a condition strip appears when something is wrong or special: a river raid or river fever (red), a drought with the days left, or a festival with its spending multiplier.
The command rail
Ten buttons down the left, each with a key: Build B, City C, Market M, Fleet F, Voyages V, Map P, Missions I, Codex D, Store, and Settings pinned at the bottom. Eras E, Workers W and the Calendar L join them. A key pressed twice closes the panel again. Badges on the rail tell you what is waiting: a count on Missions for claimable missions and achievements, a count on Voyages for returned paddlers, a count on City for ready banks once you can collect them all at once, and a dot on the Store when an offer is on.
Panels
One panel opens at a time, 440 pixels wide, sliding in from the rail. Each has a title, a one-line subtitle with the numbers that matter, sometimes a tab strip, and a scrolling body. The panels in brief:
- Build: four tier shelves of building cards; city rate, water and landings at the top.
- City: with nothing selected, the overview: quality of life, residents, water, landings, the banked total with Collect all, the Territory block, income by category and river records. Click a building and the panel becomes its card: bank, build progress, upgrade and demolish.
- Market: every good with its price, your stock, Buy / Sell toggles and a broker button.
- Fleet: vessels in the region by state, then each merchant house's trust bar, office, loan and the goods it brings and buys.
- Voyages: slots, paddlers under way with countdown rings, returned paddlers with Debrief, and the eight destinations.
- Map: the Maya world as a chart; click a node for its region card.
- Missions with an Achievements tab.
- Codex: vessels, peoples and heirlooms, dark until found.
- Store and Settings.
Notices and Next up
Toasts stack at the top right, four at most, each with a chip for its kind and often a button: Focus on a finished build, Claim on a completed mission, Debrief on a returned voyage. Below them the Next up strip lists the three soonest timers across builds, upgrades, voyages, ring clearings and the daily reward, counting down live. Click a row to jump to the building or open the panel.
The context bar
The bottom bar is the game talking to you. On the left, a hint that changes with the situation: what to do with a placing ghost, why a cell is invalid, that a landing is blocked, that a coffer is ready, that a voyage is back. In the middle, when a building is selected, its quick actions: Collect, Skip for Jade while it builds, Upgrade, Focus, Demolish. On the right, the ? button opens the keys reference.
In the world
The city is built on one stone platform laid out as a diamond grid in the same raised three-quarter view as the art, so every building lines up with its neighbours. Each building is a miniature of its picture standing on its cell, with a thin line in its family hue around the cell to keep the grid legible, and neighbouring buildings are joined by covered walkways. Vessels paddle the same two diagonals, bow first, and lie broadside to their landing at the end of a gangplank. Hover a building for a tooltip with its description, bank and water; hover a vessel for its merchant house, captain, paddlers, hold and wants. Click a building to select it; double-click to focus the camera on it.
A moored vessel lies broadside to its landing at the end of a gangplank, and two to five figures walk across: paddlers from trading canoes and dugouts, passengers from great canoes, traders from Palenque and Cozumel vessels, a spearman when you have a Spearmen's Post, porters with a handcart when cargo moves at a storehouse. Vessels waiting for a landing hold midstream at the far bends with a HOLD tag and the days waited. The figures need the effects tier at High and a zoom above 0.9, and stay home under reduced motion.
04Building24 buildings · four tiers · three levels
Tier 1: the fishing riverfront kit
Six buildings are open from the first minute. Together they are a landing, a hold, water, provisions, beds and meals: everything a passing trading canoe asks for.
Placement rules
Pick a card, then click a cell. A cell is valid when all of these hold, and the hint tells you which one failed:
- It is empty.
- It is inside your plot. Unclaimed land is hatched; clear the ring first (Territory).
- The building's tier is open: tier 2 needs city level 2, tier 3 level 3, tier 4 level 4.
- You can afford it. Cards you cannot afford dim their cost and show how much more you need.
- It touches the city: at least one of its four neighbours is already occupied. A building still under construction counts as a neighbour.
The placing ghost is the building's own picture at half strength: clear on a valid cell, hatched red on an invalid one. Placing deducts the cost at once. Press Esc or right-click to stop placing; running out of cacao stops it for you. The first three tier-1 builds of a brand-new profile finish instantly; every build after that runs on its timer.
Landings and the open side
A Stone Landing only works if it has an empty cell next to it. Vessels pull up to the empty neighbour farthest from the Great Plaza; that cell is the mooring. Box a landing in on all four sides and it still counts as a building, still draws water and still fills its bank, but no vessel can use it. The tooltip and the City panel say Landing blocked when this happens, and the context bar nags you about it. The Great Plaza has a landing of its own under the same rule.
Timers, scaffolds and skips
A building under construction is a scaffold: its miniature dimmed and greyed under a hatched frame, with a progress ring and a timer. While it builds it draws water and counts as a neighbour, but it has no landing, beds, storage or bank, and it does not count toward your city level. When the ring closes the building opens with a chime, a toast offers Focus, and the level is recomputed.
Click a scaffold (or select it and use the context bar) to skip the rest for Jade. The cost is the same everywhere a timer runs: 1 Jade for every 8 minutes remaining, rounded up, minimum 1. Ninety seconds costs 1 Jade; twelve minutes, 2; an hour, 8; four hours, 30; a twenty-hour level-3 pyramid, 150.
| Tier | Build | To level 2 (2×) | To level 3 (5×) | Far regions (×1.5) |
|---|---|---|---|---|
| Tier 1 · River Village | 90 s | 3 min | 7 min 30 s | 2 min 15 s · 4 min 30 s · 11 min 15 s |
| Tier 2 · Trading Town | 12 min | 24 min | 1 h | 18 min · 36 min · 1 h 30 min |
| Tier 3 · Temple City | 1 h | 2 h | 5 h | 1 h 30 min · 3 h · 7 h 30 min |
| Tier 4 · Royal Seat | 4 h | 8 h | 20 h | 6 h · 12 h · 30 h |
Far regions are the last four in unlock order: the Usumacinta, Palenque, Copan and Cozumel. Their builds, upgrades and ring clearings all take half again as long.
Upgrades
Every building except the Great Plaza has three levels. Select it and press Upgrade. Level 2 costs twice the building's price and takes twice its build time; level 3 costs five times the price and takes five times the build time. The building keeps working at its current level while the scaffold runs, and the upgrade can be skipped like any build. Each level raises the bank rate and cap, and some buildings gain more:
- Stone Landing: vessels are served in 85% of the time at level 2 and 70% at level 3.
- Paddlers' Lodge and Patio Homes: 25% more beds or homes at level 2, 50% more at level 3.
- Chultun Cistern (lined into a larger cistern) and Great Reservoir: 25% more water at level 2, 50% more at level 3.
Upgrades also count toward your city level, at half a building per level gained.
Demolishing
Select a building and press Demolish. You get half the cost back, and anything in its bank is lost; the confirm says how much. You cannot demolish the Great Plaza, a landing with a vessel at it, or any building whose removal would cut other buildings off from the Great Plaza.
The roster
Rates are cacao per real minute at level 1; caps are the level-1 bank ceiling, three hours of rate. Water is per building: positive supplies, negative draws.
| Building | Cost | Water | Rate | Cap | L1 Build | Upgrades | What it does |
|---|---|---|---|---|---|---|---|
| Core | |||||||
| Great Plaza | — | +10 | 3 | 540 | — | — | Assembly, one landing, 50 cargo, 6 beds, food for 10. Cannot be upgraded or removed. |
| Tier 1 · River Village · 90 s | |||||||
| Stone Landing | 800 | −2 | 5 | 900 | 90 s | L2 1,600 · 3 min L3 4,000 · 7 min 30 s | One more landing. Needs an open side. Upgrades serve vessels 15% / 30% faster. |
| Storehouse | 600 | −1 | 4 | 720 | 90 s | L2 1,200 · 3 min L3 3,000 · 7 min 30 s | Holds 200 units of cargo. |
| Chultun Cistern | 500 | +6 | 3 | 540 | 90 s | L2 1,000 · 3 min L3 2,500 · 7 min 30 s | Cheap water; dry during a drought. Upgrades add 25% / 50%. |
| Canoe Outfitter | 900 | −1 | 6 | 1,080 | 90 s | L2 1,800 · 3 min L3 4,500 · 7 min 30 s | Sells provisions to every moored vessel; a second outfitter adds 30%. |
| Paddlers' Lodge | 700 | −2 | 5 | 900 | 90 s | L2 1,400 · 3 min L3 3,500 · 7 min 30 s | 20 hammocks for visiting paddlers (25 / 30 upgraded). |
| Maize Kitchen | 800 | −2 | 5 | 900 | 90 s | L2 1,600 · 3 min L3 4,000 · 7 min 30 s | Hot meals for 30 people a day. |
| Tier 2 · Trading Town · 12 min · needs city level 2 | |||||||
| Runners' Hall | 2,200 | −2 | 15 | 2,700 | 12 min | L2 4,400 · 24 min L3 11,000 · 1 h | More vessels find you (+0.15 traffic each). A second voyage slot. |
| Market Court | 1,500 | −2 | 10 | 1,800 | 12 min | L2 3,000 · 24 min L3 7,500 · 1 h | +5 points of trade margin each; Buy / Sell policies per good. |
| Ballcourt | 1,200 | −3 | 8 | 1,440 | 12 min | L2 2,400 · 24 min L3 6,000 · 1 h | An entertainment venue: paddlers spend more and rate you higher. |
| Raised Fields | 1,300 | −3 | 9 | 1,620 | 12 min | L2 2,600 · 24 min L3 6,500 · 1 h | Feeds 40 and grows 4 maize a day into stock. |
| Healers' House | 1,400 | −2 | 9 | 1,620 | 12 min | L2 2,800 · 24 min L3 7,000 · 1 h | Full health care; contains river fever. |
| Patio Homes | 2,000 | −3 | 13 | 2,340 | 12 min | L2 4,000 · 24 min L3 10,000 · 1 h | Homes for 15 residents (19 / 23 upgraded, rounded in the total). |
| Great Reservoir | 3,000 | +25 | 20 | 3,600 | 12 min | L2 6,000 · 24 min L3 15,000 · 1 h | Big water supply, immune to droughts. Upgrades add 25% / 50%. |
| Tribute House | 2,000 | −1 | 13 | 2,340 | 12 min | L2 4,000 · 24 min L3 10,000 · 1 h | 1.5 cacao of tariff on every unit traded, per house. Catches smugglers. |
| Spearmen's Post | 1,800 | −2 | 12 | 2,160 | 12 min | L2 3,600 · 24 min L3 9,000 · 1 h | Cuts raid losses; two posts stop raids outright. |
| Tier 3 · Temple City · 1 h · needs city level 3 | |||||||
| Scribes' School | 2,500 | −2 | 17 | 3,060 | 1 h | L2 5,000 · 2 h L3 12,500 · 5 h | Resident growth doubles. |
| Cacao House | 4,000 | −2 | 27 | 4,860 | 1 h | L2 8,000 · 2 h L3 20,000 · 5 h | Lend to the merchant houses at interest. |
| Causeway Row | 3,500 | −3 | 23 | 4,140 | 1 h | L2 7,000 · 2 h L3 17,500 · 5 h | A venue; every resident earns 3 cacao of business a day (doubled in a festival). |
| Royal Aviary | 2,800 | −4 | 19 | 3,420 | 1 h | L2 5,600 · 2 h L3 14,000 · 5 h | A venue; live macaws in stock (up to 30 per aviary) draw paying visitors. |
| Obsidian Workshop | 3,200 | −6 | 21 | 3,780 | 1 h | L2 6,400 · 2 h L3 16,000 · 5 h | Turns 6 raw obsidian into 3 obsidian blades every game day. |
| Canoe Yard | 5,000 | −5 | 33 | 5,940 | 1 h | L2 10,000 · 2 h L3 25,000 · 5 h | Repair fees; +3 trust per vessel instead of +2. A third voyage slot. |
| Tier 4 · Royal Seat · 4 h · needs city level 4 | |||||||
| Sky Temple | 4,500 | −2 | 30 | 5,400 | 4 h | L2 9,000 · 8 h L3 22,500 · 20 h | +0.5 to the renown target each (up to +1.0). |
| Great Pyramid | 12,000 | −15 | 80 | 14,400 | 4 h | L2 24,000 · 8 h L3 60,000 · 20 h | Calls the Cozumel great canoes; traffic ×1.25 (doubled again in Cozumel). |
Level-2 and level-3 bank rates are 1.6× and 2.4× the level-1 rate, with caps of 4 and 6 hours of the new rate: a Stone Landing goes 5 → 8 → 12 cacao a minute with caps of 900 → 1,920 → 4,320. In far regions multiply every time in this table by 1.5.
05Banks and incomeCoffers · caps · offline accrual
Every building with a rate earns cacao per real minute into its own bank, which the game also calls a coffer. Banks fill whether or not the game is open, up to a cap. Tapping them is the single most satisfying act in the game, and it is where most of your money comes from.
Rates and caps
At level 1 a building's rate is its cost divided by 150 per minute, rounded: a Stone Landing earns 5, a Great Reservoir 20, a Great Pyramid 80. The Great Plaza earns 3. Its cap is 180 minutes of rate, so three hours after you last collected, the bank is full and stops. Level 2 multiplies the rate by 1.6 and raises the cap to 240 minutes of the new rate; level 3 multiplies the level-1 rate by 2.4 with a cap of 360 minutes.
A building under construction banks nothing; a building upgrading keeps banking at its old level until the scaffold closes. Civic rank 5, Sajal, adds 5% to every rate and cap.
Collecting
At a quarter full a coin appears above the miniature and the building counts as ready. At the cap the coin grows and gains a halo: full, nothing more accrues. Click the coin, or select the building and press Collect. The whole-bean part of the bank flies to your counter, and you earn 1 rank XP for every 100 cacao collected (fractions carry over).
Shift-click any cell to collect every ready bank within three cells of it. From civic rank 3, Landing Master, the City panel's Collect all button and the Collect all on the while-you-were-away sheet empty every bank in the city at once, and the City rail button badges the ready count.
While you were away
On every load the game settles what happened since you left, in every region you own:
- Banks accrue for the time you were gone, up to 24 hours per bank and never past the cap.
- Builds, upgrades, ring clearings and voyages finish by the wall clock. Scaffolds you left running are buildings when you return.
- The active region also replays up to two hours of game time in a fast catch-up (150 game days), so vessels moored, prices drifted and dispatches arrived while you were out. Dispatches that need a decision wait for you.
If you were gone a minute or more, a While you were away sheet sums it up: cacao banked, vessels served, builds finished, voyages back, with a Collect all button once you have the rank for it. Shorter gaps settle silently.
While you play, the regions you are not looking at keep banking too, refreshed every five seconds, so a trip to another city never costs the one you left.
The daily ledger
Income per game day, shown beside Cacao in the status bar and broken down in the City panel, is the live half: mooring and services, cargo bought and sold, tariffs, resident rent, Causeway Row business, paddlers' spending, Royal Aviary tickets, office leases and loan repayments, less upkeep. Upkeep is 0.4% of every building's cost plus one bean per resident, per game day, scaled like the rest. Bank collections appear in the breakdown as banks on the day you collect.
06Vessels, merchant houses and tradeSeven houses · four hulls · twelve goods
Vessels are the live half of the city. They arrive from the edge of the region, take a landing, pay their fees, sell what their home city exports, buy what it imports, stay a while and leave. Every visit nudges how much their merchant house trusts you.
Arrivals
How often vessels appear depends on you. The base rate is 0.9 per game day, plus 0.6 for every star of renown, plus 4 times your traffic bonus (each Runners' Hall adds 0.15, so 0.6 per hall), plus 0.4 per house office and 0.5 per active contract. A Great Pyramid multiplies the whole thing by 1.25, and by 2.5 in Cozumel. During a weekly Convoy window traffic is ×1.5. At most 16 vessels are in the region at once.
Which merchant house sends the vessel is weighted by trust (1 + trust / 50) and by the region's bias toward its home fleets. The Cozumel Grand Fleet only appears once you have a Great Pyramid.
Landings and the queue
A vessel heads for a free landing: a Stone Landing or the Great Plaza with an empty side. If none is free it holds midstream; the Fleet panel shows the days waited. If two vessels are already holding, further arrivals divert elsewhere, which counts against your renown. A vessel that waits three game days gives up: its house loses 6 trust and your renown takes the hit. A vessel that waited more than a day before mooring also costs 2 trust per whole day waited.
What a vessel pays
Everything happens the moment a vessel moors. It pays its mooring fee, buys provisions if you have a Canoe Outfitter (60 base, scaled by hull size; two outfitters add 30%), and six times in ten pays for repairs if you have a Canoe Yard (150 base, scaled by hull). All of these are multiplied by your water efficiency and by the live factor of 0.06. A standing contract discounts fees 15%.
Then it trades. For each good in its hold that your policy says Buy, you pay 65% of the effective price (less 5 points per Market Court, which lowers what you pay), limited by storage room and your cacao. Then it buys what its home city imports, at 105% of the price plus 5 points per Market Court, splitting its hold across the goods you have. Spare hold space it fills on spec with anything else you sell, at 85% plus margin, most valuable first. If you have a Tribute House, every unit traded in either direction pays 1.5 cacao of tariff per house. The vessel then stays for its service time, shortened 15% or 30% by an upgraded landing, and departs.
| Class | Hold (units) | Paddlers | Moored for | Mooring fee | Notes |
|---|---|---|---|---|---|
| Light Canoe | 30 | 4 | 0.6 days | 150 | Kaan Canoe Lines, Yaxchilan Traders |
| Trading Canoe | 80 | 10 | 1.0 day | 280 | Every house except Cozumel |
| Cargo Dugout | 180 | 16 | 1.6 days | 450 | Kaminaljuyu, Copan, Xcambo |
| Great Canoe | 120 | 40 + 60 passengers | 2.0 days | 1,000 | Cozumel Grand Fleet only; needs a Great Pyramid |
Holds and fees are listed before the 0.06 live factor: in play a Trading Canoe carries 5 units and pays about 17 cacao to moor. Paddler counts are not scaled; they are the visitors who eat, sleep and spend.
The merchant houses
Seven trading houses, each with a home city that sets what its vessels bring and what they want. The Fleet panel shows every house's trust out of 100, whether it keeps an office, any loan outstanding, and the goods it brings and buys.
| House | Home city | Hulls | Brings (sells to you) | Buys (takes from you) |
|---|---|---|---|---|
| Kaminaljuyu Carriers. Bulk obsidian dugouts. Slow, huge, and always short of provisions. | Kaminaljuyu · highland obsidian city | Cargo Dugout, Trading Canoe | Raw Obsidian, Raw Greenstone | Maize, Sea Salt, Healing Herbs |
| Kaan Canoe Lines. Fast canoes moving painted ceramics and herbs around the lowlands. | Calakmul · workshop capital | Light Canoe, Trading Canoe | Painted Ceramics, Obsidian Blades | Raw Obsidian, Maize, Copal Incense, Turkeys |
| House of Lakamha. Specialists in live cargo. Their canoes sound like an aviary at dawn. | Palenque · city of springs and canals | Trading Canoe | Live Macaws, Healing Herbs, Avocado and Sapote | Painted Ceramics, Obsidian Blades |
| Copan Maize Guild. Farmer-owned guild carrying maize and fruit to the river towns. | Copan · valley farming city | Trading Canoe, Cargo Dugout | Maize, Avocado and Sapote, Turkeys | Painted Ceramics, Healing Herbs, Cotton Cloth |
| Yaxchilan Traders. Copal and cotton cloth. Old partners who honour every bargain. | Yaxchilan · usumacinta river kingdom | Light Canoe, Trading Canoe | Copal Incense, Cotton Cloth | Sea Salt, Maize, Healing Herbs |
| Xcambo Salt Traders. Salt carriers, and the occasional very wet crate of macaws. | Xcambo · north coast salt port | Cargo Dugout, Trading Canoe | Sea Salt, Live Macaws | Painted Ceramics, Cotton Cloth, Maize |
| Cozumel Grand Fleet. Great canoes carrying wealthy pilgrims and rare goods. Needs a Great Pyramid. | Cozumel · island pilgrim port | Great Canoe | Painted Ceramics, Healing Herbs, Cotton Cloth | Live Macaws, Copal Incense, Raw Greenstone, Avocado and Sapote |
Trust, offices and contracts
Every house starts at 40 trust. Each vessel served adds 2, or 3 if you have a Canoe Yard, less 2 for every whole game day it waited once the wait passed a day. At 75 the house opens a permanent office in the city: regular traffic (+0.4 to the arrival rate) and an 80-cacao lease per game day, scaled. A Trade Contract dispatch offers ten days of extra vessels from one house for a 15% fee discount; signing it adds 10 trust and two vessels at once. Trust also weights which house shows up next and sets your loan rate.
Loans
With a Cacao House, the Fleet panel gains a Lend button per house. The minimum loan is 500 cacao and a house carries one at a time. The rate is 25% minus a tenth of the house's trust: 21% at 40 trust, 17.5% at 75, 15% at 100. Principal plus interest is repaid in ten equal daily parts. Each day there is a chance of default equal to (100 − trust) × 0.025%; a default writes off what is left and costs the house 15 trust; a loan repaid in full adds 8. Loans are player money and are never scaled down.
The Market
Twelve goods, each with a base price. Every game day a price drifts up to 6% at random and reverts 8% of the way toward base, staying between half and 1.8 times base. The region's bias multiplies some goods (obsidian and blades +40% in Calakmul, for instance). A Trade Boom triples one good for four days; a Market Glut halves one for four days. The Market panel shows every good with its picture, the current price, your stock, a Buy / Sell toggle and a broker button that sells your whole stock of a good to a passing broker at half price.
| Good | Base | Kind |
|---|---|---|
| Raw Obsidian | 8 | mineral |
| Obsidian Blades | 30 | mineral |
| Raw Greenstone | 45 | mineral |
| Sea Salt | 5 | mineral |
| Maize | 6 | crop |
| Avocado and Sapote | 14 | crop |
| Copal Incense | 40 | crop |
| Turkeys | 25 | animal |
| Live Macaws | 70 | animal |
| Cotton Cloth | 18 | made |
| Painted Ceramics | 55 | made |
| Healing Herbs | 60 | made |
Storage and production
The Great Plaza holds 50 units and each Storehouse 200. Raised Fields add 4 maize a day; an Obsidian Workshop turns 6 raw obsidian into 3 obsidian blades a day (half again as many blades in the Highlands). Residents eat 0.15 maize each per day, fruit if the maize runs out. Voyage cargo and daily crates go into the same stock; whatever does not fit is brokered at half price on the spot.
07Water and conditionsCisterns · reservoirs · droughts · raids · festivals
Water is a budget, not a resource you store. The status bar shows what your buildings draw over what you supply. Stay under it and nothing happens; go over it and everything slows down.
Supplying and drawing
The Great Plaza supplies 10. A Chultun Cistern supplies 6 (7.5 at level 2, 9 at level 3, rounded in the total). A Great Reservoir supplies 25 (31 and 38 upgraded). Every other building draws between 1 and 6, and the Great Pyramid draws 15. A building under construction already draws its water. The Build panel's cards show the draw as pips so you can see the cost before you place.
Shortage
When draw exceeds supply the city runs at an efficiency of supply divided by draw, never below 30%. Efficiency multiplies mooring fees, provisions and repair income, resident rent, paddlers' spending and the quality-of-life score, and a shortage knocks 0.6 off the renown target every day it lasts. The water readout turns red with a down-triangle, the miniatures take on a grey cast, the context bar tells you, and the log reminds you every three days. Dig a Chultun Cistern or build a Great Reservoir.
Droughts
A Drought dispatch runs every Chultun Cistern dry for three game days. Reservoirs are unaffected. The condition strip counts the days down and the water readout goes amber. In Calakmul droughts come twice as often, which is the region's way of telling you to build a reservoir early.
Dispatches
Every four to eight game days (the first between days 4 and 7) a dispatch arrives and pauses the simulation until you read it. Most just happen; two ask for a decision. Their weights are shaped by the region, and some only occur once your city is big enough.
| Dispatch | From level | What happens |
|---|---|---|
| Drought | 1 | Chultun cisterns dry for 3 days. Weight 3; doubled in Calakmul. |
| Trade Boom | 1 | One good's price triples for 4 days. Weight 3. |
| Market Glut | 1 | One good's price halves for 4 days. Weight 2. |
| River Raid | 2 | With two or more Spearmen's Posts: driven off, no losses. Otherwise you lose 35% of every stock and up to 8% of your cacao (at most 1,500), each divided by 1 + posts. Weight 2; doubled on the Usumacinta. |
| River Fever | 2 | With a Healers' House: contained. Without: a quarter of your residents leave and renown drops 0.5. Weight 2. |
| Refugee Canoes | 2 | Choice. Take them in with free homes: up to 20 residents settle and renown rises 0.5. Take them in without homes: −0.1. Turn them away: −0.15. Weight 2. |
| Famous Traveller Arrives | 2 | Renown +0.5, or +1.0 with a Sky Temple, and 600 cacao in guest gifts. Weight 1. |
| Trade Contract | 2 | Choice. Sign: ten days of extra vessels from one house at a 15% fee discount, +10 trust, two vessels now. Weight 2. |
| Smugglers Caught | 2 | With a Tribute House or Spearmen's Post: 5 to 15 units each of copal, painted ceramics, greenstone and healing herbs, as storage allows. Without: they slip through. Weight 1. |
| City Festival | 3 | Visitor spending and Causeway Row business doubled for 3 days. Weight 2; doubled in Palenque. |
Weights are relative draws from the pool of dispatches your level allows. Reading a dispatch counts toward the Incoming Word mission.
Raiders, in detail
One Spearmen's Post halves raid losses (35% of stock becomes 17.5%); two posts stop raids entirely. On the Usumacinta, where raids are twice as likely, two posts are not optional. A raid also shakes the camera and raises the red condition strip for a few seconds.
08Paddlers, residents and quality of lifeFood · beds · venues · health
Two kinds of people are in the city. Visitors are the paddlers of moored vessels: they are counted on the status bar as in port, they need beds and meals, and they spend. Residents are permanent: they need homes, they pay rent, and they only come when the city feels like a place to live.
Quality of life
The City panel shows a ring and four rows. Each row is a coverage from 0 to 100%, and the score is their weighted sum, multiplied by your water efficiency:
- Food (35%): food capacity over everyone in port. The Great Plaza feeds 10, a Maize Kitchen 30, Raised Fields 40.
- Beds for paddlers (20%): visitor beds over visitors. The Great Plaza has 6, a Paddlers' Lodge 20 (25 and 30 upgraded).
- Entertainment (25%): forty people per venue. Venues are the Ballcourt, the Causeway Row and the Royal Aviary. With nobody in port, one venue counts as full coverage and none as half.
- Health care (20%): 100% with a Healers' House; without one, 70%, falling to 40% once more than 20 people are in port.
The score drives three things: how much visitors spend, whether residents arrive or leave, and 2.4 of the 5 points of your renown target. The Good Landing mission asks for 70%.
Visitors
Every game day each visitor spends about 6 cacao times (0.5 + 0.6 food + 0.4 beds + 0.9 fun) times efficiency, doubled during a festival and scaled by the live factor. A well-kept city with a Ballcourt earns roughly three times as much from its paddlers as a bare one.
Residents
Residents need homes: Patio Homes hold 15 (19 and 23 upgraded). Each game day, if there is a free home and the quality-of-life score is above 55%, there is a 70% chance that new residents arrive: at least one, and otherwise 8% of the visitors in port times the score, doubled with a Scribes' School, and multiplied by the region's growth bias (twice in Copan; none ever settle at the Highlands quarries). If the score falls below 35%, 5% of your residents leave every day. River fever without a Healers' House sends a quarter of them away at once.
Residents pay 6 cacao of rent each per game day, times efficiency, times the region's rent bias (+30% in Copan), scaled; with a Causeway Row they add 3 cacao each of business a day, doubled in a festival. They eat 0.15 maize each per day. Each resident adds a bean of upkeep.
The status bar's Residents readout shows residents over homes. Having any residents at all adds 0.4 to the renown target, and towns of 10 and 50 are mission goals; the Town Planner achievement counts your peak at one city.
09Renown and city tiersFive stars · five levels
Renown is a number from 0 to 5 that drifts toward a target every game day. City level is a threshold on building count and renown together. Levels open new building tiers and new regions, and once reached they never fall.
How renown moves
Each game day the target is computed and your renown moves 12% of the way toward it. The target is the sum of:
- 2.4 × the quality-of-life score;
- up to 1.0 for variety: the number of different building kinds you have built, out of 14;
- 0.4 if anyone lives in the city;
- 0.5 per Sky Temple, up to 1.0;
- 0.3 with a Great Pyramid;
- minus 0.25 per vessel recently turned away or diverted (fading by a quarter each day), up to 1.2;
- minus 0.8 while you are in debt; minus 0.6 while water is short.
Dispatches move it directly: the traveller adds 0.5 (1.0 with a Sky Temple); river fever without a Healers' House costs 0.5; refugees add 0.5 or cost 0.1 or 0.15. Renown feeds back into traffic, 0.6 arrivals per day per star.
The five tiers
| Level | Tier | Buildings | Renown | What it opens |
|---|---|---|---|---|
| L1 | River Village | 0 | 0.0 | Tier-1 buildings. The Peten. |
| L2 | Trading Town | 6 | 1.0 | Tier-2 buildings. Calakmul and the Highlands become unlockable. Raider, fever, refugee, traveller, contract and smuggler dispatches begin. |
| L3 | Temple City | 14 | 2.0 | Tier-3 buildings. Yucatan Coast, the Usumacinta and Palenque. Festivals begin. |
| L4 | Royal Seat | 24 | 3.0 | Tier-4 buildings. Copan and Cozumel. |
| L5 | Great Capital | 36 | 4.0 | The end of the road. A title, an achievement tier, and the log's congratulations. |
The building count excludes the Great Plaza and anything still under construction, and adds half a building for every upgrade level above 1. A level is reached when both numbers are met; the city then celebrates, you earn 100 rank XP, and the Build panel's next shelf unlocks. Region unlocks look at the best level you have reached in any region.
10TerritoryRings of unclaimed land
Every city starts on a 7×5 plot of 35 cells around its Great Plaza. The rest of the region grid is unclaimed: dim, hatched, overgrown with scrub. You buy it one ring at a time, and workers clear it on a timer.
How rings work
Click any unclaimed cell, or press Expand in the City panel's Territory block. The confirm shows the next ring's cells, cost and time; Clear pays the cacao and starts the clock, Clear now pays the cacao and skips the clock for Jade at the usual rate. Rings are cleared one at a time, in order, whichever cell you clicked. While a ring clears, a band sweeps along the plot's edge, a timer sits under it, and Next up lists it.
Ring k costs 4,000 × 2.2^(k−1) cacao and takes 15 min × 1.9^(k−1), half again as long in far regions. A ring grows the plot by one cell on each side the grid allows; on the wide home grid the width grows every ring and the height every other ring, which is why the plot goes 7×5, 9×7, 11×7, 13×9, 15×9.
| Ring | Plot after | New cells | Cost | Time | Far regions | Skip |
|---|---|---|---|---|---|---|
| 1 | 9×7 | +28 | 4,000 | 15 min | 22 min 30 s | 2 Jade |
| 2 | 11×7 | +14 | 8,800 | 28 min 30 s | 42 min 45 s | 4 Jade |
| 3 | 13×9 | +40 | 19,360 | 54 min | 1 h 21 min | 7 Jade |
| 4 | 15×9, the whole of a 15×9 grid | +18 | 42,592 | 1 h 43 min | 2 h 34 min | 13 Jade |
| 5 | 17×9, 15×11 or 17×11: The Highlands, the Yucatan coast, Palenque, Copan, Cozumel | +18 / +30 / +52 | 93,702 | 3 h 15 min | 4 h 53 min | 25 Jade |
| 6 | 19×11: Cozumel only | +22 | 206,145 | 6 h 11 min | 9 h 17 min | 47 Jade |
Skip prices are for a ring started from scratch; the game charges for the minutes actually left. The Territory block in the City panel reads "Starting plot" before the first ring, then "Ring k of 4" on a 15×9 grid (of 5 on 17×9, 15×11 and 17×11; of 6 on 19×11).
Clearing your first ring is a Founding mission (Clear Your First Ring, 1,500 cacao, 5 Jade); ring 4 is a Town mission (Room to Grow, 12,000 cacao, 8 Jade). The Landholder achievement counts rings cleared across every city you own: 2, 10 and 30.
When no empty cell inside the plot touches the city, the Build panel's tier heads say Needs more plot. That is your cue.
11The Maya worldEight regions · one purse
There are eight regions, each with its own river, its own economy bias and its own city. You start in the Peten. The others are visible from day one on the map, with their locks. Unlocking one is a voyage in itself: a new plaza on a new plot.
One purse, many cities
Cacao is shared across every region. Each city keeps its own name and register, grid, plot, buildings, renown, level, stock, merchant houses and log. Banks fill in every region at once. Jade, rank, missions, achievements, charts and the Codex belong to you, not to a city.
To travel, open the Map, pick an owned region and press Travel. The new city's banks and timers are settled as you arrive. The panel stays open on return so you can hop straight back.
Unlocking a region
Each region asks for three things: a city level you have reached in any region, a cacao price, and for some, charts of that region brought home by voyages. Calakmul can also be opened at once for 60 Jade, and Cozumel by the Region Pass; the pass opens every region. The map's lock text tells you exactly what is missing.
| Region | Land | Grid | Bias | Unlock |
|---|---|---|---|---|
| The Peten. Balanced river roads under a steady sun. Every founder starts here. | Lowland forest and slow rivers | 15×9 | Balanced | Start |
| Calakmul. Thin soil and hard dry seasons. | Dry uplands, thin soil, great reservoirs | 15×9 | Obsidian and blades +40% · droughts ×2 · Calakmul and Kaminaljuyu ×1.5 | Level 2 and 90,000 cacao, or 60 Jade |
| The Highlands. The obsidian and jade quarries. Quarry camps only. | Volcanic ranges and the Motagua valley | 17×9 | Obsidian and greenstone +30% · workshop +50% · no residents · Kaminaljuyu ×2 | Level 2, 300,000 cacao and 1 chart |
| Yucatan Coast. Salt flats and open water. | Salt flats and long lagoons | 15×11 | Salt, maize and fruit +40% · Xcambo ×2.5 | Level 3 and 1,100,000 cacao |
| The Usumacinta. A great river between rival kingdoms. Far region. | Great river, canyons and rival kingdoms | 15×9 | Provisions +50% · raiders ×2 · Yaxchilan ×2.5 · timers ×1.5 | Level 3, 1,200,000 cacao and 1 chart |
| Palenque. Green foothills above the Tabasco plain. Far region. | Green foothills above the Tabasco plain | 17×11 | Painted ceramics +40% · provisions +40% · festivals ×2 · Palenque ×2 · timers ×1.5 | Level 3, 1,500,000 cacao and 2 charts |
| Copan. Green from bank to bank. Far region. | Fertile valley under green hills | 17×11 | Maize, fruit and turkeys +20% · residents grow ×2 · rent +30% · Copan ×2 · timers ×1.5 | Level 4 and 3,000,000 cacao |
| Cozumel. The far end of the coast road. Far region. | Island of pilgrims and sea trade | 19×11 | Greenstone and copal +30% · pyramid traffic ×2 · Cozumel ×2 · timers ×1.5 | Level 4, 5,500,000 cacao and 3 charts, or the Region Pass |
"Timers ×1.5" means builds, upgrades and ring clearings in that region take half again as long. A house multiplier weights how often its vessels choose that region.
What the pacing expects
The prices are set for a founder who plays three sessions of about fifteen minutes a day and taps the banks each time. On that pace the tuning run reached Calakmul on day 2, the Highlands on day 4, the Yucatan coast on day 8, the Usumacinta on day 13, Palenque on day 19, Copan on day 26 and Cozumel on day 31, with level 4 arriving around day 23. Play more often and the banks cap you; play less and nothing is lost, the timers just finish without you.
Each new city starts the same way: a plaza, 7×5 of plot, tier 1 open, and the tutorial's three instant builds already spent. The new city's name comes from the region's own list; rename it in the City panel if you like.
12VoyagesCharts · cargo · discoveries
A voyage is a vessel sent from your landings to any region, locked or not. It takes real time, from half an hour to a full day, and comes back with cargo, usually a chart, and sometimes Jade, cacao or a discovery for the Codex.
Slots and requirements
You need an active Stone Landing. You have one slot, a second with a Runners' Hall and a third with a Canoe Yard; three is the most. Only one vessel can be out to a given region at a time. Launching costs cacao up front; the vessel paddles from whatever city you launched it from, and the haul comes home to the city you are at when you debrief.
| Region | Duration | Cost | Cargo on return | Full-skip price |
|---|---|---|---|---|
| The Peten | 30 min | 400 | Raw Obsidian, Raw Greenstone, Maize | 4 Jade |
| Calakmul | 1 h | 600 | Raw Obsidian, Obsidian Blades, Painted Ceramics | 8 Jade |
| The Highlands | 2 h | 800 | Raw Obsidian, Raw Greenstone, Obsidian Blades | 15 Jade |
| Yucatan Coast | 4 h | 1,000 | Sea Salt, Avocado and Sapote, Live Macaws | 30 Jade |
| The Usumacinta | 6 h | 1,200 | Copal Incense, Cotton Cloth, Raw Obsidian | 45 Jade |
| Palenque | 8 h | 1,400 | Painted Ceramics, Healing Herbs, Avocado and Sapote | 60 Jade |
| Copan | 12 h | 1,600 | Maize, Avocado and Sapote, Turkeys | 90 Jade |
| Cozumel | 24 h | 1,800 | Painted Ceramics, Healing Herbs, Raw Greenstone | 180 Jade |
Cost is 400 cacao plus 200 per step out from home. Return brings paddlers home early at 1 Jade per eight minutes left; the price shown is for a vessel that has only just left.
The debrief
When the vessel is back the Voyages rail badge lights, Next up says Debrief, and a toast offers it. Pressing Debrief rolls the haul and plays it as a row of chips:
- Cargo, always: 20 to 80 units split evenly across the region's three goods, into your current city's stock. Whatever does not fit is brokered at half price.
- A chart, 60% of the time, and guaranteed on every third claimed run to that region (the 3rd, 6th, 9th). Three charts fully chart a region; the Highlands, the Usumacinta, Palenque and Cozumel need one, one, two and three to unlock.
- Jade, 35% of the time: 1 to 8, weighted toward the low end.
- A discovery, 45% of the time: a vessel, people or heirloom from that region's pool, drawn common 6 : rare 3 : epic 1, and always something you have not found yet while any remain.
- Cacao, 20% of the time: five to fifteen minutes of your total city rate.
Every debrief pays 20 rank XP and counts toward the Navigator achievement; charts count toward Cartographer. The panel keeps your last five debriefs.
13The lie of the landRiver · riverfront · milpa · hills
Every region is laid out the same way: open land, then one long row of riverfront, then the river. The Great Plaza stands one row above it, and nothing can be built on the river.
Riverfront is kept for the buildings that work with vessels. Stone Landing must stand on it. Storehouse, Canoe Outfitter, Tribute House, Market Court, Canoe Yard and Great Pyramid may stand there too, or inland. Anything else is refused, and the hint under your cursor says why.
What the ground gives
A building on the right ground does more of what it does, and its bank earns a smaller part of the same bonus: 30% of it.
| Ground | Favours | Output | Bank |
|---|---|---|---|
| Milpa land | food and workshops | +25% | +7.5% |
| Limestone hills | civic life | +25% | +7.5% |
| Limestone hills | defence | +25% | +7.5% |
| The riverfront | trade | +5% | +1.5% |
Each region has its own ground
The land behind the riverfront differs from region to region, and it never changes once you have seen it. These are the shares of each region's open land.
| Region | Milpa land | Limestone hills |
|---|---|---|
| The Peten | 24% | 26% |
| Calakmul | 12% | 42% |
| The Highlands | 20% | 34% |
| Yucatan Coast | 30% | 20% |
| The Usumacinta | 10% | 52% |
| Palenque | 42% | 16% |
| Copan | 46% | 20% |
| Cozumel | 62% | 4% |
14Eras and discoveriesFive eras · sixteen discoveries
A building tier now needs two things: the city level it always needed, and the discovery that opens its era. Open Eras from the rail (E) to see what you know and what comes next.
| Era | Opened by | What it opens |
|---|---|---|
| Early Preclassic | You start here | Tier 1 · River Village |
| Late Preclassic | Maya Script | Tier 2 · Trading Town |
| Classic | The Royal Court | Tier 3 · Temple City |
| Late Classic | The Long Count | Tier 4 · Royal Seat |
| Living Legacy | The Classic Synthesis | Nothing new to build: this one crowns the game |
How study works
- One study runs at a time, and you pay for it when it starts.
- It runs on a real timer, like a build, and it finishes while the tab is closed. With notifications on in Settings, you get one when it does.
- Jade can finish a study at the same price as skipping a build.
- Wisdom you have studied is never lost, and it holds in every region you settle.
| Discovery | Cost | Time | Needs | What it does |
|---|---|---|---|---|
| Early Preclassic | ||||
| Canoe Craft | 1,500 cacao | 5 min | Nothing | +4% trade |
| Maya Script | 2,500 cacao | 8 min | Nothing | Opens Trading Town buildings |
| The Milpa | 6,000 cacao | 15 min | Nothing | +10% settlers; +5% food and workshops |
| Late Preclassic | ||||
| Counted Cacao | 20,000 cacao | 45 min | Maya Script | +2% earnings |
| The Royal Court | 20,000 cacao | 30 min | Maya Script; level 2 | Opens Temple City buildings |
| Cotton Armour | 30,000 cacao | 1 h | The Royal Court | +25% defence |
| The Great Canoe | 40,000 cacao | 2 h | Canoe Craft, Counted Cacao | +1 mooring at every landing |
| Classic | ||||
| The Popol Nah | 120,000 cacao | 3 h | The Royal Court | +10% homes; +4 workers |
| Forest Healing Herbs | 150,000 cacao | 4 h | The Milpa, The Popol Nah | +15% settlers; +3% civic life |
| Corbel Vaults | 220,000 cacao | 5 h | Counted Cacao | −8% build time |
| The Codices | 260,000 cacao | 6 h | The Popol Nah | −15% study time; +1.1 renown |
| The Long Count | 200,000 cacao | 4 h | Corbel Vaults, The Codices; level 4 | Opens Royal Seat buildings |
| Late Classic | ||||
| The Roof Comb | 350,000 cacao | 6 h | The Long Count | +5% vessels calling; Allows Great Pyramid |
| The Glyph Stairway | 900,000 cacao | 10 h | The Codices, The Long Count | −15% study time; +15% settlers |
| Venus Tables | 1,400,000 cacao | 12 h | The Roof Comb | +2% trade |
| The Classic Synthesis | 2,200,000 cacao | 24 h | Forest Healing Herbs, The Glyph Stairway, Venus Tables, Cotton Armour, The Great Canoe; level 4 | +10% homes; +0.3 renown |
15WorkersJobs · households · hiring order
Almost every building hires workers. The Great Plaza's own households supply 18, which covers the whole opening, and every resident after that is one more pair of hands. The readout beside your residents shows households at work against jobs on offer.
A building short of workers runs at its share: half its workers means half its output and half its bank. A scaffold hires nobody until it opens. The Great Plaza and houses hire nobody at all.
The hiring order
When there are not enough households to go round, the groups are served in this order. Open Workers from the readout to move a group up or down; Reset puts them back.
| Group | Buildings |
|---|---|
| Water | Chultun Cistern and Great Reservoir |
| Food and healing | Maize Kitchen, Raised Fields and Healers' House |
| Riverfront | Stone Landing, Storehouse, Canoe Outfitter, Paddlers' Lodge, Canoe Yard and Great Pyramid |
| Commerce | Market Court, Tribute House, Runners' Hall and Cacao House |
| Civic life | Ballcourt, Scribes' School, Causeway Row, Royal Aviary, Sky Temple and Spearmen's Post |
| Workshops | Obsidian Workshop |
| Building | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| Storehouse | 1 | 1 | 2 |
| Chultun Cistern | 1 | 1 | 2 |
| Stone Landing | 2 | 3 | 3 |
| Canoe Outfitter | 2 | 3 | 3 |
| Paddlers' Lodge | 2 | 3 | 3 |
| Maize Kitchen | 2 | 3 | 3 |
| Runners' Hall | 3 | 4 | 5 |
| Tribute House | 3 | 4 | 5 |
| Spearmen's Post | 3 | 4 | 5 |
| Market Court | 4 | 5 | 6 |
| Ballcourt | 4 | 5 | 6 |
| Raised Fields | 4 | 5 | 6 |
| Healers' House | 4 | 5 | 6 |
| Great Reservoir | 4 | 5 | 6 |
| Scribes' School | 4 | 5 | 6 |
| Cacao House | 4 | 5 | 6 |
| Royal Aviary | 4 | 5 | 6 |
| Sky Temple | 4 | 5 | 6 |
| Causeway Row | 5 | 6 | 8 |
| Obsidian Workshop | 6 | 8 | 9 |
| Canoe Yard | 6 | 8 | 9 |
| Great Pyramid | 10 | 13 | 15 |
No one settles at the Highlands quarries, so 60 hired hands from the highland towns work them on top of the usual households.
16The CalendarLong Count · Haab · days and courses
Maya astronomers and scribes kept several counts at once, and daykeepers in the highlands still keep the 260-day one. The game keeps them too: every game day is one day of the count, and the Calendar panel shows today's date in all three. Press L or open the Calendar from the rail.
- The Long Count numbers days from a fixed starting point, in periods of 1, 20, 360, 7,200 and 144,000 days. The game begins at 7.16.0.0.0, close to the earliest dated monuments.
- The Tzolk'in is the 260-day count: thirteen numbers paired with twenty named days.
- The Haab is the 365-day year: eighteen months of twenty days, then the five days of Wayeb.
The daykeepers bring a reading first about 5 game days after founding, and then 7 to 12 game days after each course ends. A reading names an auspicious day or a hard one and offers two courses: when to plant, what to do with the water, what to give. Each course has a price and a length in game days, and it acts through the same effects as a discovery. Only one runs at a time.
- Nothing waits on your answer. The reading stands until you take a course or let it pass, and the city carries on meanwhile.
- Letting a reading pass costs nothing at all.
- Some courses ask for an offering of goods to a shrine or the water keepers, paid at once and sized to what the whole city earns in that many minutes.
| Course | What it gives | The price | Game days |
|---|---|---|---|
| Days of the River Road | Vessels call far more often. | Cargo piles up in the rain: storehouses hold less. | 12 |
| Days of Still Water | Flat water: every landing moors another vessel. | Copal and maize for the landing shrine, paid now. (12 minutes of the whole city's earnings) | 12 |
| Plant with the Rains | Fields and workshops give far more. | A glut: everything sells for less. | 14 |
| Count the Season | Scribes and daykeepers see the answer sooner. | Households check the count instead of working: coffers fill slower. | 14 |
| Zenith Passage | Your renown spreads through the Maya world. | Pilgrims crowd out the rent-payers. | 12 |
| Period-Ending Feast | A festival begins at once: visitors spend freely. | The landings are sleeping it off: fewer vessels call. | 8 |
| Dry Season Building | Builders finish a fifth sooner. | Every hand is on a scaffold, not the landings. | 12 |
| Watch on the River | Guards double their worth and raiders stay away. | Spearmen quartered in homes: rents fall. | 16 |
| The Year Bearer's Welcome | Room for more, and families come to fill it. | Land goes to houses: markets thin out. | 16 |
| Clean the Reservoirs | Civic life flourishes. People feel well. | Lime, sand and copal for the water keepers, paid now. (10 minutes of the whole city's earnings) | 14 |
| Draw Down the Water | Every coffer fills faster. | Low water and full stores draw trouble: droughts and raids grow likelier. | 12 |
| Settle Before the Wayeb | A windfall now: twenty minutes of the whole city's earnings. | Debtors pay now and borrow later: coffers fill slower. | 10 |
17Missions and achievements50 goals · 24 achievements
Missions are chapter goals for the city you are at; achievements are lifetime milestones across your whole career. Both pay out only when you come back and press Claim, and the Missions rail button counts everything waiting.
Missions
Fifty missions in seven chapters. Three are active at a time: the next unclaimed mission of each open chapter, in chapter order, with a fourth slot from civic rank 4. A chapter opens when its first mission's prerequisite is met. Progress is checked a few times a second as you play; a completed mission toasts you with a Claim button, and claiming flies the cacao and Jade to the status bar. Altogether the missions pay 344,600 cacao, 411 Jade and 4,980 rank XP.
| Mission | Goal | Cacao | Jade | XP |
|---|---|---|---|---|
| Founding · the tutorial · 7 missions · 35 Jade | ||||
| First Landing | Build a Stone Landing | 300 | 5 | 20 |
| Room to Breathe | Build a Storehouse | 300 | 5 | 20 |
| First Water | Build a Chultun Cistern | 400 | 5 | 20 |
| Tap the Bank | Collect a bank | 500 | 5 | 20 |
| Open for Business | Serve three vessels | 600 | 5 | 30 |
| Incoming Word | Read a dispatch | 500 | 5 | 30 |
| Clear Your First Ring | Clear ring 1 of the plot | 1,500 | 5 | 40 |
| Trade · 8 missions · 42 Jade · opens after Open for Business | ||||
| Pitch and Paddles | Build a Canoe Outfitter | 600 | 2 | 30 |
| Moving Cargo | Trade 500 units of cargo over your landings | 1,200 | 3 | 40 |
| The Exchange | Build a Market Court | 1,500 | 3 | 40 |
| Regular Traffic | Serve 25 vessels at this city | 2,000 | 4 | 60 |
| Paperwork | Build a Tribute House | 2,000 | 4 | 60 |
| Black Ink | Earn 50,000 cacao of gross income at this city | 4,000 | 5 | 80 |
| Bulk Loads | Trade 5,000 units of cargo | 6,000 | 6 | 100 |
| Convoy Season | Serve 15 vessels during a weekly Convoy window | 8,000 | 15 | 120 |
| Paddlers · 8 missions · 33 Jade · opens after First Water | ||||
| Cots | Build a Paddlers' Lodge | 500 | 2 | 30 |
| Hot Meals | Build a Maize Kitchen | 600 | 2 | 30 |
| Shore Leave | Build a Ballcourt | 1,200 | 3 | 40 |
| Good Landing | Raise quality of life to 70% | 2,000 | 4 | 60 |
| Trusted Partner | 75 trust with any merchant house | 2,500 | 4 | 60 |
| House of Healing | Build a Healers' House | 2,000 | 4 | 60 |
| Three Offices | Have three merchant houses keep offices in the city | 5,000 | 6 | 100 |
| Slipway | Build a Canoe Yard | 8,000 | 8 | 120 |
| Voyages · 8 missions · 68 Jade · opens after Open for Business | ||||
| First Launch | Launch a voyage from the Voyages panel | 600 | 3 | 30 |
| Debrief | Debrief a returned voyage | 800 | 3 | 40 |
| Charted | Hold a chart of any region | 1,500 | 4 | 60 |
| Second Slot | Build a Runners' Hall | 2,000 | 4 | 60 |
| Field Notes | Make three discoveries for the Codex | 3,000 | 6 | 80 |
| A Second Landing | Unlock a second region on the world map | 5,000 | 25 | 150 |
| Fully Charted | Hold three charts of one region | 8,000 | 8 | 120 |
| Four Landings | Unlock four regions | 20,000 | 15 | 200 |
| Town · 9 missions · 57 Jade · opens after Good Landing | ||||
| Settlers | Build Patio Homes | 1,500 | 3 | 40 |
| A Village | House 10 permanent residents | 2,000 | 4 | 60 |
| Green Canals | Build Raised Fields | 2,000 | 4 | 60 |
| Temple City | Reach city level 3 | 5,000 | 10 | 150 |
| Scribes' School | Build a Scribes' School | 4,000 | 5 | 80 |
| Room to Grow | Clear ring 4 of this city's plot | 12,000 | 8 | 120 |
| The Causeway | Build a Causeway Row | 5,000 | 5 | 80 |
| A Town | House 50 permanent residents | 10,000 | 8 | 120 |
| Cacao Lenders | Build a Cacao House | 12,000 | 10 | 150 |
| Royal Seat · 6 missions · 128 Jade · opens after Temple City | ||||
| Far Sight | Build a Sky Temple | 8,000 | 8 | 120 |
| Royal Seat | Reach city level 4 | 15,000 | 15 | 200 |
| Pyramid | Build a Great Pyramid | 20,000 | 15 | 200 |
| Great Canoe Call | Serve a Cozumel Grand Fleet canoe | 25,000 | 20 | 250 |
| Six Landings | Unlock six regions | 40,000 | 20 | 300 |
| End of the Coast Road | Unlock Cozumel, the end of the coast road | 60,000 | 50 | 500 |
| Collector · 4 missions · 48 Jade · opens after Debrief | ||||
| Spotter | Log six vessel variants in the Codex | 3,000 | 5 | 80 |
| Friend of Travellers | Log four visiting peoples | 5,000 | 8 | 120 |
| Curator | Recover four heirlooms | 8,000 | 10 | 150 |
| Complete Set | Complete any Codex set | 15,000 | 25 | 250 |
Build and level goals count the city you are at; region, chart and Codex goals count your profile. Convoy Season needs the weekly Convoy window: 48 hours every seven days, counted from when your profile was created, starting with the second week.
Achievements
Twenty-four lifetime achievements, each with a bronze, silver and gold tier. Bronze pays 5 Jade, silver 15, gold 40, and the nine hardest golds pay 60: 1,600 Jade in all. They track your whole profile, every region included, and one tier is claimed per press of Claim.
| Achievement | Counts | Bronze · 5 Jade | Silver · 15 Jade | Gold · 40 Jade |
|---|---|---|---|---|
| Landing Master | Vessels served | 50 | 500 | 5,000 · 60 Jade |
| Banker | Cacao collected from banks | 50,000 | 1,000,000 | 20,000,000 · 60 Jade |
| Architect | Building projects completed | 10 | 100 | 500 |
| Foreman | Upgrades completed | 5 | 50 | 200 |
| Navigator | Voyages debriefed | 3 | 25 | 150 |
| Cartographer | Charts held, all regions | 3 | 12 | 24 |
| Collector | Codex entries found | 10 | 30 | 52 · 60 Jade |
| Pioneer | Regions owned, home included | 2 | 5 | 8 · 60 Jade |
| Landholder | Plot rings cleared, all cities | 2 | 10 | 30 |
| Regular | Daily rewards claimed | 7 | 30 | 100 |
| Patron | Jade earned in play | 50 | 500 | 5,000 |
| Town Planner | Residents, peak at one city | 20 | 60 | 150 |
| Landing Keeper | Regions at level 2 or more | 1 | 3 | 8 |
| River Warden | Regions at level 3 or more | 1 | 3 | 8 |
| Town Founder | Regions at level 4 or more | 1 | 3 | 8 · 60 Jade |
| Great Capital Ajaw | Regions at level 5 | 1 | 3 | 8 · 60 Jade |
| Rising Villager | Civic rank | 2 | 3 | 4 |
| Leading Noble | Civic rank | 5 | 6 | 7 |
| Legend of the Lowlands | Civic rank | 8 | 9 | 10 · 60 Jade |
| Quartermaster | Cargo units traded, all cities | 1,000 | 20,000 | 200,000 |
| Magnate | Gross income, all cities | 100,000 | 2,000,000 | 50,000,000 · 60 Jade |
| Great Canoe Host | Cozumel canoes served | 1 | 10 | 100 |
| Convoy Master | Vessels served in Convoy windows | 15 | 100 | 500 |
| Impatient | Timers finished with Jade | 5 | 50 | 300 |
18Daily reward and civic rankA seven-day streak · ten ranks
Two systems reward simply showing up: a daily streak that resets at local midnight, and a civic rank that grows with everything you do and is yours across every region.
The daily reward
Once per calendar day, in your local time, a reward is claimable: from the sheet that opens when you start, from the bell in the status bar, or from the Next up strip. Claim on consecutive days and the streak climbs through a seven-day loop, then starts again at day 1 with the streak count still rising.
| Day | Reward | How it scales |
|---|---|---|
| 1 | 1,500+ cacao | 30 minutes of your total city rate, never less than 1,500 |
| 2 | 3,000+ cacao | 60 minutes of your total city rate, never less than 3,000 |
| 3 | 5 Jade | — |
| 4 | 6,000+ cacao | 120 minutes of your total city rate, never less than 6,000 |
| 5 | Goods crate | 60 units of the active region's voyage goods, into stock (overflow brokered) |
| 6 | 10 Jade | — |
| 7 | 25 Jade + banner token | — |
Miss a single day and nothing happens: claiming the day after continues the streak. Miss two days or more and the streak is broken; your next claim starts again at day 1, unless you repair it for 5 Jade. The repair offer appears on the daily sheet for 48 hours from the moment the streak broke (the start of the second missed day). Daily claims count toward the Regular achievement.
Civic rank
Rank is experience, earned profile-wide and never lost. You gain 1 XP for every 100 cacao collected from banks, 5 for every vessel served, 20 for every voyage debriefed, 15 for every first discovery, 100 for every city level reached, and the XP a mission lists. Each promotion pays Jade equal to ten times the new rank and celebrates across the screen with the new badge. That badge then sits in the status bar's ring, which fills toward the next rank; hover it for the exact figures and the next grant.
| Rank | Title | XP | Grants | Jade on promotion |
|---|---|---|---|---|
| 1 | Villager | 0 | Where everyone starts | — |
| 2 | Elder | 300 | — | 20 |
| 3 | Landing Master | 900 | Collect all: every bank in the city in one press | 30 |
| 4 | River Captain | 2,000 | A fourth mission slot | 40 |
| 5 | Sajal | 4,500 | +5% bank rate, and caps, everywhere | 50 |
| 6 | Aj K'uhuun | 7,500 | Title | 60 |
| 7 | Warden of the Rivers | 10,500 | Title | 70 |
| 8 | Ajaw | 13,500 | Title | 80 |
| 9 | K'uhul Ajaw | 16,500 | Title | 90 |
| 10 | Kaloomte | 19,500 | The top rank | 100 |
Ranks 6 to 10 are 3,000 XP apart. The three rank achievements, Rising Villager, Leading Noble and Legend of the Lowlands, pay out alongside the promotions.
19The Codex24 vessels · 12 peoples · 16 heirlooms
The Codex (D) is your collection: fifty-two things to find, each with two lines of story, shown dark behind a lock until you log them, then in colour. Click any card for its full picture and story. Sets pay Jade and a title.
Vessels
Twenty-four hulls across the seven houses. The twelve standard vessels are logged the first time you serve one of that house and class, from the Kaminaljuyu Cargo Dugout to the Cozumel Great Canoe. Six notable hulls appear when a house's tenth vessel moors at the city you are at: the Hammerstone of Kaminaljuyu, Swift Serpent, Green Serpent, Harvest Moon, Storm Runner and Deep Tide. The other six come home with voyages: Obsidian Mother from the Peten or Calakmul, Blue Heron from Calakmul, Brine Queen from the Yucatan coast, Ember of Yaxchilan from the Usumacinta, Plenty of Copan from Copan, and the epic Glory of Cozumel from Cozumel.
Peoples
Twelve peoples of the Maya world and its neighbours, written as the cultures they were, many of them still here. Six are met by serving five vessels of a house: Peten Flintknappers (Kaminaljuyu), Ch'orti' Farmers (Copan), Kaan Vase Painters (Calakmul), Chontal Mariners (Xcambo), Yaxchilan Merchants (Yaxchilan) and Tabasco Cacao Growers (Palenque). The Envoys of Teotihuacan step off the first great canoe. Five are met only by voyages: K'iche' Daykeepers in the Highlands, Yucatec Beekeepers on the Yucatan coast, Tzeltal Weavers on the Usumacinta, Zoque Traders at Palenque and the epic Envoys of the Ulua at Cozumel.
Heirlooms
Sixteen heirlooms, two per region, voyages only. The second heirloom of each region is rarer than the first; the Lost Trader's Tally, the Festival Turtle Drum and The First Route Book are epic. A discovery you already hold counts again on its card but is only drawn when the region has nothing new left for you.
Sets
A set completes the moment its last item is logged; the Jade and the title are granted at once and a toast tells you. The Complete Set mission pays a further 25 Jade for your first.
| Set | Items | Pays | Title |
|---|---|---|---|
| Kaminaljuyu Fleet | 4 | 20 Jade | Stonemaster |
| Kaan Fleet | 4 | 20 Jade | Pathfinder |
| Lakamha Fleet | 2 | 20 Jade | Keeper |
| Copan Fleet | 4 | 20 Jade | Harvester |
| Yaxchilan Fleet | 4 | 20 Jade | Riverfarer |
| Xcambo Fleet | 4 | 20 Jade | Saltmaster |
| Cozumel Fleet | 2 | 40 Jade | Pyramidkeeper |
| Peoples of the Maya World | 12 | 60 Jade | Friend of Many Towns |
| Heirlooms of the Peten | 2 | 20 Jade | Heirloom Keeper |
| Heirlooms of Calakmul | 2 | 25 Jade | Inkkeeper |
| Heirlooms of the Highlands | 2 | 30 Jade | Salvager |
| Heirlooms of the Coast | 2 | 25 Jade | Shellwarden |
| Heirlooms of the Usumacinta | 2 | 25 Jade | Riverkeeper |
| Heirlooms of Palenque | 2 | 30 Jade | Festival Master |
| Heirlooms of Copan | 2 | 25 Jade | Seedkeeper |
| Heirlooms of Cozumel | 2 | 40 Jade | Cartographer |
Sixteen sets, 440 Jade in all. Every first discovery also pays 15 rank XP and counts toward Collector.
20Jade and the StorePurchases · real prices
Jade is the premium currency. It is jade green wherever it appears, you start with 20, and the game pays it out steadily for playing. It buys time, never access: every building, region, mission and achievement is reachable with cacao and patience.
Earning it
- Missions: 2 to 50 each, 411 across all fifty. The tutorial chapter alone pays 35.
- Achievements: 5, 15 and 40 per tier (60 for the hardest golds), 1,600 in all.
- Daily reward: 5, 10 and 25 on days 3, 6 and 7 of the streak.
- Voyages: 1 to 8 about one debrief in three.
- Codex sets: 20 to 60 each, 440 in all.
- Promotions: ten times the new rank, 540 from Villager to Kaloomte.
Spending it
- Skip any timer: builds, upgrades, ring clearings and voyages, at 1 Jade per eight minutes left, minimum 1.
- Open Calakmul now: 60 Jade instead of level 2 and 90,000 cacao.
- Repair a daily streak: 5 Jade within 48 hours of the break.
- Relief convoy: 10 Jade for 30 minutes of your whole city's rate in cacao, delivered now, from the Store's Boosts shelf.
The Store
| Item | What it grants | Price |
|---|---|---|
| Jade · 50 | A small carved bead. | $1.99 |
| Jade · 140 · Popular | 125 plus 15 bonus. | $4.99 |
| Jade · 320 | 250 plus 70 bonus. | $9.99 |
| Jade · 900 · Best value | 500 plus 400 bonus. | $24.99 |
| Supply Run | Two hours of your total city rate, at least 10,000 cacao. | $1.99 |
| Trade Fleet | Eight hours of your total city rate, at least 40,000 cacao. | $5.99 |
| Region Pass | Every region unlocked for this profile. No charts needed. | $9.99 |
| Founder's Banner | A jade-and-gold banner, the title Founder, and 100 Jade. | $4.99 |
| Region Banners | The six region banners for your city. | $2.99 |
Prices are in US dollars. Jade is a game currency with no cash value and cannot be refunded or transferred. Cacao boosts and the Relief convoy are measured against the rate of the city you are at. Every purchase is an ordinary payment, and the price is shown before you pay.
Banners
A banner dresses the city: the lit rim around the platform, the lights along its walkways and gangplanks, the line around each cell and the Great Plaza's glow take its colours, while every building keeps its own picture. Choose one under Settings > Banner: a preview strip shows the active banner and a card for each of the eight. Standard is everyone's. The six region banners (Calakmul, the Highlands, the Yucatan coast, the Usumacinta, Palenque and Copan) come as a set from the Store, or one at a time for a banner token, the day-seven daily reward. Founder's Jade comes with the Founder's Banner. Your choice is saved with the profile, and nothing about the game changes with it.
A four-hour tier-4 build skips for 30 Jade; at the 140 purchase that is about a dollar. That is the whole monetisation: patience is free, haste costs a little, and nobody is locked out.
21Saves, accounts and devicesLocal save · export · cloud
Your profile
Everything you own is one profile: every region's city, your purse, Jade, rank, missions, achievements, charts, Codex, entitlements and settings. It is saved in this browser's local storage every ten seconds while you play and again the moment you switch tabs, hide the window or leave the page. One browser holds one profile. Clearing the browser's site data removes it, so export now and then.
Because timers run on the clock, the save is not a snapshot of a paused world. Open the game a day later and the profile is settled forward: banks filled to their caps, scaffolds finished, voyages back, the active city replayed through up to two hours of game time.
Export and import
In Settings > Save data, Export save writes your whole profile as text into the box below the buttons; copy it anywhere safe. Import save reads a profile pasted into that box and replaces the one in this browser after a confirm. That is how you move to another computer without an account.
Abandon and reset
Abandon this city starts a fresh city in the current region; your rank, Jade, other regions and everything profile-wide stay. Reset profile erases everything, after a double confirm. New profile on the title screen does the same.
Cloud saves
Sign in from the Sign in lozenge on the title band or from Settings > Account:
- You sign in with an email and password (at least ten characters) from the title screen. No third-party sign-in.
- Creating an account hands you a recovery phrase of ten words, shown once. Save it before you dismiss the sheet: it is one of two ways back in without your password. The other is Forgot your password? on the sign-in tab, which emails a link good for 30 minutes to set a new one; either route signs out every other device and issues a fresh phrase.
- One cloud save per account holds the whole profile. The game pushes twenty seconds after any change, at once when you switch region, buy, or claim a mission or achievement, and when you leave the page.
- Opening the game on a second device pulls the newer save. If both the browser and the cloud have moved since the last sync, or you sign in on a browser that already holds a profile, a chooser shows both, with day, level, cacao, Jade and regions, and you pick which to keep.
- A cloud glyph after the rank ring shows the sync state. Signing out leaves the local profile in place.
Notifications
The Notifications shelf offers a browser notification when a build, upgrade, voyage or ring clearing finishes. Turning Notify me when something finishes on asks the browser for permission; once it is on, a Daily reward reminder (nine in the morning, local time) and Send a test notification appear under it. The chip beside the switch reads On, Off, Connecting, Blocked when the browser refused, Offline when the service cannot be reached, or Unavailable in a browser without push.
Devices
The Maya plays on desktop, tablet and phone, and needs WebGL. The reference layout is 1440×900; at 1180 and below the rail collapses to icons and the panel narrows. Current Chrome, Edge, Firefox and Safari are supported.
22Controls and accessibilityKeys · camera · motion · performance
Everything can be reached from the keyboard, and the keys reference is one press away on ?. Keys do nothing while you are typing in a field or while a dialog is open, apart from Esc.
City
- Space
- Pause or resume
- 1
- Run at 1×
- B
- Build
- C
- City
- M
- Market
- F
- Fleet
- V
- Voyages
- P
- World map
- I
- Missions and achievements
- D
- Codex
- Esc
- Stop placing, then deselect, then close the panel
- ?
- Keys reference
Camera and world
- Arrows
- Pan
- + · −
- Zoom in and out, 0.55× to 2.6×
- 0
- Fit the city, never tighter than 1.5×
- F
- Focus the selected building (when a building is selected)
- Wheel
- Zoom toward the cursor
- Drag
- Pan, with inertia
- Click
- Select a building; click empty land to deselect
- Double-click
- Focus a building at 1.6×
- Shift-click
- Collect every ready bank within three cells
- Right-click
- Stop placing, or deselect
- Pinch
- Zoom on a touch screen
Pointer
A four-pixel threshold separates a drag from a click, so a wobbly tap still counts as a tap. The camera stays inside the region grid inflated by six cells, slides aside when a panel would cover the city, and drifts gently on the title screen only.
Reading the screen
Status is never carried by colour alone: the water readout adds a square or a down-triangle to its hue, trust bars carry a word, chips carry a shape. Body text in the game is 14 pixels or larger, numbers 16, labels 12. Every control is at least 32 pixels tall and shows a two-pixel ring when focused from the keyboard. Nothing flashes faster than three times a second.
Motion
Settings > Motion offers System, Reduced and Full. System follows your operating system's reduced-motion preference. Reduced keeps every tween under 120 milliseconds, drops the panel sweeps, the coin flights (cacao simply arrive), the camera drift and the bloom pulsing, and skips the boot sequence.
Performance
The world renders in WebGL and measures itself. Effects tier is Auto by default: the game steps down from High to Medium to Low when it falls under 45 frames a second, trimming particle counts, bloom quality, wakes and sparkle in that order. Pin a tier yourself if you prefer, and turn on Show performance readout to see frames per second and the tier in the context bar. Sound is procedural, with separate switches and volumes for interface effects and the river ambience; both respect a hidden tab.
Sizes
The screen is laid out for 1440×900 and works from 1180×700. A landscape tablet at 1024×768 gets the rail collapsed to icons; on a phone (portrait, 360 pixels and up) the rail becomes a bottom bar of Build, City, Map, Missions and More, the panels open as sheets you can drag down, the status-bar menu holds the daily reward and the other readouts, and the world pans by drag and zooms by pinch.
23GlossaryThe words on the screen
- Jade
- The premium currency, always jade green. Earned by play, offered in the Store, spent on time: skips, early returns, one early region, a streak repair.
- Bank, coffer
- A building's own store of cacao, filling by the real minute up to a cap. A coin above the building means it is at least a quarter full; a halo means it is full.
- Chart
- Proof of a voyage to a region. Three charts fully chart it; some regions need one, two or three to unlock.
- Clearing
- The timer on the next ring of plot after you have paid for it. Workers clear it; Jade skips it.
- Civic rank
- Your profile-wide level from 1, Villager, to 10, Kaloomte, built from XP. Ranks 3, 4 and 5 grant powers.
- Condition
- The strip under the status bar during a drought, a festival, a raid or an outbreak.
- Convoy window
- Forty-eight hours every seven days from your profile's creation, from the second week on, with traffic ×1.5. One mission and one achievement count vessels served inside it.
- Debrief
- Opening a returned voyage's haul. Nothing is rolled until you press it.
- Dispatch
- An event. Most simply happen; two ask you to decide. The simulation waits until you have read it.
- Cacao
- The ordinary currency, one purse across every region.
- Efficiency
- Supply over draw when water is short, floored at 30%. It scales fees, rent, spending and quality of life.
- Far region
- The Usumacinta, Palenque, Copan and Cozumel, where builds, upgrades and clearings take 1.5× as long.
- Game day
- Forty-eight seconds of real time at 1×, and only while the game is open. Vessels, trade, residents, prices, renown and dispatches run on game days.
- Gangplank
- The ramp a moored vessel lowers to its landing. Two to five figures walk it: paddlers, passengers, traders, a spearman, porters with a handcart.
- Level, tier
- A city's rank from L1 River Village to L5 Great Capital, set by building count and renown together. Building tiers 1 to 4 open at levels 1 to 4.
- Live economy
- Everything vessels, visitors and residents pay in the moment, scaled by a factor of 0.06 so that the banks lead.
- Next up
- The strip under the toasts with the three soonest timers.
- Plot, ring
- The cells you may build on, starting 7×5 around the Great Plaza and growing one ring at a time to the whole region grid.
- Quality of life
- The weighted coverage of food, beds, entertainment and health care, times efficiency. It drives spending, residents and renown.
- Landing
- The Stone Landing or the Great Plaza, with the empty cell beside it where a vessel pulls up. A landing with no empty side is blocked.
- Rate, cap
- What a bank earns per real minute and the most it will hold: 180, 240 or 360 minutes of rate by level.
- Region
- One of eight parts of the Maya world, each with its own river, bias and city.
- Renown
- Zero to five stars, drifting daily toward a target set by quality of life, variety, residents, temples and how well vessels were served.
- Scaffold
- A building still on its build or upgrade timer: its miniature dimmed under a hatched frame, a ring and a countdown.
- Skip
- Finishing any timer now for Jade: one Jade per eight minutes remaining, rounded up.
- Trust
- A merchant house's opinion of your city from 0 to 100, starting at 40. It sets how often they come, when they open an office and what they pay to borrow.
- Visitors
- The paddlers of moored vessels, counted as in port. They need beds and meals and they spend.
- Water
- What buildings draw and cisterns and reservoirs supply. Run short and everything slows.