Edition 31 web release

Reader's Guide and Concordance

How the collection is organised, where each subject lives, and the quickest route to a dependable answer.

Published reference Dominions 6.37 13,233 words 63 sections
Table of contents

Reader’s Guide and Concordance#

The retrieval layer#

The Knowledge Library is large enough that most players will not read it from front to back. Its fourteen books answer different questions, and one game situation can easily touch several of them. A failed battle might begin with an interface mistake or an economic shortage, then run through unit classes, scripting, fatigue, and conditions before becoming a wider campaign problem. A Pretender design might begin with scales, but its value can depend on the chosen form, research timing, mage recruitment, the patch that established the current rule, and the likely date of the first war.

This guide joins those subjects together without explaining them a second time. Every entry points to the chapter that owns the full rule or method, and definitions here stay short for that reason. If a summary appears to disagree with the linked chapter, the chapter takes priority.

The guide serves five purposes:

  1. give a new player a controlled route through the library;
  2. let an experienced player move directly from a live problem to the relevant rule;
  3. provide an alphabetical concordance and expanded glossary;
  4. define the content model used for website publication;
  5. separate research that can be resolved from reliable sources from questions that still require engine evidence.

Every major heading now has a stable destination. The identifiers are shared by the PDF bookmarks, the website index, and the machine-readable export. A heading can move to a different page in a later edition without breaking a link, provided its subject and destination identifier remain the same.

The linked table of contents remains the complete structural map. The concordance is the practical one: it begins with the question at hand, not the order in which the books were written.

Part I: Reading Paths#

Path A: The first complete game#

This route supplies enough structure to play a full game without demanding mastery of every spell, special ability, or diplomatic edge case. The order is intentional: timing and economy come before Pretender theory because a design cannot be judged without knowing what a turn and a province can actually produce.

Stage Read What should be understood before moving on
1. Operate Book X - ruleset and local continuity, creating the world, and the main interface The correct game is installed, the essential screens are legible, and orders can be submitted safely.
2. Ruleset Book I - baseline and evidence Which patch and mods govern the game, and how confirmed rules differ from doctrine or pending tests.
3. Turn Book I - six-phase hosting model and the complete 63-step sequence Orders are simultaneous when submitted but sequential when resolved.
4. Province Book II - the economic model, income, and recruitment constraints Gold, resources, Recruitment Points, infrastructure, and time are separate constraints.
5. Read a unit Book XI - unit-reading method, unit classes, and ability register Classes, leadership, movement, abilities, experience, and conditions are read as one current state.
6. Expansion army Book IV - what a battle decides, unit roles, and orders and scripts A unit card is not a plan; placement, leadership, morale, and target contact determine whether statistics are delivered.
7. Pretender Book III - Pretender design as a national system, scales, and blessings The design should solve national problems rather than maximize an isolated chassis.
8. Research Book V - research as strategic planning and battlefield magic by function Research is a response tree whose branches must be deliverable by actual mages and gems.
9. Campaign Book VI - expansion and first contact, borders and infrastructure, and recovery Winning a battle matters only if the result can be converted into position, forts, research, or victory.
10. Guided play Book X - guided first campaign and turn audit The foundation is translated into a repeatable opening, first contact, first war, siege, and post-game review.
11. Live reference Turn and Economy Quick Reference, Book XI’s master register, Book XII’s object register, Book XIII’s patch ledger, and Book XIV’s command lexicon Common timing, economy, unit-state, object, current-version, and official mod-language facts can be checked without reopening full chapters or treating an old guide as current.

The first pass can stop once the current question has been answered. Controlled tests, complete object inventories, and specialist essays can wait until they are actually needed.

Path B: The first multiplayer game#

Single-player fundamentals still matter, but multiplayer adds hidden intentions, negotiated borders, reputation, timing attacks, and the possibility that an apparently efficient action creates a coalition.

  1. Complete stages 1-8 of Path A.
  2. Read joining and hosting and the submission protocol.
  3. Read scouting, intelligence, and uncertainty.
  4. Read raiding and counter-raiding.
  5. Read timing attacks and power spikes.
  6. Read diplomacy, treaties, and reputation.
  7. Read Thrones, Cataclysm, and endgame conversion.
  8. Use the campaign decision framework before committing to a major war.

The central multiplayer habit is to calculate political cost alongside material gain. Territory, globals, Thrones, visible research, border dominion, and repeated treaty behaviour all alter how other players price the threat.

Path C: Returning after a long break#

This route is for a player who remembers the game but not the current version or the exact order of operations.

  1. Read Book I’s current baseline.
  2. Review Book XIII’s release spine and player-facing changes for the period missed.
  3. Review Book X’s current operational additions.
  4. Review current-version corrections in battle, magic, and strategy.
  5. Review Book XI’s ability-facing patch notes and master register.
  6. Use Book XII’s versioned object layer for exact spell, item, summon, Pretender, Throne, site, mercenary, and special-dominion lookups.
  7. Keep the hosting spine, provincial gold, recruitment gates, and siege calculation open during the first turns.
  8. Revisit only the chapter belonging to the nation or mechanic currently being used.
  9. If DE and Divinitus are enabled, read the frozen combined baseline before trusting an older build or guide.

Path D: Expert rules lookup#

The expert route begins by finding the chapter that owns the answer.

Question Primary destination Secondary destination
Create or join a game Book X - creating the world Book X - joining and hosting
Interface or shortcut Book X - main interface Book X - current additions
Strategic order procedure Book X - order reference Underlying system in Books I-VI
Submit or administer turns Book X - turn submission Book X - hosting runbook
Operational failure Book X - troubleshooting Path E
Unit class or leadership requirement Book XI - unit classes Book IV - command and squads
Unfamiliar ability or icon Book XI - master register Book XI - unit-reading method
Experience or heroic ability Book XI - experience Book XI - Hall of Fame
Affliction or condition Book XI - conditions Book IV - affliction resolution
Exact spell or item record Book XII - spells or items and artifacts Book V - strategic magic
Summon or summoned-unit relation Book XII - summons Book V - summoning
Pretender form availability Book XII - Pretender forms Book III - national design system
Throne, site, mercenary, or special dominion record Book XII - Thrones and sites, mercenaries and independents, or special dominions Strategic interpretation in Books II, III, and VI
Official change by version or subject Book XIII - official patch ledger Current rule in the linked canonical book
Repair an old or undated guide Book XIII - stale-guide repair Book XIII - classification model
Command introduction or patch history Book XIII - command chronology Book XIV - patch reconciliation
Exact command syntax, context, or manual locator Book XIV - command lexicon Book VIII - object and parser method
Exact hosting order Book I - complete hosting sequence Field hosting spine
Income or fort economics Book II - gold, income, and upkeep Field provincial gold
Recruitment bottleneck Book II - resources and recruitment Field recruitment gates
Pretender design Book III - national design system Book VII - Pretender families in a dossier
Bless legality or activation Book III - blessings Book IX - exact DE blessing layer
Melee result Book IV - melee resolution Book IV - protection and damage
Rout or retreat Book IV - morale, rout, and retreat Book VI - army preservation
Battle spell arithmetic Book IV - battlefield magic Book V - spell package design
Research branch Book V - research planning Book VI - strategic response tree
Communion failure Book V - communions Book IV - fatigue
Ritual, dome, or global Book V - rituals, domes, or globals Book I - hosting timing
Campaign conversion Book VI - campaign conduct Book II - economic state
Nation analysis Book VII - dossier method MA Arcoscephale, MA Marignon, MA Pyrène, MA Ulm, MA Man, MA Abysia, MA Pythium, MA Eriu, MA Agartha, MA Uruk, MA Ashdod, or MA T’ien Ch’i
Mod syntax or validation Book XIV - syntax and lookup Book VIII - parser model, testing, and release engineering
DE/Divinitus exact source fact Book IX - technical encyclopaedia Book IX - source inventory
Collision or load order Book IX - collision matrix Book VIII - compatibility engineering

Path E: Diagnosing a failed turn#

When a turn fails, trace the causes in order instead of starting with the most frustrating result.

  1. Confirm the ruleset. Check patch, mods, load order, map, age, and game settings against Book I’s baseline rules.
  2. Find the resolution step. Use the hosting sequence to identify when the expected action should have happened.
  3. Check operation and legality. Use Book X’s troubleshooting route, then confirm paths, gems, laboratory, movement route, commander status, recruitment capacity, target, and order.
  4. Check the binding resource. Use Book II’s constraint model for gold, resources, Recruitment Points, Commander Points, Holy Points, supplies, or infrastructure.
  5. Check tactical delivery. Use Book IV’s resolution order, scripting, fatigue, morale, and targeting chapters.
  6. Check strategic conversion. Use Book VI’s campaign decision framework to decide whether the result was a local loss, a recoverable exchange, or a campaign failure.
  7. Check evidence status. If the exact behaviour is listed in the research register, preserve the report as evidence. Do not force a confident explanation where the current record does not support one.

Path F: Modding, source inspection, and website work#

  1. Read the object-and-parser model.
  2. Read identifier allocation and collision safety.
  3. Read Book XII’s object identity, provenance, and hashing method.
  4. Read Book XIII’s command chronology and safe treatment of post-manual commands.
  5. Use Book XIV’s complete command locator, evidence ladder, and patch reconciliation before treating a token as complete syntax.
  6. Choose the relevant object chapter in Books VIII, IX, or XII.
  7. Apply compatibility engineering before combining releases.
  8. Apply testing, validation, and release engineering.
  9. Use the website schema described later in this guide rather than scraping prose into unversioned pages.

Part II: Navigation by Problem#

Game operation and hosting#

Problem Start here Continue here
The correct map, mod, or save directory is unclear Ruleset, installation, and local continuity Book VIII - user data and packaging
A new game needs reproducible settings Creating the world Host setup sheet
A lobby game cannot be joined Official lobby workflow Cannot find or join the game
The interface control or shortcut is unclear The main interface Current operational additions
A turn may not have been received Turn submission and revision A turn staled
Troops, items, or gems are in the wrong place Recruitment, army setup, and inventories Troubleshooting by symptom
A special strategic order is unclear Strategic order reference Linked mechanics in Books I-VI
A first full campaign needs structure A guided first campaign Path A
The host needs a fair administrative standard Hosting as a competitive institution Dispute handling

Units, abilities, experience, and conditions#

Problem Start here Continue here
A unit’s type is unclear Unit classes and status tags How classes overlap
An army cannot be assigned to its commander Three leadership pools Army compatibility audit
A movement icon appears to permit an unusual route Movement, terrain, water, and position Book VI - movement and logistics
An unfamiliar ability needs a quick definition Master ability and condition register How to read an ability
A counter is needed for a special defence or aura Counter-construction matrix Book IV - counter construction
Veteran value or star thresholds are unclear Experience and veteran units Official experience thresholds
A Hall-of-Fame formula is being treated as certain What is officially established Community-derived heroic families
An affliction, disease, curse, or horror mark needs treatment Conditions and lasting state Book IV - lasting loss

Base-game object lookup#

Problem Start here Continue here
A spell’s school, path, cost, or delivery type is unclear Spell records Book V - paths, schools, and access
A forge target, artifact, or barding record needs comparison Item records Book V - forging, items, and artifacts
A ritual’s summoned result is unclear Summon relations Book XII - shape graphs
A Pretender form needs to be filtered by age or nation Pretender-form records Book III - design audit
A Throne or magic site needs an exact identity Thrones and sites Book VI - endgame conversion
A mercenary company or independent option needs checking Mercenaries and independent recruitment Book VI - expansion
A nation’s dominion changes the ordinary rules Special dominion systems Book III - dominion
A website record needs provenance or refresh instructions Publication contract Verification and maintenance

Version history and stale-guide repair#

Problem Start here Continue here
An old guide conflicts with current play Stale-guide repair workflow Current rule in the linked canonical book
A change needs to be found by release Complete release spine Official patch ledger method
A patch category appears uncertain Classification confidence Open the linked official announcement
A mechanic has changed several times Player-facing change survey Search the JSON ledger by domain and named term
A mod command may postdate the manual Command chronology Book XIV - patch reconciliation
A patch token differs from the current manual Controlled exceptions Book XIV - evidence ladder
A command is listed but not fully explained Documentation-status model Book XIV - safe lookup workflow
A new release needs to be ingested Safe feed update Website uses

Economy and state#

Problem Start here Continue here
Income is lower than expected Income formula Tax trace, unrest
A unit cannot be recruited The binding constraint Recruitment Points, resources, Commander and Holy Points
A fort appears inefficient Infrastructure as delayed conversion Fort resource draw, fort-now test
An army is starving Supplies and supply usage Strategic logistics
A siege is taking too long Siege and fort control Siege as a campaign clock, field calculation
Province Defence is being misused Province Defence PD as delay and information
Gem income feels disconnected from strategy Sites, gems, and magical capital Gem logistics

Pretenders, dominion, scales, and blessings#

Problem Start here Continue here
A design has too many unrelated goals The design in one model Design audit
Awake, dormant, or imprisoned is unclear Awakening, time, and the opening Opening tests
Dominion is collapsing Dominion and religious territory Campaign dominion
Scale trade-offs are unclear Scales Economic consequences
A bless looks powerful but unaffordable Blessings Sacred capacity audit
The god has died Pretender death and recall Campaign recovery
DE changes invalidate a vanilla build Book IX - global rules Book IX - blessing revision

Armies and battle#

Problem Start here Continue here
A strong unit underperformed Reading a unit Formation, fatigue, morale
Troops arrived in the wrong shape Army organisation Formations and contact
The script broke Orders, scripts, and spellcasting AI Battle-magic planning
Melee arithmetic is disputed Melee resolution Protection and damage
Missiles hit the wrong target Missile combat Formation and contact
The army routed while still large Morale, fear, rout, and retreat Army preservation
A thug or supercombatant seems invincible Thugs and remote force Damage families and counters
A battlefield spell produced a surprising result Battlefield magic arithmetic Magic package design

Magic#

Problem Start here Continue here
Research feels aimless Research as strategic planning Research as a campaign response tree
A spell is known but cannot be delivered Paths and access Gems and logistics, boosters
Gems disappear too quickly Gem spending Reserve policy
A communion is killing its slaves Communions Fatigue
Remote magic is being intercepted or blocked Domes and remote attacks Ritual timing
A global is politically dangerous Global enchantments Timing attacks and deterrence
A booster chain does not reach the expected path Forging, items, and artifacts Booster reference
A level-nine plan is becoming a trap Legendary magic Victory conversion

Strategy and campaign#

Problem Start here Continue here
Expansion results vary wildly Expansion testing Battle diagnosis
The border is too wide Map structure and borders Raiding fronts
Research is collapsing under invasion Research under invasion Recovery
Raids gain provinces but lose the war Raiding and counter-raiding Campaign conversion
A power spike is visible too early Timing attacks and deterrence Information denial
A treaty is ambiguous Diplomacy and treaties Diplomacy records
A Throne opportunity may end the game Throne arithmetic Throne-rush sequence
The army won but the campaign stalled Victory conversion Economic conversion

Nations, mods, and combined rulesets#

Problem Start here Continue here
A nation guide lists strengths but gives no method Nation dossier method Evidence architecture
Mage randoms are being described as guaranteed access Probability method Mystic worked example
A mod object behaves unlike its visible card Object and parser model Copy and selection semantics
Two mods claim the same ID Compatibility engineering DE/Divinitus collision matrix
An event chain has become unreliable Event modding as a state machine Divinitus event architecture
The AI needs scenario guidance AI scaffolding Behavioural sampling
A map changes strategic balance Maps and scenario design Map structure and borders
A public guide may be using the wrong mod version Frozen baseline Versioned knowledge essay

Part III: Alphabetical Subject Concordance#

The concordance lists the best first destination, not every occurrence. Related chapters are included where a subject has a separate mechanical, strategic, or modding treatment.

A#

B#

C#

D#

E#

F#

G#

H#

I#

K#

L#

M#

N#

O#

P#

R#

S#

T#

U#

V#

W#

Z#

Part IV: Expanded Glossary#

This glossary is an orientation layer. Each primary link leads to the fuller rules treatment.

Term Working definition Primary anchor Related anchors
Administration A fort percentage used in income and adjacent resource draw calculations. b2-part-vi-infrastructure-and-administration b2-fort-resource-draw; field-base-and-final-income
Affliction A persistent injury or impairment usually gained through damage, age, disease, or special effects. b11-61-afflictions b4-part-xiii-afflictions-regeneration-and-lasting-loss; b11-37-recuperation-and-healers
Army A convenient name for commanders and assigned troops operating together; not always one indivisible rules object. b1-army b4-part-iii-commanders-squads-leadership-and-army-organisation
Army rout The battle-wide morale collapse that can force remaining units to retreat even when individual squads have not already routed. b4-army-rout b4-part-xi-morale-fear-rout-and-retreat
Artifact A unique magic item that only one copy can normally exist at a time. b12-22-artifacts-as-a-world-state-race b5-artifacts; b5-artifact-races
Ascension Point A victory point supplied by a claimed Throne of Ascension. b6-throne-arithmetic b1-throne-of-ascension
Assassin A commander or effect that initiates a restricted battle against a target commander. b6-part-ix-thugs-supercombatants-assassins-and-remote-force b1-assassinations-resolve-before-conventional-movement
Automatic ID An object identity assigned by the loader when a mod creates an object without a fixed numeric ID. b8-automatic-allocation b9-19-4-automatic-id-collision-risk
Awakening The process and timing by which a dormant or imprisoned Pretender becomes active. b3-part-iii-awakening-time-and-the-opening b3-awakening-points
Battle group A force that enters and resolves one tactical battle together; several forces in a province may not always form one group. b4-battle-groups b1-retreats-belong-to-battle-groups
Battle magic Spells cast during tactical battle under scripting, range, targeting, gem, fatigue, and AI constraints. b4-part-xiv-battlefield-magic b5-part-vi-battlefield-magic-by-function
Bless The collection of effects granted to a blessed sacred unit or commander. b3-part-vi-blessings b9-8-de-blessing-revision
Blood slave A Blood-magic resource with unit-like and logistical properties distinct from ordinary gems. b5-blood-slaves b2-blood-hunting
Bodyguard A unit assigned to protect a commander in an assassination battle, subject to bodyguard limits and arrival rules. b11-28-bodyguards-and-warning b6-assassination-defence
Booster An item, spell, shape, site, or effect that increases effective magic-path access. b5-booster-reference b5-hidden-and-indirect-access
Breakpoint A research level or access threshold at which a usable strategic or battlefield package becomes available. b5-research-breakpoints b6-part-v-research-as-a-strategic-response-tree
Call God The priestly process used to return a dead Pretender, governed by rules distinct from ordinary resurrection. b3-call-god b3-part-vii-pretender-death-recall-and-divine-continuity
Capital-only A restriction tying recruitment or another feature to a nation’s original capital. b1-capital-only b2-recruitment-restrictions
Cataclysm An endgame mechanism that increases late-game pressure and horror activity under relevant game settings. b6-cataclysm b6-part-xii-thrones-cataclysm-and-endgame-conversion
Chassis The Pretender’s physical form, including cost, paths, slots, statistics, movement, and special abilities. b3-chassis-roles b3-part-ii-chassis-paths-and-design-capabilities; b12-pretenders
Collision A conflict in which mods claim or alter the same identifier, code, variable, name reference, or dependent object incompatibly. b8-part-xi-compatibility-engineering b9-19-combined-load-order-and-collision-matrix
Command A single-hash instruction whose practical meaning depends on its object language, arguments, selector state, and manual context. b14-syntax b14-context; b8-part-i-the-object-and-parser-model
Command template An official grammar such as (terrain) or a numeric range that generates literal command spellings under stated restrictions. b14-syntax b14-complete-locator
Commander A unit that can receive strategic orders and may lead troops, cast spells, preach, patrol, build, or perform other commander actions. b1-commander b4-part-iii-commanders-squads-leadership-and-army-organisation
Commander Point A local recruitment capacity used by commanders, separate from gold, resources, and ordinary Recruitment Points. b2-commander-points-and-holy-points field-commander-points
Condition A temporary or persistent unit state that changes action, statistics, targeting, recovery, loyalty, or future risk. b11-60-conditions-are-state-not-flavour-text b11-part-xi-conditions-and-lasting-state
Documentation status The evidence class distinguishing a full official definition, reference-only entry, prose mention, derived template alias, or patch reconciliation. b14-evidence b1-evidence-standard; b13-classification-model
Communion A battlefield magical network in which masters gain paths while slaves receive distributed fatigue and certain master-cast personal effects. b5-part-vii-communions-sabbaths-choruses-and-grand-communions b5-designing-a-safe-communion
Counter A capability that attacks a necessary layer of an enemy plan rather than merely naming a theoretically favourable unit or spell. b4-part-xv-counter-construction-and-battle-analysis b6-counter-portfolios
Critical hit A fatigue-influenced combat result that can reduce the protection applied against damage. b4-critical-hits b4-part-ix-protection-damage-and-survival
Dominion A Pretender’s religious territorial influence, carrying scales and interacting with gods, provinces, units, events, and elimination. b3-part-iv-dominion-and-religious-territory b6-dominion-as-campaign-pressure
Dome A province-centred magical defence that may intercept or interfere with remote spells and attacks. b5-part-ix-domes-remote-attacks-and-magic-movement b5-layered-domes
DRN The open-ended Dominions Random Number roll used in many opposed checks and damage calculations. b4-the-open-ended-random-roll b1-randomness-and-the-dominions-random-number
Event A hosting-time occurrence selected from conditions, rarity, state, targets, codes, variables, and effects. b1-event b8-part-vii-event-modding-as-a-state-machine
Event code An identifier used to coordinate, restrict, or connect event logic; collisions can corrupt chains across mods. b8-codes-and-variables b9-19-combined-load-order-and-collision-matrix
Event variable Stored event state used by modded event systems to remember counters, flags, or progression. b8-codes-and-variables b8-event-chains
Experience Unit-specific development gained over time and through battle, producing star bonuses at defined thresholds. b11-54-experience-thresholds b11-56-veteran-preservation
Expansion party A commander and troop package intended to capture independent provinces at an acceptable cost and tempo. b6-expansion-party-roles b6-expansion-testing
Fatigue An accumulating combat burden that reduces performance, increases vulnerability to critical hits, and can cause unconsciousness. b4-part-x-fatigue-recovery-and-collapse b4-fatigue-as-offence
Fear An effect that pressures enemy morale and can accelerate rout without directly killing every target. b4-fear b4-part-xi-morale-fear-rout-and-retreat
Fort A fortified location that changes recruitment, administration, resource draw, supply, ownership, siege, and retreat behaviour. b2-part-vi-infrastructure-and-administration b2-part-viii-siege-and-fort-control
Formation A squad arrangement that changes density, frontage, contact time, exposure, and movement through the battlefield. b4-part-v-formations-placement-and-contact b4-formation-fighter
Gem A magical resource associated with a non-Blood path and used for rituals, forging, empowerment, and some battle spells. b1-gem b5-part-iv-gems-slaves-and-magical-logistics
Global enchantment A persistent ritual effect with broad world impact and political consequences. b5-part-x-global-enchantments-and-dispel-wars b1-global-enchantment
Grand Communion A special strategic or large-scale communion system with rules distinct from an ordinary battlefield communion. b5-grand-communions-are-different b5-part-vii-communions-sabbaths-choruses-and-grand-communions
Harassment A melee pressure mechanic in which repeated attackers can degrade a defender’s effective defence. b4-harassment b4-part-vii-melee-resolution
Holy Point A local recruitment capacity used by some sacred or holy commanders and units. b2-commander-points-and-holy-points field-holy-points
Heroic ability A growing special trait received by an eligible non-Pretender commander while in the Hall of Fame. b11-57-what-is-officially-established b11-58-community-derived-heroic-families
Horror Mark A persistent, stackable hidden mark that creates a monthly risk of a horror attack and makes the bearer a preferred target. b11-63-curse-and-horror-mark b11-42-damage-reversal-blood-vengeance-curses-and-horror-marks
Host To resolve submitted turns; also the computer or service performing that resolution. b1-host b1-the-complete-63-step-hosting-sequence
Incarnate A blessing condition generally requiring the Pretender to be active for the marked effect to function. b3-incarnate-effects b3-how-blessings-work
Inspector A structured data viewer used to inspect game or mod objects; its version and load order determine what it can prove. b12-part-i-the-object-reference-method b9-24-website-and-inspector-schema; b12-maintenance
Laboratory Infrastructure required for research and most rituals and forging; construction finishes too late for earlier same-turn uses. b2-laboratories b1-building-construction
Leadership Commander capacity and type governing troop assignment, morale effects, and special troop compatibility. b11-24-three-leadership-pools b4-special-leadership
Load order The order in which enabled mods are applied, determining which later definitions overwrite or extend earlier ones. b8-load-order b9-19-combined-load-order-and-collision-matrix
Mage-turn One mage’s opportunity to research, forge, cast, move, search, patrol, or perform another mutually exclusive order. b5-mage-turn-opportunity-cost b2-gem-income-and-mage-turn-economy
Mercenary company A named, time-limited force bid for during hosting, represented by a commander, troops, price, availability, and continuity fields. b12-44-mercenary-company-records b2-mercenaries
Magic phase Community shorthand for the early hosting steps containing rituals, magical movement, remote attacks, and associated battles. b1-magic-phase b1-phase-ii-magic-and-special-threats
Magic Being A unit class requiring magic leadership unless an overlapping undead or demon tag makes undead leadership take precedence. b11-11-magic-being b11-8-classes-can-overlap
Magic Resistance A defence statistic used in opposed checks against many spells and supernatural effects. b4-magic-resistance-contests b4-penetration
Message substitution A case-sensitive double-hash token inserted inside supported event or enchantment text rather than issued as a mod command. b14-syntax b8-messages-can-carry-required-object-names
Mindless A leadership and morale category with special command, routing, and survival behaviour. b11-12-mindless b4-mindless-troops
Mod A loaded modification, usually defined through .dm commands, that can add or alter data within engine-defined limits. b1-mod b8-part-i-the-object-and-parser-model
Movement phase Community shorthand for the hosting steps resolving friendly movement, other movement, movement battles, and storming. b1-movement-phase b1-movement-and-conquest
NAP A non-aggression pact whose exact meaning depends on explicit player convention unless the game setting makes it binding. b6-non-aggression-pacts b6-binding-diplomacy
Object ID A numeric or automatic identity used by the engine, data layer, or mod loader to distinguish and reference an object. b12-1-an-object-is-an-identity-not-merely-a-name b8-part-ii-identifiers-allocation-and-collision-safety; b8-object-lifecycle
Patch record One source-linked entry representing an official update bullet together with derived classification, domains, commands, canonical destinations, and stable hashes. b13-11-one-official-bullet-becomes-one-patch-record b13-classification-model; b13-domain-map
Path A level of magical skill in Fire, Air, Water, Earth, Astral, Death, Nature, Glamour, Blood, or Holy. b1-path b5-part-ii-paths-schools-and-access
Penetration A bonus applied to the attacking side of relevant Magic Resistance contests. b4-penetration b4-magic-resistance-contests
Pillage A strategic order that converts population and order into immediate damage, unrest, and sometimes resources or gold. b2-pillaging-and-raiding b6-pillage-as-a-campaign-tool
Plane A distinct strategic map layer such as the surface, caves, or another connected world. b1-plane b8-gates-and-multiple-planes
Population A province value influencing income, supplies, recruitment capacity, events, and the effects of pillaging or Blood Hunting. b2-population b2-part-vii-population-unrest-pillage-patrol-and-blood-hunting
Pretender The designed god of a nation or team, providing dominion, scales, blessings, paths, and a physical chassis. b1-pretender b3-part-i-pretender-design-as-a-national-system; b12-pretenders
Province Defence Locally purchased automatic defence that appears when a province is attacked and cannot move as a normal army. b2-part-ix-province-defence b6-province-defence-as-delay-and-information
Recruitment Point A local capacity that limits ordinary troop recruitment independently of gold and resources. b2-recruitment-points field-recruitment-points
Regeneration Exact-percentage recovery of hit points during battle, with body-class, affliction, and damage-tempo interactions. b11-35-regeneration-families b4-regeneration
Remote attack A ritual or effect that attacks a distant province or commander without conventional movement. b5-part-ix-domes-remote-attacks-and-magic-movement b1-remote-attacks-and-magic-battles
Repel A weapon-length interaction allowing a defender to threaten or deter an incoming shorter-reach melee attack. b4-repel b4-part-vii-melee-resolution
Research point A contribution toward progress in a school; research resolves very early during hosting. b1-research-point b5-the-research-formula
Ritual A strategic spell cast outside tactical battle. b1-ritual b5-part-viii-rituals-and-strategic-magic
Rout A unit or squad state in which it attempts to leave battle because morale has failed. b1-rout b4-part-xi-morale-fear-rout-and-retreat
Sacred A unit eligible to receive a blessing and often affected by special recruitment or upkeep rules. b1-sacred b3-sacred-capacity
Scale One value in the dominion pairs governing Order, Production, temperature, Growth, Fortune, and Magic. b1-scale b3-part-v-scales
School A research category that unlocks spells at successive levels. b5-research-schools b5-part-iii-research-as-strategic-planning
Siege strength The attacking contribution used against a fort’s walls during siege resolution. field-siege-calculation b2-part-viii-siege-and-fort-control
Site A province feature that can provide gems, gold, recruitment, discounts, rituals, unrest, disease, or other effects. b12-part-vi-thrones-and-magic-sites b1-site; b2-part-x-sites-gems-and-magical-capital
Size point A unit of battlefield-square occupancy used by unit size and formation density. b1-size-point b4-square-capacity
Special dominion A national or Pretender rule that changes what dominion does beyond ordinary candle and scale effects. b12-part-viii-special-dominion-systems b3-special-dominions; b3-test-p11-special-dominions
Spell fatigue Fatigue generated by spellcasting after spell cost, caster skill, gems, and other modifiers. b4-spell-fatigue b5-fatigue-and-overcasting
Squad A tactical troop group assigned to a commander and given one formation and order set. b1-squad b4-squads
Starvation The post-battle condition caused by insufficient supplies, producing disease, morale, and attritional consequences. b2-starvation b1-starvation-is-late
Stealth The ability to move or remain hidden in hostile territory, opposed by patrol and detection effects. b6-patrol-and-stealth b1-sneaking-discovery-can-cause-a-late-battle
Summon relation A versioned link from a summoning spell to the unit, unit group, or selection rule that produces its result. b12-24-a-summon-record-is-a-relationship b5-summoning
Supply Provincial and army logistical capacity used to feed units and modified by terrain, forts, dominion, seasons, and abilities. b2-part-v-supplies-logistics-and-starvation b6-part-vi-logistics-supply-and-operational-reach
Taskmaster A leadership ability that manages slave units and changes their morale handling. b11-26-taskmaster-beast-master-and-special-followers b4-taskmasters
Tempo The rate at which a position turns present resources and opportunities into initiative before opponents can answer. b6-tempo b6-initiative
Throne of Ascension A claimable special site providing Ascension Points and other effects toward the configured victory condition. b12-36-thrones-are-sites-with-victory-meaning b1-throne-of-ascension; b6-part-xii-thrones-cataclysm-and-endgame-conversion
Thug A relatively cheap, equipped commander designed for a bounded independent combat or raiding role. b6-part-ix-thugs-supercombatants-assassins-and-remote-force b6-thug-roles
Trample A size-based attack produced by moving through smaller units, with displacement, damage, and fatigue consequences. b11-45-trample b4-trampling
Unit class One of several overlapping type tags that can determine leadership, targeting, supplies, healing, morale, immunity, or movement. b11-8-classes-can-overlap b11-part-ii-unit-classes-and-status-tags
Unrest A province condition that reduces income and administration and interacts with recruitment, events, patrol, pillage, and Blood Hunting. b1-unrest b2-part-vii-population-unrest-pillage-patrol-and-blood-hunting
Upkeep The recurring gold cost of maintaining units and commanders, paid after income during hosting. b1-upkeep b2-upkeep
Version delta An official or verified change between two named ruleset versions, kept separate from the current rule it modifies. b13-3-patch-notes-are-deltas-not-replacement-manuals b13-release-timeline; b13-stale-guide-repair
Wall integrity The remaining defensive strength of a fort during siege, reduced by besiegers and restored by defenders. b2-part-viii-siege-and-fort-control field-siege-calculation
Wish A high-level Astral spell offering a defined but partly version-sensitive set of requested outcomes. b5-wish b5-test-18-wish
Zone of control A battlefield movement constraint created by nearby hostile units. b4-zones-of-control b4-part-v-formations-placement-and-contact

Part V: Website Publication Model#

The unit of publication#

The website should not treat an entire book as one page or every paragraph as an independent fact. The practical unit is a section containing ordered blocks. A section belongs to one versioned ruleset, has one stable destination, and can contain prose, tables, formulas, examples, checklists, claims, and source references.

The hierarchy is:

library
  book or guide
    part
      section
        content blocks
          claims
            evidence and sources

Each claim can be updated without silently changing the status of the surrounding advice. A strategic recommendation can sit beside an official formula while remaining a different kind of knowledge.

Required metadata#

Every publishable section should carry:

  • stable ID and URL slug;
  • title, short title, and parent;
  • book, part, and display order;
  • ruleset and exact version scope;
  • evidence status;
  • source references and access dates;
  • topic tags and audience level;
  • related sections;
  • unresolved-question IDs where applicable;
  • last verified and last edited dates;
  • replacement or deprecation links when a section moves.

The machine-readable schema makes these fields explicit. Empty fields remain visible during validation rather than being silently discarded.

Structured object records#

Book XII adds a second publication unit for facts that are too numerous for readable prose: the object record. The 6.35 register contains 4,196 versioned records across spells, items, summon relations, Pretender forms, Thrones, other sites, mercenary companies, independent-coverage status, and special dominion systems. Each record carries a stable identity, category, ruleset, evidence status, provenance, record hash, source fields, editorial tags, and a canonical Book XII section.

The object register does not compete with the main explanations. Books II-VI still own economic, religious, magical, and strategic interpretation. Object pages expose exact fields and link to those chapters; the chapters use selected examples and link back to the records. Independent population types and unresolved selection-based summons remain visibly incomplete instead of being filled from obsolete data.

Structured patch records#

Book XIII adds a third publication unit: the patch record. The 6.36 ledger contains 1,090 records covering all 32 official public update announcements from 6.01 onward. Each record carries release and source identity, official section and bullet locator, source hash, derived change class and confidence, affected domains, commands and named terms, canonical destinations, and a record hash.

The patch record establishes chronology and maintenance impact. It does not replace the official announcement or the current-rule chapter. Source identity is official; classification, materiality, domain routing, and summaries are editorial. The 250 review-recommended classifications remain searchable while their lower interpretive confidence is visible.

Structured command records#

Book XIV adds a fourth publication unit: the command record. The 6.36 lexicon contains 1,609 distinct hash tokens found in the current official Modding, Event Modding, and Map Making manuals. Each record preserves spelling, token kind, documentation status, domains, manual versions and pages, syntax locators, patch relations, cautions, canonical destinations, and a record hash. The same data layer also supplies 97 controlled aliases for official terrain and numeric templates and reconciles all 226 patch-note tokens without silently rewriting historical wording. Five commands introduced by 6.36 are marked official patch-only because the announcement does not supply their full syntax.

Command records are locators rather than copied manual prose. A defined record points to the full official explanation. Reference-only and mention-only records keep documentation gaps visible. Double-hash message substitutions remain a separate token kind, while patch family expressions and spelling discrepancies live in explicit reconciliation relations.

Content block types#

The schema supports:

  1. prose;
  2. callout;
  3. formula;
  4. table;
  5. ordered or unordered list;
  6. worked example;
  7. checklist;
  8. quotation within copyright limits;
  9. source note;
  10. unresolved research question.

Formulas receive their own IDs, variables, units, rounding notes, evidence status, and worked examples. This prevents a formula from becoming an untraceable sentence copied across several web pages.

Version and ruleset behaviour#

The website must never display an unqualified value when several rulesets are available. A page may compare unmodded Dominions 6, DE, Divinitus, and the frozen combined load order, but every value is attached to its own scope. Historical values remain accessible through version records rather than being overwritten without explanation.

Recommended default labels are:

  • dom6-6.36 for the live rules baseline;
  • dom6-6.35-data for records pinned to the Inspector snapshot;
  • de-2.16;
  • divinitus-1.15.3-de;
  • de-2.16__divinitus-1.15.3-de with DE loaded first;
  • historical with the original version stated;
  • experimental with project version and test harness.

Beginner and expert presentation#

The same source section can support two interfaces:

  • Guide view shows the explanation, a restrained number of examples, and the next useful section.
  • Reference view foregrounds formulas, exact tables, evidence, version scope, exceptions, and related records.

These are views over the same content identity. Maintaining separate beginner and expert articles would recreate the duplication problem solved in Edition 11.

Search and filtering#

At minimum, the website index should support:

  • title and full-text search;
  • book, topic, ruleset, evidence, and audience filters;
  • exact-object lookup by category and numeric ID;
  • patch lookup by version range, class, domain, command, named term, and canonical destination;
  • command lookup by exact spelling, alias, domain, manual, page, documentation status, patch version, context collision, and token kind;
  • unresolved-only and recently-verified views;
  • reverse links showing every section that depends on a claim;
  • aliases so terms such as PD, Province Defence, and province defense reach the same destination.

The generated content index already records every heading, parent, stable anchor, source file, website path, and source line number. It helps locate material, but it does not replace parsed claims.

Part VI: Prioritised Foundational Research Register#

Scope of the active register#

The active queue contains questions that can be advanced without asking the player to run bespoke tests. Acceptable routes are current official documentation, official patch records, supplied mod source, current structured data tied to a version, or a published reproduction with enough procedure and evidence to audit. Questions that still depend on undocumented engine behaviour remain visible in a blocked register but do not interrupt the next writing phase.

Priority means:

  • P0 - integrity: a wrong answer can invalidate a ruleset, mod load, or large body of derived work;
  • P1 - frequent play: the rule affects common economic, combat, magic, or campaign decisions;
  • P2 - advanced play: the rule matters regularly to expert planning but less often to a new player;
  • P3 - specialist: the rule chiefly affects unusual objects, mod engineering, or edge-case publication.
ID Priority Domain Question Why it matters Reliable route Primary anchor Status
R-001 P0 Versioning Which official rules and commands changed after the revision-2 manual and the 6.34, 6.29, and 6.26 auxiliary manuals? Every later formula and mod claim depends on the correct current baseline. Book XIII supplies the complete official patch side; Book XIV reconciles every patch token against the current auxiliary manuals. b14-patch-reconciliation completed
R-002 P0 Load order What load order did the Divinitus 1.15.3 DE author intend in the public release wording? A reversed order can change hundreds of shared objects. Project description and version 1.15.0 changelog, audited in the independent integrity report. b9-2-3-public-author-sources completed
R-003 P0 Collision What object and dependency chain does the monster 8616 conflict affect under the frozen stack? The collision breaks the identity shared by DE’s Ring, Amulet, and Blood Vial helpers and the Divinitus Crystal Priest. Exact source trace, upstream accepted repair, and pinned Inspector resolution in the independent integrity report. b9-20-4-independent-compatibility-publication completed
R-004 P0 Automatic IDs What IDs do the 69 automatic Divinitus monsters and 26 automatic spells receive in the frozen load order? Stable website records and downstream references require versioned secondary identities. Exact-version structured Inspector register in the independent integrity report; engine confirmation remains separately labelled pending. b9-20-4-independent-compatibility-publication completed
R-005 P0 Source integrity Which commands in the supplied mods fall outside complete current auxiliary-manual definitions? An unfamiliar command cannot be explained safely until documentation, parser recognition, annotation syntax, and likely errors are separated. Static command inventory against current official manuals, patch notes, and the pinned parser in the independent integrity report. b9-20-4-independent-compatibility-publication completed
R-006 P1 Economy What are the current unmodded Growth and Death income percentages? Pretender and fort economics depend on the correct scale multiplier. Modding Manual 6.34 defines #deathincome default 2; no official announcement through 6.36 changes it. b2-growth-and-death-income completed
R-007 P1 Economy What are the current unmodded Order and Turmoil resource percentages? Production planning and scale evaluation depend on the current value. Revision-2 main-manual 2% rule checked against the complete official patch ledger through 6.36. b2-order-and-turmoil-resources completed
R-008 P1 Economy At which steps does the engine round income, resources, Recruitment Points, and fort draw? Close recruitment and fort calculations can change at integer boundaries. The canonical section now separates six rounding subsystems and their operational displays; complete closure still requires published 6.36 boundary reproductions or developer-confirmed formulas. b2-rounding-formula-display-and-treasury queued
R-009 P1 Recruitment What is the current Commander Point base and how do exceptional modifiers stack? Commander bottlenecks can determine fort and mage efficiency. Revision-2 fort bonuses, current 6.35 community base and accumulation reference, official #slowrec and #rpcost semantics, AI exclusions, and patch review through 6.36. b2-commander-points completed
R-010 P1 Upkeep How are sacred slaves, mounted forms, and shapechanged units charged upkeep? Persistent roster costs affect long-war sustainability. The 6.33 observation and pinned 6.35 component fields resolve stacking and mounted decomposition; annual samples exclude a simple final floor, while shape classes and monthly aggregation remain open. b2-upkeep in-progress
R-011 P1 Unrest Which current unrest thresholds reduce Recruitment Points and Commander Points? A province can appear affordable while being unable to recruit the planned roster. Official shutdown and current community reduction claims are preserved; the loss-floor reading now has explicit 1-, 2-, and 3-point candidate thresholds, still awaiting a versioned reproduction. b2-unrest-effects queued
R-012 P1 Supply What is the exact fort-supply distance arithmetic under current rules? Supply range determines operational reach and siege endurance. Range, maximum distance, and highest-fort selection are separated from the official x6 versus x4 multiplier conflict; a published 6.36 distance series remains required. b2-fort-supply-range queued
R-013 P1 Starvation Are commanders ever exempt from starvation, and which forms or abilities alter the result? Commander survival affects retreats, sieges, and remote expeditions. Need Not Eat, the 6.18 transformation correction, 6.35 object fields, and the 6.35 equipment-refresh fix resolve explicit immunity and display state; generic priority remains open. b2-starvation in-progress
R-014 P1 Pretenders What is the current awakening-point distribution for dormant and imprisoned Pretenders? Opening timing determines whether a design solves expansion or only a later war. The June 2026 Dominions 6 page republishes Loggy’s model, but source tracing reaches pre-Dominions 6 notes, no 6.x raw sample, and a one-turn range discrepancy. Current reproduction or developer confirmation is still required. b3-test-p1-awakening-distribution queued
R-015 P1 Dominion What are the current checks and order for ordinary dominion spread? Temple, priest, and candle investments depend on the actual spread model. Revision-2 official formulas and turn sequence, reconciled with the 6.13 random-preaching correction and later patch history. b3-sources-of-dominion-spread completed
R-016 P1 Blessings Which blessing tags, values, and activation edge cases differ from the revision-2 manual? Small errors can invalidate a Pretender design or sacred package. 6.35 structured bless data plus official rules and patches through 6.36 establish activation gates, automatic blessing, repeatability, overlap, weapon-trigger, item, and mount boundaries; adjacent transformation and cross-source stacking remain separate questions. b3-the-activation-state-machine completed
R-017 P1 Pretender death What are the current Call God thresholds and contribution rules? Recovery planning after a god’s death depends on time-to-return. Official Holy, Disciple-game, Elegist, Recall God, Trinity, and hosting rules are reconciled with published controlled research establishing a fixed 50-point base and per-priest effective-rating -1/0/+1 variation; detailed routing and placement remain Current Community Reference. b3-r-017-decision completed
R-018 P1 Victory How are same-turn Throne claim, province loss, and victory checks ordered in current play? The result can decide a game despite later movement or siege outcomes. Official steps 8 and 57, full and partial ownership rules, the current conquest rule, and a published same-turn report establish the claimant-death, unfortified-conquest, siege, and fort-storm branches. Exact simultaneous winning-total ties remain separate. b3-same-turn-claim-loss-and-victory completed
R-019 P1 Combat What is the exact current survivor bonus in morale checks? Rout thresholds influence squad sizing, standards, and casualty tolerance. Current community formula supplies round(5 x surviving proportion); a current raw boundary set and separate commander treatment are still required. b4-test-9-morale-survivor-bonus in-progress
R-020 P1 Combat How much fatigue do active units recover while conscious under ordinary conditions? Fatigue breakpoints shape armour, melee endurance, and spell-support value. Current community reference supplies one per active round plus Reinvigoration; a frame-by-frame 6.36 reproduction remains required. b4-test-12-ordinary-fatigue-recovery in-progress
R-021 P1 Combat What is the exact harassment accumulation and decay model? Defence collapse and swarm counters depend on more than the visible attack value. Official accumulation is resolved; a Dominions 5 decay constant is retained only as a regression hypothesis for a current instrumented reproduction. b4-test-2-harassment-decay in-progress
R-022 P1 Combat What are the complete current weapon cooldown and combat-speed constants? Attack rate changes damage delivery, repel exposure, and fatigue pressure. Current structured data and published timing reproduction. b4-test-3-cooldown-and-combat-speed queued
R-023 P1 Mounted combat What are the full current mounted carry, targeting, and movement calculations? Rider and mount statistics otherwise produce misleading army comparisons. Official targeting and component rules are resolved; carry, mixed-component movement, and exceptional modifier order remain open. b4-test-7-mounted-targeting in-progress
R-024 P1 Magic What thresholds govern optional combat-gem use and refusal? A scripted spell package can fail because the caster conserves a gem. Official 6.12, 6.15, and 6.30 corrections bound the historical thresholds; a current reproducible battle set remains required. b5-test-3-combat-gem-spending in-progress
R-025 P1 Magic Where does rounding occur in spell fatigue, penetration, communion sharing, forging, and ritual contests? Boundary values can change caster safety and access ladders. Published current reproductions separated by subsystem. b5-part-xvi-controlled-test-programme queued
R-026 P1 Communions What current edge cases govern shared self-buffs, collapse, and automatic communion items? Communion failure can destroy the most valuable mage concentration in an army. Manual rules and official 6.12-6.30 corrections resolve the core; automatic-item, form-change, and forced-removal behaviour remain open. b5-communion-audit in-progress
R-027 P1 Movement What is the exact interception probability and battle location when hostile forces swap provinces? Movement prediction determines reinforcement and retreat planning. A published chassis-value algorithm supplies a precise hypothesis; a 6.36 map-and-save reproduction remains required. b6-movement-and-interception in-progress
R-028 P1 Patrol What are the current patrol-detection distributions across stealth and patrol modifiers? Counter-raiding and scout survival depend on risk rather than a binary threshold. The official open-ended 2d25 formula has been enumerated directly from D=-60 to +60; exceptional contributors remain regression tests. b6-patrol-and-stealth completed
R-029 P1 Raiding What are the current Raid and pillage output functions? Economic warfare cannot be compared honestly without expected return and population damage. Official legality and sequence are resolved; historical exact-output formulas are now 6.36 reproduction predicates rather than current law. b6-raid-order in-progress
R-030 P1 Diplomacy Which binding-NAP edge cases occur under every diplomacy setting? Interface-enforced treaties must not be described through informal multiplayer custom. Official 6.01-6.30 exceptions are versioned; the complete binding, nonbinding, and absent action matrix remains open. b6-binding-diplomacy in-progress
R-031 P1 Thrones What are the complete current Throne identities and object effects? Endgame plans require exact Ascension Points, defenders, and claimed bonuses. Pinned 6.35 structured site data, cross-checked against current official rules. b12-thrones-sites completed
R-032 P2 Domes In what order are layered domes checked, and are their outcomes independent? Remote warfare portfolios depend on cumulative interception risk. Published current controlled reproduction. b5-layered-domes queued
R-033 P2 Wish What vocabulary, aliases, distributions, and restrictions does Wish currently accept? Late-game plans can waste rare Astral access on obsolete or ambiguous requests. Current official data or versioned published catalogue with reproduction. b5-wish queued
R-034 P2 Artifacts How are simultaneous artifact forges and global casts resolved at exact ties? Multiplayer races need a defensible risk model. Official hosting rule or published simultaneous-order reproduction. b5-test-16-artifact-race-and-yearning queued
R-035 P2 Assassination What are the exact bodyguard, Patience, surprise, and mounted-assassination distributions? Commander survival packages depend on more than nominal bodyguard count. Published current controlled reproduction. b6-assassination-defence queued
R-036 P2 Cataclysm What is the final current Cataclysm outcome wording and horror interaction? Endgame clocks and coalition decisions depend on the actual failure state. Current official object data and patch notes. b6-cataclysm queued
R-037 P2 Event systems In what order do several rarity-5 global state machines update the same state? Large overhaul compatibility can fail without any numeric collision. Author documentation or published deterministic harness. b8-event-execution-and-order queued
R-038 P2 Mod parser Which cross-mod name-reference categories resolve before or after later definitions? Name references can fail even when numeric IDs do not collide. Official parser documentation or minimal published loader reproduction. b8-cross-mod-reference-limits queued
R-039 P2 Object inheritance Which hidden copied attributes are absent from ctrl+i and ordinary inspector cards? A visible final card may omit inherited behaviour needed for compatibility. Exact-version source history plus structured engine export. b8-copied-objects-are-not-self-contained queued
R-040 P2 Transformations Which prophet, mount, heroic, item, and temporary states survive combined transformations? Shape chains can silently lose national or sacred roles. Published current transformation matrix. b8-shape-regression queued
R-041 P3 Events What are the current event-variable overflow and negative-value behaviours? Long event campaigns can corrupt state near numeric boundaries. Official limit documentation or minimal published harness. b8-variable-discipline queued
R-042 P3 Performance How does hosting time scale with large always-event libraries? Scenario design needs a practical performance budget. Published hardware, turn, province, and event-count benchmark. b8-performance-controls queued
R-043 P3 AI How often are AI templates selected and how reliably does the AI use multi-plane gates? Scenario claims should distinguish configured hints from observed behaviour. Published behavioural sample tied to version and map. b8-ai-testing-is-behavioural-sampling queued
R-044 P3 Save compatibility Which inserted automatic spell and item objects break existing saves? Release updates need a safe migration policy. Published version-to-version save matrix. b8-save-compatibility queued
R-045 P3 Networking Which filename and dependency mismatches are rejected or silently tolerated by the lobby? Public mod releases need predictable multiplayer installation behaviour. Official documentation or published clean-client matrix. b8-network-and-lobby-test queued
R-046 P0 Experience Does a current five-star unit receive a cumulative +2 or +3 Hit Points from experience? A public veteran calculator must not conceal a version conflict. Official 6.13 changed veteran HP to +1 at each star from the third onward, 6.14 corrected XP HP-stat handling, and the current manual repeats the three increments. b11-54-experience-thresholds completed
R-047 P1 Heroic abilities Which Hall-of-Fame scoring and heroic-growth formulas remain unchanged in 6.36? Old reverse engineering is useful but cannot be represented as current official law. Edition 28 defines the official boundary and a versioned raw-observation template; current reproducible tests or engine-backed reverse engineering must supply any formula. b11-57-what-is-officially-established in-progress
R-048 P1 Perception How do current perception abilities divide Glamour, Invisibility, Unseen, Illusion, and Spiritform targets? A false equivalence can invalidate targeting and counter design. Official 6.36 ability definitions, current spell descriptions, and a patch check establish the category division; two narrower runtime edges moved to R-058. b11-31-glamour-invisibility-unseen-and-illusion completed
R-049 P1 Ability stacking Which ability sources stack, use best-only, or replace one another across form, item, bless, and spell? Duplicate investment can waste gems, design points, and scripts. Current definitions confirm best-only Standard and Inspiring Researcher, cumulative experience and Horror Mark, and non-stacking Blur, Displacement, and Invisibility; unlisted abilities remain test-specific. b11-6-stacking-precedence-and-the-best-only-rule in-progress
R-050 P2 Experience Which current passive XP exceptions apply to Mindless units, sites, items, arenas, and events? Veteran timing and Hall-of-Fame plans depend on the actual gain sources. Controlled monthly observation and current data export. b11-53-how-experience-is-gained queued
R-051 P2 Unit classes Which condition immunities follow from a visible class and which require a separate hidden tag? Visual or taxonomic assumptions can produce false counters. Current object export plus controlled spell and condition matrix. b11-8-classes-can-overlap queued
R-052 P2 Mount state How do mount loss, Reclaim Mount, automatic return, and shape changes transfer experience and conditions? Mounted commanders can change body and function across the turn boundary. Controlled mounted-commander series under 6.36. b11-38-immortality-reformation-and-extra-lives queued
R-053 P1 Independents What are the complete 6.35 independent population types and their province recruitment rosters? Expansion, fort placement, and off-path recruitment depend on exact independent access. Exact-version engine or inspector export containing population-type membership. b12-mercenaries-independents queued
R-054 P2 Summons Which unit identities satisfy the 25 unresolved selection- or tag-based summon relations? A spell record is incomplete when it names a selector but not the possible summoned units. Exact-version engine export or published reproducible selector resolution. b12-summons queued
R-055 P2 Object labels What are the authoritative human labels for remaining source-native item and site property fields? Public filters should be readable without pretending that an inferred label is official. Current UI wording, official manuals, and exact-version object export compared field by field. b12-maintenance queued
R-056 P2 Patch classification Which of the 250 review-recommended patch records need a different fine-grained class or more precise canonical destination? Source completeness is settled, but accurate filters improve website maintenance and command chronology. Human review of each official source bullet against the Book XIII classification key and canonical ownership map. b13-editorial-review in-progress
R-057 P2 Command documentation Which of the 60 reference-only, nine mention-only, and five 6.36 patch-only tokens can receive verified semantics without inventing undocumented behaviour? Search is complete, but a token’s official existence is not always a complete behavioural contract. Later official manuals or announcements, developer clarification, or a published minimal reproduction tied to an exact version and object context. b14-evidence queued
R-058 P1 Perception edges Do Spirit Sight or blindness alter innate Glamour’s Mirror Image resolution, and which non-scout information channels reveal Glamour units in friendly provinces? Category boundaries are documented, but these exact interactions still affect counter selection and strategic detection. The manual explicitly confirms Arcoscephale dominion scrying and The Eyes of God as narrow channels; reproduce those controls and run the Edition 29 battle and information matrix for the remaining edges. b11-31-glamour-invisibility-unseen-and-illusion in-progress

Blocked engine questions#

The following subjects remain outside the active queue until a reliable reproduction, current inspector export, or local executable becomes available:

  • unresolved same-turn effects whose official timing list does not define the internal branch;
  • final cards produced by occupied-ID #newmonster behaviour without an engine export;
  • undocumented target-selection weights with no published sample;
  • all-AI strategic evaluation weights;
  • nation-specific expansion ranges without a reproducible map and independent set;
  • private multiplayer outcomes that cannot be independently checked.

These are not requests for the player to perform labour. They are publication limits.

Research order#

R-001 is resolved by Books XIII and XIV. R-002 through R-005 are resolved by the independent DE-Divinitus integrity publication and are cross-linked through Book IX without absorbing that publication into the encyclopedia. R-006, R-007, R-009, and R-015 through R-018 are resolved in Books II and III at their stated evidence tiers. R-010 and R-013 are in progress; R-008, R-011, R-012, and R-014 remain queued behind reliable reproduction or better structured evidence. Edition 23 supplies their narrow test predicates and safe operational fallbacks. Edition 24 changes the voice of the reader corpus without changing those statuses. Edition 25 advances R-054 and R-055, closes the realm-expansion subtask, and leaves R-053 queued for an exact population-type export. Edition 26 works through R-019 to R-030: R-028 is completed by direct enumeration of the official patrol formula; R-019 to R-021, R-023, R-024, R-026, R-027, R-029, and R-030 are in progress with sharper evidence boundaries and reproducible predicates; R-022 and R-025 remain queued. Edition 27 closes R-046 from the official 6.13-6.14 patch boundary and current manual. R-031 is resolved in the 6.35 object register, while R-057 can advance alongside documentation maintenance.

Part VII: Maintenance Rules#

Adding a section#

When new material is written:

  1. place it in the book that owns the subject;
  2. reuse the existing heading destination if the subject is being revised;
  3. add aliases to the website index rather than creating duplicate glossary entries;
  4. attach ruleset, evidence, sources, and verification date;
  5. link related sections without copying their formulas or tables;
  6. add unresolved behaviour to the research register with a route and priority;
  7. rebuild and validate the PDF and website exports together.

Moving or replacing a section#

A moved section should keep its destination ID where possible. If the subject has genuinely split, the old ID should become a redirect to a short landing section that explains the new authoritative homes. Silent deletion would break PDF annotations, website links, saved bookmarks, and citations in future dossiers.

Preventing duplication from returning#

Before adding a formula, table, full definition, or technical essay, search the content index by title, alias, and tag. If an authoritative version already exists, the new section should link to it and explain only the new context. Repetition is reserved for field references, worked applications, and deliberately self-contained print tools.