The Queendom of Acherusia

A place to play Tiny Empires where people feel at home

Tiny Empires FAQ

Tiny Empires

  1. What is Tiny Empires

    Tiny Empires is a medieval themed multiuser online game that you play using a HUD in Second Life.

    The game is set in medieval England, during the time of feudalism: 1100-1300 CE.

    The goal of the game is to grow your empire by purchasing land (acres), by gaining followers, and by earning gold.

    In the game, you are sworn to the service of a "liege" and you become their "subject". Your liege will be the subject of another liege and so on up to the King or Queen of your Kingdom/Queendom. All Kings and Queens are lieged to the Emperor, Ultralite Soleil, who developed the game.

    Gold and land are gained naturally in the game as you play, but they can be more efficiently obtained by attracting and maintaining subjects. As you gain subjects, gold and acres, your level of nobility or rank increases.

    You pay a portion of your income as homage to your liege. Your homage rate depends on your rank. The higher you are, the less you pay.

    Your income comes from two places:

    1) Homage from any subjects under you,

    2) Any land you own.

    Each acre of land you own produces an amount of gold and there are options in the game which will help you to increase the production rate of your land.

    Tiny Empires is a turn-based game. Each turn lasts 3 minutes and represents one month of game time. You can see the date in the upper left corner of the HUD. Each turn gives you different offers and notices that you can act on. Sometimes there are no offers and sometimes there are several pages of offers, which can be accessed by clicking on the arrows. Some of the offers present choices. You select your answer and then lock in your choice by choosing Yes or No. You can also see a list of your subjects and a summary of the gold accounting from the previous turn.

    When you first join the game, you may choose a liege that you already know by wearing the HUD and standing next to the player you would like to join. You will soon see an offer to join them. If they are too high up to become your liege, you will see a message in your HUD, however, they should be able to find a player under them who is of a suitable rank to become your liege.

    If you don't choose a liege, you may opt to have a liege assigned to you by the Emperor. There are several hundred Tiny Empires Kingdoms & Queendoms and thousands of players, so you could end up anywhere. If you would like to play with us here in Acherusia, please don’t choose the assign liege offer and we will find you a suitable liege and help you get started.

    A free trial HUD is available and will allow you to get to know the game and collect up to 10 acres. If you would like to continue to play Tiny Empires, the full HUD is available at the Tiny Empires store for a one off payment of L$799. It is also possible to purchase an upgrade to the Full HUD called the Federation HUD (Fed HUD) for L$599, but this is not necessary in order to continue to play and is usually purchased by higher ranking players wanting to develop their game.

    More than anything, Tiny Empires is a social game, a way of meeting new people and making friends. Above all, it should be fun!

  2. Ranks

    Wanderer - 0 acres

    Peasant - 1 acre

    Squire/Squiress - 5 acres

    Sir/Dame - 10 acres

    Baron/Baroness - 25 acres

    Viscount/Viscountess - 50 acres

    Count/Countess - 100 acres

    Marquis/Marquise - 200 acres

    Duke/Duchess - 400 acres

    Prince/Princess - 1000 acres

    Please visit the official standing pages via the Useful TE Links page in order to see where you are in the hierarchy. You may also find the Icon Key for Standings page useful, particularly if someone has a title.


  3. Recruiting a new subject

    Golden advice... Start early! It's much easier to recruit new players than it is to convince people who are already playing. Since you can only recruit 3 ranks under you (the only exception is that Princes and Princesses can liege other Princes and Princesses), it's best to recruit before you're a Viscount/Vicountess (50 acres). When you're a Baron/Baroness (25 acres), all you need to do is give a new player one acre to make them Peasant.

    Instead of spending your gold buying lots of acres early on, spend it on upgrades. This will increase the production rate for your land and boost your income.

    There are a few ways to get new subjects:


    1. Talk to your friends or make new ones and tell them about this awesome game you play and how much fun it is in Acherusia. Give them the trial hud, slip them an acre and answer their questions. Introduce them to the group, give them a tour of the sim, invite them to Acherusia events. Be their friend and they'll stay.
    2. Bribes. Now and then you get offers on your HUD to pay someone to join you for a certain amount of time. This is the least attractive option, because most people are already tied into their kingdom and refuse or ignore a bribe, or they're line jumpers, meaning they'll leave as soon as they get the gold. But sometimes someone actually sticks around. If you want to try this option, best way is to IM them, when you send them a bribe, and chat them up a bit about Acherusia, talk to them, make them friends, invite them to the sim.
    3. Here's an example of what your initial message could look like: "Greetings and salutations! (or just Hi!) On behalf of the magnificent Queendom of Acherusia, I’m sending you a bribe through the HUD and am inviting you to come and join my line. If you’re happy where you are, please refuse my offer, but if you're looking for greener pastures, Acherusia is a wonderful Queendom to join. Pleased to meet you and hope you have a lovely day."
    4. Sometimes a player is assigned to you by the Emperor. You are not informed of this, so you should check regularly to see if you have any additional subjects. Make sure you IM the new player, invite them to the group, introduce them, show them the sim. As with bribes, new players are sometimes alts of players in other Kingdoms/Queendoms and once they have gained some acres and gold, may then move to their main player’s line. However, it’s always worth chatting and being friendly as sometimes the main player may decide they would prefer to be in Acherusia.


  4. Keeping a subject

    Once you have someone signed up under you as your subject, it is your job to make sure they are happy.

    Make sure they have an invite to the group. If you can’t invite them, ask your liege, one of the Viceroys or ask in group chat.

    Let them know you are there to help them, try to answer their questions and encourage them to become interested and involved in the game and the group. If you can't answer their questions ask your liege or one of the Viceroys to help.  Or use the link to the TE Wiki on the Useful TE Links page, where you can find lots of information.

    When you get the offer to give an acre, pass it down your line to your new players.

    Always reward their loyalty when they turn down a bribe.

  5. The Trader

    The Mysterious Trader appears randomly every 36 to 72 hours, for players of Baron/Baroness rank (25 acres) and above. He appears for the whole Queendom at the same time and his visit lasts a game year. There will be several warnings of his arrival in the HUD and someone will send a notice out to the group. The visit of the Trader is a boost to the Queendom and always causes lots of excitement.

    When he appears, the Trader will ask for a lot of gold, but won't say what it’s for. Definitely pay what he asks if you have the gold, it will always be worth it.

    Preparing for the Mysterious Trader

    The trader is not cheap! His fee is about 3 times the value you pay for an acre, so you need to save up gold. You should save 5-10 times the current value of an acre. This will be enough to pay for the Trader's fee, and keep a reserve to buy acres during the Trader Year, if you need to.

    When the trader does make an appearance, you should get together with other people from the Queendom at the Trader Circle on the Acherusia sim. One of the Trader bonuses involves giving away land (generosity), and you need to be standing near someone to give it away. If you miss the Trader, you can still benefit by receiving acres from others with generosity at the Trader Circle.

    Mysterious Trader Bonuses

    After taking your gold, the Trader will say something to you. This will indicate one of five different bonuses (eight for Federation HUD users), which are picked randomly. Most bonuses require you to do something for the next 12 turns involving acres (buying, selling or giving them away), so pay close attention to what the Trader says.

    Trader Response: "1 gold forever more"

    What to do: Nothing!

    Explanation: This bonus permanently increases your land production rate by +1g.


    Trader Response: "For 1 year your generosity will be rewarded"

    What to do: GIVE AWAY land for the next 11 turns, preferably to someone in your downline.

    Explanation: You will get a surprise in gold with each acre of land you give away. This bonus is the reason that people gather at the Trader Circle. The normal limits on giving acres apply, you need to stand near each other and you can give acres to equal or lower rank and one rank above. If you give away to your downline, the acres remain in your acre count. However, giving land to a different person each turn helps keep the reward value high. Don't give to anyone else who has generosity as they will not accept your acre and you will not be rewarded.


    Trader Response: "For 1 year your land will be at low cost to buy"

    What to do: BUY land for 12 turns

    Explanation: The price of buying an acre will be incredibly low (about one third of what you would normally pay). If you don’t have enough gold, buy and sell on the same turn to boost your gold back up.


    Trader Response: "For 1 year land that you buy is likely to contain surprises"

    What to do: BUY land for 12 turns

    Explanation: You will receive a surprise in gold which is close to the price of the acre you just bought. Basically you are getting land cheap for the next 12 TURNS!!


    Trader Response: "For 1 year your land will be worth more than usual"

    What to do: BUY and SELL land for 12 turns.

    Explanation: Your land is worth a lot with this bonus, so you are buying and selling to make a profit, and building up your gold reserves.

    Federation HUD only


    Trader Response: "Trader gives you a stack of gold bars, you count them and find there is 5."

    What to do: Nothing!

    Explanation: You got 5 gold bars which you can use to buy a potion from the alchemist.


    Trader Response: "Golden Seeds"

    What to do: Nothing!

    Explanation: For one year your land production rate will increase to hundreds of gold per acre per month. Don’t buy an acre during the Trader Year as the rate will decrease.


    Trader Response: "He takes your gold and counts it. A book appears as if from thin air. It is leather bound, and appears to be very old. As you take it, you notice it is locked shut with an opening for a small key."

    What to do: Head for the Festival.

    Explanation: If you get the locked book from the trader, there is a small possibility that the Fortune Teller at a Festival may have the key. An unlocked book will still need to be translated, but now there's a chance that the Abbot will do it. The reward for reading your book is eventually a nice +2g per acre production increase. Buying a Bronze Potion from the Alchemist will summon the next step in the process.

  6. Riddles, Surveys and Votes.


    A riddle is just that; attempt to answer it, and get gold if you are right. A puzzle calculator can be found at the following link.


    A survey values unity, not accuracy; if you answer with 75% of the respondents you get gold.


    A vote normally asks if players of a certain rank or higher should pay a special tax; majority rules. A yes vote is the only way gold can be passed to one’s downline, though it is not always the way the majority votes.

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Federation HUD

  1. General Information

    The Federation HUD is an optional upgrade for Tiny Empires players. It offers more game play choices but costs more in complexity and attention needed.

    All nobles of the rank of Count/Countess or higher are responsible for a population of citizens. The size of this population depends on the number and rank of players in the downline. Options and choices in the HUD, affect population capacity which should be as close to 5000% as possible to maximise gold income.

    Fed HUD players can attend a Festival, collect gold bars and be visited by the Alchemist and the Abbot. They can form alliances, build embassies, attend to disasters and are offered more choices when the Trader visits. Fed HUD players can also follow the Path to Royalty which ultimately allows them to become a King or Queen if desired.

    “Should I or shouldn’t I?”

    If you are a count or higher with one or more subjects, and you play actively you should consider upgrading. Resource management is the point of Federation game play, you must adjust acreage and gold reserves and handle disasters and options in order to keep one's Citizens (not to be confused with Subjects) happy, healthy and within one's fiefdom.

    If you want to become a king or queen or a Viceroy/Vicerine, you will need to complete the Path to Royalty. This will give you a blue jewel in your Prince/Princess for Life crown on the standings page and the ability to ascend or be made a V.

    The Fed HUD demands more attention than the standard HUD, if you miss a lot of turns while online, then upgrading is probably not for you, since the default options for puzzles and choices presented often have negative, not neutral consequences.

    If you are not sure whether you should upgrade, ask one of the V's or your King for some advice.

    Once you have bought the Federation HUD, you cannot use the standard HUD. You will need to get the Emperor’s assistance to go back.


  2. Alchemist

    The coming of the Alchemist is marked by the appearance of a red moon. You can purchase potions from the Alchemist in exchange for Gold Bars. The Alchemist does not appear to you if you do not have any gold bars.

    Gold Bars

    If you have any gold bars, they will appear on your account tab, on page 2. There are several ways you can get gold bars:

    Found in the weeds of an acre which is bought.

    Found when selling an acre - "Fortune smiles on you. While taking one last look around the acre of land you sold, you see a gold bar."

    Won at jousting.

    Being voted King & Queen / Queen & Queen / King & King at the Festival Ball - 10 Gold bars each. (Partners need to be on the Federation HUD to receive the gold, but only one partner need have attended the Festival)

    Trader deal - 5 Gold Bars.

    Donating to the Abbot sometimes gives 2 gold bars, even if you have disease researched. Message seen on HUD: "The abbot bows & thanks you effusively for your donation. He rushes back to his monastery with your gold. A warm feeling envelops you as you discover a pair of gold bars resting on your doorstep." (NOTE: Your direct subjects will not receive anything when you get gold bars, even if you have disease researched.

    Some Path to Royalty steps will give you 5 gold bars. Top architect in the land - 5 gold bars & Crown Jewels - 5 gold bars.

    When you are sent any gift from an ally through the ambassador - Up to 3 gold bars have been seen from this method.

    Sender sees this text: "You have arranged to send [gift name] to [your ally]. Hidden in the box was a gold bar! It wasn't yours. Perhaps just a mix-up with the courier."

    Recipient sees this text: "Your ally [name] sent you a gift. You receive a [gift name]. Hidden in the box was a gold bar. Your ally claims no knowledge of if, so you keep it." The recipient of the gift receives the gold bars.

    Moon Text

    Three messages appear in the HUD to warn of the Alchemist’s arrival. Everyone using the Fed HUD sees the first message. The appearance of the second and third messages depends on whether you have gold bars or not.

    "The moon glimmers redly."

    "Villagers on the outskirts of the kingdom send reports that an alchemist is headed this way. Her covered wagon is decorated with intricate patterns. She will be here soon."

    "The Alchemist has parked her red covered wagon at the edge of the forest tonight. Hundreds of potions line the shelves inside, in small glass vials. Prices are listed in gold bars. You quickly count your stack: XX bars"

    The final message gives you the choice of 3 potions to pick from.

    "The moon above glares a dull red. The Alchemist beckons as you draw near. She offers you this selection of potions. Which will you buy?"

  3. Alchemist Potions

    • Black Potion (10 gold bars) ~ Causes an immediate visit from the Trader. (Only available to Monarchs)
    • Blue Potion (1 gold bar) ~ Free Trader for you the next time trader comes.
    • Bronze Potion (3 gold bars) ~ Quickens the pace of the Mysterious Book quest.
    • Bubbling Potion (1 gold bar) ~ You will receive a gold windfall of roughly 3 times the cost of an acre.
    • Draught of Quintain (1 gold bar) ~ Participate in 2 jousts at the Festival for free.
    • Draught of Stentor (2 gold bars) ~ Gives you the option to send a message to your downline, but is not a very useful option as only those watching their HUD will see it.
    • Elixir of Prevention (1 gold bar) ~ Will prevent up to 5 disasters.
    • Elixir of Strength (30 gold bars) ~ Increases your personal acre cap from 2000 to 2050 acres. This potion can be stacked 3 times with an addition of 50 acres each time.
    • Essence of Giving (1 gold bar) ~ Allows you to give 3 personal acres to a person of your choice.
    • Essence of Loyalty (1 gold bar) ~ Receive a larger royalty reward when you turn down a bribe.
    • Gray Potion (1 gold bar) – Receive three acres instead of one, from a land tract.
    • Green Potion (1 gold bar) ~ Tax amnesty for 5 years.
    • Lure of Gold (1 gold bar) ~ The normal bribe amount will be tripled. This lasts until someone accepts your offer.
    • Murky Potion (10 gold bars) ~ Increases the gold cap from 2.147 billion to 2.251 billion. This potion can be stacked 3 times taking the gold cap to 2.75 billion.
    • Oil of Metagrobology (1 gold bar) ~ You will receive payment for the next few riddles without answering them.
    • Orange Potion (2 gold bars) ~ You receive immunity from one act of sabotage.
    • Potion of Amnesty (1 gold bar) ~ Allows you to give a homage amnesty to yourself or your directs for one year.
    • Research Acumen (3 gold bars) ~ Allows you to progress 5 steps in your disaster research.
    • Serum of Generosity (3 gold bars) ~ Allows you to give 10 of your personal acres to a direct subject.
    • Swirly Potion (25 gold bars) ~ Allows you to have 5 allies and receive 1 extra gold per acre if you have 5 embassies.
    • White Potion (1 gold bar) ~ Receive a gold windfall equivalent to 1 acre.
  4. Citizens

    All nobles of the rank of Count/Countess or higher are responsible for a population of citizens. The size of this population depends on the number and rank of players in the downline. Options and choices in the HUD, affect population capacity which should be as close to 5000% as possible to maximise gold income.


    As a realm grows (or shrinks), its theoretical capacity changes and so does the citizen score. Higher personal rank, higher ranks for a player's subjects and downline, and larger downlines all increase capacity.

    Capacity is not a limit on growth, it is simply a theoretical baseline based on realm size.

    Capacity Increases for Ranks (Your rank and the ranks of everyone under you)

    Acres Title Citizens (Cumulative)

    0          Wanderer           1

    1          Peasant              10 (10)

    5          Squire/ss             40 (50)

    10        Sir/Dame            50 (100)

    25        Baron/ess           150 (250)

    50        Viscount/ess       250 (500)

    100      Count/ess           500 (1,000)

    200      Marquis/e           1,000 (2,000)

    400      Duke/Duchess    2,000 (4,000)

    1000    Prince/ss            6,000 (10,000)

                King/Queen       200,000 (210,000)

    Note: If at any time you have no subjects, then your Maximum Citizen count is reduced to 1, regardless of rank. The same holds true for any of your direct subjects, if at any time they no longer have any subjects then their maximum citizen count is also reduced to 1.

    Every other year at census you get 1 gold for each number of citizens divided by your rank number, (So a Prince = 1 gold for each 9 citizens, a Duke = 1 gold for each 8, a Marquise = 1 gold for each 7 and so on.) The maximum % of citizens that can be counted for this is 5000% of capacity. If a disaster puts you above 5000% in population, and you don't pass the excess on to one of your allies, each September, the surplus citizens will be lost. This is one advantage of having allies.

    How To Grow Population.

    Research ONE of the disasters fully (20 times). You will get the upgrade associated with that disaster, but also, each time that disaster occurs, you get an increase of +2% of your current population for free.

    Prevent disasters. Each time you choose the most expensive (but not research!!) option when there is a disaster, your population will grow.

    Win jousting at the festival. If you win all three jousts, you get a lot of citizens.

    Get citizens sent down from one of your allies.

  5. Disasters

    Approximately every three years, disaster strikes. There are three types of disasters: famines, diseases, and crime waves. Each disaster presents four choices. You will receive a bonus or penalty depending on which you choose. Bonuses and penalties tend to scale according to rank and/or population. It is important not to miss disasters as this will reduce your population capacity from the optimum 5000%.

    The default is to do nothing, which costs no gold but will lose more citizens.

    The low-cost option will lose you a few citizens.

    The high-cost option will gain you a significant number of citizens as reputation improves.

    The fourth option is to research the causes of the disaster, at a cost about double that of the high-cost option.


    Research will not gain citizens; a small loss is typically incurred on a par with the low-cost option. But after 20 attempts at research for the same disaster, that disaster is permanently prevented and a significant bonus is received:

    1. Famine: Permanent +3 gold production per acre per month.
    2. Disease: The abbot takes an interest in your work; his fee is cut in half and he promises your subjects will benefit.
    3. Crime Wave: You and your direct subjects are immune from sabotage.

    In all three cases when the disaster you have mastered would have come up, you instead gain a number of citizens at no cost as word spreads.

    Buying a Bronze Potion from the Alchemist reduces your research by 5 attempts.

    You can only be expert on one disaster. If one disaster is being researched, switching to another strips away some of the progress made on the first disaster!

    Once you have fully researched your disaster, the standings page will have a symbol next to your name indicating which disaster you have become an expert in.

    1. Famine : Ear of wheat
    2. Disease: Red Cross
    3. Crime: Sheriff’s Badge
  6. Alliances & Embassies

    Anyone of Count/Countess rank or above can form alliances with up to 4 other players by standing beside each other and waiting for the offer in the HUD.

    Your liege or direct subject cannot be your ally. This means that you may have to look a little further into the line, to find someone suitable. There is an ally board on the sim at Acheron. Feel free to IM anyone whose name is on the board and add your name too. You can always ask your liege, or one of the V's to help you with trying to find an ally. Sometimes they know of others who need allies. Don't be afraid to speak up and ask. It's always worthwhile asking in group chat too.

    Since the Federation HUD is significantly different from the standard HUD and new Fed users are encouraged to make allies soon after upgrading, they often find allies outside their immediate group. This also helps foster new friendships which, in turn helps the kingdom grow stronger.

    A swirly potion from the Alchemist allows you to have a 5th Ally.

    Breaking an alliance is difficult and expensive. It costs roughly five times the cost of an acre. After the break a period of 24 online hours is enforced before one is able to make a replacement alliance, with the additional loss of gold production for that period if one formerly had four (or five) allies with embassies.

    If at a later time an ally becomes a direct (above or below ) then the alliance is automatically broken.

    Why do you need allies when you're playing the Federation HUD?


    • If you fall victim to an act of sabotage, an online ally will get the chance to pay to help get your acres back and bring justice to the suspect of the sabotage. (This is seen in an announcement on the HUD "An investigation funded by X convicted the main suspect of....."
    • You can transfer citizens between each other. This becomes more efficient if you build an embassy on your ally's land. Transferring citizens helps your ally to bring their population rate up to 5000%.
    • If you build four embassies, your gold per acre amount will increase by 1 gold. If you have the swirly potion and build a fifth embassy, your gold per acre will increase by a further 1 gold.


    The Allies tab has a page for each individual ally. There is a "send ambassador" option for each of your allies. If you check the "send ambassador" box the following options will appear in the next turn of the HUD.


    1. Do nothing.
    2. Send gift worth a specific amount of gold. If you choose "Send gift" the next turn of the HUD will give you the choice of selecting a type of gift. With this option your ally will not receive any direct benefit, however a sent gift could hold a gold bar!
    3. Send citizens.
    4. Build an embassy if you don't already have one. 
    5. Break alliance.



    Building an embassy is expensive, roughly five times the cost of an acre, however, you can reduce the cost of building an embassy if you build during a period of cheap land, from the trader.

    The main benefit to building an embassy is that the strengthened diplomatic relations let you transfer citizens without losing as many of them. You can also send more at one time. Without an embassy, 60 % of the citizens you transfer to an ally will not arrive. With an embassy, only 25 % will not make it.

    You will also start to receive offers to sell an acre of land to one of your allies at a high price.

    An additional offer is for you to read confidential papers belonging to an ally. The offer also suggests that the ally might not find out. The cost to read the papers is considerable. There appears to be no benefit to this as the information gleaned is insignificant.

  7. The Abbot

    Every so often (once a day or so), you may be visited by the Abbot of a local monastery. He will ask for a donation of 10% of your current gold balance. If you give him the gold, one of several things will happen:


    • He will pass on a portion of the money to each of your direct subjects. These payments often total less than the donated amount (however they can total more depending on the rank of your subjects, especially if you've researched disease) but it is one of the few ways to give gold to your direct subjects.
    • Each of your directs subjects will receive one acre of your personal land.
    • You will receive a "warm feeling" - and nothing else. No benefit to you or your subjects.
    • The Abbot may offer to translate your book (see notecard on Book, Key & Translation).
    • If you fully research disease, the Abbot will ask for less money (5% of your total) and will give you no more "warm feelings". He will also award you gold bars occasionally.


  8. The Festival

    Festivals are recurring events that occur with a similar frequency to the Mysterious Trader, but which take place simultaneously for all Kingdoms.

    A Festival is always announced in September, with your fee due in December to participate the following year. The fee is around the price of an acre.

    For 12 months from January, your gold production per acre doubles.

    In February, the Fortune Teller arrives, and for a fee of 10 gold you will be given a puzzling fortune in March that if solved can yield a nice return. (See notecard on Fortune Teller Responses)

    In April, you are offered the opportunity to enter the Joust. This will cost one acre of personal land, it becomes a practice field.

    If you enter, you are paired against an opponent in May with results announced in June.

    Winners fight again in July (results in August), and those winners fight once more in September (results in October).

    Winning three matches earns a substantial purse of gold and bonus citizens for your realm.

    Winning one or two matches is fun but earns nothing. Should you be at the festival and not jousting, you often have the chance to wager on featured matches.

    Anyone who wins all three matches at jousts in 10 or more Festivals receives a permanent +1 gold production per acre per month.

    Finally, in November preparation for the winter ball begins. A theme is announced, and in December you get together with your escort to attend (only one player need have attended the Festival to go to the ball).

    In January the announcement of the King & Queen of the Ball, with a prize of 10 gold bars, wraps up another festival.

  9. Festival - Fortune Teller

    In February, the Fortune Teller arrives, and for a fee of 10 gold you will be given a puzzling fortune in March that if solved can yield a nice return.


    Fortune Teller Response: "Charity be its own reward. Offer what thou can afford."

    What to do: You must find someone with that letter and give them an acre in that current turn.

    Explanation: If you are successful, you will gain a surprise in gold. Ask in chat if you are not near anyone who plays TE whose name starts with that letter. You need to act fast on this one.

    Fortune Teller Response: "Terra nova invenio aurum."

    What to do: Buy acres!

    Explanation: From festival to festival, any acres you buy will be more likely to contain treasure.

    Fortune Teller Response: "Vigilance when bought or sold, land rewards with hidden gold."

    What to do: Buy acres!

    Explanation: When you buy an acre, you'll find hidden gold. (When you sell an acre, you'll get an extra gold reward from an "unrelated matter," but not always, so it’s better to buy than sell)


    Fortune Teller Response: "Fame and fortune follow thee, but first begin with amity."

    What to do: Nothing!

    Explanation: More land deals will be given thru your allies from festival to festival.


    Fortune Teller Response: "Friendship's gem be rare. Amity begins with ."

    What to do: Nothing!

    Explanation: One of your allies, whose name begins with that letter, will find a milky white gem in this turn worth some amount of gold.


    Fortune Teller Response: "Loyalty won is loyalty earned. Loyalty bent is loyalty spurned."

    What to do: Nothing!

    Explanation: Larger rewards will be gained, from festival to festival, for turning down bribes. Of course, you can only be rewarded whilst your liege is online.


    Fortune Teller Response: "A common answer will unite, thence reward of avian white."

    What to do: Nothing!

    Explanation: You will have larger rewards on your population surveys and it will last from festival to festival.


    Fortune Teller Response: "Against sabotage, a keep be nice. A castle owned, sayeth twice."

    What to do: Buy a Keep or a Castle.

    Explanation: This message is only shown to those who have not purchased or are missing a keep/castle. When you buy your keep and castle you will receive half the gold back the turn after purchase.


    Fortune Teller Response: "I have what you need."

    Explanation: The fortune teller will slide a leather bag across the table to you. Inside will be a miniature bronze key. It will fit perfectly into the lock on your strange book given to you by The Mysterious Trader. You can open it, but only dirt and seeds will fall from the pages. You will leave heartbroken. You find that its text is in a foreign language and you are unable to read it.

    What to do: Next time you see the Abbott, pay him, for only he can translate the text. Sometimes this takes several turns unless you have bought a Bronze Potion from the Alchemist. If he doesn't offer to translate your book right away, you must KEEP PAYING HIM. He will eventually offer to translate the book and you'll get 2 extra gold per acre forevermore.


    Fortune Teller Response: "The beasts of burden shall soon burden thee no more."

    What to do: Nothing!

    Explanation: There is nothing known yet about this.

  10. Festival - Jousting

    During a festival in April, you are offered the opportunity to enter the Joust. This will cost one acre of personal land, it becomes a practice field.

    There will be a maximum of three jousts depending on whether you win or lose.

    Each joust has three options:

    1. Aim Below The Chest
    2. Aim For The Chest
    3. Aim For The Head

     Option 1 Wins Over Option 3

    Option 2 Wins Over Option 1

    Option 3 Wins Over Option 2

    The person facing East will win if both jousters make the same selection.

    The person facing East started playing Tiny Empires before the person facing West. So if you are facing East, you have played longer.

    If you don't make a choice you can still win because the default option is Option 1.

    If you lose the first or second joust, you will have the option to place a bet on subsequent jousts.

    Anyone who wins all three matches at jousts in 10 or more Festivals receives a permanent +1 gold production per acre per month. They also will see a horse beside their name on the standings page.

  11. Path to Royalty

    The Path to Royalty (PTR) is necessary if you want to eventually ascend and form your own Kingdom or Queendom. It is also necessary if you would like to be appointed as a Viceroy or Vicereine.

    There are 16 steps on the path. Every so often steps of the path will be offered to you in the HUD. On each step you will be offered several options at varying cost. These can range from 500 gold to 50K gold. New steps open up depending on the number of personal and total acres you have. To complete the PTR, you must be a Prince or Princess for Life (P4L) which means having 1000 personal acres. In addition you also require 20K total acres.

    Once you have 1000 personal acres, a crown will appear against your name on the standings page. Once you complete the PTR a blue jewel will appear in your crown.


    It is now necessary to IM the Emperor Ultralite Soleil if you would like to ascend and form your own Kingdom or Queendom.

  12. Viceroy/Vicerine

    A Viceroy or Vicerine (V) is appointed by a monarch to exercise some of the monarch's powers such as buying land tracts and giving titles. V’s can exercise these delegated powers within their own lines. A Grand Viceroy or Grand Vicereine (GV) can exercise these powers across the entire kingdom.

    All active V’s must be direct to the monarch. There can therefore only be a maximum of 10 active V’s one of whom can be GV, however, most monarch's only have 9 direct subjects leaving one slot available for recruiting. A V can retain their title if they do not remain direct to the monarch, though they will lose their powers.

    To become a V, you must complete the PTR. You must be a direct of your monarch and they must grant Royal Favor and make the appointment. In the case of a GV, this is done twice, once for the V appointment and a second time for promotion.

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