Campaign Setup
A HOTK campaign starts with difficulty, king identity, origin, trait, path, and map generation. These choices define the realm's starting pressure and the king's strengths.
Account And Campaign Entry
Hosted play starts through the account dashboard on hotk.dev. A player signs in, creates or resumes a campaign, then enters the campaign console at /campaign/.
Campaign state is persistent. Resuming an existing campaign is usually better than creating a new one unless the player explicitly wants a fresh start.
Difficulty
Difficulty controls starting conditions, not just enemy aggression.
easystarts with more treasury cushion.normalis the baseline.hardstarts with lower treasury and weaker legitimacy.
The difficulty cannot be treated as only a combat setting. It changes how risky early generosity, war, and failed rolls become.
King Identity
The king identity defines the role the player is managing. The current identity setup asks for:
- king name
- origin
- trait
- path
The identity does not replace decisions. It changes how the realm reads the crown and which strengths are easiest to lean on.
Origins
Origins are political backstories with mechanical consequences.
usurperleans toward military force and intimidation, with legitimacy pressure.scholar_kingleans toward learning and economy, with weaker military posture.bastardleans toward intrigue and diplomacy, with lower legitimacy.chosenleans toward piety and legitimacy, with weaker intrigue/economy.
Origin should influence roleplay and risk tolerance. A usurper can survive moves that would look unnatural from a chosen ruler, but may pay for legitimacy later.
Traits
Traits are sharper personal advantages:
silver_tonguesupports diplomacy and persuasion.iron_willsupports resolve, command, and endurance.shadow_walkersupports intrigue and covert pressure.golden_touchsupports economy and treasury play.gods_favoritesupports piety and legitimacy.
Traits are best read as a bias in the ruler's toolkit, not as a script.
Paths
Paths define the skill tree and signature capabilities:
warriordiplomatshadowbuilderdivine
The path is long-term progression. King's Points are scarce, so the path matters more over multi-tick campaigns than in a short smoke test.
Map Generation
After identity is set, the game can generate the realm map. The map gives the campaign geography: houses, terrain, borders, and route context.
The map should be read as strategic context:
- border houses are exposed to foreign pressure
- coastal holdings matter for trade and naval events
- interior holdings can be political anchors
- route disruption can appear as treasury or market pressure
Setup Mistakes To Avoid
- Do not create a new king silently for the player.
- Do not advance ticks before identity and map generation are complete.
- Do not assume a campaign is fresh just because the browser refreshed.
- Do not connect an MCP advisor before the campaign has a real ID and active state.