♜HEARTHVALETHE NEIGHBORING TOWN
❦
FOOD150
+0/m
♠
WOOD80
+0/m
◆
STONE0
+0/m
⬟
GOLD0
+0/m
CHAPTER IIHearthvale · your economy/Early autumn
00:00
YOUR FIRST MORNING

A village starts
with a few good hands.

No enemies. No hurry.
Give your people a place to work.

  1. 01Walk a villager somewhere
  2. 02Gather your first food
  3. 03Bring in some wood
  4. 04Welcome a new villager
ECONOMY PROTOTYPE
Many villagers can share a site.
Right-click a site to reassign a group.
HEARTHVALEN ↗
Autosave on
♜
YOUR SETTLEMENT

Town Center

The heart of your new home.

5 / 20VILLAGERS
Select a villager to give an order, or train a new one.
PUT HANDS TO WORK

Select villagers, then click a resource on the map.

CLICK Select / commandDRAG Select groupSPACE + DRAG PanSCROLL ZoomFeedback ↗
WELCOME TO HEARTHVALE

Your first five villagers.
A whole little world.

Alderbrook is your new neighbor. Visit its economy, send a villager along the east road, or watch its learned policy in the Learning lab. Your own village stays under your control.

1
Choose your people.

Click a villager or drag a box around several. You can also use Select all or the People list.

2
Give them somewhere to go.

With villagers selected, click open ground to walk. Right-click a resource site, or use the resource buttons, to reassign the entire selected group. More than one villager can work at the same wood site.

3
Make room for another story.

Train a villager for 70 food. Training takes 30 seconds. Start with five; grow to twenty.

Mouse: wheel to zoom, Space + drag or right-drag to pan. Touch: tap to select and command, drag to pan, pinch to zoom. The game pauses when this tab is hidden. Progress saves on this browser only.

Stage 2 adds a neighboring AI town and an economic learning experiment. No military or combat yet. Both towns pause when this tab is hidden.

THE PEOPLE OF HEARTHVALE

A few good hands.

Village journal

    A FRESH START

    Begin a new village?

    This replaces the saved village in this browser. You’ll start again with five villagers and 150 food.

    EXPERIENCE, MEASURED

    A small mind.
    A growing village.

    The AI chooses worker transfers, training or waiting every five game seconds. A small linear policy learned its weights by trying variations in simulated economies. This is evolutionary learning, not a scripted allocation or a chat model.

    Chart: training score, not the separate evaluation. A higher score may still leave some resources unfinished. The six-minute supply target rewards coverage of all four resources; extra stock beyond each target adds no coverage.

    Practice runs locally in a background worker. It never controls your villagers. Applying a policy or restarting a trial resets only Alderbrook. The live policy stays fixed until you apply another one. Visiting is a road transition between two maps, not one continuous battlefield yet.

    Recent decisions