This week's decision

The Vote

Live count, updated whenever the Tally runs. Reply to the pinned comment on YouTube to cast yours โ€” the exact word for each option is there.

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Kingdom Projects

The Build Catalogue

Everything the realm could become, and what it costs. Four states: Built, up for a live Council vote, locked behind a real prerequisite, or available for a future vote.

Built
The Ram Pasture
The sheep kept escaping into the neighbor's wheat field, so the fence went in โ€” built by the Steward and family over one weekend, in severe heat, before the Council existed to vote on it. The realm's first entry in the Chronicle.
Building+200 Kingdom XP
Built
Restore the Workshop
Organized enough to actually find the tool you're looking for. The Council's first vote, and the realm's first Equipment XP โ€” enough on its own to carry the Kingdom to Rank 2.
Equipment+300 Kingdom XP
Available
Build the Rabbit Tractors
Six new baby rabbits, growing fast. Time to get everyone onto fresh grass instead of stationary housing. Lost Episode 3's vote; still on the board for a future one.
Livestock100 coins
Built
Activate the Compost Works
Finished โ€” homestead waste now has somewhere real to go.
Food+200 Kingdom XP
Available
Secure the Animal Housing
Back again โ€” the chicken brooder and rabbit housing still need their permanent lids and roofs finished. Lost Episode 3's vote; still on the board for a future one.
Livestock75 coins
The Council's Choice
Connect the Kingdom
Reliable Wi-Fi in the workshop and across the main areas of the property โ€” the first real step toward cameras, connectivity, and future automation out here. Won Episode 3's vote โ€” decided, not yet built.
TechnologyCost TBD
Available
Reclaim the Garden
Clear the weeds, kill what's unwanted, lay the barrier โ€” ready for next year's planting before winter even gets here. Lost the first vote; still on the board for a future one.
Food30 coins
Available
The Coop Waterworks
Fed and watered without the daily haul. Would be the Kingdom's first Technology XP, and unlocks the Breeding Coop behind it.
Technology50 coins
Locked
The Breeding Coop
Requires The Coop Waterworks
Raise the flock instead of buying it.
Livestock140 coins
Available
Fort Cluck
A predator-proof, fortified coop โ€” future-proofing the flock properly.
Building120 coins
Locked
The Warren
Requires the rabbit kits to reach 3 months old
Expanded secure rabbit housing, built the way the hutch should have been built the first time.
Livestock90 coins
Available
The Grazing Land
Pasture beyond the ram ground. Rotational grazing, water lines, shade.
LivestockCost TBD
Available
The Fence Line
The perimeter, section by section โ€” the wheat-field line was the first piece.
BuildingCost TBD
Available
Power & Water
Everything that means not carrying it by hand โ€” lines, pumps, timers, solar.
TechnologyCost TBD
Builds enter the catalogue three ways: the Steward proposes them, the Council Quest surfaces them, or somebody in the comments says the obvious thing nobody had said yet. That last one is worth +50 Council XP and a line in the Codex.
The Prophecy

Call it before it happens

Every episode banks one prediction about the homestead. It's scored on camera the next episode โ€” including when the Steward is the one who's wrong.

๐ŸŽ‰ Unlocked โ€” Kingdom reached Rank 2
This episode's call

How many deer will we spot on the property between Aug 12, 2026 and the settlement date (fawns count)? Line is set at 8.

The syntax
PROPHECY: OVER PROPHECY: UNDER
Start a separate comment with PROPHECY: so the Tally can tell your call apart from your vote. PROPH: and PRO: also work. Right calls earn +10 Council XP, scored on camera next episode โ€” open to everyone, vote or not.
A new vote opens every episode โ€” check the pinned comment on YouTube for this week's options
Watch on YouTube