Idle Kingdom Clicker Internals

Maps and prestige

The six maps: what's on them, what land costs, the permanent map bonus, the shrines, and when a reset pays off. Built from Code.dll (BalanceTools map, settlement and prestige functions, CreateBoostsFromMapProgressSystem) and the game's map files and BalanceData25.

1. The six maps

MapCampaign.Maps · BalanceTools.GetMaxReachableMapIdxWithPrestige · GetMapEndPrestige

A map opens once your prestige reaches its gate. Prestige isn't spent to do this, it only has to reach the gate. A map's "end prestige" is simply the next map's gate. Each map also sets its own land price curve (section 3) and the governor base level.

What carries over a reset

Prestige
the reset adds to it. Each point gives +10% production, transport and research speed: the game's Economy Boost (formulas page, section 4).
Map bonus
the best progress you've made on each map is remembered and becomes a permanent transport boost, the game's World Completion Bonus (section 4).
Research, governors, boosters
kept. The game's reset screen says so directly: you keep all research progress and all governors, and boosters keep running. You lose your kingdom (buildings and land).

2. Map viewer

Map1…Map6 (tile grid + Layer2) · TileIdInfo · MapDataAugmentation

Each map is a hex grid read straight from the game's map files. Hover or tap a tile for details. Shrines are numbered; selecting a shrine or deposit rings the area it can be placed in.

Hover or tap a tile.

What changes from game to game

GameSetupSystem.CreateTerrainDataNew · RandomizeShrineOrResourcePosition

The drawing is the map file. Each time a map is generated, three things are rolled with an unseeded random number generator, so they differ every time. After a reset the game itself says "Shrines and forests have moved".

Tile counts in the legend and the stats are for the map file as drawn, before any re-roll.

Who controls which tiles

BalanceTools.VillageCenterMaxFreeTiles · NeutralVillageCenterTileCount · PlayerBuiltVillageCentersMax · CastleGovernorInfluenceRangeRadius

3. Land costs

BalanceTools.NextSettlementCost · CostRelevantSettlementAmount · SetSettlementCostScale · IsNextTerrainOfThisTypeFree · CoreBuildCost
n = land claimed − free tiles used + Start(map) free used = Σ over Grassland, Forest, Swamp, Water, Mountain of min(tiles you own of that terrain, free tiles of that terrain) next tile = Steps[n] if n < 9 = 16 × PriceScale(map)^n × (1 + n) Food otherwise free tile = 0, while that terrain still has free tiles from its research
Land claimed
the land count the game shows. It's 1 right after a reset (just the castle), and free tiles count towards it (confirmed in the game).
Start(map)
0, 27, 65, 117, 167, 280. A new map's land is priced as if you'd already bought that many tiles.
PriceScale(map)
1.7 on map 1 down to 1.47 on map 6. SetSettlementCostScale writes it into the settlement cost's growth rate when a map loads, so later maps' land grows more slowly per tile.
Free tiles
each terrain's research (Grassland Dwelling, Forest Dwelling, Swamp Dwelling, Shipbuilding for water, and Mountain Dwelling) gives a number of free tiles of that terrain, and those don't count in n (research page). The castle counts as a grassland tile you own (it sits on grassland on every map), so it uses up one free grassland tile. If research gives 4 free grassland, you'll only see 3 when you claim land. Because the castle is cancelled out this way, your first paid tile costs Steps[0] = 1 Food.
Example
4 free grassland and 1 free swamp from research. After a reset you own the castle and claim 3 free grass and 1 free swamp: claimed = 5, free used = min(4, 4) + min(1, 1) = 5, so n = 0 and the next grassland costs 1 Food. Then claimed = 6, free used = 5, n = 1, and the next costs 113 Food (confirmed in the game).
Try it

Price of each tile across this map

Log scale, with no free tiles. The marker is your next tile.

4. Map bonus

BalanceTools.MapBonus @ 0x2853C58 · CreateBoostsFromMapProgressSystem (boost "MapB_")
start = lastLandThreshold(map) + 20, rounded to 10 step = round((buildable − start) ÷ 100) bonus(map) = 1 below start = 1 + 0.01 × (steps reached, counting start) from start = 2 once every buildable tile is claimed transport capacity × Π over all maps of bonus(map, best progress there)

The game calls this the World Completion Bonus and describes it as "globally boosts transport and research speed". Each map remembers its best land count, and all six maps' bonuses multiply into one permanent transport capacity boost. Research speed rises with it because research runs on the Science that carts deliver to Universities. It isn't a production boost, but transport is often the bottleneck (production page, section 5). Completing a map doubles transport capacity for the rest of the game.

Try it: best land claimed on each map

5. Reset calculator

ComputePrestigeGainedOnReset · ComputePrestigeProductionBoost · GetMaxReachableMapIdxWithPrestige

What a reset would give you right now, and which maps it opens. The prestige rule is the same as on the formulas page: gain = land × resourceFactor × landFactor(map), with thresholds for Food, Material and Science collected this run and for land claimed on this map.

Try it

6. Shrines

MapDataAugmentation.Map[map][id] = { Radius, ProdBoosts, CartBoosts, AdditionalCost }

Every map has 13–18 shrines. Most cost Science to unlock and then boost production of a whole category, or transport capacity of stores, Universities or Academies. The most valuable are the building shrines, highlighted below: ×4.5 to ×20 production for particular producers or refineries, such as ×10 for Fishermen on map 3 or ×12 for Bookbinders on map 4. A shrine's effect is global: it applies to every matching building on the map, wherever the shrine is (seen in the game). The effects below are read from the data. Radius is not an effect range: it's how far from its marked spot the shrine can be placed when the map is generated (see the map viewer).

What's verified and what isn't