Your keep
The castle you raise, from four angles and with the interface both off and on — captured from the running game.
A fixed plot, and what you put on it
Your keep is a walled enclosure with a finite number of places to build. Every structure inside it is one you chose to raise and one that took real time to finish, and the shared build queue — the keep itself plus the producer plots that gate it — is what actually paces a player. Time is the binding axis by design; resources are not meant to be the wall.
Because it is a real 3D scene rather than a menu with a picture behind it, the keep can be looked around. The camera orbits, climbs and drops, and the weather is running while you do it.




With everything switched on
The frames above are captured with the game's own photo mode, which hides the interface. This is the same castle without it: resource counters and their rates along the top, every building named and levelled, the season and its countdown, and the dock along the bottom that moves you between the keep, the map and the war.
It is worth showing honestly. A strategy game is its interface as much as its scenery, and a gallery that only ever shows the scenery is telling you half of what you would actually be looking at.
