GUIDE HUB
30-Day Kingdom guide
Watch treasury, food, order, military, morale, and diplomacy while answering daily events that decide your reign.
For players who like choices that shift stats and endings
Beginner ruling tips
In 30-Day Kingdom, never let any of the six stats (treasury, food, order, military, morale, diplomacy) hit zero. Early on, keeping them near 50 is safer than maxing one pillar—imbalance often causes chain collapses.
Advisor trust matters in late events. Cutting someone early can close options later. Leaving allies for the finale often unlocks more endings than chasing a single high number.
Common mistakes
Stacking military or diplomacy while ignoring food often collapses mid-reign. Watch the numeric shifts after every choice and ask what tomorrow will cost.
You don’t need a perfect plan. One full run teaches which stats drain fastest; later runs can chase extreme endings on purpose.
Widening your endings
The same 30 days can end very differently if you favor the people versus the army. Use records and titles as cues to try a new ruling style.
Working backwards from the score
Your score is “days survived × 50 + the average of the six realm stats × 60 + average advisor trust × 20 + recorded events × 25 (up to 20).” The largest multiplier sits on the stat average, so carrying all six through thirty days at a decent level beats pinning one pillar at 100.
You start at treasury 60, food 64, order 57, morale 60, military 52, diplomacy 48. Diplomacy and military begin lowest, so shoring them up early prevents mid-reign events from pushing one to zero. Food starts highest and can absorb some early damage without breaking.
There is also a completion bonus, so limping to day 30 usually scores better than a bold reign that collapses on day 20. Save the risky choices for the midgame, once you have slack.
Play this game
Thirty choices that shape a realm.