Act 6 - Crown
Act 6 is the crown act. The realm becomes a nation-scale polity with multiple Provinces, crown-level policy, diplomacy, long fronts, and strategic military coordination.
Role
- Turn Province rule into crown-scale rule.
- Introduce national policy, diplomacy, and multi-Province military command.
- Make the player think in terms of fronts, institutions, and strategic priorities rather than only local development.
- Prepare the game for end-state reclamation beyond the home Zone.
What Changes From Act 5
- Multiple Provinces must be coordinated under one crown identity.
- National policy can override or redirect purely local priorities.
- Diplomacy and other polities become structurally relevant.
- Armies, ward lines, and supply questions span the whole realm.
- Fronts become available: Crown-scale grouping of multiple ProvinceDefensePlans, Forces, Territories, Routes, Sites, and Threats under named Campaign Goals (see ../systems/gd-fronts.md). The node-and-corridor model — not HOI4 carpet-front micro and not Victoria 3 opaque war-bar abstraction — is the canonical defense form at this scale.
Cross-Links
- ../systems/gd-forces.md
- ../systems/gd-operations.md
- ../systems/gd-defense-zones.md
- ../systems/gd-fronts.md
- ../systems/gd-realm-ranks-and-polity.md
- ../systems/gd-act-progression.md — the
scope ActStateandActProgressionSystemthat own Act ladder evaluation. - ./gd-act-6-gate-spec.md — the Crown to Reclamation gate predicate that opens this act.
- ./gd-act-7-gate-spec.md — the Reclamation to Campaign End gate predicate that closes this act.
Required Outcomes
- The player is ruling across multiple Provinces under one crown-scale layer.
- National priorities exist alongside Province and settlement priorities.
- Strategic fronts and realm-wide institutions are legible to the player.
- The next major question becomes how the crown pushes into full reclamation.
Boundary Into Act 7
Act 6 ends once the crown is strong enough to project sustained reclamation beyond holding what already exists.
- The realm can support long fronts and deep operations.
- Policy, logistics, and force projection no longer depend on one core region.
- Reclamation becomes the central late-game agenda.
Cross-Act Quest Thread Lanes
The following cross-act Quest Thread lanes have appearance views in Act 6.
Per-act mission entry points for each lane are provided by this act's content;
lane canonical owners live under ../quest-threads/.
- Core/Truth — Crown-scale policy and multi-Province reach bring the cosmological reveal to its penultimate authored-gate cluster; the false-king arc's political strand becomes actionable at national scale during this act.
- Pressure/Corruption — national Fronts and multi-Province ward lines make this lane operate at its widest pre-reclamation scale; Front campaign goals shape Crown-level pressure-response strategy rather than local containment.
- Faction/Polity — Crown identity introduces diplomacy, national policy, and inter-realm faction relationships; the lane carries the political consequences of Front lifecycle and multi-Province coordination decisions.
- Rune/Crafting/True Harm — Crown-scale realm projects and multi-Province ward capacity enable the highest-tier True Harm acquisition chains; Front Operations that cleanse or reclaim at this scale produce the rarest ward materials.
- Reclamation/Crown — the Crown is the formal opening of this lane's primary arc: Crown-scale Front campaign goals (Reclaim Territory Cluster, Seal Gate Scar) become available, and the lane's resolution surface begins taking shape.