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Act 7 - Reclamation

Act 7 is the late-game reclamation act. The player is no longer only defending surviving ground. They are pushing into demon-held territory, restoring broken systems, and reaching beyond the home Shielded Zone.

Role

  • Make reclamation the main strategic loop.
  • Turn crown-scale power into world-restoring or world-shaping projects.
  • Treat major gates, corrupted regions, and other-Zone reach as end-state play, not midgame scenery.
  • Preserve the early promise that reclamation begins with frontier pressure but finishes only at the end of the campaign.

What Changes From Act 6

  • Holding territory is no longer the top question; taking it back is.
  • Realm projects matter alongside armies and settlement output.
  • Major gate assaults, ward restoration, and strategic cleansing become central.
  • Other Shielded Zones and surviving external powers can now enter the realm's practical horizon. (See lore exposure: lh-game1-world-hooks.md — Surviving nations row, false-king row, Afterwar period state row)

Required Outcomes

  • The player can sustain long reclamation campaigns.
  • Realm projects, armies, and settlement output are all tied into the same late-game agenda.
  • Corruption and gate systems are being reversed or contained at large scale.
  • The campaign has reached its final strategic identity.