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.