
A Holding Worth the Name
Win a run, reach 60 villagers.
Both have to be true on the winning tick: 60 villagers alive (soldiers do not count) at the moment the Causeway is finished. The holding grows by at most one villager every 420 ticks, so from the twelve you start with, 60 cannot come before tick 20,160 (56:00). A fast win is too early for it.
What it takes
- Time before the win: at least 56 minutes of game time, so the Causeway has to be finished late, not early.
- Housing: room for 60, which means the home lines raised: Hovels to Cottages and Longhouses, Fen Crofts to Crofthouses. A Barracks, Garrison or Castle takes places out of the holding's housing (its Costs row).
- Food: each birth eats 20 food, and a villager is born only while the larder holds at least 20.
The run, in order

The recorded run
One game on seed 20 from a fresh profile, played by the game's autopilot (F1) at the game's ×8 speed, from the first frame of the fen to the Achievements screen. It is a long run, so the video plays it back twice as fast again, and the badge on every frame says so. The game's own music, no commentary.


What goes wrong
- Winning too soon: most autopilot runs finish the Causeway before tick 20,160 and cannot have 60 villagers.
- Deaths: a raid that kills villagers near the end drops the count on the tick that matters.
- This seed was picked from a scan of 78 seeds as one where the autopilot wins late with a big holding; on most seeds it does not.