
Unbroken
Win a run, no buildings lost.
One building brought down by raiders ends the attempt, and an unfinished foundation counts as much as a finished building. A building you pull down yourself (X or Delete) is not a loss. A finished building the raiders raze may be raised again as a wreck once that raid is beaten, but the loss has already been counted, and nothing takes it back.
Pick a seed the autopilot holds
The game's autopilot (F1) wins every seed from 1 to 80 when it plays from the first tick, but it keeps every building on only 35 of them. The seed decides where the lairs and the resource nodes lie, so a seed that goes cleanly once goes cleanly every time it is played the same way. These seeds finished with no building lost:
1, 3, 5, 7, 10, 14, 15, 18, 24, 25, 32, 34, 36, 39, 42, 43, 44, 46, 49, 50, 51, 52, 53, 54, 56, 57, 60, 63, 65, 66, 68, 70, 71, 72, 73.
Seed 7 is the recorded run below. 31 of these seeds also win before tick 16,800, which earns Swift Passage in the same run.
The run, in order

The recorded run
This is the run from The Wide-Crossing Way: seed 7, a fresh profile, played by the game's autopilot at the game's ×8 speed. It lost no building all run and earned Unbroken on its winning tick.


What goes wrong
- The early waves. On the 45 seeds the autopilot did not keep whole, the first loss came before the fourth wave (8:40) on 41 of them.
- Gathering buildings go first. On every one of those 45 seeds the first building lost was a gathering building: a Quarry or Fen Mine on 30, a Lumber Camp on 9, a Forager's Hut or Fishing Hut on 6. On 14 of them it was still a foundation.
- A lost building cannot be undone. There is no saving or loading of a run, so start a new one.