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Heaven is Round, Earth is Square: HRES — System Wiki

Game systems reference

🎮 Game Overview

Heaven is Round, Earth is Square (HRES) is a free, open lightweight online game. Players explore, survive, and collaborate in a vast, persistent world, forming economies and societies and building a virtual civilization together.

Core Features

  • Large, continuous world on a single server—no instances; everyone shares one persistent world
  • Real economic simulation with no system intervention: trade and industry are driven by the market
  • Towns, nations, and other groups are created and run by players, not the system
  • Minimal rules: the system provides a light framework; order and institutions emerge from players

🌍 World & Time

World

The HRES world is a continuous, vast flat virtual world—terrain, resources, players, buildings, industry, towns, and nations in one ecosystem. Players explore, build, and collaborate, from individual life to collective civilization.

Terrain

The world has diverse terrain: ocean, continent, islands, lakes, rivers, mountains, etc.

On land there are ground types: grass, sand, snow, mud, rock, wetland, etc. Each affects movement speed, resources, and development. Plan exploration and construction accordingly.

Chunks

The world is divided into chunks; each has an area of 4096 m². The concept comes from the Chinese “heaven is round, earth is square” view of the world. Each chunk is the unit for territory, building, and resources.

Time System

The game uses a unique calendar:

  • Time flow: 1 game day = 12 real hours (2× real time)
  • Calendar:
    • 1 year = 4 months (Spring, Summer, Autumn, Winter)
    • 1 month = 30 days
  • Display: "Tianyuan Era Year-Month-Day HH:MM"
Game start: Jan 1, 2026 00:00 (Beijing time) = Tianyuan Era Year 1, Spring Month, Day 1, 00:00

Daily Cycle

Settlement uses the calendar day. At the end of each day the system updates and resets:

  • Stamina: Players who rest in a house recover full stamina at day’s end
  • Work slots: Industry work counts reset daily; players can work again
  • Other: All day-based mechanics are processed at day’s end
The daily cycle keeps the rhythm stable and gives a fresh start each day.

⛏️ Resources & Gathering

Resource Distribution

Natural resources in the world include:

  • Trees
  • Stone
  • Iron ore
  • Copper ore

Resource Reference

Image Resource Item Gathers Base stamina Skill Tools
松树(大)
松树(大)
木材
8次
75
伐木
石斧、铁斧
松树(中)
松树(中)
木材
5次
60
伐木
石斧、铁斧
松树(小)
松树(小)
木材
3次
40
伐木
石斧、铁斧
桦树(大)
桦树(大)
木材
8次
75
伐木
石斧、铁斧
桦树(中)
桦树(中)
木材
5次
60
伐木
石斧、铁斧
桦树(小)
桦树(小)
木材
3次
40
伐木
石斧、铁斧
石头
石头
石头
8次
50
石料采集
石镐、铁镐
铁矿
铁矿
铁矿石
12次
100
铁矿采集
石镐、铁镐
铜矿
铜矿
铜矿石
12次
100
铜矿采集
石镐、铁镐

Resource Rules

  • Distribution is influenced by terrain; random but uneven
  • Resources regenerate: trees on a shorter cycle, ores on a longer one

Gathering

  • Approach a resource; it highlights on hover; click to open the gathering UI
  • Spend stamina to gather and receive the corresponding output
  • Town residents can gather in town territory; non-residents follow town policy

🏭 Industry & Production

Industry Types

Two types:

Production

Materials → player labor → products

Example: Blacksmith uses ore → makes tools

Service

Provide services → earn income

Example: Inn, shop

Work

  • Players spend stamina to work and get paid immediately
  • Output goes to the industry’s storage
  • Industry size sets daily work slots; owner can set minimum stamina per work

Building Limit

Industry buildings can only be built in chunks within town territory.

🏗️ Building System

Buildings fall into three categories: industry, public, and infrastructure.

🏭 Industry Buildings

Industry (Estate) buildings include production and service types and are the core of the economy. Production buildings offer jobs; players work for pay.

Image Building Description Materials Input/Output
Corn Farm
Corn Farm
Production. Grows and harvests corn for food. Offers jobs.
  • Wood: 70
  • Stone: 30
  • Work: 1500
Input: none
Output: Corn
Stonemason
Stonemason
Production. Makes stone tools (axe, pick, hammer). Offers jobs.
  • Wood: 60
  • Stone: 40
  • Work: 1800
Input: Wood, Stone
Output: Stone axe, pick, hammer
Smeltery
Smeltery
Production. Smelts iron/copper ore into ingots. Offers jobs.
  • Wood: 80
  • Stone: 100
  • Work: 2500
Input: Iron ore, Copper ore
Output: Iron ingot, Copper ingot
Blacksmith
Blacksmith
Production. Makes iron tools (axe, hammer, pick). Offers jobs.
  • Wood: 100
  • Stone: 50
  • Work: 2000
Input: Wood, Iron ingot
Output: Iron axe, hammer, pick
Mint
Mint
Production. Mints copper coins. Offers jobs.
  • Wood: 50
  • Stone: 80
  • Work: 3000
Input: Wood, Copper ingot
Output: Copper coin
House
House
Service. Residence for living or rent. Various sizes. No jobs.
  • Wood: 40-100
  • Stone: 20-80
  • Work: 800-2000
Function: Residence
Shop
Shop
Service. For owner to sell goods on a small scale. No jobs.
  • Wood: 120
  • Stone: 60
  • Work: 2500
Function: Retail
Storehouse
Storehouse
Service. Stores items and resources. No jobs.
  • Wood: 100
  • Stone: 80
  • Work: 2000
Function: Storage

🏛️ Public Buildings

Public buildings provide town services and management.

Image Building Description Materials Effect
Town Center
Town Center
Town core. Manage town, set policy, assign roles. Claims 9 chunks. Upgrades to City Center at 50 pop.
  • Wood: 300
  • Stone: 200
  • Work: 5000
Function: Town management, claim territory
City Center
City Center
City core. Upgraded from Town Center. Advanced management. Claims 9 chunks. Cannot build directly.
  • Upgrade: pop ≥ 50 from Town Center
Function: City management, claim territory
Market
Market
Public. Large-scale trading for residents. Center of commerce.
  • Wood: 120
  • Stone: 60
  • Work: 2500
Function: Trading platform
Outpost
Outpost
Expands town territory. Requires regular maintenance.
  • Wood: 60
  • Stone: 30
  • Work: 1500
Function: Claim territory

🛤️ Infrastructure

Infrastructure (roads, bridges) is not yet available.

Image Building Description Materials Effect
Dirt road
Dirt road
Basic road. Not yet available.
  • TBD
Function: Movement speed
Stone road
Stone road
Advanced road. Not yet available.
  • TBD
Function: Movement speed
Wood bridge
Wood bridge
Basic bridge. Not yet available.
  • TBD
Function: Crossing
Stone bridge
Stone bridge
Advanced bridge. Not yet available.
  • TBD
Function: Crossing
In development: Roads (dirt, stone) and bridges (wood, stone) will be added in a later version.
Building rules: All buildings must be in town territory. Non-residents pay extra (by town policy). Buildings need regular maintenance or they will decay.

🏘️ Town System

Town Tiers

Two tiers:

Town Center Town

  • Smaller settlement with a Town Center
  • Optional name suffixes (e.g. Town, Village)

City Center City

  • At 50 population, upgrade Town Center to City Center; town becomes a city
  • Optional name suffixes (e.g. City, Capital)
Suffixes are cosmetic; no stat difference. Players choose by flavor and culture.

Management

  • Lord can grant residents custom titles and roles (e.g. Guard, Chief Architect).
  • Towns are the core for residence, companies, and industry; residents pay town taxes.
  • Towns can set immigration policy for outsiders.

👑 Nation System

Government Types

👑 Monarchy

  • Leader is the founding player; succession by abdication to a chosen successor
  • No term limit
  • Leader has full decision-making power

🏛 Republic (Not Yet Available)

  • Citizens elect representatives who vote for the head of state
  • Limited term (1 or 2 months in-game)
  • Leader handles routine decisions; major decisions require parliament
  • Requirement: at least 1 city
Government type does not give stat bonuses; it only affects how governance and interaction work.

State Style & Ruler Title

Town count, tier, and population determine state style and ruler title. Style can change through reform. The style appears as a suffix (e.g. Khanate, Republic).

Monarchy styles

Style Towns Population Ruler title
Tribe1 town1Chief
Stronghold1 town1Chief
Tribal confederation2 towns50Chief / High Chief
Khanate3 towns100Khan
Duchy / Principality1 city50Duke / Prince
Kingdom3 cities150King
Empire5 cities250Emperor

Republic styles

Style Cities Population Ruler title
City-state1 city1Consul
Republic2 cities50President
Federation5 cities150President
Different styles in the same government type give no stat bonus; only names differ. You can stay at your current style.

Founding a Nation

When a player builds the first Town Center in unclaimed land, the system automatically creates a monarchy.

The settlement is a town; the player can choose from two initial styles:

StyleRequirementRuler title
Tribe1 town + 1 popChief
Stronghold1 town + 1 popChief

Government Reform

At a certain size, players can change government:

  • Monarchy → Republic: at least 1 city; initiated by the leader (not yet available).
  • Republic → Monarchy: triggered by unrest/coup or parliament vote (not yet available).

🗺️ Territory System

Chunks

In the beta, the world is 200 × 100 chunks; each chunk is 4096 m². Each chunk is the unit for territory, building, and resources.

Base Territory

  • Town/City center automatically claims the surrounding ring (9 chunks)
  • This is the town’s base territory; no extra building required
  • Centers cannot be built next to another town’s territory (conflict)

Expansion

  • Use expansion buildings to claim adjacent territory
  • Expansion buildings have a “range” and can claim multiple chunks
  • Ranges can overlap for efficiency
  • New territory must be adjacent to existing territory

Expansion Buildings

Town / City Center

  • Role: Core building; base territory expansion
  • Range: Its chunk plus 8 adjacent (9 chunks total)

Outpost

  • Role: Territory expansion
  • Range: Its chunk only (1)

Who Can Build

  • Town/City center: Anyone can build in unclaimed land; builder pays
  • Outpost: Any town resident can build; builder pays; claimed territory goes to the town
  • No permit needed; basic conditions must be met

Town Expansion Subsidy

Lord can set:

  • Build subsidy: Financial support for building outposts
  • Maintenance subsidy: Partial support for outpost maintenance

Territory Effects

  • Industry: Industry buildings only in town territory
  • Gathering: Residents can gather in town territory; non-residents follow town policy

Territory Conflict

  • Not yet available

🏢 Company System (Not Yet Available)

Forming a Company

Players can form companies to manage multiple industries.

Ownership & Income

  • A company can be owned by one player or multiple shareholders.
  • Output belongs to the company; shareholders share profits.

📚 World Wiki

World Wiki is HRES’s player-built knowledge base—like a wiki for this virtual world. Every player can edit: create, edit, and improve entries and write the world’s encyclopedia together.

What is World Wiki?

A player-driven knowledge base for player-created content: nations, towns, companies, historical events, and players who left their mark. Each entry is part of the world’s shared history.

Features

Free Editing

Any player can create, edit, and improve entries.

Player Content

Entries are about what players create in-game: nations, towns, companies, events—real stories from the world.

Collaboration

Multiple players can work on the same entry for a fuller, more accurate record.

What You Can Do

  • Create entries: Document your nation or town—founding, growth, key events, history
  • Edit and improve: Collaborate with others, fill gaps, fix errors
  • Explore: Read other players’ content and stories
  • Witness history: A living, player-written history of the world

Entry Types

Supported types:

  • Nation: founding, government, style, key events
  • Town: founding, development, buildings, population, events
  • Company: founding, business, shareholders, events
  • Historical event: founding, wars, major trades, etc.
  • Player: players and their contributions
🎯 Get started: Click the "World Wiki" tab, use the search bar, or click "Create new entry" to tell your world’s story.

World Wiki

Player-built encyclopedia of the HRES world

📚 What is World Wiki?

World Wiki is a player-driven knowledge base for the HRES world. Every player can edit—create, edit, and improve entries together.

Entries are player-created content: nations, towns, companies, historical events, and players. Each entry is part of the world’s shared history.

You can:

  • Create entries for your nation or town—founding, growth, key events
  • Collaborate with others to improve entries
  • Explore other players’ content and stories
  • Witness a living, player-written history
🎯 Get started: Use the search bar or click "Create new entry" to tell your world’s story.

Create new entry

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