Achievements
Achievements are the seal-marks of a Governor learning the work. They point toward useful next tasks, pay small rewards, and leave a ledger of what your realm has already proved it can do.
The ledger
The seals ledger shows every visible set, how many stamps are recorded, and the next unfinished task inside each set. It is part instruction list and part record book: useful early, still readable later.
The highlighted seal is the next nudge
Each unfinished seal carries a requirement, a reward, and usually a short pointer to the screen where the work happens. Later sets are visible before you finish the early ones, but the highlighted seal is the clearest next step.
Rewards go where you still hold ground
Completed milestones can add score to the Governor ranking and can grant resources. Resource rewards try the island where the milestone was earned. If that island is no longer yours, they fall back to your start island, then to another island you still own.
Honors wait for completed sets
A finished set can award a matching honor. The player-facing ledger counts visible seals only, while server-only wrap-up marks stay out of the list so the progress line never advertises a seal you cannot see.
Common questions
Why do I already have The First Stone?
Every Governor receives that first visible stamp on appointment. It is a welcome mark, so it pays no reward and does not show a completion notice.
Can I lose an achievement after earning it?
No. The completion remains recorded. Rewards only need a currently owned island so resources have somewhere to land.
Do all sets have the same number of seals?
The visible handbook and ledger use the current achievement catalog. Each current set has five visible seals. Settler's Mark includes a gifted first stamp, and the server also keeps a final wrap-up mark out of the visible ledger.
Reference
Which achievement sets exist?8 sets, 41 visible seals
Settler's Mark
The first offices of rule: construction, trade, and settling disputes. One visible stamp is gifted upon appointment.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | The First Stone | Your settlement awaits, Governor. | - |
| 2 | First Building | Commission your first structure. | +20 |
| 3 | First Building Upgrade | Raise a building one level. | +30 |
| 4 | First Bazaar Purchase | Buy from the bazaar. | +50 |
| 5 | First Council Affair | Resolve a council affair. | +60 |
Uncharted Waters
Expanding your reach: research, diplomacy, ships, troops, and reconnaissance.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Research | Commission your first study. | +60 |
| 2 | First Friendship | Add a fellow Governor. | +70 |
| 3 | First Ship | Commission your first vessel. | +80 |
| 4 | First Troops | Muster your first soldiers. | +90 |
| 5 | First Reconnaissance | Send your first spy mission. | +100 |
Rising Tides
Deepening mastery: alliances, trade, council discipline, and seasoned command.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Alliance | Join or found an alliance. | +120 |
| 2 | Steady Hands | Settle five council affairs. | +140 |
| 3 | Seasoned Builder | Raise five buildings to level three. | +160 |
| 4 | First Trade | Post a trade contract. | +180 |
| 5 | Scout's Report | Complete five spy missions. | +200 |
War & Conquest
The long game: naval strength, victories, colonisation, and high-level construction.
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | War Fleet | Commission ten warships. | +220 |
| 2 | First Blood | Win your first assault. | +250 |
| 3 | Raider | Win five assaults. | +300 |
| 4 | Conqueror | Settle an unclaimed island. | +350 |
| 5 | Crown of the Isle | Raise any building to level eight. | +400 |
The Sea Wolves
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Great Haul | Bring back a single raid on an unclaimed island worth five thousand or more in stores. | +2500 |
| 2 | Red Sails | Win a hundred raids that come home with plunder. | +5000 |
| 3 | The Long Haul | Plunder a quarter of a million stores in total. | +9000 |
| 4 | Beachcomber | Raid twenty-five different governors. | +15000 |
| 5 | Terror of the Isles | Plunder five million stores in total. | +30000 |
Wreckers' Charts
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | First Glint | Take your first treasure from a sparkling shore. | +2500 |
| 2 | A Chart of My Own | Find ten treasures. | +5000 |
| 3 | Salt and Silver | Find thirty treasures. | +9000 |
| 4 | The Cursed Chest | Survive three cursed chests with your ships intact. | +15000 |
| 5 | Keeper of Charts | Find one hundred treasures. | +30000 |
Plaguebreakers
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | The Tide at the Door | Endure a Black Tide attack on your shore. | +2500 |
| 2 | Rotsalt Bearer | Turn back five Black Tide attacks with an active Rotsalt ward. | +5000 |
| 3 | First Cleansed Shore | Liberate your first Black Tide-held island. | +9000 |
| 4 | Tidebreaker | Liberate ten Black Tide-held islands. | +15000 |
| 5 | The Morning After | Liberate twenty-five Black Tide-held islands. | +30000 |
Days of Rule
| # | Milestone | Requirement | Score |
|---|---|---|---|
| 1 | The First Morning | Return on a second day. The realm begins to recognise your hand. | +100 |
| 2 | Steady Hand | Rule for seven consecutive days. The council orders new ink. | +750 |
| 3 | Unbroken Fortnight | Rule for fourteen consecutive days. The harbour watch knows your boots by sound. | +2000 |
| 4 | Unbroken Rule | Rule for thirty consecutive days. Word travels. Other Governors ask after your method. | +6000 |
| 5 | The Enduring Council | Rule for sixty consecutive days. Quill claims this is unprecedented. Quill says this about most things. | +15000 |
| 6 | Eternal Steward | Rule for ninety consecutive days. The council has, by long convention, stopped voting on most matters and simply waits for your answer. | +30000 |
What happens when a reward has no resources?score-only or marker-only
Some achievements pay score only, and gifted or wrap-up marks can pay nothing at all. The completion still matters for the set even when no resource bundle is granted.