UPDATE: JULY 12, 2016: Updated the group numbers to current backer numbers.

[A SotA Public Forum post by Starr Long]

Greetings Avatars,

We are incredibly excited to announce that we have scheduled final lot selection and our final wipe, including all social data (names, friends, guilds), [UPDATE: 06/21/2016] for Release 32, July 28, 2016! After Release 32, we will no longer be wiping the game state. Your characters and your properties will be persistent from that date forward.

Please understand that final wipe is not “launch”. We will continue to be working to finish the game’s story content well past final wipe, while we remain in Early Access. Until then, the game is neither “launched” nor complete, but as mentioned below, the concept of “launch” may not even be applicable to this development model. Launch will be when we pull the game out of Early Access and we start marketing / public relation campaigns to pull in new customers. We have no plans to do those things in July. We know that this plan will generate a lot of questions and stir up plenty of emotions, but we firmly believe this is the best possible course of action for the project.

By Release 32, our goal is that the virtual world and economy will be fully functional and reasonably balanced. Additionally, the Love storyline will be polished and playable from beginning to end, with all characters and quests complete. The Truth and Courage storylines will also be completely playable from beginning to end, although not in as polished a state as Love. We are purposely holding the finale part of the storyline that ties the three threads together until the entire plot has been polished. This allows us to really focus on the new user experience and one storyline instead of spreading that effort out too thinly. ***Please note that the story is nonlinear and non-exclusive. It is designed to allow free movement between the three storylines and it is only until all three are complete that you move to the finale (this structure will be very familiar to Ultima players). So just because you finish the Love story, you are not excluded in any way from experiencing the other plots.

As part of all of this, we are also announcing the 2016 Spring and Summer Expiration Events.

We are expiring approximately half of the currently available pledges during the Spring 2016 Expiration Event, which occurs at 10:30 AM CST, May 2, 2016 (following the next wipe during Release 29). We are then expiring all of the remaining pledges and Player Owned Towns during the Summer 2016 Expiration Event, which occurs [UPDATED: May 13, 2016] at 10:30 AM CST, August 1, 2016 (following the final wipe during Release 32) in two parts. For Part 1, we are expiring new Player Owned Towns (upgrades will continue to be available), as well as the homes and basements from the remaining pledges, at Midnight CDT (5:00 UTC) on July 27, 2016. This will coincide with the final wipe of game data. Part 2 occurs at Midnight CDT (5:00 UTC) on August 22, 2016, where where we will expire all remaining pledges, including: Adventurer, Founder, Royal Artisan, Explorer, Ancestor, Edelmann, Knight Marshal, Lord Marshal, Duke, and Lord of the Manor 2. After August 1 22 a purchase of the game on our website or through steam will only include access to the game, it will not include any pledge rewards.

We are also expiring the Stretch Goal Store on February 29th at 10:30 AM CST. After that date, those items will no longer be available and we will no longer be considering those stretch goals as part of Episode 1. As part of that, we have changed these items so they can be re-gifted now. Additionally, Release 26 is officially the final Grand Tour for Episode 1 (so you better log in to get the very last Grand Tour quest reward!).

Finally, we are going to be making almost all the add-ons and pledge rewards (except tax free lots) available through gameplay in single player offline mode. Players will still have to earn enough gold to purchase them, or gather enough resources to craft them in-game. For reference, the cost to purchase a Castle Deed in Offline Mode will be at least $120 million gold and it will have a very high tax rate. Players that purchased add-on items and received pledge rewards will start the game with them, just like they do now.

We have decided to do all of this because wiping player progress decreases player engagement and prevents us from getting the economy of the game started. It has also caused us to push polish until later in the project which is a traditional approach to development, but we are not approaching this traditionally. We are also going to stop using the terms “Alpha” and “Beta.” Our product is in a constant state of development and we have been live since November 2013, so using those terms no longer makes sense. Starting with Release 26, we are going to adopt the term “Early Access,” instead.

Here is a list of all the work going in between Release 27 (February) and Release 32 (July). Please note that we will not be posting a revised Q1 schedule, but you can expect the Q2 schedule at the normal time when we launch Release 28 in March.

Pre-Wipe Schedule:

Performance: We will be spending a great deal of each release making improvements to performance via optimizations and fallback routines.

We will be spending a great deal of each release making improvements to performance via optimizations and fallback routines. New User Experience: This part of the game will be much more guided and instructive. It will also be better paced with a bigger feeling of accomplishment when leaving the starting areas and having completed the beginning of the game.

This part of the game will be much more guided and instructive. It will also be better paced with a bigger feeling of accomplishment when leaving the starting areas and having completed the beginning of the game. Story: The Love storyline will be polished and playable from beginning to end, with all characters and quests complete. The Truth and Courage storylines will also be completely explorable.

The Love storyline will be polished and playable from beginning to end, with all characters and quests complete. The Truth and Courage storylines will also be completely explorable. Character Art: Major focus will be put on upgrading the visuals of the characters, with special attention paid to wearables, skin, hair, and face.

Major focus will be put on upgrading the visuals of the characters, with special attention paid to wearables, skin, hair, and face. Animation : Polish passes will be done across all animations in the game with emphasis on speeding up the combat animations to feel MUCH more responsive.

: Polish passes will be done across all animations in the game with emphasis on speeding up the combat animations to feel MUCH more responsive. Combat Balance: Through a combination of regular internal play sessions, community feedback, and metrics analysis, we will be balancing combat across all levels of difficulty, magic/combat schools, gear equipped, PVP, and PVE. We will also finish the last few gaps in skill trees (Shields, Ranged, and Chaos) and will add the ability for unlearning skills from trainers.

Through a combination of regular internal play sessions, community feedback, and metrics analysis, we will be balancing combat across all levels of difficulty, magic/combat schools, gear equipped, PVP, and PVE. We will also finish the last few gaps in skill trees (Shields, Ranged, and Chaos) and will add the ability for unlearning skills from trainers. Economy / Crafting / Loot Balance: Through a combination of regular internal play sessions, community feedback, and metrics analysis, we will be balancing crafting across all levels of difficulty and crafting schools. This includes tuning resource generation (with higher yields in PVP areas), vendor pricing, success chances, and loot. We will also flesh out the crafting skill trees for more breadth and depth to allow for more specialization within schools (ex. Weaponsmith vs. Armorsmith).

Through a combination of regular internal play sessions, community feedback, and metrics analysis, we will be balancing crafting across all levels of difficulty and crafting schools. This includes tuning resource generation (with higher yields in PVP areas), vendor pricing, success chances, and loot. We will also flesh out the crafting skill trees for more breadth and depth to allow for more specialization within schools (ex. Weaponsmith vs. Armorsmith). NPCs: Polish passes will be made across the characters and creatures, with special emphasis on human NPCs. You can expect much more polished heads (for example, starting with Arabella). The Wisp will also finally make an appearance as the second support pet (Water Elemental was the first).

Polish passes will be made across the characters and creatures, with special emphasis on human NPCs. You can expect much more polished heads (for example, starting with Arabella). The Wisp will also finally make an appearance as the second support pet (Water Elemental was the first). Fast Travel: Crafted magical fast travel items created through crafting will appear in the game to replace the /zone currently in game.

Crafted magical fast travel items created through crafting will appear in the game to replace the /zone currently in game. Item Use Logging: Players will be able to view which players have used interactive items on their player property including doors, chests, and perhaps books.

Players will be able to view which players have used interactive items on their player property including doors, chests, and perhaps books. Single Player Offline Features: Single Player Offline will differ from Online play in the following ways. Companions: Various characters will adventure with you. Pause / Save: Players will at least be able to pause game play, but we hope to also allow the creation of multiple save games. NPC Economy: The economy in offline mode will be tuned so that creating and selling items to NPCs will be profitable. Spawn Rules: In Offline Mode, some scenes will never respawn creatures and resources (clearing a dungeon for example). The scenes that do respawn may do so on a very slow timer, or only if there is a game state change that requires them to respawn (ex. a Town Siege by the Undead). We will balance this to make sure the game feels like it is reacting to the player but is also providing enough resources for crafting. All Items Available: After positive response from a recent poll with our backers, we have decided to make all items from pledges and add-ons available in game through crafting or gold purchase.

Single Player Offline will differ from Online play in the following ways. Sorting Algorithms for Multiplayer : Algorithms to support sorting players into instances with “people they know” will be polished and iterated.

: Algorithms to support sorting players into instances with “people they know” will be polished and iterated. Novia Overworld: A major polish pass will be made across the Novia Overworld map to better align locations and shapes to the original cloth map drawing, while simultaneously normalizing the scales of objects.

A major polish pass will be made across the Novia Overworld map to better align locations and shapes to the original cloth map drawing, while simultaneously normalizing the scales of objects. Tier Markers and Enemy Consider System: All adventure scenes that are directly accessed from the overworld will have tier markers near the entrance to indicate difficulty. We will also be introducing a consider system for enemies so you will know approximately how hard they are in relation to your level.

All adventure scenes that are directly accessed from the overworld will have tier markers near the entrance to indicate difficulty. We will also be introducing a consider system for enemies so you will know approximately how hard they are in relation to your level. User Interface Polish: A pass will be made through the UI to make improvements on visuals, usability, and customizability

A pass will be made through the UI to make improvements on visuals, usability, and customizability Lot Selection Sequence: This will allow us to sequence players for lot selection without having to limit who can play the game. Players will be able to view their group and start time on their account page. See separate post for the details about how lot selection sequence will work and the start times for each group.

This will allow us to sequence players for lot selection without having to limit who can play the game. Players will be able to view their group and start time on their account page. See separate post for the details about how lot selection sequence will work and the start times for each group. Physical Goods: As soon as the Novia Overworld task listed above is complete we will begin manufacture and shipping of the physical goods with the goal to have this completed by the end of 2016.

Pre-Wipe Feature / Content:

This is a complete list of all content and features that will be present in the game by Release 32.

Combat Use Based Advancement. Classless System with fully customizable builds from all schools. 7 Combat Schools with 65+ Combat Skills. Blade Bludgeon Heavy Armor Light Armor Polearm Ranged Shield 9 Magic Schools with 85+ Magic Spells. Air Chaos Death Earth Fire Life Moon Sun Water 4 Strategy Schools with 35+ Skills. Focus Subterfuge Tactics Taming Free Attack and Auto Attack options. Fixed Hotbar and Dynamically Dealt Deck options. 20+ Weapon Types: Swords, Daggers, Polearms, Axes, Hammers, Bows, Staves, Wands, etc. 12+ Armor Types: Cloth, Leather, Augmented Leather, Chain, Plate, Epic Plate, etc.

Movement: Walk, Run, Sprint, Jump, Swim, Tumble.

Walk, Run, Sprint, Jump, Swim, Tumble. World & Story: 150+ scenes. 75+ Outdoor Adventure Scenes. 25+ Dungeons & Sewers: All connected as one vast Underworld. 40+ Towns. 6 Control Points that block access to different parts of the map until taken (or snuck through). 10 Open PVP Areas: Obsidian Ruins, Shardfalls, etc. 2 Overworld Scenes. 12+ Random Encounters. 100s of unique NPCs with names, conversations, and schedules. 10+ Merchant Types. 100s of quests. Love Storyline Complete and polished. Truth and Courage Storylines fully explorable Minimaps for starting scenes and the Love storyline scenes. Journal.

150+ scenes. Creatures: 30+ Bosses: Dragons, Trolls, Phoenix, Daemons. Magical: Elementals, Golems, Chest Mimics, Barrel Mimics, Imps, Wisps, Slimes, Maneaters, Flesh Flayers Undead: Skeletons, Zombies, Liches, Ghosts. Humanoids: Elves, Kobolds, Bandits, Satyrs, Fauns, Reshapers. Creatures/Animals: Bears, Wolves, Corpions, Spiders, Deer, Rabbits, Cats, Dogs, Horses, Llamas, Chickens, Donkeys, Turkeys, Ravens, Eagles, Automaton Cats/Dogs/Ravens, Crocodiles, Pigs, Sheep

30+ Character Customization Facial Feature Morphing, Hairstyles, Skin Tone, Eye Color, Hair Color. 65+ Emotes including emotes that can be taught/traded between players. 9 Slots for Gear: Head, Chest, Arms, Legs, Feet, Finger, Neck, Back, Musical Instrument. 100s of Wearables including dresses, masks, hats, cloaks, and armor. 20+ Pets including eagles, rabbits, cats, dogs, lynx, etc.

Crafting 100s of recipes for gear, decorations, potions, food, etc. 100s of modifiers on crafted gear based on materials, critical success, location, and enchantments. Recipes that can be found, purchased, or discovered. 50+ materials to be gathered. Classless crafting system that can be freely mixed with combat skills. Public and Player Vendors to sell goods. Purchase Order system to buy goods through vendors. Specialized Trainers to teach skills. Regional Economies with relative abundance/scarcity of goods. Player created books and book printing. 6 Schools of Gathering with 20+ Skills. Agriculture Field Dressing Fishing Foraging Forestry Mining 5 Schools of Refining with 5+ Skills. Butchery Milling Smelting Tanning Textiles 5 Schools of Production with 15+ Skills. Alchemy Blacksmithing Carpentry Cooking Tailoring

Housing 6 Lot Sizes: Row, Village, Town, City, Keep, Castle. 50+ different houses. 50+ different basements. 100s of decorations including furniture, walls, fences, paintings, rugs, food, trophies, statues, trees, etc. Detailed decoration system to make your place truly unique. Land Tax System. Housing Permissions so multiple players can share the same land. Dynamic Player Owned Towns where owners can customize lot placement and town decorations. Servants and house pets. Public Cache Chests.

Social / Misc Friends. Guilds. 5 Musical Instruments (Lute, Drum, Piano, Harp, Flute) with songs played via ABC/MML files including ability to play as a synched group. Text Chat with multiple channels (guild, party, private). Radio linked to customizable webstreams. Banking System. DnD 1 playable on a teletype machine.



Post-Wipe Schedule

By now you might be asking yourself “but what about feature X?” With this focus on polish and functionality, it is indeed true that some features and content will be going live after the final wipe. We intend to continue monthly updates for the life of the project, so nothing about that will change with the wipe. Please rest assured that we are still planning on getting the content and features below in those monthly releases. Here is the list of Post-Wipe features and content. As before, we will be releasing quarterly schedule updates for when these will go live. Please note that our plan is to complete all of the below before starting work on Episode 2.

Player Housing Magic Movers: Store/move a house/basement with all decorations intact. Fencing/Wall Tools: Snapping together automatically and selecting complete sets to surround your lot. Gear Decorations: Placing armor, weapons, etc., as decorations in your home. Spawner Decorations: Placeable items that spawn a certain number of creatures like spider eggs / webs that spawn spiders and coffins that spawn skeletons. Renting Rooms: Players can rent rooms to other players within their homes and basements.

Player-Owned Towns: Please note that following R26 we will have a thread in the forums to discuss PoTs and address specific questions about Static vs. Dynamic (among other things). Multiple Templates for each Biome: For the final wipe, we will have 1 template for each biome. Post-wipe, expanding each biome to have 2-3 template options will be our highest priority for housing. As more templates come online, we will also create tech that allows us to swap a biome in a town without deleting everyone’s stuff. Custom Static Player Owned Towns: As soon as we have multiple templates, we will begin working down the list of players who wish to have custom static towns. Order will be based on size and purchase date (i.e. the oldest and biggest will be built first). Please note that as long as you have filled in your form with a town name and template selection by 10:30 CST on May 27, 2016, your POT will be in the game as a dynamic POT. POT Blessings: Blessings from objects placed in the town that scale based on occupancy. Dynamic Overworld Indicators: Dynamic visuals that reflect occupancy (total and current) including the presence of nested PoTs. Dynamic Resource Spawners: Spawners that scale based on total population. The more lots placed the less resources (critters, minerals, and plants). Offline POT: Ability to access your POT in offline mode Tools Snap-to-Adjacent-Lot for Lot Markers: Tool to allow you to place lots directly adjacent to each other and have them align automatically (useful for row lots in particular). Start Point Selection Tool: Allows owners to pick from a set of start points. POT Connection Tool: Allows players to define connections between adjacent POTs. “Lawn Mower”: Clears foliage and trees. Water Lot Placement on Docks: Allows placement of water lot markers on manmade structures like docks and waterfronts (not just beaches). Island Water Lot Placement: Allows placement of Duke and Lord of the Manor Island lot markers.

Please note that following R26 we will have a thread in the forums to discuss PoTs and address specific questions about Static vs. Dynamic (among other things). Player Customization Armor Enamels and Leather Dyes: Ability to add enamels of different colors to metal armor and dye leather armor. Custom Duke and Lord of the Manor Heads: As soon as we finish with overall character polish, we will begin work on these custom heads and the tech to allow them to be used instead of the heads from character creation. Custom Family Crest (aka Heraldry): Unique art that can be displayed in game on shields, cloaks, and banners. Multiple Characters: Multiple characters on a single account with shared property ownership, bank inventory and reputation.

Crafting Alcohol: Brewing beer and distilling liquor which has mixed effects on the player. Teachable Crafting Recipes : Teaching recipes to other players, much like emotes. Public Gardens: Rentable planting beds in public areas for those who don’t own land but want to do agriculture. Player Made Items in Loot: Crafted gear sold to NPC Merchants will have a chance to appear as loot on humanoid enemies.

Combat Item Reputation & Affinity: Items will gain a reputation and affinity to the player wielding them after repetition of certain actions. That reputation will be represented by a name and an effect. For example, after killing 1000 dark elves, your trusty long sword is now called “Elf Bane” and deals an extra 2% of damage against dark elves. Castle Defense Scenarios : PVP variations of control points. Town Sieges: Story-related towns will periodically come under siege by the Cabalists. While under siege, the town’s functions will be affected. Cover: The cover system will modify attack and defense values when you (or your target) are behind cover.

World/Story Weather Game Effects: Weather will affect game conditions including watering plants for agriculture, damaging gear (rust), and slowing movement rates when raining or snowing. Roving Encounters: Roving encounters (patrolling creatures) on the overworld map can be engaged (pulling you into a scene) or avoided if you wish to sneak past. Shipping Lanes: Boats will become more than just teleporters to different scenes. They will have schedules and a chance to have random encounters while at sea. Theater System: Rentable theater spaces with paid seating and audience rules. Unique Scene Visuals: Once we get Novia filled with all the needed scenes (some created by cloning existing scenes), we will circle back and start modifying all cloned scenes to be visually distinct. Unique NPCs: Once we get Novia filled with all the story-related NPCs and generic clones for all other NPCs (guards, merchants, etc.) we will circle back and add unique names and conversations for all the non-story-related NPCs Player-Designed NPCs: Some of these will be present by the final wipe, but this backer reward won’t be entirely fulfilled until we complete the “Unique NPCs” task above, Place Items Anywhere: Being able to drop items anywhere in the world, not just player property is a hallmark of Ultimas and we hope to support this as well. Please note that this may only be available in offline mode. Truth and Courage Storylines: Truth and Courage will be fully explorable by wipe, but not in a polished state. Shroud Finale: The culmination where all three storylines come together Minimaps: While the system will be complete and in place, we may not have maps generated for every scene prior to wipe. Pre-wipe priority will be placed on starting scenes and Love storyline scenes. Post-wipe we plan to have minimaps for every scene.

Social Voice Chat: We will integrate something like Teamspeak into the game to allow for voice chat between players Leaderboards: These track player rankings in PVP, Guild Warfare, House Decoration (determined via voting), etc. Name on Tombstones: Player names displayed in the Brittany graveyard and on the Ancestor pledge reward. Name in Domesday Book: Player names displayed in the Domesday Book. Mail: Players will be able to mail each other (or themselves) items for a fee. This might also be the way we deliver some content like vendor sale proceeds.



Thank you for everything you do for us including your monetary support (without which this wouldn’t even be possible), your feedback, and, of course, your patience. It has been a long road, but we are finally getting there.

Sincerely,

Starr Long

aka Darkstarr

Postscript: LOT SELECTION SEQUENCE

This is the final Lot Selection Sequence, including exact start times for each group. This is our attempt to come up with a fair system that is easy to communicate and rewards both early backers and the Kickstarter promise that extra pledge dollars would influence lot selection. This lot selection affects ALL lot placement including NPC towns and Player Owned Towns.

What will be the SORT ORDER?

Tier Era (Royal Founder, Founder, Benefactor) Pledge Amount



What will be the NUMBER OF LOTS?

The final number of lots (outside of Player Owned Towns) for final wipe will be locked at midnight on July 27 and will be based on pledges sold, plus Add-On Store lot allocations, plus 30% more for in game gold purchase.

When is START OF LOT SELECTION?

Final Lot selection begins on July 28, 2016, at 11:00 CDT (NOTE: All times are given in 24 hour format).

Where is the LOT SELECTION LOCATION?

Lot selection will happen in game.

All lots will be available, but please note that you will have to complete the first two starting scenes (Island of Storms and Highvale/Solace Bridge/Bloodriver) before you can proceed to lot selection in game; which is why start times are 30 minutes after the start of Release 32.

Lots in Player Owned Towns won’t be available until the owner puts down the appropriate markers. Once that is done, lot selection in PoTs will be governed by all the same rules

What will be the LOT SELECTION METHOD?

Each pledge tier will get a LOT SELECTION WINDOW of time to select a SINGLE lot.

Inside the tier window, the amount of time available to each sub-group will be based on their pledge era (Royal Founder, Founder, Benefactor) and total pledge contribution.

What is the LOT SELECTION WINDOW DURATION?

Each Pledge Tier will get 64 hours total, with each subgroup starting in 5 hour increments, before the next group begins selection

The lowest subgroup in a tier will get 24 hours to pick their lot before the next tier window would start.

Lot selection for a group continues from their start time until the start of Release 33 on August 25, 2016, 10:30 CDT when we will begin selling lots inside the game and allowing those to be placed.

MISC:

Add-On purchases do not factor into the dollar total that affects lot selection priority.

EDIT: Many backers have inquired how to add dollars to their pledge. Option 1: Start and cancel a payment plan Option 2: Purchase a $25 Service voucher and send a request to support@portalarium. We will then add that $25 plus whatever amount of available store credits or gift coupons you wish to your pledge.

Only 1 pledge allowed per account. If you have multiple pledges on a single account you will need to convert any extra pledges to add on store credit or move them into separate accounts prior to lot selection.

You can change your mind and claim another lot at any time but there will be a time limit on how quickly you are able to do this.

Only 1 Lot can be claimed per account until the start time for Group 91 (Add Ons and 2nd pledge lots)

*****UPDATE: During Release 32 Lot Deeds are bound to your account. They cannot be traded, they cannot be placed in containers, nor can they be placed as decorations. This is to prevent duplicate deeds when players upgrade during Release 32 and to prevent some unforeseen loopholes in lot placement that deed trading was allowing.*****

What is the TIER ORDER?

Tier order would start at the most expensive tiers and work backwards.

Dollar amount over minimum pledge amount will grant priority by being sorted into groups (i.e. NOT literally per dollar, but rather greater/less than).

Total dollar amount will never get you sorted before another tier nor before another era (i.e. it is the last sort variable).

TIER ORDER Sequence: Lord of the Manor 1 and 2 (Castle Lots and below) Duke (Keep Lots and below) Barons 1, 2, and 3 (City Lots and below) Lord and Lord Marshal (Town Lots and below) Knight and Knight Marshal (Town and Village Lots and below) Edelmann and Edelmann Digital (Village Lots and below) Citizen (Village Lots and below) Developer (Row Lots) Navigator (Row Lots) Ancestor (Row Lots) Add-On Lots plus Secondary Lots (Lord and above): These will not have any sub groups and would all go at once (but still before general public)

SUB TIER ORDER Sequence and Duration ROYAL FOUNDERS: (pre-May 20, 2013 Backers) Group 1 = 64 hours Group 2 = 59 hours Group 3 = 54 hours FOUNDERS:(Benefactors who received Founder gift pledge) Group 4 = 49 hours Group 5 = 44 hours Group 6 = 39 hours BENEFACTORS: (post-May 20, 2013 Backers) Group 7 = 34 hours Group 8 = 29 hours Group 9 = 24 hours



OFFICIAL START TIMES FOR LOT SELECTION:.All times are in 24 hour format. These times will appear on your account page no later than June.

LORDS OF THE MANOR: Groups 1 – 9 ROYAL FOUNDERS: (pre-May 20, 2013 Backers) Group 1: Total Pledge > $11,999 Start Time: July 28, 2016 11:00 CDT (16:00 UTC) Backers: 23 Group 2: Total Pledge in range of $10,001 – $11,999 Start Time: July 28, 2016 16:00 CDT (21:00 UTC) Backers: 14 Group 3 Total Pledge = $10,000 Start Time: July 28, 2016 21:00 CDT (July 29, 2016 02:00 UTC) Backers: 6 FOUNDERS: (Benefactors who received Founder gift pledge) Group 4 Total Pledge > $11,999 Start Time: July 29, 2016 02:00 CDT (07:00 UTC) Backers: 2 Group 5 Total Pledge in range of $10,001 – $11,999 Start Time: July 29, 2016 07:00 CDT (12:00 UTC) Backers: 1 Group 6 Total Pledge = $10,000 Start Time: July 29, 2016 12:00 CDT (17:00 UTC) Backers: 0 BENEFACTORS: (post-May 20, 2013 Backers) Group 7 Total Pledge > $12,000 Start Time: July 29, 2016 17:00 CDT (22:00 UTC) Backers:1 Group 8 Total Pledge in range of $11,001 – $12,000 Start Time: July 29, 2016 22:00 CDT (July 30, 2016 03:00 UTC) Backers: 2 Group 9 Total Pledge = $11,000 Start Time: July 30, 2016 03:00 CDT (08:00 UTC) Backers: 1

DUKE: Groups 10 – 18 ROYAL FOUNDERS: (pre-May 20, 2013 Backers) Group 10 Total Pledge > $6000 Start Time: July 31, 2016 03:00 CDT (08:00 UTC) Backers: 16 Group 11 Total Pledge in range of $5001 – $6000 Start Time: July 31, 2016 08:00 CDT (13:00 UTC) Backers: 99 Group 12 Total Pledge = $5000 Start Time:July 31, 2016 13:00 CDT (18:00 UTC) Backers:11 FOUNDERS:(Benefactors who received Founder gift pledge) Group 13 Total Pledge > $5300 Start Time: July 31, 2016 18:00 CDT (23:00 UTC) Backers: 2 Group 14 Total Pledge in range of $5001 – $5300 Start Time: July 31, 2016 23:00 CDT (August 1, 2016 04:00 UTC) Backers: 21 Group 15 Total Pledge = $5000 Start Time: August 1, 2016 04:00 CDT (09:00 UTC) Backers: 4 BENEFACTORS: (post-May 20, 2013 Backers) Group 16 Total Pledge > $5,800 Start Time: August 1, 2016 09:00 CDT (14:00 UTC) Backers: 1 Group 17 Total Pledge in range of $5301 – $5,800 Start Time: August 1, 2016 14:00 CDT (19:00 UTC) Backers: 4 Group 18 Total Pledge = $5300 Start Time: August 1, 2016 19:00 CDT (August 2, 2016 00:00 UTC) Backers: 21

BARON: Groups 19 – 27 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 19 Total Pledge > $3999 Start Time: August 2, 2016 19:00 CDT (August 3, 2016 00:00 UTC) Backers: 11 Group 20 Total Pledge = $3001 – $3999 Start Time: August 3, 2016 00:00 CDT (05:00 UTC) Backers: 61 Group 21 Total Pledge = $3000 Start Time: August 3, 2016 5:00 CDT (10:00 UTC) Backers: 7 FOUNDER:(Benefactors who received Founder gift pledge) Group 22 Total Pledge > $3999 Start Time: August 3, 2016 10:00 CDT (15:00 UTC) Backers: 2 Group 23 Total Pledge = $3001 – $3999 Start Time: August 3, 2016 15:00 CDT (20:00 UTC) Backers: 18 Group 24 Total Pledge = $3000 Start Time: August 3, 2016 20:00 CDT (August 4, 2016 01:00 UTC) Backers: 0 BENEFACTOR: (post-May 20, 2013 Backers) Group 25 Total Pledge > $3999 Start Time: August 4, 2016 01:00 CDT (06:00 UTC) Backers: 2 Group 26 Total Pledge = $3701 – $3999 Start Time: August 4, 2016 06:00 CDT (11:00 UTC) Backers: 13 Group 27 Total Pledge = $3700 Start Time: August 4, 2016 11:00 CDT (16:00 UTC) Backers: 1

LORD AND LORD MARSHAL: Groups 28 – 36 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 28 Total Pledge > $2300 Start Time: August 5, 2016 11:00 CDT (16:00 UTC) Backers: 27 Group 29 Total Pledge = $1501 – $2300 Start Time: August 5, 2016 16:00 CDT (21:00 UTC) Backers: 216 Group 30 Total Pledge = $1500 Start Time: August 5, 2016 21:00 CDT (August 6, 2016 02:00 UTC) Backers: 54 FOUNDER:(Benefactors who received Founder gift pledge) Group 31 Total Pledge > $2300 Start Time: August 6, 2016 02:00 CDT (07:00 UTC) Backers: 6 Group 32 Total Pledge = $1501 – $2300 Start Time: August 6, 2016 07:00 CDT (12:00 UTC) Backers: 123 Group 33 Total Pledge = $1500 Start Time: August 6, 2016 12:00 CDT (17:00 UTC) Backers: 13 BENEFACTOR: (post May 20, 2013 Backers) Group 34 Total Pledge > $2300 Start Time: August 6, 2016 17:00 CDT (22:00 UTC) Backers: 2 Group 35 Total Pledge = $1601 – $2300 Start Time: August 6, 2016 22:00 CDT (August 7, 2016 03:00 UTC) Backers: 82 Group 36 Total Pledge = $1600 Start Time: August 7, 2016 03:00 CDT (08:00 UTC) Backers: 80

KNIGHT AND KNIGHT MARSHAL: Groups 37 – 45 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 37 Total Pledge > $1300 Start Time: August 8, 2016 03:00 CDT (08:00 UTC) Backers: 7 Group 38 Total Pledge = $751 – $1300 Start Time: August 8, 2016 08:00 CDT (13:00 UTC) Backers: 321 Group 39 Total Pledge = $750 Start Time: August 8, 2016 13:00 CDT (18:00 UTC) Backers: 196 FOUNDER:(Benefactors who received Founder gift pledge) Group 40 Total Pledge > $1300 Start Time: August 8, 2016 18:00 CDT (23:00 UTC) Backers: 2 Group 41 Total Pledge = $751 – $1300 Start Time: August 8, 2016 23:00 CDT (August 9, 2016 04:00 UTC) Backers: 125 Group 42 Total Pledge = $750 Start Time: August 9, 2016 04:00 CDT (09:00 UTC) Backers: 42 BENEFACTOR: (post-May 20, 2013 Backers) Group 43 Total Pledge > $1300 Start Time: August 9, 2016 09:00 CDT (14:00 UTC) Backers: 3 Group 44 Total Pledge = $801 – $1300 Start Time: August 9, 2016 14:00 CDT (19:00 UTC) Backers: 182 Group 45 Total Pledge = $800 Start Time: August 9, 2016 19:00 CDT (August 10, 2016 00:00 UTC) Backers: 211

EDELMANN: Groups 46 – 54 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 46 Total Pledge > $650 Start Time: August 10, 2016 19:00 CDT (August 11, 2016 00:00 UTC) Backers: 8 Group 47 Total Pledge = $551 – $650 Start Time: August 11, 2016 00:00 CDT (05:00 UTC) Backers: 161 Group 48 Total Pledge = $550 Start Time: August 11, 2016 05:00 CDT (10:00 UTC) Backers: 74 FOUNDER:(Benefactors who received Founder gift pledge) Group 49 Total Pledge > $650 Start Time: August 11, 2016 10:00 CDT (15:00 UTC) Backers: 6 Group 50 Total Pledge = $551 – $650 Start Time: August 11, 2016 15:00 CDT (20:00 UTC) Backers: 81 Group 51 Total Pledge = $550 Start Time: August 11, 2016 20:00 CDT (August 12, 201601:00 UTC) Backers: 14 BENEFACTOR: (post-May 20, 2013 Backers) Group 52 Total Pledge > $675 Start Time: August 12, 2016 01:00 CDT (06:00 UTC) Backers: 10 Group 53 Total Pledge = $576 $571 – $675 [Edited: 2016.04.07] Start Time: August 12, 2016 06:00 CDT (11:00 UTC) Backers: 85 Group 54 Total Pledge = $575 $570 [Edited: 2016.04.07] Start Time: August 12, 2016 11:00 CDT (16:00 UTC) Backers: 389

CITIZEN: Groups 55 – 64 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 55 Total Pledge > $549 Start Time: August 13, 2016 11:00 CDT (16:00 UTC) Backers: 46 Group 56 Total Pledge = $501 – $549 Start Time: August 13, 2016 16:00 CDT (21:00 UTC) Backers: 78 Group 57 Total Pledge = $500 Start Time: August 13, 2016 21:00 CDT (August 14, 2016 02:00 UTC) Backers: 238 FOUNDER:(Benefactors who received Founder gift pledge) Group 58 Total Pledge > $549 Start Time: August 14, 2016 02:00 CDT (07:00 UTC) Backers: 15 Group 59 Total Pledge = $501 – $549 Start Time: August 14, 2016 07:00 CDT (12:00 UTC) Backers: 7 Group 60 Total Pledge = $500 Start Time: August 14, 2016 12:00 CDT (17:00 UTC) Backers: 42 BENEFACTOR: (post-May 20, 2013 Backers) Group 61 Total Pledge > $560 Start Time: August 14, 2016 17:00 CDT (22:00 UTC) Backers: 2 Group 62 Total Pledge = $551 – $560 Start Time: August 14, 2016 22:00 CDT (August 15, 2016 03:00 UTC) Backers: 13 Group 63 Total Pledge = $550 Start Time: August 15, 2016 03:00 CDT (08:00 UTC) Backers: 187

DEVELOPER: Groups 64 – 72 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 64 Total Pledge > $450 Start Time: August 16, 2016 03:00 CDT (08:00 UTC) Backers: 8 Group 65 Total Pledge = $401 – $450 Start Time: August 16, 2016 08:00 CDT (13:00 UTC) Backers: 16 Group 66 Total Pledge = $400 Start Time: August 16, 2016 13:00 CDT (18:00 UTC) Backers: 72 FOUNDER:(Benefactors who received Founder gift pledge) Group 67 Total Pledge > $450 Start Time: August 16, 2016 18:00 CDT (23:00 UTC) Backers: 2 Group 68 Total Pledge = $401 – $450 Start Time: August 16, 2016 23:00 CDT (August 17, 2016 04:00 UTC) Backers: 4 Group 69 Total Pledge = $400 Start Time: August 17, 2016 04:00 CDT (09:00 UTC) Backers: 0 BENEFACTOR: (post-May 20, 2013 Backers) Group 70 Total Pledge > $479 Start Time: August 17, 2016 09:00 CDT (14:00 UTC) Backers: 0 Group 71 Total Pledge = $451 – $479 Start Time: August 17, 2016 14:00 CDT (19:00 UTC) Backers: 18 Group 72 Total Pledge = $450 Start Time: August 17, 2016 19:00 CDT (August 18, 2016 00:00 UTC) Backers: 48

NAVIGATOR: Groups 73 – 81 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 73 Total Pledge > $375 Start Time: August 18, 2016 19:00 CDT (August 19, 2016 00:00 UTC) Backers: 7 Group 74 Total Pledge = $351 – $375 Start Time: August 19, 2016 00:00 CDT (05:00 UTC) Backers: 19 Group 75 Total Pledge = $350 Start Time: August 19, 2016 05:00 CDT (10:00 UTC) Backers: 35 FOUNDER:(Benefactors who received Founder gift pledge) Group 76 Total Pledge > $375 Start Time: August 19, 2016 10:00 CDT (15:00 UTC) Backers: 1 Group 77 Total Pledge = $351 – $375 Start Time: August 19, 2016 15:00 CDT (20:00 UTC) Backers: 2 Group 78 Total Pledge = $350 Start Time: August 19, 2016 20:00 CDT (August 20, 2016 01:00 UTC) Backers: 1 BENEFACTOR: (post-May 20, 2013 Backers) Group 79 Total Pledge > $400 Start Time: August 20, 2016 01:00 CDT (06:00 UTC) Backers: 11 Group 80 Total Pledge = $376 – $400 Start Time: August 20, 2016 06:00 CDT (11:00 UTC) Backers: 16 Group 81 Total Pledge = $375 Start Time: August 20, 2016 11:00 CDT (16:00 UTC) Backers: 50

ANCESTOR: Groups 82 – 90 ROYAL FOUNDER: (pre-May 20, 2013 Backers) Group 82 Total Pledge > $275 Start Time: August 21, 2016 11:00 CDT (16:00 UTC) Backers: 57 Group 83 Total Pledge = $251 – $275 Start Time: August 21, 2016 16:00 CDT (21:00 UTC) Backers: 170 Group 84 Total Pledge = $250 Start Time: August 21, 2016 21:00 CDT (August 22, 2016 02:00 UTC) Backers: 107 FOUNDER:(Benefactors who received Founder gift pledge) Group 85 Total Pledge > $275 Start Time: August 22, 2016 02:00 CDT (07:00 UTC) Backers: 14 Group 86 Total Pledge = $251 – $275 Start Time: August 22, 2016 07:00 CDT (12:00 UTC) Backers: 65 Group 87 Total Pledge = $250 Start Time: August 22, 2016 12:00 CDT (17:00 UTC) Backers: 4 BENEFACTOR: (post-May 20, 2013 Backers) Group 88 Total Pledge > $300 Start Time: August 22, 2016 17:00 CDT (22:00 UTC) Backers: 50 Group 89 Total Pledge = $276 – $300 Start Time: August 22, 2016 22:00 CDT (August 23, 2016 03:00 UTC) Backers: 81 Group 90 Total Pledge = $275 Start Time: August 23, 2016 03:00 CDT (08:00 UTC) Backers: 649

Add On Lots + Secondary Lots (Lord and above): Group 91 Group 91 Start Time: August 24, 2016 03:00 CDT (08:00 UTC) Backers: 1963



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