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The social layer

Asynchronous only, parish-scale, and never global.

Twelve parishes, drawn on the same geography as the ones on this site. Nothing in the game requires two people to be online at the same moment, and no leaderboard anywhere in it ranks a player against somebody they will never meet.

Lording it

The only leaderboard in the game.

Ranked within one parish, on nature units, for one season, and reset when the season ends. There is no global table, no all-time table and no cross-parish ranking anywhere in the design.

The CotswoldsThis season

  1. 01 A player in the Cotswolds Nature units, this season 1,840
  2. 02 A player in the Cotswolds Nature units, this season 1,610
  3. 03 A player in the Cotswolds Nature units, this season 1,455
  4. 04 Youyou Nature units, this season 1,290
  5. 05 A player in the Cotswolds Nature units, this season 1,180
  6. 06 A player in the Cotswolds Nature units, this season 1,044
  7. 07 A player in the Cotswolds Nature units, this season 980

It ranks on nature units deliberately, because they are the one score that cannot be bought, hurried or converted. A leaderboard on Coins would rank the players who spent the most on Kaleb, which is not a competition anybody should be encouraged to enter.

The argument

Why there is no global leaderboard.

Because a global leaderboard in a game with a paid time-skip ranks spending. It cannot do anything else. The top of it is whoever compressed the most calendar, and every player who looks at it learns the one lesson the design is trying not to teach.

A parish table of two thousand people, reset every season, ranked on the currency that cannot be bought, is a genuinely different object. It is close enough to matter, small enough to be reachable, and it measures patience rather than throughput.

It also matches how this site already works. The parishes exist, they are geographic, they are run by members rather than by a community team, and a game that invented a second parallel social structure would be building a worse version of something that already functions.

Side by side

What the social layer does and does not contain.

In the designDeliberately absent
Timing Asynchronous. Nothing needs two people online at once Real-time co-op, raids, live events
Ranking One parish, one season, on nature units Global tables, all-time tables, cross-parish ranking
Interaction Visiting, helping, bartering produce Attacking, stealing, sabotaging, competing for a scarce resource
Chat None in the game itself Free text between players, which would need moderation this design cannot fund
Identity A farm name and a parish Real names, precise location, age, or anything about a child
Goals Shared parish objectives with capped, equal rewards Guild wars, competitive parish rankings, contribution shaming

No free-text chat, anywhere in the game

A game likely to be accessed by children, attached to a family television brand, cannot responsibly ship unmoderated player-to-player text at a scale it cannot fund moderation for. So there is none. Players visit, help, barter and share parish goals, and every one of those interactions is a structured action rather than a message.

The Children’s Code position in full

Wondering

The parishes, questioned.

You are placed by rough geography and you can move once a season. Parish membership is shared with the rest of this site through the integration layer rather than being asked for twice.

Because Coins can be earned faster by a player who buys Kaleb’s time, and a leaderboard that ranks spending is a leaderboard that teaches the wrong thing. Nature units cannot be bought, hurried or converted.

None. Every interaction between players is a structured action — a visit, a help, a barter offer — because unmoderated text in a game likely to be accessed by children is a risk this design will not take.

Visiting somebody else’s farm.

Asynchronous, useful, and impossible to do anybody any harm with.

Next along the route

Neighbouring

Carry on
Basket Book the pub Plot a field Join the list Bother us

Snooping, briefly.

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