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Instances & workspace

Plan

The tab you watch — the whole game day, what is owed, what is next, and what already happened.

The Plan tab is the one you watch. It answers, in one screen, how much of the game day is left, what this account still owes today, what it will pick up next and why, and what it has already done. Nothing is set up here — the picking order, each task's rhythm and every duty live on the Duties tab, and what a task does in-game lives on Task setup.

  1. Game day — how long until the reset
  2. Game calendar — what the server is running
  3. Protection — is the keep covered
  4. Buffs — one enabled buff at a time, turning
  5. THE DAY — the whole game day on one axis
  6. TODAY'S WORK — to do, done, no deadline
  7. UP NEXT — what it would take next, and why
  8. REPORTS — today's log, then six closed days
The Plan tab: four standing instruments, the game day on one axis, then today's work, what is next, and the reports.

The instrument band

Four standing facts across the top. None of them is about the plan, which is why they sit above it — they are the things you opened the tab already wanting to know.

Game day
How long until the next server reset, and both clocks it lands on — the server's time and yours. Daily quotas and per-day goals roll over there.
Game calendar
Which round the server's Monarch Competition is running today, and the weekend's clock underneath (when SvS starts, or how long the Kill Event has left). This card carries the one control on the tab: switch the reader off and the headline stops being refreshed.
Protection
Whether the keep is covered and until when — the same reading the Bubble the keep duty shows, from the same formatter, so the two can never disagree.
Buffs
One enabled buff at a time with its remaining time, rotating through the rest. A buff timer appears nowhere else on this tab.

THE DAY

The band under the instruments is the whole game day on one painted axis, reset to reset, with a now cursor and every run already made drawn behind it. The line underneath says what is in line — 1 Resource Gathering · 2 Troop Training · 3 Champions · Rally Joiner watches in between — which is the order you set by dragging on Duties. When the day has more left to do than time to do it in, the tail of the axis is marked as a crunch, and the right-hand end of that same line says when it starts and how much is still owed.

TODAY'S WORK

One list covering both lanes — the tasks in your plan and the duties on the Duties tab — split three ways:

TO DO
An open obligation: something the game day genuinely requires and this account has not done yet.
DONE
The same things, paid. A plan task that settled carries its receipt — done 13:58 › opens that run in the Activity Monitor.
NO DEADLINE
Everything else that is switched on — a watcher, a march task, an every-few-hours activity, a manual one. The game day does not require them, so they can never be behind.
Two things deliberately get no row here: duties whose automation is not built yet, and tasks you have switched off. Neither is a debt, and a column of grey rows saying so would bury the handful of facts the card exists for — the full catalogue, with its badges and its switches, is on Duties.

UP NEXT

What the picker would take next, in order, each row carrying the engine's own reason — its turn, a march is free, fills gaps, waiting on a march. The header says plainly that these are a read taken now and the times move.

A row with no clock is not a mistake — it is a task with no predictable moment (a watcher, a march-gated task, a buff waiting for the task it rides with). Printing a time there would be a promise this tab cannot keep.

REPORTS

Seven game days, newest first. Today is open and reads chronologically — time, outcome glyph, task, what it got — and each row opens that run. A closed day is collapsed to one header you can expand, and reads by what it produced rather than in the order it happened (Ymir Lv6 ×10). The reset never destroys a day: today simply becomes yesterday.

Stop and Solo are deliberately not on this tab. The workspace header stops the instance; Solo is switched on and off from the task's own row on Duties, where its state is readable without opening anything.