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.
- Game day — how long until the reset
- Game calendar — what the server is running
- Protection — is the keep covered
- Buffs — one enabled buff at a time, turning
- THE DAY — the whole game day on one axis
- TODAY'S WORK — to do, done, no deadline
- UP NEXT — what it would take next, and why
- REPORTS — today's log, then six closed days
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.
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:
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.
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.