Citavon · game guide
How to play Citavon
Build your city, raise an army, take valleys and NPC cities, earn medals and titles, and stand with your alliance. This guide explains how every part of the game works.
Looking for Citavon Bot? Its download and its full guide are in the bot guide.
1Getting started
From a new account to a city that runs on its own: signing up, the three screens, what to do in your first hour, and the clock the whole world keeps.
Signing up
Citavon has accounts and lords. Your account is one email address and one password. A lord is a player in the world, with cities, troops and heroes. One account can hold as many lords as you like, and every lord on it logs in with the account's password.
- On the login page click New here? Create an account. Type your name (the name friends find you by, shown with a number, such as
Ana#48213) and your email. - We email you a six-digit code. Type it in and choose a password of at least 6 characters. After 6 wrong codes, or when the code runs out, you start again.
- You land on your account page. Click A new lord and choose a lord name (3 to 20 letters, digits, spaces,
_or-, not taken by anyone else), a portrait, and if you like a city name, a flag (1 to 4 letters or digits) and the state to start in. If a friend gave you their code, put it in Friend's code. - Click Found it and play. Your lord gets a city on a free flat and the starter pack, and the game opens.
Next time, log in with your email and password to see all your lords, and click one to play it. You can also type a lord's name in the email box (with the password) to go straight into that lord.
Your first city
Every new lord starts with:
On a free flat somewhere in the world, or in the state you picked.
Food, wood, stone, iron and gold.
With the tax at 20%.
The shop's money, kept by this lord.
The starter pack is in My Items from the start:
| Item | How many | What it is for |
|---|---|---|
| Newcomer's Bundle | 1 | Opens into production boosts, a Battle Horn and Mail Vest, speed-ups, a Swift Caravan, a Peace Treaty, hero items, a Wayfarer's Map and 2 Cross Medals. Opening it is your first quest. |
| Hero Bundle | 1 | 10 Clear Spring Water and 10 Recruiting Notices. |
| Speed-ups | 10 + 10 + 5 + 2 | 15 minutes, 1 hour, 2.5 hours and 8 hours, for buildings and research. |
| Silver Master Key | 2 | Each opens any one chest. |
| Silver Medal Chest | 1 | 2 to 4 each of Courage, Honor and Wisdom Medals. |
| Surveyor's Map, Siege Map, Wayfarer's Map | 10 each | Moving a city (see Moving a city). |
| Warlord's Standard | 10 | One march ten times the size your Rally Spot allows. |
| Swift Boots | 10 | For a lord of your alliance or an ally: their marches 35% faster for 4 hours. |
The screens
Three big tabs at the top right of the frame switch the main view:
Inside your walls: the Town Hall, the Walls and 32 plots for the town's buildings (cottages, barracks, Academy and the rest).
Outside the walls: 40 plots for farms, sawmills, quarries and iron mines. 13 are open at Town Hall 1, and each Town Hall level opens 3 more.
The world: 800 by 800 tiles that wrap at the edges, in 16 states. Flats, valleys, NPC cities and other lords' cities. Go to any x,y, and save tiles in your Coordinate List (up to 100).
Click a building to open its window; click an empty plot to build. Down the right side are your lord (with Overview, My Items and Friends List under the portrait), your list of cities, and the city's numbers in four tabs: resources (with rates and caps), troops and walls, and heroes. Along the bottom are the round buttons (Shop, Alliance, Quest, Reports, Forum, Contact Us, Statistics, Mail) and the chat. What is being built, researched or trained, and your armies on the move, show in a small panel at the bottom left of the view, each with a Speed up button.
Your first hour, step by step
The routine quests lead you through the start, and every one pays an award. A good first hour:
- Open My Items, find the Newcomer's Bundle on the Chest tab, click Detail and Use. Then open Quest and press Get Award.
- On the City tab, build one Farm, one Sawmill, one Quarry and one Ironmine. Each takes a minute or so and can be finished free at once. Each has a quest that pays resources and a 15-minute speed-up.
- On the Town tab, build a Cottage and raise it to level 2 (both finish free). More cottages mean more people, more tax and more workers.
- Take the daily gift: Quest, the Daily Quest tab, Get Award. It is a Lucky Charm; using it is another quest.
- Raise the Town Hall to level 2 (30 minutes; use your 15-minute and 1-hour speed-ups). It opens 3 more outside plots, the Academy and the Embassy.
- Build a Rally Spot, then a Barracks, a Warehouse and the Academy. Start Agriculture or Lumbering at the Academy.
- Build an Inn (it needs a level 2 Cottage) and a Feasting Hall, hire a hero and make it mayor: its politics raises the city's production and speeds its buildings.
- For Town Hall 3 you need Walls, and the Walls need a Quarry at 2 and a Workshop; the Workshop needs a Forge at 2, and the Forge an Ironmine at 3. The Walls quests walk you through it one step at a time. Town Hall 3 brings the Lord's Bundle: 250 Workers, 10 Cross and 5 Rose Medals, a Master Builder's Script, a Field Hospital and more.
A building or research whose normal time is 5 minutes or less finishes free with one click. "Normal time" is the time the job has before research and your mayor shorten it, not the time left. Early on that covers Farms to level 4, Sawmills, Quarries and Cottages to level 3, Ironmines to level 2, the Rally Spot to level 2, and the first level of the Barracks, Inn, Feasting Hall, Forge and Stable. Keep your speed-up items for the long jobs.
Beginner's protection
A new lord is protected for 7 days, or until any of its Town Halls reaches level 5, whichever comes first. While it lasts, no lord can attack or scout your cities, and you may attack and scout only valleys and flats (not NPC cities, not other lords). Raising a Town Hall to 5 ends it at once, so plan your defences before you do.
Holiday
Going away? A holiday shields every city of yours while you are gone. Open it from My Items → Holiday.
- It costs 10 coins a day, for 2 to 7 whole days. Tick renew and it starts again for the same term when it ends, as long as your coins last. Only you can end it early.
- You cannot start one while anything is building, researching, training or being fortified, while an army is out, or while a market order is open.
- On holiday nobody can attack or scout you. Your troops eat nothing, your heroes take no pay, and no unrest applies. Your fields keep producing.
- On holiday you cannot build, research, train, fortify, demolish, march, hire a hero or raise a levy. You can still use items and trade on the market.
If you place a market order while on holiday and are still on holiday at the next daily maintenance, every city of yours is put back to the food, wood, stone, iron and gold it held when the holiday began. End the holiday before the maintenance if you want to keep what you traded.
The daily maintenance
Server time is UTC (hover the clock in the header to see it). Every day at 07:00 server time the game closes for about 15 minutes. World chat warns 15, 5 and 1 minute before. During it nobody can log in, but the world goes on: marches land, fields produce, jobs finish.
- The day turns. The daily gift comes back, and so does the day's allowance of resources bought with coins and of items with a daily limit.
- Valleys level up. Every valley and flat nobody holds goes up one level; a level 10 goes back to 1. A valley you hold keeps its level. Valleys and flats nobody holds get a new guarding hero.
- NPC cities reset. Every 3 days, 10% of the NPC cities that have stood 30 days or more turn back into level 1 flats, but never so many that flats outnumber NPC cities.
- Holiday traders are put back (see the warning above).
2Your account
Lords on one account, logging in, sharing a lord with a friend, the security code, names, bringing a lord over, and starting again.
One account, many lords
Your account page lists every lord on your account: face, title, prestige, cities, alliance, whether it is being played now, and attacks coming in. Search them and sort them by name, prestige, attacked first or playing now first. A new lord founds another one, with its own city and starter pack, logging in with the account's password. Your email is the account's for good; it cannot be changed.
Logging in
- Log in with your email to reach the account page, or with a lord's name to go straight into that lord. The password is the account's either way.
- With Remember me the account page stays logged in for 30 days from its last use; without it, a day.
- A lord's own login ends 7 days after it was last played. The log-out button ends it at once and takes you back to the account page.
- One login per lord. Opening a lord anywhere closes it everywhere else ("logged in elsewhere"). That includes a friend you gave access to.
Wrong passwords are counted against the internet address they come from, never against your lord, so nobody can lock you out. 3 in a row bar that address for 5 minutes, 5 for an hour, 10 for a day, and 20 for good (write to support@citavon.com). A right password for a lord clears the wrong ones tried on it.
Friends and sharing a lord
On the account page's Friends tab, find a friend by their name and number (Name#12345) and invite them. Then, on Share lords:
- Give access: your friend plays your lord from their own account page, for example to defend it while you sleep. Take it away at any moment; that also closes their game on it. They can give it back themselves.
- Hand over: the lord becomes theirs for good once they accept (they have 7 days), and logs in with their password from then on. You and everyone you shared it with lose it. It asks for your password.
Only the owner shares or hands over a lord. Ending a friendship ends the access each gave the other. The History tab shows what happened.
The security code
A second password for the things that cannot be undone. Set it in Overview → Security code… (it asks for your password), 4 to 20 characters.
- It always guards resetting or closing the lord. You choose whether it also guards abandoning a city, dismissing troops, dismissing a hero and changing the tax.
- A guarded action asks for it once; after that it is not asked again until you log out.
- Three wrong codes a day; after that it is not even tried until a day has passed since the first wrong one.
- Forgot it? Reset it with your password: it is removed after 72 hours, and you can keep it after all until then.
Passwords
Change the password on the account page (Email & password); every lord on the account takes it, and your other browsers are logged out. Forgot it? Forgot your password? on the login page emails a code, and the new password is for every lord on that email.
Names
- Lord name: a Royal Warrant (200 coins) gives you a new one, 3 to 20 letters, digits, spaces,
_or-, if no other lord has it. - City name: free, in the Town Hall's Rename City, once a day for each city (1 to 20 characters).
- Flag: a Banner Cloth (6 coins), 1 to 4 letters or digits, shown over all your cities.
- Your face: pick another lord's portrait any time, free.
Bringing a lord over
If you play on another server, the account page's Bring a lord over from another server moves your lord here: its name, titles and ranks, prestige and honor, research, items, and each city with its buildings on the same plots, troops, walls, resources and heroes.
- Give your server and your login there. We log in once to read the account, which logs anyone else on it out for a moment. Your password is not kept. (You can paste an export instead; we check a pasted one before it comes in.)
- You see the name you will have and what comes over. If a lord here already has that name, you choose another.
- Confirm. The lord lands on your account and logs in with your account password.
Your cities start on random free flats, with a Settler's Map for each to move it onto a free flat or an NPC city you choose. A lord brought over also gets the starter pack, 250 more coins, and a Surveyor's Map and a Siege Map for each city. An account comes over only once. Import many at once on the same page brings a whole list of accounts in one go.
Starting again
Overview → Reset lord… asks for your password (and your security code, if you have set one). Everything the lord has goes: every city (its spot becomes a flat), troops, heroes, research, items, reports and alliance seat.
- Reset keeps your coins and starts a new lord with a new city, the starter pack and beginner protection.
- Close ends the lord and frees its name.
- Refused while an army is out, or while you host an alliance that still has other members.
A reset or close cannot be taken back. Set a security code if anyone else ever plays on your computer.
Bringing a friend
A new lord who joins with a friend's code and raises a Town Hall to level 5 earns a Silver Master Key, and so does the friend whose code it was. Once for each new lord.
3Buildings
What every building does, how many you may have, what each needs first, and how the build queue, speed-ups and demolishing work.
Inside and outside the walls
A city has two fixed places, the Town Hall and the Walls, plus:
- 32 plots inside the walls (the Town tab) for the town's buildings. All are open from the start.
- 40 plots outside (the City tab) for the four fields. 13 are open at Town Hall 1, 3 more each Town Hall level: 16 at 2, 19 at 3, and all 40 at 10.
Fields go only outside; everything else only inside. Inside the walls you can swap two plots for free with Move: the building (and any work on it) goes with it. The Town Hall and the Walls stay where they are.
Every building
Every building goes up to level 10, and level 10 of any building uses a Master Builder's Script. What a building needs is checked in the same city.
| Building | Where | How many | What it does | Needs |
|---|---|---|---|---|
| Town Hall | Fixed | 1 | The heart of the city: tax, production rates, comforting, levies, renaming. Its level is how many valleys the city may hold (1 to 10) and opens outside plots. A lord's total Town Hall levels also divide the prestige it earns. | Level 2: nothing. Level 3 to 10: the Walls two levels lower (Walls 1 for level 3 … Walls 8 for level 10). |
| Walls | Fixed | 1 | Room for fortifications (1,000 space at level 1 up to 55,000 at 10) and the wall's strength in battle (100,000 up to 5,500,000). | Quarry 2 and Workshop 1. |
| Cottage | Inside | Any | Room for people: 100, 300, 600, 1,000, 1,500, 2,100, 2,800, 3,600, 4,500 and 5,500 at levels 1 to 10. | Level 3 and up: the Town Hall one level lower. |
| Barracks | Inside | Any | Trains troops. Holds as many batches waiting as its level. Stronger troops need a higher Barracks. | Rally Spot 1. |
| Warehouse | Inside | Any | Keeps resources safe from plunder: 10,000 at level 1 up to 550,000 at 10 (see the Warehouse). | Nothing. |
| Rally Spot | Inside | 1 | Armies leave from here. Each level allows one army out and 10,000 troops in a march (100,000 at level 10). | Nothing. |
| Academy | Inside | 1 | Research. Higher technologies need a higher Academy. | Town Hall 2. |
| Marketplace | Inside | 1 | Buy and sell food, wood, stone and iron. As many open orders as its level. | Nothing. |
| Inn | Inside | 1 | Heroes for hire: as many as its level, a new list every hour. | A Cottage at level 2. |
| Feasting Hall | Inside | 1 | Houses the city's heroes: as many as its level. | Inn 1. |
| Embassy | Inside | 1 | Join an alliance at level 1, found one at level 2. A host's Embassy allows 10 members a level. Allied armies may be stationed here, one per level, if you allow it. | Town Hall 2. |
| Forge | Inside | 1 | Needed for Military Science; its level caps that research's level. Leads to the Workshop. | Ironmine 3. |
| Workshop | Inside | 1 | Needed for the Walls and Metal Casting; its level caps Metal Casting. | Forge 2. |
| Stable | Inside | 1 | Needed for Horseback Riding (its level caps it) and the Relief Station. | Farm 5. |
| Relief Station | Inside | 1 | Marches from this city to your own cities, your alliance's and your allies' go faster: x2 at levels 1-3, x3 at 4, x4 at 5-7, x5 at 8-9, x6 at 10. | Stable 1, and Horseback Riding at the level you build to. |
| Beacon Tower | Inside | 1 | What the city learns of an attack on its way. Level 1: that one is coming; 2 its purpose; 3 when it lands; 4 the lord; 5 where from; 6 the troop types; 7 rough numbers; 8 exact numbers; 9 the hero's level; 10 the attacker's research. Scouts are never seen coming. Enemy scouts need Informatics at least your Beacon Tower's level to bring back exact numbers. | Barracks 1. |
| Farm | Outside | Any | Each makes 100 an hour at level 1 up to 5,500 at level 10, and raises its resource's storage cap by 10,000 up to 550,000. Each needs people to work it (see People at work). | Nothing. |
| Sawmill | Outside | Any | Nothing. | |
| Quarry | Outside | Any | Nothing. | |
| Ironmine | Outside | Any | Nothing. |
"Any" means as many as you have plots for. The Town Hall cannot be built twice, and every building marked 1 is one per city.
The build queue
Each city builds one building at a time. You pay the full cost when you start.
- Builder's Hammer: lets one more building wait in line behind the one going up (it is used when the building joins the line, and you pay that building's cost then). How many may wait goes with your title: 1 as a Civilian, 2 as a Knight, and one more each title up to 10. Each one waiting is checked against the city as it will be when the ones before it are done, so you can line up a level 2 behind its level 1. The Hammer is not sold; it comes from chests and the Lucky Charm.
- Twin Foremen (150 coins): for 72 hours every city of yours can put up two buildings at the same time, as long as nothing is waiting in line.
- Fortifications and troops have their own lines (the walls and each barracks), so they never hold up a building.
Build times and speed-ups
A building's time is fixed when it starts: the table time, x0.9 for each level of Construction, x0.995 for each point of the mayor's politics. Construction 10 cuts it to about a third; a mayor with 100 politics takes off about another 40%.
- Finish free: a building or research whose normal (table) time is 5 minutes or less.
- Speed-up items work on the building at work (not one waiting): 15 minutes, 1 hour, 2.5 hours, 8 hours, a random 10 to 30 hours, 30% of the time left (Builder's Ledger) or 50% of the time left (Stonecutter's Masterwork). One that reaches the end finishes the building at once. The panel's Speed up button can also buy one and use it in one go.
- Master Mason's Square (125 coins): for 72 hours every building you start, in any city, takes half the time.
Cancelling, demolishing and moving
- Cancel a building in the queue and 95% of its cost comes back. With several on one plot in line, cancel the last one first.
- Demolish takes a building down one level. It is a job in the build queue taking half the time that level took to build, and when it is done 30% of that level's cost comes back. From level 1 the plot is cleared. Not while the plot has work queued, and not a barracks at level 1 that is training.
- Blasting Powder (20 coins) brings a whole building down at once, with nothing back. Not on a building being built or training troops.
- The Town Hall and the Walls can never be taken down.
- Fortifications can be taken off the walls at once from the Walls window to free space; nothing comes back.
Level 10 and the Master Builder's Script
Raising any building to level 10 uses one Master Builder's Script (50 coins in the shop; also from the Lord's Bundle, the Special Chest and as a rare battle treasure). Keep one for each building you mean to finish. A Town Hall at 10 also needs Walls at 8.
4Resources & population
Where food, wood, stone, iron and gold come from, how much a city can hold, what is safe from raiders, and how the people and the army fit in.
The five resources
| Resource | Made by | Used for |
|---|---|---|
| Food | Farms | Building and research, troops, and every troop eats it every hour. |
| Wood (lumber) | Sawmills | Buildings, troops, fortifications. |
| Stone | Quarries | Buildings (the Town Hall and Walls above all) and fortifications. |
| Iron | Ironmines | Troops and the higher buildings. |
| Gold | Tax on your people | Research, hiring and paying heroes, promotions, the market. |
Resources belong to a city. To use one city's stock in another, send it by transport (see Transports) or trade it.
How production works
Each city makes a flat 100 an hour of food, wood, stone and iron with no fields at all. On top of that come its fields, and the bonuses add to the fields' part only:
100 + fields x (1 + research + mayor + valleys + items)
fields what its fields make at their levels (less if they are short of people)
research +10% a level of Agriculture, Lumbering, Masonry or Mining
mayor +1% a point of the mayor's politics
valleys the bonus of each valley the city holds for that resource
items +25% from a production item (Iron Plough, Frame Saw, Quarry Picks, Bellows)
+10% of everything from a Haunted or Winter KeepFor example, ten Farms at level 10 make 55,000 food an hour. With Agriculture 10 (+100%) and a mayor of 50 politics (+50%) they make 137,500, plus the flat 100.
A held valley adds to one resource of the city that holds it. A city may hold as many valleys as its Town Hall level.
| Valley | Adds to | At level 1 | Each level more | At level 10 |
|---|---|---|---|---|
| Grassland | Food | 3% | +1% | 12% |
| Swamp | Food | 5% | +2% | 23% |
| Lake | Food | 8% | +3% | 35% |
| Forest | Wood | 5% | +2% | 23% |
| Desert | Stone | 5% | +2% | 23% |
| Hill | Iron | 5% | +2% | 23% |
The Town Hall's Production tab shows where each resource's output comes from: the fields and base, research, the mayor, valleys and items.
People at work: the production rates
Fields need people to work them. The more a field makes, the more hands it takes:
| Field | Level 1 | Level 5 | Level 10 |
|---|---|---|---|
| Farm | 10 | 150 | 550 |
| Sawmill | 10 | 150 | 500 |
| Quarry | 20 | 300 | 1,100 |
| Ironmine | 25 | 375 | 1,375 |
If the city has fewer people than its fields need, every field makes the same share less: with 60% of the people needed, the fields make 60%.
The Town Hall sets a production rate for each of the four resources, 0 to 100% in steps of 10. At 40%, that resource's fields need 40% of their workers and make 40%. The people freed become idle. Idle people are the ones you train troops from (people = population minus those working the fields), so lowering a rate for a while is how a city frees people for a big batch.
Storage caps
Each of food, wood, stone and iron has a cap in each city: 10,000, plus the storage of that resource's fields (a level 10 field adds 550,000). Production stops at the cap but nothing is ever taken away for being over it: deliveries, transports, quest awards, plunder and items can take a city past its cap. Gold has no cap.
Warehouses do not raise the cap; they decide what raiders cannot take.
The Warehouse: what raiders cannot take
All the city's Warehouses together keep an amount safe from plunder: 10,000 at level 1 up to 550,000 at level 10 each, plus 10% a level of Stockpile research (double at level 10). That safe amount is shared between food, wood, stone and iron by percentages you set in the Warehouse window (25% each to start; together at most 100%).
- Example: two level 10 Warehouses and Stockpile 5 keep 1,650,000 safe. At 40% food, 30% wood, 20% stone, 10% iron that is 660,000 food, 495,000 wood, 330,000 stone and 165,000 iron.
- Gold is never protected. Spend it, or keep it moving.
- An attacker's Privateering research shrinks your safe amount by 3% a level (30% at level 10).
Population
A city's room (its population limit) is 50 plus what its cottages house. The people move toward a target of room x loyalty%: at loyalty 80 the city fills to 80% of its room. They move fast, up to half the room an hour, whether growing or shrinking.
- Training troops takes people from the idle population at once (a Worker or a Pikeman 1, an Archer 2, Cavalry 3, a Cataphract 6, a Battering Ram 10). The population then grows back toward its target.
- Dismissing troops gives their people back, as far as there is room.
- A Census Decree brings 20% of the room (at least 100) at once; the Town Hall's Raise population brings 5%.
Tax and gold
Gold comes in every hour: population x tax rate, less your heroes' pay (each hero takes 20 gold an hour a level, from the city it lives in). A Tax Edict or Tax Charter adds 25% to the tax for a day or a week. How the tax rate and loyalty pull against each other is in Loyalty, comfort & tax.
Food upkeep and starving troops
Every troop eats food every hour, at home or stationed in a valley (twice as much there). Allied troops stationed in your city eat your food too. The Troops tab and the resources tab show the city's net food an hour.
| Troop | Food an hour | People | Troop | Food an hour | People |
|---|---|---|---|---|---|
| Worker | 2 | 1 | Cavalry | 18 | 3 |
| Warrior | 3 | 1 | Cataphract | 35 | 6 |
| Scout | 5 | 1 | Transporter | 10 | 4 |
| Pikeman | 6 | 1 | Ballista | 50 | 5 |
| Swordsman | 7 | 1 | Battering Ram | 100 | 10 |
| Archer | 9 | 2 | Catapult | 250 | 8 |
Armies on the march carry their own food, taken from the city when they leave: twice their upkeep for each hour of the way out and any camp.
A city with no food and troops to feed has troops desert: every 6.5 minutes 10% of the troops in the city (allied ones stationed there too) run away, and a point of loyalty turns into public grievance. One Refuge report an hour tells you what you lost. Watch the food rate as your army grows.
Ways to cut upkeep for a while: a Granary Blessing or Edict of Rations (half the food for 24 hours), Sunwine or a holiday treat (none for 24 hours), or a holiday (none at all).
5Loyalty, comfort & tax
How tax, loyalty and public grievance set the size of your population, the Town Hall's comfort actions and levies, and what a neglected city does.
Loyalty and public grievance
Every city has a loyalty (0 to 100) and a public grievance (0 to 100). Loyalty drifts toward
100 - tax rate - public grievance
by one point every 6.5 minutes (about 9 an hour), up or down. The population follows loyalty: at loyalty 70 the city fills to 70% of its room.
Grievance never fades on its own. It rises when the city loses a defence (the loyalty the attack takes becomes grievance), when its troops go without food, and when its heroes go unpaid. Only disaster relief, prayer and a Rousing Speech lower it.
The city panel on the right shows them as loyalty / grievance. The + beside them opens Comforting, the tax figure opens the Tax Rate window, and the + beside the gold opens Levy.
Choosing a tax rate
Set it in the Town Hall, 0 to 100% in whole numbers (20% to start). A higher tax takes more from each person but leaves fewer people. With no grievance, for a city with room for 10,000:
| Tax | Loyalty heads to | People | Gold an hour |
|---|---|---|---|
| 10% | 90 | 9,000 | 900 |
| 20% | 80 | 8,000 | 1,600 |
| 30% | 70 | 7,000 | 2,100 |
| 40% | 60 | 6,000 | 2,400 |
| 50% | 50 | 5,000 | 2,500 |
| 70% | 30 | 3,000 | 2,100 |
Gold peaks at 50%, but then half the room stands empty: fewer people to work the fields, fewer idle to train, and less loyalty to lose when the city is attacked. Grievance comes off the same total, so a city with grievance 20 at tax 20 heads to loyalty 60, not 80.
At tax 100 (or tax plus grievance of 100) loyalty heads to 0, and a city at loyalty 0 riots (below).
Comforting your people
The Town Hall's Comforting window. Each action has its own 15-minute timer in each city, and each earns you prestige: 10% of the resources it cost.
| Action | Does | Costs |
|---|---|---|
| Disaster relief | Loyalty +5, grievance −15. | Food: your prestige ÷ 10, times the number of cities you have (at most 10,000,000). With 40,000 prestige and 3 cities: 12,000 food. |
| Pray | Loyalty +25, grievance −5. | |
| Ask for a blessing | Spares the city its next riot. | Food equal to the city's room, and a tenth of that in gold. |
| Raise population | New people: 5% of the room, up to the room. | Food: 5 x the city's room. |
Prayer's loyalty drifts back toward 100 − tax − grievance, so it is a quick lift; relief lowers grievance for good and so raises where loyalty settles.
Levies
A levy takes a one-off sum from the people at the cost of 20 loyalty. Each kind has its own 15-minute timer. Not allowed while the city's loyalty is under 15, and not on holiday.
| Levy | For each person | From 10,000 people |
|---|---|---|
| Gold | 0.1 | 1,000 |
| Food | 1 | 10,000 |
| Wood | 1 | 10,000 |
| Stone | 0.5 | 5,000 |
| Iron | 0.4 | 4,000 |
The "under 15" rule is checked before the levy. A city at loyalty 18 can still levy, and drops to 0, where it riots.
Refuge, revolt and riot
A neglected city pays for it every 6.5 minutes the trouble lasts. Each kind sends one report an hour that gathers what happened.
| Trouble | Cause | What happens |
|---|---|---|
| Refuge | No food, with troops to feed. | 10% of the troops in the city desert, and a point of loyalty turns into grievance, each time. |
| Revolt | No gold to pay the heroes. | A point of loyalty turns into grievance each time. Every hero of the city loses 5 loyalty for each 90 minutes unpaid. A hero at loyalty 0 may walk out (1 chance in 10 each time); the mayor goes last. |
| Riot | The city's loyalty is 0. | 10% of each resource, gold too, is lost each time, unless the city was blessed: a blessing spares one riot and is then spent. Riots kill no troops and take no heroes. |
Refuge and revolt turn loyalty into grievance, so they push a city toward riots. Feed the troops, keep gold for the heroes, then comfort.
Quick fixes
- Rousing Speech (100 coins): loyalty back to 100 and grievance to 0 at once, in one city.
- Census Decree (50 coins): 20% of the room in new people at once (at least 100).
6Research
The Academy, how research is queued and timed, and every technology with what one level gives and what it needs.
The Academy and the research queue
- Research belongs to the lord: a level learned in one city counts in every city.
- Each city's Academy researches one technology at a time, and one technology cannot be researched in two cities at once. With several cities you can run several different researches side by side.
- What a technology needs (Academy level, buildings) is checked in the city that researches it.
- Research costs resources and gold, paid at the start. Cancelling gives back 95%.
- Time: the table time, x0.995 for each point of that city's mayor's intelligence. No technology makes research faster. Speed-up items and the free finish work on research as on buildings.
- Every technology goes to level 10.
Every technology
| Technology | Each level | To start | Level N also needs |
|---|---|---|---|
| Agriculture | +10% food from fields | Academy 1 | A Farm at level N |
| Lumbering | +10% wood from fields | Academy 1 | A Sawmill at level N |
| Masonry | +10% stone from fields | Academy 2 | A Quarry at level N |
| Mining | +10% iron from fields | Academy 2, Masonry 1 | An Ironmine at level N |
| Metal Casting | Transporters, Ballistas, Battering Rams and Catapults train 10% faster (x0.9 a level); opens siege troops and wall defences | Academy 3, Mining 2 | Workshop at level N |
| Informatics | Scouting: exact numbers when your level is at least the target's Beacon Tower level (or the valley's or NPC's level), otherwise rough words. Level 1 opens Scouts | Academy 3 | — |
| Military Science | Troops train 10% faster (x0.9 a level: 65% less time at 10) | Academy 1, Forge 1 | Forge at level N |
| Military Tradition | +5% attack for all troops | Academy 2, Military Science 1 | — |
| Iron Working | +5% defence for all troops | Academy 3 | — |
| Logistics | Troops carry 10% more | Academy 4, Military Science 2 | — |
| Compass | Foot troops march 10% faster | Academy 4, Military Science 3 | — |
| Horseback Riding | Mounted troops and machines march 5% faster | Academy 5, Stable 1, Military Science 5 | Stable at level N |
| Archery | Archers, Ballistas, Catapults and archer towers reach 5% further | Academy 4, Military Science 4 | — |
| Stockpile | Warehouses keep 10% more safe | Academy 6, Warehouse 1, Lumbering 3 | A Warehouse at level N |
| Medicine | +5% life for all troops | Academy 6, Logistics 3 | — |
| Construction | Buildings, demolitions and wall defences finish 10% faster (x0.9 a level: 65% less time at 10) | Academy 5, Lumbering 5, Metal Casting 2 | — |
| Engineering | Walls and archer towers hold 10% longer | Academy 8, Construction 3 | — |
| Machinery | After a battle at your city, traps, abatis and trebuchets that lost some (not all) rebuild part of the loss: 5% of it for traps and abatis, 8% for trebuchets, times (1 + level) | Academy 9, Metal Casting 4 | — |
| Privateering | Your plunder reaches 3% past an enemy's warehouses | Academy 10, Informatics 5, Military Science 8 | — |
Several technologies also open troops and wall defences: Military Tradition 1 opens Pikemen, Iron Working 1 Swordsmen, Archery 1 Archers, Horseback Riding 1 Cavalry; Metal Casting opens Abatis (1), Rolling Logs (5) and Defensive Trebuchets (6), Archery 3 Archer Towers. The Barracks and Walls windows show what each still needs.
Each technology's first level has a quest that pays gold (2,000 for Agriculture up to 20,000 for Privateering), so taking every one to level 1 pays for a good part of the way.
7The market
Buying and selling food, wood, stone and iron for gold, what it costs, how long goods take, and moving resources between your own cities.
Buying and selling
Open the Marketplace. There is one order book for each of food, wood, stone and iron, priced in gold for one unit. The window shows the best orders on each side, the last trades and the day's average price. You place an order from the city you are in:
- Sell: the goods leave the city at once and wait in the book.
- Buy: the gold (price x amount) leaves the city at once and waits in the book.
A new order fills against the best orders on the other side at their price. If you bid more than a seller asked, the difference comes back to you. Whatever does not fill stays in the book until someone matches it or you cancel. Cancelling gives back the goods or gold not yet traded, never the fee. Every fill sends you a Trade report. Orders between two of your own cities fill like any other.
Prices, fee and limits
| Rule | Value |
|---|---|
| Price | 0.001 to 150 gold a unit, in steps of 0.001 |
| Amount | 1 to 999,999,999 in one order |
| Fee | 0.5% of the order's value (price x amount), in gold, paid when you place it, kept on cancel. Selling 100,000 wood at 25 costs a 12,500 gold fee. |
| Open orders | As many in a city as its Marketplace level (1 to 10) |
| Delivery | Bought goods arrive 30 minutes after the order fills. A seller gets the gold at once. |
A Swift Caravan (5 coins) brings in the delivery due soonest to a city at once: one delivery for each caravan.
The standing traders
Besides other lords, the market has standing traders on both sides of every book. Every 5 minutes they take down their orders and post a fresh ladder of buy and sell orders a little above and below a reference price. That price drifts at random, but is always pulled back toward its average: about 25 gold for wood and iron and 5 gold for food and stone. So there is nearly always someone to sell to or buy from; watch the reference and the day's average to trade at a good moment.
Transports between your cities
To move resources without the market, send a Transport march from the Map or the Rally Spot to one of your own cities, or to a city of a lord in your alliance. The goods are unloaded on arrival and the troops come home.
- Every troop carries a load, +10% a level of Logistics. The food the march eats on the way comes out of the same load. A Transporter carries 5,000, a Worker 200, Cavalry 100.
- The sending city's Relief Station makes marches to your own cities, your alliance's and your allies' 2 to 6 times faster.
- Each march takes one of the Rally Spot's armies-out.
A transport to a lord with more than 2.5 times your prestige is set on by barbarians: 60% of its goods and of its troops are lost on the way, and the rest arrives.
You can trade on holiday, but if you are still on holiday at the daily maintenance after placing an order, all your cities go back to what they held when the holiday began.
8Items & the shop
Coins, the Shop and My Items, the main item groups and what they do, how chests and the Lucky Charm work, and the seasonal chests and tokens.
Coins
Coins are the shop's money. Each lord has its own coins (shown at the foot of the Shop as "Account"). A lord starts with 250, and earns more from some quests and from the Lucky Charm's coin prizes. Coin packs can also be bought with real money in the Shop's Get Coins tab.
Coins also pay for a holiday (10 a day) and for Get More Resources (the button under your resources): 1 coin buys 200,000 food, 160,000 wood, 130,000 stone or 100,000 iron, delivered to the city at once, up to 100,000,000 resources a lord a day.
The Shop and My Items
The Shop (round button) has the tabs Get Coins, Special Offer, Hot Sale, Speed Up, Produce, Hero, War, City and Chest, and a search box that finds an item by any word of its name. Click Buy on a card to choose how many (up to 1,000 at a time). Packages marked "as soon as you buy it" open straight into their contents.
My Items (under your portrait) lists what you hold, in the tabs All, Speed Up, Produce, Hero, War, City, Chest and Medal, with what is in force now. Click an item's picture or Detail to read it and Use it. Chests, charms, packs, boosts, hero boxes and experience books can be used several at once.
The main item groups
Speed-ups
| Item | What it does | Coins |
|---|---|---|
| Speed-up 15 min / 1 hour / 2.5 hours / 8 hours | That much off a building or research at work | 5 / 10 / 20 / 50 |
| Speed-up 10-30 hours | A random 10 to 30 hours off a building or research | 80 |
| Builder's Ledger | 30% of the time left off a building or research | 120 |
| Stonecutter's Masterwork | 50% of the time left off a building or research | 175 |
| Drillmaster's Diary | 30% of the time left off a troop batch in training; one a batch | 30 |
| Engineer's Notes | 30% of the time left off a batch of wall defences; one a batch | 35 |
| Master Mason's Square | 72 hours: buildings you start take half the time | 125 |
| Twin Foremen | 72 hours: two buildings at once in each city | 150 |
| Drill Sergeant's Whistle | 72 hours: troops you start take 30% less time | 75 |
| Swift Caravan | The market delivery due soonest arrives now | 5 |
Troop and wall batches take only the Diary and the Notes. A speed-up works on the job at work, not one still waiting.
Production and upkeep
- Iron Plough, Frame Saw, Quarry Picks, Bellows (8 coins, a day) and Harvest Rake, Twin Saw, Quarry Drills, Smelting Furnace (50 coins, a week): +25% food, wood, stone or iron from one city's fields.
- Tax Edict (45, a day) and Tax Charter (280, a week): +25% tax in one city.
- Granary Blessing and Edict of Rations: troops eat half for 24 hours in all your cities. Sunwine (250): they eat nothing for 24 hours.
- Haunted Keep (one city) and Winter Keep (every city): 15 days of +10% production and marches 25% bigger.
- Hoards: 10,000,000 of one resource straight into a city, past its cap. Not sold in the shop.
War
- Battle Horn (10, a day) and Ivory Battle Horn (60, a week): all your troops +20% attack, attacking and defending. Mail Vest and Plate Vest: the same for defence.
- Field Hospital (120): 7 days in which 30% more of your fallen troops are only wounded.
- Rally Banner (30): one march 25% bigger than the Rally Spot allows. Warlord's Standard: one march ten times bigger. Both are ticked in the march window.
- Charm of the Unbroken, Leaf of Liberty, Sugar Hare, the four Musters (troops into a city at once), the angel items you use on allies (Swift Boots, Draught of the Undying, Philosopher's Lens), the devil items you use on enemy cities (Black Rot, Wanderer's Fog, Tainted Banquet, Shattered Bar) and the Fate Token (one of those seven at random): prizes from chests and the wheel.
Heroes
- Champion's Blade, Treatise on Strategy, Book of Statecraft (40 each): one hero's attack, intelligence or politics +25% for 7 days.
- Field Manual, Officer's Handbook, Grand Strategy (8 / 30 / 100): experience for one hero.
- Clear Spring Water (20): gives back every point a hero has spent, to place again; one bottle plus one for every 10 hero levels.
- Recruiting Notice (5): a new list of heroes at one city's Inn now. Herald's Scroll (50): renames a hero.
- Helms, the Attuned Crystal and the Recruiter's Sigil: a hero joins a city at once (it needs room in the Feasting Hall). Not sold in the shop.
- Seeking Stone: brings home one of your heroes that another lord holds prisoner or has persuaded to join them, once 24 hours have passed since it was lost. It needs room in one of your Feasting Halls, and the lord who held it is paid the medals persuading it would cost. Not sold in the shop; it comes from chests and the Lucky Charm.
City
- Master Builder's Script (50): needed for every level 10. Builder's Hammer: one more building waiting in the queue (a prize only).
- Census Decree (50), Rousing Speech (100), Blasting Powder (20): see Quick fixes and Demolishing.
- Banner Cloth (6): your flag's text, 1 to 4 letters or digits. Royal Warrant (200): a new lord name.
- Town Crier (3, or 27 for 10, 240 for 100): one line in world chat. A letter to your whole alliance takes 2.
- Grand Pact (500): your alliance may grow to 100 members, for good. Great Pact (75): up to 1,000 members for 15 days. Any member may use them.
- The maps, the Peace Treaty and the Dream Truce: below.
Items that add up in time
A boost for the same thing does not stack in strength: using a second one adds its time after the first ends (the buff list says when). Angel and devil items are the exception: they stack in strength up to their own limits. Hero boosts count per hero, city boosts per city.
The Lucky Charm and its wheel
A Lucky Charm (5 coins; one free every day with the daily gift) spins a wheel. The wheel shows 24 prizes and you win one of them: speed-ups, production boosts, horns and vests, hero items, rare war items, hoards, or now and then coins (10, 30, 50, 100, 300 or 1,000; the 1,000 about once in 3,300 spins). Coins go straight to your lord. The rarest prizes, and coin prizes of 300 or more, are announced to every lord. The Gambler's Pouch (45 to 60 Lucky Charms) is sold only during promotions.
Chests and keys
A chest opens with its own key. Use the chest (not the key). If you hold the chest's own key it is used; otherwise a Silver Master Key is used, which opens any chest. Keep your Master Keys for chests whose key is hard to get.
| Chest | What is inside | Chest / key |
|---|---|---|
| Bronze Chest | 1 prize at random | 10 / Bronze Key 5 |
| Silver Chest | 3 prizes at random | 80 / Silver Key 40 |
| Gold Chest | 4 prizes at random; the only chest with devil items | 200 / Gold Key 100 |
| Special Chest | One of 3 bundles (Scripts, medals, boosts, maps…) | 200 / the key comes in a Special Package (100), with twelve extras |
| Hunter's Chest | One of 3 bundles | A prize / Hunter's Coin, a prize |
| Seasonal chests | One of 5 bundles (the Harvest Chest 3) and always the season's own prize | 500 / the key comes in the season's Package (300); both only in season |
Medal chests need no key: the Bronze Medal Chest (80 coins) gives 2 to 4 each of Cross, Rose and Lion Medals, the Silver (140) Courage, Honor and Wisdom, the Gold (240) Freedom, Justice and Nation. A Medal Purse turns into one medal at random. Medals are also won in battles against valleys and NPCs and from quests; they pay for promotions and for persuading captured heroes.
Peace Treaty and Dream Truce
- Peace Treaty (30): 12 hours in which no lord can attack or scout your cities, and you may attack and scout only valleys and flats. Your armies must all be home and no attack may be on its way to you. The next one can start 12 hours after this one ends. Scouts coming at you do not stop you using one.
- Dream Truce (40): a 10-hour truce every day, starting at the hour you pick (server time, UTC). Each one adds a day. The hour can be moved once every 72 hours, outside a truce window. Cancelled, a window running now runs out and the days not yet begun come back as items.
Moving a city
A city's armies must all be home before it moves, and a moved city lets go of its valleys.
| Map | Moves the city | Coins |
|---|---|---|
| Wayfarer's Map | To a random free flat in the state you pick (or a random state) | 30 |
| Surveyor's Map | To the free flat you pick; then 12 hours before it moves again by map (a Wayfarer's Map excepted) | 90 |
| Siege Map | Onto the NPC city you pick, which is gone; the same 12 hours | 140 |
| Settler's Map | To a free flat or onto an NPC city you pick; given to lords brought over from another server | — |
Seasons, tokens and holiday treats
Each season has its own chest and key in the shop, sold only while it runs (dates in UTC):
| Season | Runs | The chest's own prize |
|---|---|---|
| Sweetheart's | 7 – 16 February | Swift Boots |
| Shamrock | 12 – 19 March | 3 Lucky Charms |
| Springtide | 1 – 21 April | 2 Sugar Hares |
| Hallowed | 20 October – 5 November | Haunted Keep |
| Harvest | 20 – 30 November | Granary Blessing |
| Midwinter | 15 December – 6 January | Winter Keep |
Season tokens let you earn the chest without coins. While a season runs:
- A won attack on an NPC city, with a hero, may drop its token: 5% plus 1% for each level of the NPC.
- The season's quests pay tokens: 5 for taking the daily gift on 3 days, then 10, 10 and 15 for winning 5, 15 and 30 battles against NPCs. That is 40 in all.
- In the token's window, 25 tokens buy the season's chest and 15 its key. Tokens keep after the season, but trade only while it runs.
Holiday treats come free with the daily gift on each day of their window: Sweetheart's Bonbons (6 – 17 February), Shamrock Stew (17 – 21 March), Harvest Ale (27 September – 7 October), Hallowed Sweets (24 October – 2 November) and Midwinter Milk and Cookies (18 December – 8 January). Each gives 24 hours with no troop upkeep in every city; keep them and use them whenever you like.
9Quests & rewards
The Quest window: routine quests, promotions, the season's quests and the daily gift, and how awards are claimed.
The Quest window
Open it with the Quest round button; the number on the button counts the awards waiting. It has two tabs:
The quests in families down the left, each with a story, the target, how to do it, and its award.
The daily gift, once a day.
Routine quests
Over 200 one-time quests, each done once per lord. A quest is done as soon as its target holds in any of your cities (a Farm at 5 anywhere, a city with room for 1,000 people), and it stays ready until you claim it. Some families:
| Family | Examples | Typical award |
|---|---|---|
| Beginner | Open the Newcomer's Bundle; Town Hall to 3 | Gold; the Lord's Bundle |
| Housing, Fields, Storage | Cottage to 1 and 2; one of each field; Warehouse to 1 | Resources, speed-ups, people |
| Town Hall, Research, Walls, Army, Watch | Each level of the Town Hall, Academy, Walls, Barracks, Beacon Tower; each technology's level 1; training 10 of a troop; building fortifications | Resources; the troop or fortifications themselves |
| Running the city, Comfort, Levies, Trade | Set the production rate and tax; each comfort action and levy; buy and sell on the market | Resources, a Banner Cloth, coins |
| Heroes, Alliance, Letters and chat | Hire a hero, appoint a mayor; join an alliance; write a letter | Gold, hero items, prestige, Town Criers |
| Valleys, Scouting, New cities, Medals | Take a valley of each level; scout; take a flat; found a second city; win each medal | Resources, war items, medals, prestige |
| Population, Production, Prestige | Reach 100 to 50,000 people; produce 1,000 to 50,000 an hour; collect tax; reach prestige milestones | Resources and gold, prestige |
The Nobility family holds your next rank and title as quests. They show what each still needs, and their button is Promote, which pays the gold and medals and raises you.
The daily gift
Once a day, on the Daily Quest tab, Get Award gives you a Lucky Charm, plus the holiday treat while one's window runs. The day turns at the daily maintenance (07:00 server time). A day missed is not kept.
Season quests
While a season runs, its four quests sit at the top of the Routine list, paying season tokens (see Seasons). They come back every year.
Claiming awards
- Pick the city that should get the award in your city list first: resources, people and troops go to the city you are looking at. The window names it.
- Select the quest (a tick marks the ones done) and press Get Award.
- Items, medals and coins go to your lord, prestige to your standing. Resources may take the city past its cap; people only up to its room.
10The world map
One world for every lord: 800 by 800 tiles of flats, valleys and NPC cities. This section covers what is on a tile, how far armies march and how long it takes, and how you found, move and add cities.
What is on a tile
Every tile on the map is one of these. The map wraps round at its edges: march off the right side and you come in on the left.
| Tile | About how much of the map | What it is for |
|---|---|---|
| Flat | a fifth | Open land. Cities stand on flats. A flat nobody holds can be attacked and held, and you build a new city on a flat you hold. |
| NPC city | a fifth | A city of barbarians, level 1 to 10. You raid it for resources and medals, or take it as a city of your own. See NPC cities. |
| Forest, grassland, hill, lake, desert, swamp | the rest (forests and grasslands the most common) | Valleys, level 1 to 10. Hold one and the city holding it produces more. See Valleys. |
| A lord's city | where lords have built | Another player's city (or one of yours). The map shows its lord, alliance and flag, and how your alliance stands with theirs. |
Low-level NPC cities are far more common than high ones: each level is rarer than the one below it.
Your city's place
Your first city is put on a free flat. Its place is two numbers, x,y, each from 0 to 799. The map is split into sixteen states of 200 by 200 tiles, four across and four down, read row by row from the top left: Friesland, Saxony, North March, Bohemia, Lower Lorraine, Franconia, Thuringia, Moravia, Upper Lorraine, Swabia, Bavaria, Carinthia, Burgundy, Lombardy, Tuscany and Romagna. The states only matter for the Wayfarer's Map (below), which drops a city into the state you pick.
Click any tile to see what is on it and what you can do there: Scout, Attack, Reinforce, Transport, Build a city, Station troops or Let go, as the tile allows. Tiles you want to find again go on your Coordinate List (up to 100 tiles, each with a name of your own).
Distance and march time
Distance is a straight line between the two tiles, the short way round the map's edges: 3 tiles across and 4 down is 5 tiles. An army marches at the pace of its slowest troop:
seconds = distance in tiles × 60,000 ÷ speed of the slowest troop
So cavalry (speed 1,000) take 1 minute a tile, warriors (200) 5 minutes a tile and catapults (80) 12½ minutes a tile. The troop table lists every troop's minutes a tile. The way home takes as long as the way out.
Each level makes foot troops (workers to archers) 10% faster.
Each level makes cavalry, cataphracts, transporters and siege engines 5% faster.
The sending city's Relief Station speeds marches to your own cities and to your alliance's and allies' cities: ×2 at levels 1-3, ×3 at 4, ×4 at 5-7, ×5 at 8-9, ×6 at 10.
Swift Boots (from an alliance mate or ally) make your marches 35% quicker; Wanderer's Fog on your city makes its marches 20% slower.
An example
A city at 100,100 sends 5,000 cavalry and 1,000 archers to an NPC at 106,108. The distance is 10 tiles (6 across, 8 down). Archers are the slowest (250), so with no research the march takes 10 × 60,000 ÷ 250 = 2,400 seconds, 40 minutes, and as long again home. With Compass 10 the archers march at 500 and it takes 20 minutes. Leave the archers home and the cavalry alone take 10 minutes.
Camp time. On the march window you can add camp time (hours, minutes, seconds, even milliseconds, up to a day) so an army lands exactly when you want. The army waits out its camp at home first, out of your city's defence, then marches. Nobody sees it coming until it sets off. Recall it while it still waits and it is back at once; recall it on the road and it turns round, home in the time it has marched so far.
Food for the road. An army takes food with it: twice its hourly upkeep for every hour of the one-way march and the camp. That food counts against what the troops can carry.
Flats and building a new city
A new city is built in two steps:
- Hold a flat. Attack a free flat (an attack needs a hero) and beat its guards. The flat is then held by the city that sent the attack, and counts as one of that city's valleys (see how many you can hold).
- Send workers to build. Open the flat and choose Build a city. Send at least 250 workers and nothing else. The march also takes 10,000 each of food, wood, stone, iron and gold from the sending city; they go with the workers outside their load.
- When the workers arrive, the flat becomes your new city: a level 1 Town Hall, the 10,000 of each resource, and 300 people (250 of the workers settle there as people). Workers beyond 250 stay in the city as troops.
A lord may hold one city more than their title: 1 city as a Civilian, 2 as a Knight, and so on up to 10 as a Prinzessin (see Titles & ranks). With no room, the march is refused, or the workers come home with the goods if your room went while they marched.
A held flat stops levelling up while you hold it. The new city remembers the flat's level: if you ever abandon the city, the tile becomes an NPC city of that level.
How many cities, and abandoning one
| Title | Cities | Title | Cities |
|---|---|---|---|
| Civilian | 1 | Earl | 6 |
| Knight | 2 | Marquis | 7 |
| Baronet | 3 | Duke | 8 |
| Baron | 4 | Furstin | 9 |
| Viscount | 5 | Prinzessin | 10 |
Your rank (Lieutenant to General) does not add cities; it only opens the next titles. Cities you take from NPCs or other lords count against the same limit.
Abandoning a city (Town Hall, Cities tab): the city must be empty first, with no troops, no heroes, no armies out and no allied troops stationed in it, and it cannot be your last city. Its buildings are gone, its valleys are let go, and the tile becomes an NPC city of the flat's level. Abandoning is final.
Moving a city
Maps from the shop move a whole city, buildings, troops and all. The city's armies must all be home and no allied troops may be stationed in it. A moved city lets go of all its valleys (troops stationed in them come home). It may march again at once.
| Item | Coins | Where the city goes | Wait |
|---|---|---|---|
| Wayfarer's Map | 30 | A random free flat in the state you pick (or a random state). | None. |
| Surveyor's Map | 90 | The free flat you pick on the map. | 12 hours before this city can move again by a Surveyor's or Siege Map. |
| Siege Map | 140 | Onto the NPC city you pick; the NPC city is gone. | The same shared 12 hours. |
A free flat is one with no city on it that nobody holds. Every new lord gets 10 of each of these maps in the starter pack.
11Valleys
Valleys are the forests, grasslands, hills, lakes, deserts and swamps of the map. Beat their guards, hold them, and the city holding them produces more.
What each valley adds
A held valley adds a share to one resource of the city that holds it. The share grows with the valley's level: a base, plus so much a level.
| Valley | Adds to | Rule | Level 1 | Level 5 | Level 10 |
|---|---|---|---|---|---|
| Grassland | food | 2% + 1% a level | 3% | 7% | 12% |
| Swamp | food | 3% + 2% a level | 5% | 13% | 23% |
| Lake | food | 5% + 3% a level | 8% | 20% | 35% |
| Forest | wood | 3% + 2% a level | 5% | 13% | 23% |
| Desert | stone | 3% + 2% a level | 5% | 13% | 23% |
| Hill | iron | 3% + 2% a level | 5% | 13% | 23% |
| Flat | nothing | — | — | — | — |
The bonus applies to what your fields produce (farms, sawmills, quarries, iron mines), not to the city's small fixed base production. Bonuses add up: two level 10 lakes give a city 70% more from its farms. A flat adds nothing; you hold flats to build cities on them.
Levels and the daily level-up
Every valley and flat has a level from 1 to 10. Once a day, at the daily maintenance (07:00 server time, UTC), every valley and flat that nobody holds goes up one level, and a level 10 goes back to 1. A valley never changes its type.
A held valley keeps the level it had when you took it, for as long as you hold it. When you let it go, it carries on climbing from that level at the next maintenance. So take a valley on the day it reaches the level you want.
How many you can hold
Each city holds as many valleys as its Town Hall level: one at Town Hall 1, up to ten at Town Hall 10. Flats count in the same total. The limit is per city: a valley belongs to the city whose army took it. If the city is already full, you still win the battle but the valley is not held (the report says so).
Taking and holding a valley
- Scout it first if you like: the report shows its guards and its hero.
- Attack it from the city that should hold it. Every attack needs a hero to lead it.
- Win, and the valley is held by that city at once. Its bonus counts from that moment. The Town Hall's Valleys tab lists your valleys.
Another lord's valley. You can attack a valley someone else holds. If they have no troops stationed there, you take it without a fight. If they have, you fight those troops, with no walls to help them; win and it is yours.
Stationing troops. To guard a valley, open it and choose Station troops (a Reinforce march from the city that holds it). The troops stay and defend it, led by the strongest hero among them, with your research and items counting. They eat twice their normal upkeep, from the city that sent them. They come home if the valley is let go, taken, or its city moves.
A city that moves by map, is abandoned or is taken lets go of (or hands over) its valleys with it.
Who guards a valley nobody holds
A free valley is guarded by its terrain's foot soldiers (warriors; pikemen on flats), with archers from level 4 up. Flats have fewer guards but more of them are archers. The guards fight with every battle research at the valley's level, and there are no walls or fortifications.
Every free valley and flat also has a hero leading its guards. Its attack and intelligence count in the battle. The hero is rolled like an Inn hero, with a level in the band for the valley's level, and stays the same until the next daily maintenance or until the valley's level changes. So the hero your scouts see is the hero your attack meets.
| Level | Valley guards | Flat guards | Hero level |
|---|---|---|---|
| 1 | 8 warriors | 6 pikemen | 1-5 |
| 2 | 24 warriors | 18 pikemen | 4-8 |
| 3 | 74 warriors | 56 pikemen | 6-11 |
| 4 | 184 warriors, 41 archers | 102 pikemen, 68 archers | 9-13 |
| 5 | 557 warriors, 126 archers | 310 pikemen, 206 archers | 12-16 |
| 6 | 1,658 warriors, 415 archers | 939 pikemen, 626 archers | 14-19 |
| 7 | 5,035 warriors, 1,259 archers | 2,851 pikemen, 1,901 archers | 17-22 |
| 8 | 14,328 warriors, 4,776 archers | 8,654 pikemen, 5,770 archers | 20-24 |
| 9 | 43,495 warriors, 14,498 archers | 26,271 pikemen, 17,514 archers | 22-27 |
| 10 | 132,030 warriors, 44,010 archers | 79,746 pikemen, 53,164 archers | 25-30 |
Losing an attack on a valley nobody holds costs you prestige: as much as your dead troops would have earned had they won.
Letting a valley go
Click Let go on the valley (on the map, or in the Town Hall's Valleys tab). It is free and immediate. Troops stationed there march home, the bonus stops, and the valley starts levelling again from the level it kept. Letting go frees a place for another valley.
12NPC cities
NPC cities are barbarian towns from level 1 to 10. They hold troops, walls and a store of resources. You raid them for loot, prestige and medals, and in the end you can take one as your own city.
What each level holds
An NPC city's level never changes. It fights with every battle research at its own level and has walls of its own level. Its full strength:
| Level | Troops | Fortifications | Walls |
|---|---|---|---|
| 1 | 50 warriors, 40 pikemen, 35 swordsmen, 15 archers, 8 cavalry | 1,000 traps | 1 |
| 2 | 50 warriors, 45 pikemen, 40 swordsmen, 30 archers, 25 cavalry | 1,850 traps, 550 abatis | 2 |
| 3 | 200 warriors, 160 pikemen, 65 swordsmen, 40 archers, 60 cavalry | 2,000 traps, 1,000 abatis, 650 archer towers | 3 |
| 4 | 400 warriors, 400 pikemen, 100 swordsmen, 100 archers, 150 cavalry | 4,500 traps, 1,875 abatis, 550 archer towers | 4 |
| 5 | 750 warriors, 1,000 pikemen, 350 swordsmen, 250 archers, 200 cavalry | 3,750 traps, 1,875 abatis, 1,250 archer towers, 750 rolling logs | 5 |
| 6 | 4,000 warriors, 1,750 pikemen, 550 swordsmen, 500 archers, 450 cavalry | 4,250 traps, 2,250 abatis, 1,500 archer towers, 950 rolling logs, 400 trebuchets | 6 |
| 7 | 12,000 warriors, 3,000 pikemen, 750 swordsmen, 800 archers, 750 cavalry | 5,600 traps, 2,800 abatis, 1,850 archer towers, 1,100 rolling logs, 700 trebuchets | 7 |
| 8 | 15,000 warriors, 6,750 pikemen, 4,000 swordsmen, 3,000 archers, 2,000 cavalry | 7,200 traps, 3,600 abatis, 2,400 archer towers, 1,440 rolling logs, 900 trebuchets | 8 |
| 9 | 60,000 warriors, 18,000 pikemen, 2,000 swordsmen, 6,750 archers, 2,500 cavalry | 9,000 traps, 4,500 abatis, 3,000 archer towers, 1,800 rolling logs, 1,125 trebuchets | 9 |
| 10 | 400,000 warriors | 11,000 traps, 5,500 abatis, 3,666 archer towers, 2,200 rolling logs, 1,375 trebuchets | 10 |
Farming NPCs for resources
Win against an NPC and your surviving troops carry off what they can from its store. What they carry is shared over the resources in proportion to what the NPC has. Each troop carries its load (see the troop table), plus 10% a level of Logistics; anything the wave brought with it takes its room first.
| Level | Food | Wood | Stone | Iron | Gold |
|---|---|---|---|---|---|
| 1 | 100,000 | 20,000 | 20,000 | 20,000 | 55,000 |
| 2 | 200,000 | 30,000 | 30,000 | 30,000 | 65,000 |
| 3 | 900,000 | 75,000 | 75,000 | 75,000 | 75,000 |
| 4 | 1,600,000 | 120,000 | 120,000 | 120,000 | 300,000 |
| 5 | 3,000,000 | 180,000 | 180,000 | 180,000 | 450,000 |
| 6 | 4,000,000 | 200,000 | 200,000 | 200,000 | 600,000 |
| 7 | 4,500,000 | 500,000 | 500,000 | 500,000 | 800,000 |
| 8 | 8,000,000 | 800,000 | 800,000 | 800,000 | 1,000,000 |
| 9 | 14,000,000 | 550,000 | 550,000 | 550,000 | 1,200,000 |
| 10 | 19,000,000 | 600,000 | 600,000 | 600,000 | 1,500,000 |
A win also earns prestige and hero experience for what you killed, may drop a medal, and counts for the season's quests while a season runs. A loss costs the prestige your dead would have earned.
They grow back
10% of full strength comes back at every 6-minute mark of the server's clock, so a beaten NPC is whole again within an hour.
Refill steadily, from empty to full in 8 hours.
Climbs back 3 points at every 6-minute mark, up to 100.
Waves that land between two marks never slow the regrowth: it counts the clock's marks, not the time since your last hit. Very old NPC cities may now and then turn back into level 1 flats at the daily maintenance; the map always keeps at least as many NPC cities as flats.
Taking an NPC as your city
An NPC city starts at 100 loyalty. Every attack you win takes loyalty off it: 3 points while it is above 50, 2 once it is at 50 or below, and 1 more when the NPC's loss was crushing (you lost at most a tenth of what you killed). When a won attack brings it to 0, the city is yours, if your title has room for another city.
- You get a whole town at the NPC's level: Town Hall and Walls at that level, one of every town building, cottages on the other plots and farms on every field the Town Hall opens. Its fortifications do not come with it.
- What is left of its resources stays in the city, and your surviving troops and the hero who led the attack move in.
- The new city starts at 50 loyalty.
From 100 it takes about 40 won waves to empty an NPC's loyalty, and it climbs back 3 points every 6 minutes. Send many waves close together, from several cities if you can.
An NPC's hero
Each NPC city keeps a hero, shown in your scout report. It is a new hero every time the city is scouted. Low NPCs have low heroes (level 1-14 at NPC 1, up to 33-46 at NPC 9); an NPC 10's hero can be anything from level 1 to 40. The hero does not change the battle: an NPC fights with a fixed leader of its own level.
When you take the NPC, its hero is caught or dies. It is caught by the same roll as any captured hero at 0 loyalty, into a free seat of the new city's Feasting Hall. A caught hero is your prisoner, to persuade or let go (see capture). Scouting just before the last wave lets you see who you might catch.
13Medals
Nine medals, from the common Cross to the rare Nation. You need them to rise in rank and title, to reward heroes and to persuade captured heroes. Most come from winning attacks on valleys and NPC cities.
The nine medals and what they are for
| Medal | Hero loyalty when given as a reward | Promotions that need it | Persuading a captured hero |
|---|---|---|---|
| Cross | +5 | Captain 5, Knight 10 | 1 for a hero of level 51-60 |
| Rose | +10 | Major 5, Knight 5, Baronet 10 | 2 for level 61-70 |
| Lion | +15 | Colonel 5, Baronet 5, Baron 10 | 3 for level 71-80 |
| Honor | +20 | General 5, Baron 5, Viscount 10 | 4 for level 81-90 |
| Courage | +25 | Viscount 5, Earl 10 | 5 for level 91-100 |
| Wisdom | +30 | Earl 5, Marquis 10 | 6 for level 101-110 |
| Freedom | +40 | Marquis 5, Duke 10 | 7 for level 111-120 |
| Justice | +50 | Duke 5, Furstin 10, Prinzessin 30 | 8 for level 121-130 |
| Nation | +60 | Furstin 5, Prinzessin 15 | 9 for level 131-140, one more for every 10 levels above |
Medals are spent when used. A hero's loyalty never goes over 100. When a Seeking Stone takes a hero back from the lord who held it, that lord is paid the medals persuading it would have cost.
What valleys drop, by level
Flats count as valleys here.
| Valley level | Medals it can drop |
|---|---|
| 1 | Cross, Rose |
| 2-4 | Cross, Rose, Lion |
| 5 | Rose, Lion, Honor |
| 6 | Honor, Courage, Wisdom |
| 7-8 | Honor, Courage, Wisdom, Freedom |
| 9 | Honor, Courage, Wisdom, Justice |
| 10 | Honor, Courage, Wisdom, Freedom, Nation |
What NPC cities drop, by level
| NPC level | Medals it can drop |
|---|---|
| 1 | Lion, Courage, Honor |
| 2-3 | Courage, Honor |
| 4 | Lion, Honor, Courage |
| 5-6 | Wisdom, Freedom, Courage |
| 7-8 | Wisdom, Freedom |
| 9 | Wisdom, Freedom, Justice, Nation |
| 10 | Justice, Nation |
When a win drops a medal, it is one medal from that level's list, picked at random.
Where to find each medal
| Medal | Valleys | NPC cities |
|---|---|---|
| Cross | level 1-4 | none |
| Rose | level 1-5 | none |
| Lion | level 2-5 | level 1 and 4 |
| Honor | level 5-10 | level 1-4 |
| Courage | level 6-10 | level 1-6 |
| Wisdom | level 6-10 | level 5-9 |
| Freedom | level 7, 8 and 10 | level 5-9 |
| Justice | level 9 | level 9-10 |
| Nation | level 10 | level 9-10 |
In short: Cross and Rose medals come only from low valleys. Lion medals: level 2-5 valleys, level 1 and 4 NPCs. Honor and Courage: high valleys or low NPCs. Wisdom and Freedom: high valleys or middle NPCs. Justice and Nation: level 9-10 valleys and NPCs only.
Getting more medals
Only a won attack led by a hero can drop a medal. A scouting, a reinforcement or a lost attack never does.
The attack must lose some of its troops. A wave that wins without a single loss drops nothing.
Having scouts in the attacking wave helps.
A hero with high intelligence leading the attack helps.
Several of your waves landing on the same tile within seconds of each other help.
Swamps drop fewer medals than other valleys.
Other treasures. A won attack can also bring a Town Crier or a Master Builder's Script. These come mostly from NPC cities and only rarely from valleys. While a season runs, NPC wins can also drop the season's token, which buys that season's chest and key.
Other sources. Each "Win a … medal" quest gives two more of that medal once you hold your first. The shop sells Bronze, Silver and Gold Medal Chests (each opens into 2-4 of each of three medals), and a Medal Purse (from chests and the Lucky Charm) turns into one medal at random.
14Titles & ranks
Your standing has two ladders: military rank (Lieutenant to General) and noble title (Knight to Prinzessin). Titles are what let you hold more cities; ranks open the titles.
How promotion works
Promote from the Overview window under your lord's face, one step at a time. The gold is paid from the city you promote from; the medals come from your items and are spent. Prestige is only a threshold: it is not spent. Each step pays an award of prestige and speed-ups.
Ranks
| Rank | Town Hall in the paying city | Gold | Medals | Award |
|---|---|---|---|---|
| Lieutenant | level 2 | 10,000 | none | 100 prestige, Speed-up 15 min, Speed-up 1 hour |
| Captain | level 4 | 20,000 | 5 Cross | 200 prestige, Speed-up 15 min, Speed-up 1 hour |
| Major | level 6 | 30,000 | 5 Rose | 300 prestige, Speed-up 15 min, Speed-up 1 hour |
| Colonel | level 8 | 40,000 | 5 Lion | 400 prestige, Speed-up 15 min, Speed-up 1 hour |
| General | level 10 | 50,000 | 5 Honor | 500 prestige, 2 Speed-up 15 min, 2 Speed-up 1 hour |
Titles
| Title | Rank needed | Prestige needed | Medals | Gold | Cities | Award |
|---|---|---|---|---|---|---|
| Civilian | — | — | — | — | 1 | — |
| Knight | Lieutenant | 1,000 | 10 Cross, 5 Rose | 20,000 | 2 | 100 prestige, 15 min + 1 hour speed-ups |
| Baronet | Captain | 2,000 | 10 Rose, 5 Lion | 40,000 | 3 | 200 prestige, 15 min + 1 hour |
| Baron | Major | 4,000 | 10 Lion, 5 Honor | 60,000 | 4 | 600 prestige, 15 min + 1 hour |
| Viscount | Colonel | 8,000 | 10 Honor, 5 Courage | 80,000 | 5 | 800 prestige, 15 min + 1 hour |
| Earl | General | 16,000 | 10 Courage, 5 Wisdom | 100,000 | 6 | 1,000 prestige, 15 min + 1 hour |
| Marquis | General | 32,000 | 10 Wisdom, 5 Freedom | 200,000 | 7 | 2,000 prestige, 2.5 hours + 8 hours |
| Duke | General | 64,000 | 10 Freedom, 5 Justice | 300,000 | 8 | 1,400 prestige, 15 min + 1 hour |
| Furstin | General | 128,000 | 10 Justice, 5 Nation | 400,000 | 9 | 1,600 prestige, 15 min + 1 hour |
| Prinzessin | General | 256,000 | 30 Justice, 15 Nation | 500,000 | 10 | 5,000 prestige, 2.5 hours + 8 hours |
Your title also decides how many buildings may wait in a city's build queue with a Builder's Hammer (title + 1, at most 10), and which captured heroes you may persuade (see capture).
Earning prestige
- Building, research, training and fortifying earn prestige for what they cost. It is divided by the total of all your Town Hall levels, so the same job earns less as your cities grow.
- Battles earn prestige for the value of what you kill, divided the same way. A defender earns prestige for the attackers it kills too.
- Comforting at the Town Hall (relief, prayer, blessing, raising people) earns a tenth of what it costs.
- Quests and promotions pay prestige as part of their reward.
- A lost attack on an NPC city or a valley nobody holds costs the prestige your dead troops would have earned.
15Heroes
Heroes lead your attacks, run your cities as mayor and defend them. You hire them at the Inn, seat them in the Feasting Hall, level them up and keep them loyal, and you can capture other lords' heroes.
The Inn and the Feasting Hall
The Feasting Hall seats your city's heroes: one at level 1, up to ten at level 10. Prisoners you hold take seats too. The Inn offers heroes for hire: as many as the Inn's level, of up to five times the Inn's level (a level 4 Inn offers four heroes of up to level 20; low levels are the most common). A new list comes every hour; a Recruiting Notice brings a new list at once. The Inn shows nobody until the city has a Feasting Hall.
Hiring costs 1,000 gold a hero level, paid from the city. A hired hero starts at 70 loyalty. Each hero is best at one stat: that stat starts at 40-69 plus all the points of its levels, and the other two at 5-49.
Every hero draws a salary of 20 gold an hour for each level, from its city's gold. A city that cannot pay its heroes revolts: every 90 minutes unpaid, each of its heroes loses 5 loyalty, and a hero at 0 loyalty may walk out.
Attack, politics and intelligence
| Stat | In battle (leading an attack, or defending) | As mayor |
|---|---|---|
| Attack | +1% attack for all its troops for each point. | Troops train faster: each point takes 0.5% off training time (compounding). |
| Politics | Nothing. | +1% to the city's field production for each point, and buildings and wall fortifications go up faster: each point takes 0.5% off their time (compounding). |
| Intelligence | +1% defence for all its troops for each point. | Research goes faster: each point takes 0.5% off research time (compounding). |
Training a troop becomes instant once one troop would take less than a second (a very high attack mayor with Military Science); the same goes for wall fortifications with politics and Construction.
Levels and points
A hero needs 100 × level² experience for its next level: 100 to reach level 2, 10,000 to go from level 10 to 11. Click level up when the experience is there; each level gives one point to put into attack, politics or intelligence. Experience comes from:
- Battles: the hero leading an attack earns experience for the value of what its army killed; a city's defending hero for what it killed.
- Being mayor: the mayor earns experience from every building, research, troop batch and fortification batch finished in its city, for what it cost.
- Books: Field Manual (1,000 experience or 8% of the next level), Officer's Handbook (10,000 or 30%), Grand Strategy (100,000 or a whole level), whichever is more.
Clear Spring Water gives back every point a hero has placed, to spend again. It takes one bottle, plus one more for every 10 levels (a level 25 hero takes 3).
The mayor
Each city has at most one mayor. Make a hero mayor in the Feasting Hall; it must be at home. A mayor never marches, but it can still lead the city's defence. Pick your mayor for the city's job: politics for a building or resource city, attack for a troop city, intelligence for research.
Who defends a city
The hero who leads a city's defence is the one at home with the highest attack, mayor or not. Heroes out on a march or held as prisoners do not defend.
Loyalty and rewards
Loyalty runs from 0 to 100. A loyal hero is harder to capture; a hero at 0 may run away from a city that cannot pay it. A hero loses 5 loyalty every time it is on the losing side of a battle (an attack that runs the full 100 rounds counts as lost).
Reward a hero in the Feasting Hall to raise its loyalty:
- Gold: 100 gold a hero level, from its city, for +5 loyalty.
- A medal you pick, for that medal's loyalty: Cross +5, Rose +10, Lion +15, Honor +20, Courage +25, Wisdom +30, Freedom +40, Justice +50, Nation +60.
Each hero can be rewarded once every 15 minutes, by gold or medal. A hero already at 100 cannot be rewarded.
Capture and persuading
Heroes can be captured in war. Each time, the captor's city needs a free seat in its Feasting Hall, and the chance grows with that Feasting Hall's level and falls with the hero's loyalty. With a level 10 Feasting Hall, a hero at 100 loyalty is taken 1 time in 4, at 50 loyalty half the time, at 0 loyalty 3 times in 4. A level 5 Feasting Hall takes half as often.
| When | Whose hero | If caught | If not |
|---|---|---|---|
| An attack on a lord's city is lost | The attacking hero | Held in the city it attacked | Gets away home |
| A lord's city is taken | Every hero at home in it | Held in that city by its new lord | Dies |
| A lord's last city is brought to 0 loyalty | Every hero at home in it | Carried off to the city the attack came from | Dies |
| An NPC city is taken | The NPC's hero (at 0 loyalty) | Held in the new city | Dies |
A prisoner sits in a seat of your Feasting Hall and cannot be mayor or march. You can let it go (it is gone for good) or persuade it to join you. Persuading costs its hiring fee (1,000 gold a level), medals by its level, and needs a title:
| Hero level | Medals | Hero level | Title needed |
|---|---|---|---|
| 1-50 | none | 1-9 | none |
| 51-60 | 1 Cross | 10-19 | Knight |
| 61-70 | 2 Rose | 20-29 | Baronet |
| 71-80 | 3 Lion | 30-39 | Baron |
| 81-90 | 4 Honor | 40-49 | Viscount |
| 91-100 | 5 Courage | 50-59 | Earl |
| 101-110 | 6 Wisdom | 60-69 | Marquis |
| 111-120 | 7 Freedom | 70-79 | Duke |
| 121-130 | 8 Justice | 80-89 | Furstin |
| 131-140 | 9 Nation (one more each 10 levels: 15 at level 200) | 90 and up | Prinzessin |
A persuaded hero joins at 10 loyalty: reward it soon.
Getting a hero back: the Seeking Stone
A Seeking Stone brings home a hero of yours that another lord holds prisoner, or has persuaded to join them. It works only 24 hours after the hero was lost, and not while the hero is out with an army. The hero comes home to the city it was lost from, or the first of your cities with a free Feasting Hall seat. The lord who held it is paid the medals persuading it would have cost. A hero you let go, fired or that died is gone for good.
Hero items
| Item | What it does |
|---|---|
| Champion's Blade | +25% attack for one hero, 7 days. |
| Book of Statecraft | +25% politics for one hero, 7 days. |
| Treatise on Strategy | +25% intelligence for one hero, 7 days. |
| Field Manual, Officer's Handbook, Grand Strategy | Experience (above). |
| Clear Spring Water | Resets the hero's points (above). |
| Recruiting Notice | A new list at the Inn now. |
| Herald's Scroll | Renames a hero. |
| Leather, Chain and Plate Helms, War-God Helm, Attuned Crystal, Recruiter's Sigil | A hero of a set level band joins a city with a free seat (from level 10-15 for a Leather Helm up to 51-70 for an Attuned Crystal; the Sigil gives a low-level hero with a best stat of 115-125). |
| Philosopher's Lens | Used on you by an alliance mate or ally: all your heroes 10% stronger for 2 hours. |
| Tainted Banquet | Used on an enemy city: its heroes 20% weaker for 2 hours. |
16Troops & fortifications
Twelve kinds of troops trained in the Barracks, five kinds of fortifications built on the Walls, and the medic camp where wounded troops wait to be cured.
Troop stats
Base numbers, before research, heroes and items. Range is how far a troop reaches on the battlefield. Load is what one troop carries. Upkeep is food a troop eats an hour.
| Troop | Attack | Defence | Life | Speed | Min. a tile | Range | Load | Upkeep |
|---|---|---|---|---|---|---|---|---|
| Worker | 5 | 10 | 100 | 180 | 5.6 | 10 | 200 | 2 |
| Warrior | 50 | 50 | 200 | 200 | 5 | 20 | 20 | 3 |
| Scout | 20 | 20 | 100 | 3,000 | 0.3 | 20 | 5 | 5 |
| Pikeman | 150 | 150 | 300 | 300 | 3.3 | 50 | 40 | 6 |
| Swordsman | 100 | 250 | 350 | 275 | 3.6 | 30 | 30 | 7 |
| Archer | 120 | 50 | 250 | 250 | 4 | 1,200 | 25 | 9 |
| Cavalry | 250 | 180 | 500 | 1,000 | 1 | 100 | 100 | 18 |
| Cataphract | 350 | 350 | 1,000 | 750 | 1.3 | 80 | 80 | 35 |
| Transporter | 10 | 60 | 700 | 150 | 6.7 | 10 | 5,000 | 10 |
| Ballista | 450 | 160 | 320 | 100 | 10 | 1,400 | 35 | 50 |
| Battering Ram | 250 | 160 | 5,000 | 120 | 8.3 | 600 | 45 | 100 |
| Catapult | 600 | 200 | 480 | 80 | 12.5 | 1,500 | 75 | 250 |
Hit cavalry and cataphracts 80% harder.
Hit pikemen 10% harder.
Hit archers 20% harder.
Archers, ballistae and catapults strike from range.
Training: cost, time and what it needs
| Troop | Food | Wood | Stone | Iron | Time each | People | Needs |
|---|---|---|---|---|---|---|---|
| Worker | 50 | 150 | 0 | 10 | 50 s | 1 | Barracks 1 |
| Warrior | 80 | 100 | 0 | 50 | 25 s | 1 | Barracks 1 |
| Scout | 120 | 200 | 0 | 150 | 1 min 40 s | 1 | Barracks 2, Informatics 1 |
| Pikeman | 150 | 500 | 0 | 100 | 2 min 30 s | 1 | Barracks 2, Military Tradition 1 |
| Swordsman | 200 | 150 | 0 | 400 | 3 min 45 s | 1 | Barracks 3, Iron Working 1 |
| Archer | 300 | 350 | 0 | 300 | 5 min 50 s | 2 | Barracks 4, Archery 1 |
| Cavalry | 1,000 | 600 | 0 | 500 | 8 min 20 s | 3 | Barracks 5, Horseback Riding 1 |
| Cataphract | 2,000 | 500 | 0 | 2,500 | 25 min | 6 | Barracks 7, Iron Working 5, Horseback Riding 5 |
| Transporter | 600 | 1,500 | 0 | 350 | 16 min 40 s | 4 | Barracks 6, Logistics 1, Metal Casting 3 |
| Ballista | 2,500 | 3,000 | 0 | 1,800 | 50 min | 5 | Barracks 9, Metal Casting 5, Archery 6 |
| Battering Ram | 4,000 | 6,000 | 0 | 1,500 | 1 h 15 min | 10 | Barracks 9, Iron Working 8, Metal Casting 7 |
| Catapult | 5,000 | 5,000 | 8,000 | 1,200 | 1 h 40 min | 8 | Barracks 10, Metal Casting 10, Archery 10 |
"Barracks 5" means the barracks you train in must be level 5 or more. "People" is how much idle population each troop takes from the city when it is queued; dismissing troops gives them back as people, as far as there is room.
The Barracks
- A city can have several barracks. Each trains its own line of batches, one after another, and holds as many batches waiting as its level (a level 4 barracks: 4 batches).
- From a barracks window you can train in that barracks, in all barracks (the order split evenly between them, each training its share at the same time), or in the idle ones only.
- Time each = the base time × 0.9 for each level of Military Science × 0.995 for each attack point of the mayor. Transporters, ballistae, rams and catapults also train 10% faster for each level of Metal Casting. A Drill Sergeant's Whistle takes 30% off for 72 hours; a Drillmaster's Diary takes 30% off one batch.
- The cost is paid when you queue. Cancelling a batch gives back 95% of its cost.
The Rally Spot
Every march sets out from the Rally Spot. Its level is how many armies the city can have out at once, and each march carries at most 10,000 troops a level (100,000 at level 10). Troops stationed in an ally's city still use one of these places.
- A Rally Banner lets one march carry 25% more. A Haunted Keep or Winter Keep adds 25% for 15 days.
- A Warlord's Standard lets one march carry ten times the Rally Spot's limit (1,000,000 at level 10, 1,250,000 with a Rally Banner too).
- You tick the Banner or the Standard on the march window. Each is used up with that march, and is refused when the march would fit without it.
Wall fortifications
Fortifications stand on your Walls and fight every attack on your city, even with the gate closed. Each takes wall space; the Walls' level sets how much there is. They are built on the Walls, five batches at most in the queue, faster with Construction research and the mayor's politics.
| Fortification | Needs | Cost (food / wood / stone / iron) | Space | Time each | What it does |
|---|---|---|---|---|---|
| Trap | Walls 1 | 50 / 500 / 100 / 50 | 1 | 1 min | Catches foot soldiers, cavalry and cataphracts (not siege engines or transporters), one each. Used up as it fires. |
| Abatis | Walls 2, Metal Casting 1 | 100 / 1,200 / 0 / 150 | 2 | 2 min | Stops cavalry and cataphracts, at most one each. Used up as it fires. |
| Archer Tower | Walls 3, Archery 3 | 200 / 2,000 / 1,000 / 500 | 3 | 3 min | Shoots every round (attack 300, range 1,300; defence 360, life 2,000). Stays standing until destroyed; melee troops do it only 30% damage. |
| Rolling Log | Walls 5, Metal Casting 5 | 300 / 6,000 / 0 / 0 | 4 | 6 min | Crushes foot soldiers (attack 500, range 1,300). Used up as it fires. |
| Defensive Trebuchet | Walls 7, Metal Casting 6 | 600 / 0 / 8,000 / 0 | 5 | 10 min | Hits anything (attack 800, range 5,000), all at one stack at a time. Used up as it fires. |
| Walls level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Wall space | 1,000 | 3,000 | 6,000 | 10,000 | 15,000 | 21,000 | 28,000 | 36,000 | 45,000 | 55,000 |
| Wall durability | 100k | 300k | 600k | 1M | 1.5M | 2.1M | 2.8M | 3.6M | 4.5M | 5.5M |
Engineering adds 10% a level to the wall's durability and to archer towers' life. Each Walls level also lets your archers, ballistae, catapults and archer towers reach 3% further when defending. You can demolish fortifications at once to free space; nothing comes back.
Machinery repairs after a battle at your city: of traps, abatis and trebuchets that lost some but not all, a share of the lost ones rebuilds itself (5% for traps and abatis, 8% for trebuchets, times 1 + your Machinery level). Archer towers and rolling logs never rebuild.
The medic camp
Not every troop that falls in battle dies. A share of your dead are only wounded and go to the medic camp of the city they fought for (for an attack, the city it marched from). There they eat nothing and wait until you cure them all at once, for gold: a tenth of their value. The Rally Spot's Healing tab shows them and the price.
- Against NPC cities and valleys: 10% of your dead are wounded.
- Between lords: it depends on your honor against theirs. The side with less honor heals better: 50% when yours is at most a tenth of theirs, 40% at most a half, 30% up to twice theirs, 20% up to ten times, 10% beyond that (and 10% when both are at 0). The battle's own honor change counts first.
- A Field Hospital makes 30% more wounded (10% becomes 13%, 50% becomes 65%). A Leaf of Liberty (your next battle with a lord) or a Sugar Hare (your next attack on a lord) adds 30% more on top.
Fortifications are never wounded: what is lost on the walls is gone.
17How battles work
A battle is fought out in rounds on a straight field, the defender at one end and the attacker at the other. Here is what happens in a round, how the numbers are worked out, and what each side gets afterwards.
Each side's numbers
| Stat | What raises it |
|---|---|
| Attack | +5% a level of Military Tradition, +1% a point of the hero's attack; then ×1.2 with a Battle Horn. |
| Defence | +5% a level of Iron Working, +1% a point of the hero's intelligence; then ×1.2 with a Mail Vest. Defence counts between 50 and 500 at most. |
| Life | +5% a level of Medicine (and +5% for each Draught of the Undying on you). |
| Speed | +10% a level of Compass for foot troops, +5% a level of Horseback Riding for the rest. |
| Range | +5% a level of Archery for archers, ballistae, catapults and archer towers; a defender's shooters and towers also +3% a Walls level. |
A Charm of the Unbroken adds 10% attack, defence and life on top. Your research counts in every battle you fight; an NPC city or a free valley fights with all research at its own level.
The field
The field is 200 long plus the longest base range of anything in the battle. With traps, abatis or trebuchets on the walls that is 5,200; with only short-range troops it is short and the armies meet at once.
A round
- Movement. Melee troops of both sides move first, fastest first; then the shooters. A troop with an enemy in its range stays put; otherwise it moves its speed toward the nearest enemy, never past it. The defender's scouts and transporters never move. The attacker's scouts and transporters wait at the back while anything else of theirs is alive.
- Strikes. The attacker's troops strike first, fastest first, then the defender's. Each kind strikes one target in its range. A shooter aims at enemy shooters or archer towers if it can, otherwise at the fastest enemy. A melee troop hits the nearest enemy, the strongest of those if several are equally near.
- Fortifications. Then the walls fire: rolling logs, traps, abatis, archer towers, trebuchets. Each round only a part of the traps (a random 1-10% of those at the start) and a tenth of the abatis, rolling logs and trebuchets fire, and only as many as the attackers need. Fired ones are used up; archer towers stay.
killed = troops striking × their attack × (1 − target's defence ÷ 1000) ÷ target's life
× 1.8 (pikemen on cavalry or cataphracts)
× 1.1 (swordsmen on pikemen)
× 1.2 (cavalry or cataphracts on archers)Shooters do full damage within half their range and half damage beyond it, and only a quarter against a melee troop that has come within its own range of them.
Why do the walls kill a different number each time?
Traps, abatis, rolling logs and trebuchets are the battle's dice. Each round a share of them fires (a random 1-10% of the traps, a tenth of the others), only as many as the attacking troops in reach need, and each volley kills a random part of its best. A trap or an abatis kills at most one troop; a rolling log or a trebuchet can kill several weak ones. A small wave often takes a full volley. Everything else in a battle is fixed, so the same armies against a city with no consumable fortifications always end the same way.
A trebuchet volley hits one stack; if it wipes that stack out, the rest of the volley goes on to the next. Troops waiting at the back beyond its 5,000 range take half.
Who is hit first?
Archers, ballistae and catapults look first for enemy shooters and archer towers in range, so shooters duel each other before they turn on anything else. With no shooter in range they hit the fastest enemy they can reach. Melee troops hit whatever is nearest, troops before archer towers, and among equally near enemies the one with the most count × attack.
The wall, and how a battle ends
Once no defending troops or archer towers are left, the attackers in range strike the wall itself with their attack (shooters standing far back do half, battering rams do double, scouts do nothing). The attacker wins when every defender is gone and the wall is down. The defender wins when no attacker is left. If 100 rounds pass first, the defender holds: that is a lost attack.
Valleys have no walls; NPC cities have walls of their level.
The gate
Each city has a gate, open by default; open or close it at the top of the Rally Spot window. With the gate open, your troops and any allied troops stationed in the city fight every attack. With the gate closed, they sit the battle out and lose nothing: only the walls and fortifications fight. If those fall, the attacker wins (and takes loot and loyalty) all the same. A Shattered Bar used on your city holds its gate open for an hour.
The hero's part
Every attack needs a hero. Its attack and intelligence raise the whole army's attack and defence, a point a percent. The defender's hero is the city's highest-attack hero at home. The leading hero earns experience for what its side killed. On the losing side a hero loses 5 loyalty, and an attacking hero that loses at a lord's city may be captured.
After the battle
A winning attacker's survivors carry off what they can carry. At a lord's city the Warehouses keep their share of food, wood, stone and iron safe; gold is never safe. What the attack brought with it takes room first.
A won attack on a city takes loyalty off it (see loyalty attacks).
Both sides earn them for the value of what they killed (food and wood count once, stone twice, iron two and a half times).
Part of each side's dead goes to the medic camp (see the medic camp).
Both lords get a report with every troop sent and lost, the loot, the loyalty, the honor change and the wounded. If an attack loses every troop it sent, its hero is back home at once.
Honor
Honor is a standing between lords; NPC cities and valleys have none and do not change it. After a battle between two lords, the side that killed more value than it lost gains honor, and the other loses as much: (value killed − value lost) ÷ 200. If only one of the two has any honor, the change is halved. Nobody goes below 0. Honor never changes who wins. It sets how many of your dead are only wounded (lower honor heals better) and ranks lords in Statistics.
What a lost attack costs
- The troops that died (some wounded, see above).
- The leading hero's 5 loyalty, and against a lord's city maybe the hero itself.
- Against an NPC city or a valley nobody holds: prestige, as much as your dead troops would have earned.
- The food the army took for the march.
The Rally Spot's Exercise tab fights two made-up armies by the same rules, with your research or every research at a level you pick. Nothing is lost, and the same exercise always ends the same way.
18War, scouting & defence
Seeing what is coming, scouting your targets, helping your friends, taking cities from other lords, the items of war, and the protection that keeps you safe.
Scouting
A scouting needs at least one scout; other troops may go along. What the report shows depends on your Informatics research, not on how many scouts you send:
- Exact numbers when your Informatics is at least the target's Beacon Tower level (a lord's city) or the target's level (an NPC city or valley). Then you also see a city's resources, buildings and loyalty, or an NPC's resources, loyalty and its hero's stats.
- Otherwise words for each troop count, and the report says what Informatics level you would need:
| Word | Few | Pack | Lots | Horde | Throng | Swarm | Zounds | Legion | Bulk | Giga |
|---|---|---|---|---|---|---|---|---|---|---|
| Troops | 1-24 | 25-49 | 50-99 | 100-249 | 250-499 | 500-999 | 1,000-2,499 | 2,500-4,999 | 5,000-9,999 | 10,000+ |
At a lord's city with its gate open, your scouts first fight the city's scouts one for one: only if you sent more than they have do the rest get through. If yours lose, every scout and every troop that came with them dies and there is no report. At a closed gate nobody fights and one scout is enough.
The scouted lord gets a report naming you, your alliance and the city you sent from. Scouts are never seen coming. Scouting an NPC city gives it a new hero.
The Beacon Tower
Without a Beacon Tower a city gets no warning at all of an attack on its way. With one, it sees more of each attack the higher the tower, from the moment the attack sets off (an attack still camping at home is not seen):
| Level | What it adds |
|---|---|
| 1 | A warning that something is coming at the city. |
| 2 | That it is an attack. |
| 3 | When it lands. |
| 4 | The lord who sent it, and their alliance. |
| 5 | The city it set off from. |
| 6 | Which kinds of troops. |
| 7 | Rough numbers (the scout report's words). |
| 8 | Exact numbers. |
| 9 | The level of the hero leading it. |
| 10 | The attacker's battle research. |
A higher Beacon Tower also hides your numbers from enemy scouts whose Informatics is lower than its level.
Reinforcing and transporting
- Reinforce your own city: the troops and the hero move there for good.
- Reinforce an alliance mate's or an ally's city: their Embassy must take allied troops (a box its lord ticks) and have room: one allied army for each Embassy level. Your troops stay yours, keep their place in your Rally Spot, eat the host city's food, and fight beside its troops while its gate is open; losses are shared by numbers and you get the report. They never attack from there. They come home when you recall them, the host sends them home, your alliances stop being allies, all of them fall, or the city is taken.
- Station troops in your valley: see holding a valley.
- Transport resources to your own cities or an alliance mate's. A transport to a lord with more than 2½ times your prestige is set on by barbarians on the way: 60% of its goods and troops are lost.
Attacking a lord's city
You can attack any lord except one in your own alliance or in an alliance yours has set as Ally. Neutral and Enemy are only colours on the map. You cannot attack or scout a lord under beginner protection, in a truce or on holiday; an attack that reaches a city that became protected on the way turns back with nothing done. The target sees your attack coming as its Beacon Tower allows.
Loyalty attacks and taking a city
A lord's city has loyalty, public grievance and tax, which together make 100. Every attack you win against it:
- Takes 3 loyalty off it while loyalty is above 50, 2 once it is 50 or below, and 1 more when the defender's loss was crushing. The same amount is added to its grievance (up to 100).
- Waves bring loyalty down only as far as 15. Below that each won wave only adds grievance, and loyalty sinks by itself toward 100 − tax − grievance, one point every 6½ minutes.
- Once the city's loyalty is at 0, your next won wave takes the city, if you have room for another city.
A taken city comes to you with its buildings and walls; its loyalty starts at 0 with no grievance. Its own troops are gone and your surviving troops and hero move in. Its heroes at home are caught or die; prisoners it held become yours; its valleys come with it. Every lord hears the news in the system chat.
Brought to 0 loyalty, it stays theirs, but each hero at home may be carried off to your city or die (see capture).
Defending against it: the Town Hall's comforting (disaster relief, prayer) raises loyalty and cuts grievance; a Rousing Speech puts loyalty back to 100 and clears grievance at once. Grievance never fades by itself.
War items
| Item | Coins | What it does |
|---|---|---|
| Battle Horn / Ivory Battle Horn | 10 / 60 | All your troops +20% attack, attacking or defending, for 24 hours / 7 days. |
| Mail Vest / Plate Vest | 10 / 60 | All your troops +20% defence, for 24 hours / 7 days. |
| Field Hospital | 120 | For 7 days, 30% more of your fallen are only wounded, attacking or defending. |
| Rousing Speech | 100 | One city's loyalty back to 100 and its grievance cleared, at once. |
| Peace Treaty | 30 | A 12-hour truce (below). |
| Dream Truce | 40 | A 10-hour truce every day at the hour you pick (server time); each one adds a day. The hour can be moved once every 72 hours; cancelled, the days not yet begun come back. |
| Rally Banner | 30 | One march carries 25% more troops. |
| Warlord's Standard | — | One march carries ten times the Rally Spot's limit. |
| Charm of the Unbroken | — | +10% attack, defence and life for 24 hours, on top of horns and vests. |
| Leaf of Liberty / Sugar Hare | — | 30% more of your fallen wounded in your next battle with a lord / your next attack on one. |
| Drillmaster's Diary / Engineer's Notes | 30 / 35 | 30% off the time left on one troop batch / one fortification batch. |
| Swift Boots, Draught of the Undying, Philosopher's Lens | — | Used on an alliance mate or ally, never yourself: marches 35% quicker (4 h), troops +5% life (12 h), heroes 10% stronger (2 h). |
| Black Rot, Wanderer's Fog, Tainted Banquet, Shattered Bar | — | Used on another lord's city (not one under protection): its people die, its marches 20% slower, its heroes 20% weaker, its gate held open for an hour. Its lord gets a report. |
Using another of the same boost adds its time; a different item for the same thing starts when the one running ends. The items without a price come from chests, packs and the Lucky Charm.
Beginner protection, truces and holidays
A new lord's first 7 days, ending early once any of their Town Halls reaches level 5.
A Peace Treaty gives 12 hours. Your armies must be home and no attack may be marching on you (scouts do not count). The next truce can start 12 hours after it ends.
2 to 7 days at 10 coins a day, renewing itself if you ask. Nothing builds, trains, researches or marches; troops eat nothing and heroes take no pay.
Under beginner protection, a truce or a Dream Truce window nobody can attack or scout your cities, and you may attack and scout only valleys and flats: no NPC cities and no lords. On holiday nobody can attack or scout you, and you cannot march at all.
19Alliances
An alliance is a team of lords with its own chat, mail, war reports and diplomacy. Members cannot attack each other and can reinforce each other's cities.
Joining and founding
- Joining needs an Embassy (level 1) in any of your cities. Apply to an alliance, or accept an invitation.
- Founding needs an Embassy at level 2 and 10,000 gold from the city you found it from. The name is 3-20 letters, digits, spaces, _ or -.
- Size: 10 members for each level of the host's Embassy (100 at level 10). A Grand Pact raises it to 100 for good; a Great Pact to 1,000 for 15 days. Any member may use either.
Ranks
| Rank | How many | What they can do (each rank can also do everything below it) |
|---|---|---|
| Host | 1 | Makes vice hosts, hands the alliance to another member (and becomes vice host), disbands it. |
| Vice Host | 2 | Makes presbyters; sets diplomacy; writes the introduction and the members' notice. |
| Presbyter | 5 | Removes members of lower rank; makes members officers, or officers members again. |
| Officer | 10 | Invites lords, accepts applications, takes back invitations; writes to every member at once. |
| Member | the rest | Alliance chat, war reports, events; can leave at any time. |
Anyone can only change the rank of members below their own, into ranks below their own. A vice host, presbyter or officer can step down to member at any time. The host cannot leave while others are in the alliance: hand it over first, or disband it.
Diplomacy
Your members cannot attack theirs. You can reinforce their cities, use angel items on them, and your Relief Station speeds marches to them.
The default for every other alliance. Only a colour on the map.
A colour on the map. Setting an alliance hostile, or ending it, is announced to every lord.
Diplomacy is one-sided. If you set another alliance as Ally, you cannot attack them, but they can still attack you until they set yours as Ally too. Transports go only to your own alliance, never to allies.
Alliance chat and mail
The alliance has its own chat channel, free to use (a world chat line costs a Town Crier). Officers and up can send a letter to every member at once: at most 5 such letters a day each, and each one takes 2 Town Criers.
War reports and events
The Alliance window's War Reports list every battle and scouting between your members and other lords, newest first, 10 a page, kept 30 days. Each side's alliance sees its own side's report: the defenders' alliance sees who came, not what the scouts saw. Battles with NPC cities and with valleys nobody holds are not listed.
The Events tab, for members only, keeps 30 days of the alliance's own history: who founded it, joined (and who invited or accepted them), left, was removed, promoted or demoted, diplomacy and introduction changes, and cities taken by or from members.
