I write here only the most inportant things.
Short description of the menu itemsIf you see numbers in parentheses, that means you have new messages or reports, click on the menupoint to view them.
The messaging is thread based. So you don't send messages. If someone write a message, he will start a new thread and will subscribe the recipient. This is useful because after a long correspondence you won't have dozens of messages but only one: thread. Deleting the letter just means 'unsubscribe' from the thread, so you won't see if the sender responds unless he add you to the participants again.
You can write letters to others by selecting one of his villages, then click on the owners name, open his profile amd click on the 'Send him message' and write. Or you can write a new message by opening the messages menu and click on the 'Compose new message' link and type the recipient name to the 'Add participant' field.
You can build buildings in your villages by clicking on their icons when you select your village. The task will appear in your task list and you need to commit the operation. The cost of the operation is gold and one build point. Every village produces one build point each day, but you can increase this rate by upgrading your town center.
Type the amount of units to create in text boxes under the unit icons then press enter. The task will appear in the tasklist, so you need to commit the task.
It's obvious. Click on the 'Rename' link, type the new name and press enter.
Select the starting villages, then shift+click (or use mouse operations) on the village you want to send troops to, select the operation, set the amount of troops on the next window, then click 'Send troops' and commit the tasks.
Select the starting village, shift+click (or use mouse operations) the target cell and select 'Settle village on this cell'. You must have at least one diplomat on the starting village and one expansion point.
You can select multiple villages by holding the Ctrl and drag select multiple villages. (the selection is in toggle mode, so you can select and unselect with this mode too.)
Gold is the money in the game. You can see how many gold you have on the right top box.
With build points (and gold), you can build buildings. Every village produces one build point but you can increase the build point production by upgrading your Town center.
Expansion points determining how many villages you may own. You get exactly one expansion point every day. You can settle or conquer a village only if you have at least one expansion point. If you lose or abandon a village you will get your expansion points back.
To decrease the server load changes only happen if you ask it to.
Heroes are your warlords. You can have only one hero. Depends on you defend or attack him. It will get better at attack and defense skill. Hero don't have defense and offense value but it buffs the army he leads.
If the army led by hero defeats units during offense the hero will gain offensive experience. If he defeat units during defense, he will gain defensive experience.
The offensive bonus the hero gives is shown in the following table for the first few levels:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
100% | 110% | 120% | 130% | 140% | 150% | 160% | 170% | 180% | 190% | 200% | 210% | 220% | 230% | 240% | 250% | 260% | 270% | 280% | 290% | 300% |
The defensive bonus the hero gives is shown in the following table for the first few levels:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
100% | 110% | 120% | 130% | 140% | 150% | 160% | 170% | 180% | 190% | 200% | 210% | 220% | 230% | 240% | 250% | 260% | 270% | 280% | 290% | 300% |
To level the defensive/offensive skill up you need to defeat certain amount of units. Every killed unit means 1XP. The following table shows the XP values for the first few levels:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
0 XP | 100 XP | 493 XP | 1252 XP | 2426 XP | 4052 XP | 6163 XP | 8785 XP | 11943 XP | 15659 XP | 19953 XP | 24843 XP | 30348 XP | 36482 XP | 43261 XP | 50701 XP | 58814 XP | 67614 XP | 77113 XP | 87324 XP | 98259 XP |
If your hero loses a battle he will abandon you and become free and he will immediately set off and moves to a random village. Free heroes can reach any village in 24 hour.
Free heroes will set off every midnight and moves to another randomly choosen village.
If you lost your hero, you have 2 choices::
The speed of heroes are 100 fields/hour when traveling alone.
Hero can be sent to any village (even to others' villages). Only the owner can control the hero (even if it is in the village of someone else).
The troops in villgaes can be combined to one big army for cooperation, common defense or attacks. It's worth send all your army into one village you attack.
In this battle mode either the attacker or the defender side will lose all his troops. If you want to demolish or conquer village you must select this mode. The survivors will return with the looted gold.
In this mode battle does not last to the last man. Often one soldier returns even when fighting against big overpower. When you want to rob gold from your enemy, use this way of attack. You can not destroy buildings or conquer villages in this mode.
In this attack mode the army attacks the village and retreat the defenders begin to chase your army and kill most of them. In most of the cases one soldier will return even when fighting aginst huge overpower. The army won't enter the village so it can't rob gold from the enemy.
Use this mode if you want to know how big the defender's army.
If you send a diplomat into last man standing battle and you have one expansion point and the battle is won, the attacker will conquer the village. The diplomat, who is escorted by the army, will take the control of the village and disappear. The build points will be set to zero in that village.
If you don't need a village because you want to conquer a bigger for example, you can abandon it thus you will get your expansion point back. The village will be owner by no one.
There can be various diplomatic stances between guilds. The village's color indicates this.
One player's gold is distributed uniformly between his villages. So if someone has 3000 gold and has 6 villages, then all his villages contain 500 gold. During raid you can take gold from only one village. So if someone attack this player can take max 500 gold. The more villages the player have less gold can be taken from him.
The village's score is the sum of the squares of the building levels.
It starts when the Sun sets and ends when the Sun rises (at Budapest, Hungary). The maximum value of the bonus is: 3×. The bonus, as soon as the sun set, starts to rise, when there is completely dark it will reach the maximum. The defense strength of the units in multiplied by the night bonus. So it's not worth attacking at night.
You can not give troops to players whose account 3 times older or younger than yours. So if you have been playing the game for 30 days you can give troops to players who playing the game less than 10 days or more 90 days.
This rule exists to avoid flood like attacks, whose aim is to make the incoming attacks page useless. So the value of the army, you send for attack, need to be bigger than the 24% of your the hourly gold production. So if you produce 100 gold per hour, you need to send an army worth at least 24 gold.
Travel times are never accurate. There is ±1% error in them intentionally. So if an army would travel for 1 hour then it can arrive 36 seconds earlier or later. So if you want to ensure the order of the waves you sent, you will need to keep several minute long gaps between their arrival times.
This is the top 10 of various categories. Updated on every Monday.
If a player started player later than you, then he have age bonus against you. This means if you attack that player, his defensive troops will be stronger by the ratio of the age difference of the players. So if you are playing for 50 days and attack a player who is playing for 10 years. The defender side will be 5 times stronger than usual. If you attack an older player. He won't have age bonus against you. Age bonus can be viewed on the kingdom's profile.
This unit is good against cavalry, bad against archers. It can defeat one knight, but 2 spearmen needed to defeat one archer.
spearman | |||
---|---|---|---|
Attack power | Pierce damage | Arrow damage | Slash damage |
60 | 0 | 0 | |
Defense | Defense against pierce | Defense against arrows | Defense against slash |
60 | 30 | 120 | |
Cost | 10 ![]() | ||
speed | 200 cell/h | ||
Place of training | Barracks | ||
Strength | 15 gold | ||
Training time | 0:10:00 |
This unit is good against spearmen, but bad against knights. it can beat 2 spearmen alone, 4 needed to defeat one knight.
archer | |||
---|---|---|---|
Attack power | Pierce damage | Arrow damage | Slash damage |
0 | 60 | 0 | |
Defense | Defense against pierce | Defense against arrows | Defense against slash |
120 | 60 | 30 | |
Cost | 15 ![]() | ||
speed | 250 cell/h | ||
Place of training | Archery range | ||
Strength | 10 gold | ||
Training time | 0:15:00 |
This unit is good against archers, and bad against sparmen. It can defeat 4 archers or 1 spearmen.
knight | |||
---|---|---|---|
Attack power | Pierce damage | Arrow damage | Slash damage |
0 | 0 | 120 | |
Defense | Defense against pierce | Defense against arrows | Defense against slash |
60 | 240 | 120 | |
Cost | 25 ![]() | ||
speed | 300 cell/h | ||
Place of training | Stables | ||
Strength | 50 gold | ||
Training time | 0:20:00 |
It can be used to destroy enemy villages's buildings. It's attack and defense strength is weak.
catapult | |||
---|---|---|---|
Attack power | Pierce damage | Arrow damage | Slash damage |
20 | 20 | 20 | |
Defense | Defense against pierce | Defense against arrows | Defense against slash |
60 | 60 | 60 | |
Cost | 100 ![]() | ||
speed | 110 cell/h | ||
Place of training | Workshop | ||
Strength | 30 gold | ||
Training time | 1:00:00 |
This unit is used to settle new villages or conquer existing ones. If it survives a last man standing battle it will take control the attacked village (if you have enough expansion points). Training time is very long and so it's speed.
diplomat | |||
---|---|---|---|
Attack power | Pierce damage | Arrow damage | Slash damage |
20 | 20 | 20 | |
Defense | Defense against pierce | Defense against arrows | Defense against slash |
20 | 20 | 20 | |
Cost | 1000 ![]() | ||
speed | 100 cell/h | ||
Place of training | Town center | ||
Strength | 5 gold | ||
Training time | 24:00:00 |
If you upgrade this building the training of the spearmen will be faster. See the following table for the training time reduction:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
100% | 90% | 81% | 73% | 66% | 59% | 53% | 48% | 43% | 39% | 35% | 31% | 28% | 25% | 23% | 21% | 19% | 17% | 15% | 14% | 12% |
If you upgrade this building the training of the archers will be faster. See the following table for the training time reduction:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
100% | 90% | 81% | 73% | 66% | 59% | 53% | 48% | 43% | 39% | 35% | 31% | 28% | 25% | 23% | 21% | 19% | 17% | 15% | 14% | 12% |
If you upgrade this building the training of the knights will be faster. See the following table for the training time reduction:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
100% | 90% | 81% | 73% | 66% | 59% | 53% | 48% | 43% | 39% | 35% | 31% | 28% | 25% | 23% | 21% | 19% | 17% | 15% | 14% | 12% |
If you upgrade this building the training of the catapults will be faster. See the following table for the training time reduction:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
100% | 90% | 81% | 73% | 66% | 59% | 53% | 48% | 43% | 39% | 35% | 31% | 28% | 25% | 23% | 21% | 19% | 17% | 15% | 14% | 12% |
If you upgrade the gold mine the gold production increases. The gold production for the first few levels:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
0 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
By upgrading the town center the village will produce build points faster, and produces diplomats faster. A városközpont fejlesztésével gyorsabban termelődik az építési pont, és gyorsabb a diplomaták kiképzése. See the following table for the training time reduction:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
100% | 90% | 81% | 73% | 66% | 59% | 53% | 48% | 43% | 39% | 35% | 31% | 28% | 25% | 23% | 21% | 19% | 17% | 15% | 14% | 12% |
See the following table for the daily build point production on the first few levels:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
1× | 1.1× | 1.21× | 1.33× | 1.46× | 1.61× | 1.77× | 1.95× | 2.14× | 2.36× | 2.59× | 2.85× | 3.14× | 3.45× | 3.8× | 4.18× | 4.59× | 5.05× | 5.56× | 6.12× | 6.73× |
The city wall is essential for the protection of the villages. Every level of the wall multiplies the defensive power of the defending units. (so if you have a level 5 wall, your defensive troops will be 6 times stronger.)
Every unit type has an attack and defense vector which consists of pierce, arrow and slash damage and the defense value against these attacks. These vectors have 3 elements currently. For example the spearman's attack vector is (60;0;0), it's defense vector is: (60;30;120).
To get the full attack vector, sum up the attack vectors of the individual attacker units.
To get the full defense vector, sum up the defense vectors of the individual defender units.
Now apply the hero's attack bonus on the attackvector, then apply the wall bonus, night bonus, hero bonus and age bonus on the defense vector.
Let the final attack vector: a=(a1,a2,a3). Let the final defense vector: d=(d1,d2,d3)
Now use the following formula to obtain how stronger the offensive army:
k | = |
3 Σ i=1 |
|
If k>1, then the offensive army is stronger, else the defensive army is stronger.
There is only one case when every catapult shots: when you attack an empty vilage. If you have casualties, then less catapults will shot. You can calculate it using the following formula:
|
So now we know the ratio of the forces we can calculate the rate of the casualties.
If k>1, then the offensive army wins, so casualty rate of the defenders are 100%, the offsive army's casualty rate is given by the following formula:
1 |
k1.5 |
If k<1, then the defenders win, so the offensive army's casualty rate is 100%. The defenders' casualties are given by the following formula: k1.5
Offensive army's casualty ratio:
1 | – |
|
1.5 |
Defensive army casualty ratio:
|
1.5 |
Casualty rate of the attackers:
1 | – |
|
|
Casualty rate of the defenders:
|
2 |
First, we calculate a raid without the superiority bonus. In this case the casualty rate of the attackers are:
1 | – |
|
Casualty rate of the defenders:
|
After this phase the catapults will shot the wall and destroy several levels. After this recalculate the force ratio for the survivors with the new wall level, denote this with l.
So the actual casualty ratio of the offensive army is:
1 | – |
|
+ |
|
1.5 |
For the defenders:
|
1.5 |
We have a casualty rate number which is between 0 and 1 (inclusice), for both the attackers and defenders. Now multiply the amount of the soldiers with this number respectively and round the result. Done.
Raise the target building's level to the power of 1.7. We get the stability number of the building. Subtract the amount of catapults hit in. The calculate the 1.7th root of the number. And finally round it upward. This will be the new level of the building.
Let the offensive army be the following: 1000 spearmen, 1000 archers.
Let the defensive army be the following: 2000 knights.
Calculate the defense and offense vectors.
The offense vector is: a=1000·(60;0;0)+1000·(0;60;0)=(60000;60000;0).
The defense vector is: d=2000·(60;240;120)=(120000;480000;240000).
Calculate the rate of the forces:
k | = |
|
+ |
|
+ |
|
= | 0.625 | . |
Casualty ratio of the offensive army is: 100% because k<1.
Casualty ratio of the defensive army is: k1.5=0.494
Casualties of the offensive army: 1000 spearmen, 1000 archers.
Casualties of the defensive army: 988 knights.
Now calculate a raid with the same army. The force ratio will be the same so we don't need to recalculate it again.
Casualty ratio of the offensive army is:
1 | – |
|
1.5 | = | 0.483 |
Casualty ratio of the defensive army is
|
1.5 | = | 0.239 |
Casualties of the attacker side: 483 spearmen, 483 archers.
Casualties of the defender side: 477 knights.
We know the force ratio only the formula is different:
Casualty ratio of the attacker side:
1 | – |
|
|
= | 0.456 |
Casualty ratio of the defender side:
|
2 | = | 0.148 |
Casualties of the attacker side: 456 spearmen, 456 archers.
Casualties of the defender side: 296 knights.
Add 1400 catapults to our army, attack a level 50 building. Catapults fire only in last man standing battles, so we only handle this case.
So the attacking army is: 1000 spearmen, 1000 archers, 1400 catapults.
So the defending army is: 2000 knights.
Calculate the offense and defense vectors.
The offense vector is: a=1000·(60;0;0)+1000·(0;60;0)+1400·(20;20;20)=(88000;88000;28000).
The defense vector is: d=2000·(60;240;120)=(120000;480000;240000).
Calculate the ratio of the forces:
k | = |
|
+ |
|
+ |
|
= | 1.033 | . |
Casualty ratio of the attacker army is:
|
= | 0.952 |
Casualty ratio of the defender army is: 100% because k>1.
So the casualties of the attacker army is: 952 spearmen, 952 archers, 1333 catapults.
So the casualties of the defender army is: 2000 knights.
So we know the casualties. Now what's up with the building destruction? Calculate how many catapults fire:
1400 | · |
|
= | 711.475 |
Now calculate the strength of the building: 501.7=773.124.
Now subtract the count of the firing catapults: 773.124–711.475=61.648.
Now calculate the building level from this number (calculate the 1.7th root): 61.6481/1.7=11.295.
Now round this up to get building level after the demolition: level 12.
Attack the wall with our previous army. Let the defender village have a level 15 city wall.
So the attacker army: 1000 spearmen, 1000 archers, 1400 catapults.
The defender army: 2000 knights.
Calculate the vectors.
The offense vector is: a=1000·(60;0;0)+1000·(0;60;0)+1400·(20;20;20)=(88000;88000;28000).
The defender vector is: d=16·(2000·(60;240;120))=(1920000;7680000;3840000).
We will need the defense vector without wall's bonus: d0=2000·(60;240;120)=(120000;480000;240000).
Számoljuk ki az erők arányát:
k | = |
|
+ |
|
+ |
|
= | 0.065 | . |
First we simulate a raid without the superiority bonus.
The casualty ratio of the attackers:
1 | – |
|
= | 0.939 |
The casualty ratio of the defenders:
|
= | 0.061 |
Apply these casualty ratios on our attacker and defense vectors.
So the new offense vector: (1-0.939)·(88000;88000;28000)=(5338.552;5338.552;1698.63).
Apply the the defender's casualty ratio on the defense vector without the wall bonus, because we will need to remultiply it with the reduced wall's bonus: (1-0.061)·(120000;480000;240000)=(112720.157;450880.626;225440.313).
After this, the catapults fire. We need to know, how many catapult will fire:
1400 | · |
|
= | 84.932 |
Now calculate the building strength of the wall: 151.7=99.852.
Then subtract the number of the catapults that fired: 99.852–84.932=14.92.
Now calculate the building level from this number (calculate the 1.7th root): 14.921/1.7=4.903.
Now round this up to get building level after the demolition: level 5.
So the wall will be level 4.9029141085685 after the attack.
Now calculate the new defense vector: 5.903·(112720.157;450880.626;225440.313)=(665377.402;2661509.61;1330754.805)
Calculate the new force ratio:
l | = |
|
+ |
|
+ |
|
= | 0.011 | . |
Now calculate the casualties again. Now for last man standing battle, without the superiority bonus.
Casualty ratio of the attacker: 100%, because l<1.
Casualty ratio of the defender: l=0.011
Then we can calculate the final casualties from the first and second phase's casualty ratios:
The final casualty ratio of the attacker: (0.939+1·(1–0.939))1.5=1
The final casualty ratio of the defender: (0.061+0.011·(1–0.061))1.5=0.019
The final casualties of the attacker: 1000 spearmen, 1000 archers, 1400 catapults.
The final casualties of the defender: 38 knights.
In the left bottom panel click on the number. The events will appear in a window.
View the report, then check 'publish', then copy and paste the link you see at the top of the report. You should also hide the report too to avoid accedental deletion of it.
If you have outgoing attack or troop movement, it will arrive unless the new owner of the village cancels the action. (If you escape with your troops, moving them to another village, the new owner can't see that, so he can not cancel it.)
If you have outgoing village settling from the village you've just lost, you will get back all your expansion points which are taken when you started the settling action, and those points will be taken from the new owner, because the settled villages will be the property of the new owner. This way, the new owner of your village may have negative expansion points, but he can cancel the settling, so he will get his points back.
If you have outgoing village conquering action, the expansion point will be taken from the new owner, because the diplomat will conquer the village for him.
If you have settling or village conquering action from the village in question, the conquered and settled villages will be abandoned villages. You will get back all you expansion points you spent on settling those villages. If you have outgoing attacks, they will arrive and attempt to return, but seeing there is no village, they will disband and disappear. If hero led the army, it will disappear, be careful!
Please note, if there are survivors when the village is demolished, the village will stay here with zero points.
The troops, seeing the empty cell, will return.