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Combat guide

A battle is fought wave by wave, side by side, then in the courtyard. Once you know the steps, you can predict most fights before you send a single soldier.

On this page

What you can attack#

  • Robber camps on the world map, as soon as you have a Command HQ. Safe XP, loot and (from camp level 10) rubies.
  • Other players from level 6, if they are level 6 or higher, not protected, not in your alliance and not at peace with it.
  • Event targets: Pharaoh camps and Warlord castles appear around your castle during their events (events).
  • Islands, monuments, war towers, outposts, metropolises and capitals (holdings).

Sending an attack#

Every attack is led by a commander from your Command HQ. You split your soldiers into waves on three sides: the left flank, the front (where the gate is) and the right flank. A flank wave takes up to 2 soldier types and 2 tool slots; a front wave takes up to 3 soldier types and 3 tool slots. Defense soldiers stay home. The commander's gear can add soldiers per wave, travel speed, attack strength and more (equipment).

Commanders by Command HQ level
LevelPlayer levelCommanders
133
2127
32012
42817
53623
64429
75235

How many soldiers per wave#

Against players, your level sets the number of waves per side and the soldiers per wave. The size stops growing at level 60; after that the Hall of Legends and commander gear add more. Robber camps and event targets have their own limits, listed with them.

Wave limits against players
Your levelWaves per sideMax per flank waveMax per front wave
6167105
10193145
151126195
162132205
202158245
252191295
263197305
303223345
353256395
364262405
404288445
454321495
504353545
554386595
60+4418645

Travel time#

Your army marches at the speed of its slowest soldier. Stables, the alliance speed bonus, commander gear and horses make it faster.

minutes = distance ÷ (slowest speed ÷ 10) ÷ (1 + speed bonus %) × horse factor
Horses
HorseFasterStables levelCost per march
On foot0%-Free
Coin Horse25%12 gold per soldier
War Horse40%35 gold per soldier
Royal Horse60%11 ruby per 10 soldiers (at least 5)
Feather Horse60%-1 horse feather, any army size
Stables travel bonus
LevelPlayer levelFaster travel
1620%
21530%
32540%
43550%
54560%

How a battle against a castle is decided#

This is how attacks on players, their extra castles and event castles with walls are resolved:

  1. Waves arrive in order of their number: wave 1 of every side fights first, then wave 2, and so on.
  2. A wave fights the defenders on the wall of its own side. Attack power is the attack of all soldiers in the wave (plus commander bonuses).
  3. Defense power is the wall defenders' defense, using the same melee/ranged mix as the wave, multiplied by (1 + protection %). Protection can never go above 150%.
  4. If the wave is stronger, that side is breached: all its wall defenders fall and the wave's survivors climb into the courtyard. Every later wave on a breached side goes straight into the courtyard too.
  5. If the wave is weaker, it is wiped out, but it still kills part of the defenders: (attack ÷ defense)1.5 of them.
  6. When all waves are done, if at least one side was breached, every attacker in the courtyard fights the courtyard defenders plus everyone still standing on the walls.
  7. Win the courtyard and the castle is yours to loot. Lose it and the attack has failed.

Protection#

Protection is made of three layers on each side, and each siege tool only lowers its own layer. The wall layer is the castle's base protection plus castellan gear and the alliance defense bonus. The moat layer comes from your moat. The gate layer exists only at the front. Defense tools add to each layer for the waves that hit that side.

protection = (wall + wall tools − ladders − wall breaking) + (moat + moat tools − bridges) + (front only: gate + gate tools − rams − gate breaking)
Base protection and wall size by castle level
Castle levelBase wall protectionCourtyard protectionWall defenders per side
128%14%30
236%18%55
344%22%85
452%26%120
560%30%160
668%34%205
776%38%255
884%42%310

The courtyard#

Courtyard defenders only get half the base wall protection (plus the alliance defense bonus). The more sides you broke, the stronger your courtyard attack:

Courtyard bonus for the attacker
Sides breachedAttack bonus
0+0%
1+10%
2+20%
3+30%

How losses are calculated#

The loser of a clash is wiped out. The winner loses (loser's power ÷ winner's power)1.5 of its soldiers. A big advantage means almost no losses; an even fight is costly for both sides.

Winner losses by power advantage
Power advantageWinner loses
1.1 : 186.7%
1.25 : 171.6%
1.5 : 154.4%
2 : 135.4%
3 : 119.2%
5 : 18.9%

Loot#

  • Only a full victory gives loot. Every surviving soldier carries its loot stat; loot sacks and carts add capacity, and commander gear can add a percentage.
  • You can take up to 20% of each resource the defender holds (wood, stone, food and gold), shared out evenly between the four.
  • If the target is more than 10 levels below you, you only get half.
  • The defender's castellan gear and research can protect part of the stock ("less resources looted").
  • Loot rides home with your surviving soldiers and is stored when they arrive. Anything above your storage cap is lost; gold has no cap.

Glory and titles#

Every fight against a player gives Glory to both sides. The winner gets 25 + (enemy soldiers killed ÷ 4); the loser gets (enemy soldiers killed ÷ 10). Glory does not depend on levels. As your Glory grows you climb through titles; higher titles lose a small percentage of Glory every day, so you have to keep fighting to keep them.

Glory titles (perks add up)
TitleGlory neededDaily decayOne-time giftLasting perk
Knight0-
Chevalier20-3,000 gold
Baronet110-+5% Glory from attacks
Baron870-300 rubies
Viscount1,4801%+5% loot from players
Count2,2601%2× 1 Hour Skip
Count Palatine3,4401%+3% wood/stone/food production
Marquis5,2301%8,000 gold
Vice Duke7,9602%700 rubies
Duke12,1102%+10% Glory from attacks
Grand Duke18,4402%20 horse feathers
Archduke28,0602%1,000 rubies
Prince42,7103%+10% loot from players
King65,0004%+6% wood/stone/food production

The top players on the Glory ranking also get a special title, if they have at least 870 Glory:

Top titles
Rank up toTitleLasting perkDaily decay
1the Invincible+20% attack power against players (melee, ranged & courtyard)5%
10the Feared+10% attack power against players (melee, ranged & courtyard)5%
25the Fearless+5% attack power against players (melee, ranged & courtyard)4%
50the Remorseless+3% attack power against players (melee, ranged & courtyard)4%

Fires#

When a castle loses, some of its buildings catch fire (never the castle or statues). Burning buildings produce nothing, cannot be upgraded and cost 50 Public order each. Putting out one fire costs 25% of that level's wood and stone price and 3 minutes per building level (at most 60 minutes). The bigger the surviving army, the more buildings burn:

Buildings set on fire after a defeat
Attackers left aliveBuildings on fireIf the target is much lower level
0+11
50+21
200+32
450+42
800+53
1,250+63
1,800+74
2,450+84

After the battle: limits on attacks#

  • After you beat a player, you cannot attack the same castle again for 3 hours. A second army already on the way turns back without a fight.
  • You can never attack members of your own alliance or alliances you have a peace treaty with.
  • Protected castles (beginner protection or peace protection) cannot be attacked.
  • A successful defense gives the defender XP too: 15 + (attackers killed ÷ 4).
  • Both sides get a full battle report with every wave, the protection it faced and the losses.
  • You can recall an army that is still marching; it walks back the same distance it already covered.

Robber camps#

Robber camps defend with Macemen only. Each camp starts at level 1 for every player and goes up one level for you each time you beat it (up to level 54). After a win the camp rests for 30 minutes (one hour above level 40). Rubies drop from camp level 10.

Robber camps by level
Camp levelDefendersDefender strengthProtectionWaves per sideMax per flank waveMax per front waveXPRubiesLoot per resourceRest after win
12×16%16202105030m
511×1.0610%13010045025030m
1025×1.1415%16020075550030m
1541×1.2120%190300105875030m
1645×1.2321%296320111880030m
2060×1.2925%2120400135101,00030m
2581×1.3630%2150500165131,25030m
2686×1.3831%3156520171131,30030m
30105×1.4435%3180600195151,50030m
35131×1.5140%3210700225181,75030m
36137×1.5341%4216720231181,80030m
40160×1.5945%4240800255202,00030m
41166×1.646%4246820261212,0501h
45191×1.6650%4270900285232,2501h
50225×1.7455%43001,000315252,5001h
54254×1.859%43241,080339272,7001h

In a camp, about 30% of the defenders stand on the wall and the rest wait behind. Each wave fights the wall first, then the reserve. You must wipe out the whole camp to win and loot it; a wave that loses still kills part of the defenders.

Spying#

The Spy Hut trains spies. Resource spies show stored resources and production; military spies show troops and the wall setup. Spies ride from your Stables and ignore protection. Spying on a player ends your own beginner protection.

Spies by Spy Hut level
LevelPlayer levelSpies
172
2203
3334
4445
5556