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Outposts, cities, islands and war towers

Beyond your castle lie places worth fighting for: extra castles that produce for you, islands full of loot and monuments that lift your whole alliance.

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Outposts, metropolises and capitals#

Extra castles are being rolled out and may not be open in your realm yet.

Extra castles have their own buildings, army, tools, resources and defense. You take them by attacking them, and you can switch between your castles at any time.

Extra castles
TypeOn the mapFrom levelProducesBonus while you hold itStarting garrisonStarting defense tools
Outpost10 free at any time20 / 40food and either stone or wood120 Halberdiers, 120 Heavy Crossbowmen, 60 Shieldbearers, 60 Wardens40× Hurling Rocks, 40× Flaming Arrows, 20× Castle Gate Reinforcement
Metropolis640wood, stone, food+10% food production for your whole alliance; 150 rubies a day for you900 Shieldbearers, 900 Wardens, 500 Royal Guardians, 500 Royal Longbows150× Hurling Rocks, 150× Flaming Arrows, 80× Tar Pitch Kettle, 80× Castle Gate Reinforcement, 40× Boiling Oil
Capital250wood, stone, food, gold+5% attack power for your whole alliance; 300 rubies a day for you1,600 Royal Guardians, 1,600 Royal Longbows, 700 Sun Guardians, 700 Sun Crossbows300× Hurling Rocks, 300× Flaming Arrows, 150× Tar Pitch Kettle, 150× Castle Gate Reinforcement, 100× Boiling Oil, 60× Iron Portcullis

Taking a castle#

  • Win an attack on an extra castle and it becomes yours, buildings, resources and all, if you have a free slot and the level for it.
  • Outposts: one slot at level 20 and a second at level 40. Metropolises and capitals have no limit.
  • A castle still held by the game is yours at once.
  • A castle taken from another player is first occupied for 24 hours. During that time its owner, or anyone outside your alliance, can attack it to free it. Hold it for the whole 24 hours and it is yours.
  • The old owner's surviving soldiers march home to their main castle, and their wounded go to their main hospital.
  • An empty castle held by the game gets its full garrison back every 6 hours.

What you can build there#

Account buildings (Library of Alexandria, Museum of Antiquities, Hall of Legends and Command HQ) exist only once, in your main castle. Outposts cannot have House, Siege Workshop, Stables, Spy Hut and Supply Center, and only produce food plus the resource of their type. Metropolises cannot build Houses. Capitals can build everything except the account buildings.

Handing a castle over#

You can give a castle back to the game. The hand-over takes 24 hours, and you can cancel it only during the first 3 hours.

War towers#

Around every metropolis and capital stand 3 war towers (from level 30). Each tower you hold gives you +5% attack power against metropolises and capitals only, up to 3 towers (+15%). You keep them until someone takes them from you.

Islands#

15 islands sit at fixed places on the map, the same for every player. An empty island is guarded by 200 weak soldiers. Beat them and the island is yours to name. Hold it for the full time and you win its reward: your army there comes home carrying it, and the island goes back to the game. Islands defend like a castle (three walls, a courtyard and defense tools), and you can send them defenders and tools. Only defense and basic soldiers can be stationed there. You can hold up to 3 islands at once, from level 15.

Island rewards
IslandOn the mapHold forReward
Stone Island35h50,000 stone
Wood Island35h50,000 wood
Food Island35h50,000 food
Gold Island35h40,000 gold
Ruby Island38h2,500 rubies

Monuments#

10 monuments stand on the map (from level 20). Whoever takes one holds it for 30 days. While a member holds one, the whole alliance gets +10% Glory (one monument's bonus per alliance), and every monument gives the alliance 120 domination points. When the time ends, the monument returns to the game and moves somewhere else.

Defenses of empty targets
TargetFrom levelEmpty garrisonProtectionWavesMax per player
Island1520010%13
Monument201,50030%3No limit
War Tower3090025%23