Documentation

Wiki

Everything you need to build, fight and conquer in Unit3 — every rule and number here comes straight from the game. A living guide, expanded with every release.

Getting started

Unit3 is a real-time strategy MMO played in the browser. You found a camp, grow its economy, raise an army, raid the barbarian camps around you and — together with your tribe — expand province after province. Everything runs on the server: the game keeps going while you are away, and every timer you see is issued by the server.

Signing up and the worlds hub

Click Sign up on the landing page. Your account is a wallet-backed login (an embedded wallet is created for you behind the scenes — you never need to handle keys). After logging in you land on the worlds hub, which lists every world with its speed, size, player count and status:

  • Open — accepting sign-ups (free plots remain and registration has not closed).
  • Running — registration closed; you can only enter if you already own a camp there.
  • Ended — sealed; the final standings are frozen (see Rankings & world end).

Registration on a world closes 7 days after it opens, or earlier when every plot has been claimed. You may hold camps in several worlds at once; the HUD only ever shows the world you are currently in.

Choosing where to start

Every world is split into 12 provinces arranged in a 4-wide × 3-high grid (rows A south, B middle, C north; columns 1–4 west to east). Each province has a name drawn from the world seed and a fixed number of player plots: 5 players per province, so a world holds up to 60 players. Only the two central provinces, B2 and B3, are open when the world starts. When fewer than 3 free plots remain in the open provinces, the next one opens in a fixed order: B2, B3 → C2, C3 → A2, A3 → A1, A4, B1, B4, C1, C4.

At sign-up you pick a compass quadrant. It expresses a preference among the open provinces — you always get a plot, just as close to your pick as the current state of the map allows:

PickPreference order (only open provinces count)
North-westB2, C2, C3, B3, A2, A3, C1, B1, A1, C4, B4, A4
North-eastB3, C3, C2, B2, A3, A2, C4, B4, A4, C1, B1, A1
South-westB2, A2, A3, B3, C2, C3, A1, B1, C1, A4, B4, C4
South-eastB3, A3, A2, B2, C3, C2, A4, B4, C4, A1, B1, C1

Each player plot comes with a reserved second plot 5–7 tiles away, kept for your second camp (see Loyalty & conquest). Barbarian camps (3 per player plot) appear in a province progressively as its plots are claimed — if 40 % of a province’s plots are taken, 40 % of its barbarians exist (rounded up, so the first settler always has targets).

Your starter camp

WhatStarting value
BuildingsCommand Center 2, Barracks 1, Depot 1, Power Plant 1, Rally Point 1, Morale Center 1
Resource buildingsSmelter, Refinery and Concrete Plant at level 0 — the first quests have you build them
Resources1,000 steel, 1,000 oil, 1,000 concrete
Troopsnone
Loyalty100
Welcome Crowns2,000 Crowns on the very first camp you ever found (test-phase amount)
Welcome items2× Supply Crate, 1× Loyalty Charter, 1× Veteran Medal (granted the first time you open the inventory in a world)

Beginner protection

From the moment you found your first camp you are protected for 5 days divided by the world speed (5 days on a ×1 world, about 1.7 days on a ×3 world). While protected, nobody can attack any of your camps, and the map shows a shield next to protected players. Rules:

  • Protection ends early the moment you attack a player-owned camp. Raiding barbarian camps keeps it.
  • You cannot attack a protected player (the send form refuses with target protected).
  • Support, espionage and messages are not blocked by protection in either direction.

The guided tutorial and the quest chain

A short on-screen tutorial walks you through the camp, the build panel and your first recruitment. After that the quest narrator (bottom-left of the HUD) leads you through the whole game via a chapter-based quest chain — build the resource buildings, expand the depot, recruit riflemen, raid a barbarian camp, scout, trade, wall up, and eventually found your second camp. Each quest pays out resources, units or items when you claim it. The full list is in the Quests section.

Daily reward

Log in once a day in each world and claim the daily reward. It is worth 500 of each resource, rising to 2,000 of each on every 5th consecutive day. The resources are handed out as Ration Packs (one pack = 500 steel, 500 oil, 500 concrete; a big day gives 4 packs) so a full depot never wastes them, plus 1 Supply Crate. The streak is counted per world and resets if you skip a day.

The HUD & interface

HUD blocks (bottom bar, left and right)

There is no top bar: everything sits in the bottom bar. Left: your callsign block and the camp block. Right: resources, population and crowns. Only the units strip floats at the top-right of the screen.

  • Resources — steel, oil and concrete for the selected camp, ticking live, with the production per hour underneath and the depot capacity on hover. The counter turns red when the depot is full: production is being wasted.
  • Population — used / maximum (from the Power Plant). Buildings and troops both consume population.
  • Crowns — your premium balance (account-wide).
  • Units strip — every unit garrisoned in the camp. Click a chip to open its unit sheet (stats, role, cost).
  • Camp name & switcher — rename the camp (1–32 characters) or switch between your camps in this world. A shield icon shows remaining beginner protection; a bonus icon shows a bonus village.
  • Account menu — click your callsign: Rankings, Achievements, Settings, log out.

Bottom bar

The bar adapts to where you are: on the world map it shows the zoom buttons and Enter base; in the camp view it shows World map. Around them, six modules: Reports, Messages, Tribe (info + forum tabs), Forces (roster + overview tabs), Combat Simulator and Supplies (shop + inventory tabs). Rankings, Achievements and Settings sit in the account menu under your callsign (top-left). Hovering a button shows its name and purpose. Three counters show the state of your queues: BUILDS (used / capacity), RECRUITS (used / 3) and MOVES (armies in transit).

Build queue rail

Queued constructions are listed in order. Only the first one is actually building; the others start when it finishes. On each order you can:

  • Finish the active order. It is free while the remaining time is at most 60 seconds × world speed (60 s on ×1, 180 s on ×3). Above that it costs Crowns by remaining time: 3 (≤ 5 min), 35 (≤ 1 h), 80 (≤ 3 h), 220 (≤ 24 h), 400 (longer).
  • Cancel an order that has not started yet (any order except the first). Its full resource cost is refunded, capped at the depot capacity, and the rest of the queue closes the gap.

The queue holds 2 orders by default and up to 5 with permanent extra slots bought in the Shop (70 Crowns each).

Camp view and world map

In the camp view each building is clickable and opens its panel directly (upgrade, recruit, trade, pledge a doctrine…). A timer under a building shows its running upgrade (countdown) or its queued one (duration). On the world map you see camps of every kind — yours, other players’ (with tribe tag, points and protection status on hover), barbarians and bonus villages. Clicking a camp opens its card with Attack / Support / Spy actions and the travel time for the units you select. Your reserved camp-2 plot is shown to you (and only you) as a ghost marker.

Panels, the narrator, callsign and settings

Every list (reports, messages, tribe, rankings, inventory, shop, quests) opens as a panel over the map or camp. While a panel or dialog is open the map animations pause, so typing stays smooth. The quest narrator shows the active quest, its progress and a Go to objective shortcut; claim rewards from the quest panel.

Your callsign is your display name everywhere (rankings, reports, tribe, messages). Rules: 3–20 characters, letters, digits, spaces, underscores and hyphens, must start and end with a letter or digit, unique across the game (case-insensitive), and it may not look like a wallet address. Until you set one, your shortened wallet address is shown instead.

Resources & economy

There are three resources: steel (Smelter), oil (Refinery) and concrete (Concrete Plant). Resources are computed lazily — the server stores the last snapshot and adds production for the elapsed time whenever you look — so there is no tick and nothing to “collect”.

Production

Each resource building produces 100 per hour at level 1 × world speed, multiplied by 1.12444 for every further level (max level 30). All three buildings share the same curve.

Level151015202530
Per hour (×1 world)1001602875179291,6693,000

Depot capacity

The Depot caps each resource at 1,000 × 1.2295^(level − 1). Once a resource hits the cap its production is lost, so keep the Depot ahead of your income — especially overnight. Items that deliver resources (Supply Crate, Ration Pack, boosts) are also capped at the depot and refuse to be used if nothing would fit.

Level151015202530
Capacity per resource1,0002,2856,42018,03750,675142,373400,000

Population

The Power Plant sets the population cap: 240 at level 0–1, × 1.1721 per further level (453 at level 5, 1,002 at level 10, 2,217 at level 15, 4,904 at level 20, 24,000 at level 30). Every building level consumes population (see the build panel) and every unit consumes its population value. Recruitment is refused when buildings + garrison + units in training + the new batch would exceed the cap.

Bunker

The Bunker is meant to hide a floor of each resource from raiders: 150 × 1.3335^(level − 1) per resource (150 at level 1, 474 at level 5, about 2,000 at level 10). In the current version this floor is not applied when loot is computed — everything stored above zero can be looted. Treat the Bunker as a points building until that changes.

Bonus villages

About 12 % of barbarian camps carry a permanent bonus, shown with an icon on the map: +100 % steel, +100 % oil, +100 % concrete, +30 % all production, +25 % population cap or +50 % loot on raids sent from the camp. Note that in the current version the bonus is removed when the camp is conquered — it only helps the camp while it is unowned (its own production feeds barbarian growth).

Ration Packs, Supply Crates and boosts

ItemEffect on the selected camp
Ration Pack+500 steel, +500 oil, +500 concrete (daily reward)
Supply Crate+1,000 of each resource (welcome pack, daily reward, Shop)
Steel / Oil / Munitions Output Boost+2,000 of that one resource (Shop, quests)

Trading Post offers

The Trading Post lets you post an offer to other players in the same world: you offer one resource and ask for one resource (a single type on each side). The offered amount is taken from your camp immediately and held in escrow. Anyone in the world can take the offer from one of their camps — the swap is atomic — and you can cancel an open offer to get the escrow back. There is no NPC merchant and no transport time.

Barbarian growth

Barbarian camps grow on their own from the resources their own buildings produce: first a small Depot, then the three resource buildings (up to level 25), with the Depot and a little Command Center kept in step, and finally Power Plant and Perimeter Wall once the resources are maxed. Barbarians never train troops, and freshly generated barbarians have no wall. A camp you farm regularly cannot afford upgrades and stalls; one you leave alone grows into a richer target with a wall.

Buildings

Eighteen buildings. Prerequisites only apply to the first level: once a building exists it upgrades freely. Costs and times per level are shown in each building’s panel; build time depends on the target level and the world speed (the Command Center does not shorten build times).

BuildingRolePrerequisitesMax levelPoints at level 1
Command CenterGoverns everything: raising it unlocks the other buildings (see unlock column of each row).—3010
SmelterProduces steel.—306
RefineryProduces oil.—306
Concrete PlantProduces concrete.—306
DepotStorage cap for each resource. A full depot wastes production.—306
Power PlantPopulation cap for buildings and troops.—305
Rally PointArmy command building: dispatch, templates. Needed for the Intel Office.—50
Morale Center+5 % combat strength for troops fighting from this camp (attack and defence).—110
BarracksTrains every standard unit; each level unlocks new ones.Command Center 22516
SF CompoundRecruits the SF Team hero (free, one per camp) and hosts the SF armory.Command Center 3524
Field HospitalRecovers a share of defenders killed in this camp (4 % per level, max 55 %).Command Center 41510
Perimeter WallDefence multiplier plus a flat garrison-free defence basis.Command Center 5, Barracks 1208
ArmoryWeapon research building (no gameplay effect in the current version).Command Center 5, Barracks 12019
Trading PostResource-for-resource offers with other players. Needed for the Officer Academy.Command Center 6, Depot 22510
BunkerHidden resource floor (formula exists but raids currently ignore it — see Economy).—105
Intel OfficeCounter-espionage: +2 drone-equivalents of detection per level.Command Center 8, Rally Point 1158
Officer AcademyRecruits Commanders (conquest).Command Center 20, Trading Post 101512
Doctrine HallPledge one Doctrine per camp; trains Breachers / Siege Platforms.Command Center 25, Barracks 151030

Points

A building at level L is worth round(base × 1.2^(L − 1)) points; a camp’s score is the sum over all its buildings. At level 10 the Command Center is worth 52, a resource building 31, the Barracks 83; the single-level Officer Academy is worth 512 on its own. The Rally Point gives no points.

What unlocks what

Building levelUnlocks
Command Center 2Barracks
Command Center 3SF Compound
Command Center 4Field Hospital
Command Center 5Perimeter Wall, Armory (both also need Barracks 1)
Command Center 6Trading Post (also needs Depot 2)
Command Center 8Intel Office (also needs Rally Point 1)
Command Center 20Officer Academy (also needs Trading Post 10)
Command Center 25Doctrine Hall (also needs Barracks 15)
Barracks 1 / 2 / 3 / 5 / 9Rifleman / Recon Drone / Heavy Infantry / Assault Squad / Sniper
Barracks 11 / 13 / 15 / 17 / 21ATV / APC / Combat Engineer / Artillery / IFV
SF Compound 1SF Team
Officer Academy 1Commander
Doctrine Hall 1 + pledged DoctrineBreacher (Strike) or Siege Platform (Fortress)

Queue, instant finish and vouchers

  • The build queue holds 2 orders (up to 5 with Shop slots). Upgrades already queued for a building count, so queuing the Depot twice targets levels N+1 and N+2.
  • Resources are paid when you queue. Cancelling a not-yet-started order refunds them (capped at the depot).
  • Free instant finish: the active build completes for free when its remaining time is ≤ 60 s × world speed. Otherwise it costs 3 / 35 / 80 / 220 / 400 Crowns depending on the remaining time (≤ 5 min / ≤ 1 h / ≤ 3 h / ≤ 24 h / more).
  • A Construction Voucher (inventory item) completes the active build instantly at no Crown cost, whatever the remaining time.

Special buildings

  • Morale Center (1 level, available from the start): troops fighting from this camp get +5 % strength — attackers leaving from it and defenders inside it.
  • Field Hospital: after a battle in this camp, 4 % per level (max 55 %) of the defenders killed come back as wounded, up to a bed cap of round(40 × 1.35^(level − 1)) units per battle (40 at level 1, 133 at level 5, 596 at level 10, 2,671 at level 15). Wasted if the camp is conquered in that battle.
  • Intel Office: adds 2 drone-equivalents per level to your detection screen against enemy spies.
  • Casino (HQ 8, Trading Post 1, max level 5): the Wheel of Fortune — one free spin per level each day, then 15 crowns a spin; paid spins feed a world jackpot. See “Casino”.
  • Artifact Forge (HQ 6, Smelter 3, max level 10): crafts inventory items from resources and time, and hosts the Bazaar where players trade items for crowns. See “Artifact Forge & Bazaar”.
  • Doctrine Hall: pledge one Doctrine per camp, permanently: Strike (Breacher), Fortress (Siege Platform) or Shadow (spy bonus). See Units and Espionage.
  • Armory and Bunker currently have no gameplay effect beyond points (see Economy for the Bunker).

Units

All standard units train in the Barracks; the hero, the Commander and the doctrine units have their own buildings. Training time is a fixed value per unit divided by the world speed — the Barracks level only decides which units are unlocked. Each training building runs its own queue of up to 3 orders (orders for different buildings train in parallel), and you can queue up to 12 unit types in one batch. Cost is steel / oil / concrete.

UnitUnlockAttackDef. inf.Def. armorDef. airMin / tileCarryPopCostTrain (×1)
RiflemanBarracks 1102545101425150 / 30 / 201:30
Recon DroneBarracks 2021190225 / 30 / 302:00
Heavy InfantryBarracks 325555301815130 / 30 / 702:00
Assault SquadBarracks 545105101420160 / 30 / 402:30
SniperBarracks 9251030601410180 / 30 / 603:00
ATVBarracks 111303040308504125 / 100 / 2506:00
APCBarracks 131504030508505250 / 200 / 1007:30
Combat EngineerBarracks 1522050202405300 / 200 / 2008:00
ArtilleryBarracks 17100100501002408320 / 400 / 1007:30
IFVBarracks 211502001601809506200 / 150 / 60010:00
SF Team (hero)SF Compound 115025040015081001free (1 per camp)6:00:00
CommanderOfficer Academy 1301005010035010040,000 / 50,000 / 50,0003:00:00
BreacherDoctrine Hall 1 (Strike Doctrine)30010010050141061,200 / 1,200 / 2,40020:00
Siege PlatformDoctrine Hall 1 (Fortress Doctrine)30200250200500104,000 / 2,000 / 2,00020:00
Attack classUnits
Infantry class (hits def. vs infantry)Rifleman, Heavy Infantry, Assault Squad, Combat Engineer, Artillery, Commander, Breacher, Siege Platform
Armor class (hits def. vs armor)ATV, IFV, SF Team
Air class (hits def. vs air)Sniper, APC, Recon Drone

Roles

UnitDoctrine
RiflemanCheap line infantry. Solid defence vs infantry and armor, weak on attack. Good raider (25 carry). Defensive.
Heavy InfantryDefensive anchor vs infantry and air. Slow and carries little — keep them home.
Assault SquadShock troops: the best infantry attack per population. Fragile on defence. Offensive.
SniperAnti-air and anti-armor defence specialist. Pairs with Heavy Infantry on the wall.
Recon DroneScouts enemy camps and reveals troops. No combat value. The only unit allowed on espionage missions.
ATVFast light vehicle: high attack, 50 carry. The core of raiding columns.
APCBalanced vehicle: strong attack, decent anti-air. Backbone of offensive stacks.
IFVHeavy vehicle: the best defensive unit in the game and strong on attack. Expensive.
Combat EngineerSiege unit: reduces the target’s Perimeter Wall after the battle.
ArtillerySiege unit: downgrades a building of your choice after the battle. Slow.
SF TeamElite hero: huge defence, fast, carries 100. One per camp, free. Equips one armory weapon.
CommanderLowers the target’s loyalty on a winning attack. Required to conquer a camp. 100 population.
BreacherStrike Doctrine unit: the strongest attacker per population; its attack is doubled when the defence is stronger than your strike. Glass cannon.
Siege PlatformFortress Doctrine unit: fortress-grade defence, very slow. Garrison only.

The SF Team hero

Recruited at the SF Compound for free (6 h at ×1) or placed instantly with an Instant Hero Recruit item. Strictly one per camp, counting the garrison and the training queue. The hero can carry one weapon from the SF armory (bought with Crowns, permanent, account-wide, equipped from the SF Compound panel). The equipped weapon rides with the hero: its attack/loot/speed bonuses apply when the hero is in an attack, its defence bonus when the hero garrisons the camp being attacked.

WeaponEffectCrowns
War Banner+20 % attack strength when the hero leads the assault120
Aegis Shield+20 % defence when the hero garrisons the camp120
Raider Pack+60 % plunder when the hero rides a raid90
Swift Boots15 % faster travel when the hero is in the column80
Siege HammerThe hero counts as +8 surviving engineers against the wall110

Doctrine units

Once your Doctrine Hall is built (Command Center 25, Barracks 15) you pledge one Doctrine for that camp — the choice is permanent. Strike Doctrine unlocks the Breacher, Fortress Doctrine the Siege Platform, Shadow Doctrine no unit but a +3 drone-equivalent edge in espionage, both when spying and when being spied on. Doctrine units only appear in the recruit list of a camp that pledged the matching Doctrine.

Army templates & the Rally Point

The Rally Point is your command building. It is part of every starter camp, has 5 levels, and the quest chain raises it step by step (level 2 in chapter 16, level 5 in chapter 25). The Intel Office requires it.

Army templates are saved presets of unit counts (name up to 26 characters, an icon, and a unit map). You can keep up to 30 per account. In the send-army dialog, applying a template pre-fills the counts, so a daily raid or a standard support package is two clicks. Creating a template is itself a quest objective (chapter 16 — do it after that quest becomes active, earlier templates do not count).

The Combat Simulator (bottom bar) complements templates: enter both armies, the wall level, points and luck to preview a battle before sending it — nothing is sent to the server. The Farm Assistant (reachable at /<world>/farm) lists raidable camps around the selected camp (up to 30 tiles, 60 targets), with distance, points, protection status, the loot and result of your last raid on each, and whether one of your attacks is already on the way.

Combat

Sending an army

From a camp card on the map choose Attack, pick units and optional officers (one of each kind, consumed when the army departs) and, if you send Artillery, the target building (default: Perimeter Wall). Travel time is distance (straight line, in tiles) × the slowest unit’s minutes per tile ÷ world speed. A Tactician officer makes the trip 10 % faster and Swift Boots on the hero 15 % faster (they stack). Your outgoing armies appear in the Commands list with their ETA.

The recall window

An attack or support can be recalled within the first 10 % of its travel time. The troops reappear at home instantly and attached officers are refunded. After that the army is committed. Returning armies cannot be recalled.

How a battle is resolved

  1. Attack strength = sum of (attack × count) over the strike, × morale × luck × (1 + bonuses). Bonuses: Field Marshal officer +10 %, War Banner +20 % (hero present), Morale Center in the attacking camp +5 %.
  2. Defence strength: the strike’s attack is split by class (infantry / armor / air). Each defender contributes count × (def. inf. × infantry share + def. armor × armor share + def. air × air share). A Perimeter Wall adds a flat 20 + 50 × level even with no garrison, and the total is multiplied by 1.037^level (×1.20 at level 5, ×1.44 at level 10, ×2.07 at level 20), then × (1 + bonuses): Aegis Shield +20 % (hero garrisoned), Morale Center in the defending camp +5 %.
  3. Breacher ability: if the defence is stronger than your strike, the Breachers’ attack is counted a second time.
  4. Winner: the attacker wins if attack strength > defence strength. The loser loses everything. The winner loses floor(count × √(loser strength ÷ winner strength)) of each unit — a close win is expensive, a crushing win nearly free.
  5. A Field Medic officer returns 25 % of the attacker’s losses as survivors. The defender’s Field Hospital returns 4 % per level of defender losses (max 55 %, bed cap).
ModifierValue
Morale (points ratio)Against a player camp only: 0.25 + 0.75 × (defender camp points ÷ attacker total points), clamped to 25 %–100 %. Full strength when the defender is as big as you or bigger; against barbarians always 100 %.
LuckRandom 0.75–1.25 on the attacker, rolled at impact and shown in the report.
Night bonusPresent in the engine but currently disabled (always ×1).

Because barbarians have no troops and no wall when generated, a raid on a fresh barbarian camp is won without losses. A barbarian that has grown a wall, or that a player has supported, does cost you units.

Loot

A winning strike carries home up to its total carry (sum of carry × surviving units) × (1 + Quartermaster 50 % + Raider Pack 60 %) × 1.5 if the attacking camp has the plunder bonus. Loot is taken proportionally to what the target stores, and never more than it has. The Bunker floor is not applied in the current version.

Siege

Siege damage is computed from the units that survive the battle, whatever the outcome. Surviving Combat Engineers knock the Perimeter Wall down one level for every 2 + current level engineers (levels are removed one by one, each cheaper as the wall shrinks). Surviving Artillery do the same to the chosen target building at 4 + current level per level. The Siege Hammer adds 8 engineer-equivalents if the hero survived. The wall damage applies before the artillery target is evaluated, so artillery aimed at the wall stacks with engineers.

Battle reports

FieldMeaning
ResultAttacker won / lost. A report marked “no target” means you attacked an empty tile; the army simply turns around.
Units & lossesAttacker units sent, defender garrison, and losses on both sides (after medic / hospital recovery).
StrengthsFinal attack and defence strength used for the comparison.
Morale, luck, wallThe modifiers of this battle and the wall level before siege.
SiegeWall levels destroyed, artillery target and levels destroyed.
OfficersOfficers attached to the strike.
LootSteel / oil / concrete carried home.
Loyalty before / after, conqueredOnly relevant when Commanders were in the strike.

Defenders receive the same report. Survivors return home automatically; a conquering wave leaves its conquest garrison behind (see Loyalty & conquest).

Espionage

An espionage mission may contain Recon Drones only. Choose Spy on the target card, pick the number of drones, and they travel at 9 min/tile ÷ world speed. Espionage ignores beginner protection. What you learn depends on your drone count versus the target’s detection screen: its garrisoned drones + 2 per Intel Office level (+3 if the camp pledged the Shadow Doctrine). Your own count gets +3 if the sending camp pledged Shadow Doctrine.

Your drones vs screenIntel revealedLossesDetected?
More than doubleBuildings, troops and stored resourcesnoneNo — the target never knows
More, but at most doubleBuildings and troopshalf the screen value, rounded downYes
Equal or fewerBuildings onlyall your dronesYes
Empty tilenothingnone—

Surviving drones fly home. The target gets a report only when the mission was detected, and that report shows only where the spies came from — never what they saw. Espionage reports are listed separately from battle reports.

Since a camp’s garrison and Doctrine are private, scouting is the only way to see what defends a target. Keep a few drones at home too: they are your first line of detection.

Support

Choose Support on a camp card to send troops that will defend it. A support column travels like an attack (slowest unit rules), can be recalled within the first 10 % of the trip, and carries no officers.

What happens on arrival

Support sent to another player’s camp is stationed there as a garrison. The units stay yours: they appear under “Stationed abroad” on the Units page, they fight in the host’s defence with its wall, Morale Center and hospital, and they take their share of the losses in proportion to their numbers. Either side can withdraw a garrison at any time (Units page → Withdraw): the column travels back to its origin camp as a return movement. If the host camp is conquered, every garrison inside is lost with it. Garrisoned units cannot be sent out by the host.

Support sent to one of your own camps is a transfer: the units join that camp’s troops outright — the way to relocate troops between your camps. Supporting a barbarian camp also creates a garrison you can withdraw, but it defends the barbarian against everyone, including you.

Practical rules

  • Support your own second camp, or a tribe-mate under attack, with defensive units: Heavy Infantry, Snipers, Riflemen, IFVs, Siege Platforms.
  • Support also works between your own camps — it is the only way to move troops from one of your camps to another (“Units & relocation”).
  • Sending support is a quest objective (chapter 30): only supports sent after the quest became active count.

Loyalty & conquest

Loyalty

Every camp has a loyalty value from 0 to 100. A camp can only change hands when its loyalty reaches 0. Loyalty recovers passively by +1 every 15 minutes (25 → 100 in about 19 hours). A Loyalty Charter item restores a camp to 100 immediately (one is in your welcome pack; more cost 120 Crowns).

Conquering a player camp

  1. Recruit a Commander at the Officer Academy (40,000 steel / 50,000 oil / 50,000 concrete, 100 population, 3 h at ×1). It is slow (35 min/tile) and weak: escort it.
  2. Clear the defence first — the loyalty drop only happens if your attack wins and the Commander survives.
  3. Each surviving Commander lowers loyalty by a random 20–35 (+10 with a Saboteur officer). Several Commanders in one wave apply one after another.
  4. When loyalty reaches 0 the camp is yours: its loyalty is set to 25, the remaining defenders are wiped, the camp’s barbarian bonus (if any) is removed, and one Commander is consumed. Other Commanders in the wave return home with the survivors.

Remember morale: a much bigger attacker fights at as little as 25 % strength against a small player camp, so conquering tiny targets is inefficient. Barbarian camps can be conquered the same way without the morale penalty.

Your second camp (founded, not conquered)

When you claimed your plot, a second plot 5–7 tiles away was reserved for you. It stays hidden until you claim quest 44.2 “Scouting a Site”; then a found here marker appears on the map. Choose it and your second camp is founded instantly with the same starter buildings, 1,000 of each resource, no troops and loyalty 100. If the reserved tile was taken in the meantime, the nearest free buildable tile within 5 tiles is used. Quest 44.3 pays 100 Crowns and 5,000 of each resource for founding it, and chapter 49 then develops both camps in parallel.

Further camps come only from conquest. Achievements track the milestones (3 camps, 10 camps).

Quests

The quest chain is sequential: a quest becomes available when the previous one is claimed, and rewards are claimed manually from the quest panel. Two kinds of objective exist:

  • State objectives (building levels, unit counts, army population, camps owned): they are checked against your current state, across all your camps, and can be satisfied in advance.
  • Action objectives (launch attacks, send support, spy, create a trade offer or a template): only actions performed after the quest became active count. Attack objectives count attacks launched (any target, any composition — the narrator’s suggestion is advice, not a check). “Army of N population” counts the population value of every unit you own.

Chapter numbers have gaps (6, 45–48) for content that is not in the game yet. Rewards of units are placed directly in your first camp; items go to your inventory for this world.

Chapter 1 — Resources

PartQuestObjectiveReward
1Welcome, CommanderRefinery level 12× Construction Voucher
2Your RefineryRefinery level 250 oil
3Your Concrete PlantConcrete Plant level 1100 concrete
4Your SmelterSmelter level 1100 steel

Chapter 2 — First Step

PartQuestObjectiveReward
1Your Power PlantPower Plant level 21× Oil Output Boost
3Your DepotDepot level 2200 steel, 200 oil, 200 concrete

Chapter 3 — Solid Foundations

PartQuestObjectiveReward
1ManufacturingConcrete Plant level 2200 oil, 200 concrete
2The Price of SteelSmelter level 2200 steel

Chapter 4 — More Resources

PartQuestObjectiveReward
1The Build QueueRefinery level 3300 oil
2ExcavationConcrete Plant level 3400 concrete
3Ever MoreSmelter level 3400 steel

Chapter 5 — Resource Buildings

PartQuestObjectiveReward
1Making RoomDepot level 3200 steel, 400 oil, 400 concrete
2RefineryRefinery level 4200 oil, 200 concrete
3CastingConcrete Plant level 42× Quartermaster
4ForgeSmelter level 4200 steel, 200 concrete

Chapter 7 — The Big Picture

PartQuestObjectiveReward
1Knowledge Is PowerDepot level 4400 steel, 400 oil, 400 concrete
2Loaded WagonsRefinery, Concrete Plant and Smelter level 5400 steel, 600 oil, 400 concrete

Chapter 8 — The Capitol

PartQuestObjectiveReward
1More ProvisionsPower Plant level 3200 steel, 300 oil, 300 concrete
2More SpaceDepot level 5400 steel, 400 oil, 500 concrete
3The Command CenterCommand Center level 31,000 of each resource

Chapter 9 — The Hero

PartQuestObjectiveReward
1The Making of a HeroSF Compound level 11× Instant Hero Recruit
2Summon a HeroHave 1 SF Team1× Instant Hero Recruit

Chapter 10 — Resource Expansion

PartQuestObjectiveReward
1Refinery ExpansionRefinery level 61,000 oil
2Plant ExpansionConcrete Plant level 61,000 concrete
3Smelter ExpansionSmelter level 61,000 steel

Chapter 11 — Fortifications

PartQuestObjectiveReward
1ExpansionCommand Center level 41,000 of each resource
2The Weight of ResourcesRefinery, Concrete Plant and Smelter level 71,500 of each resource
3Feed ThemPower Plant level 42× Quartermaster

Chapter 12 — Military

PartQuestObjectiveReward
1The Art of RecruitmentBarracks level 220 Riflemen
2Riflemen First!Have 1 Rifleman10 Heavy Infantry
3The Power of KnowledgeLaunch 1 attack1× Quartermaster
4The QuartermasterLaunch 2 attacks200 steel, 200 oil, 200 concrete

Chapter 13 — Resources

PartQuestObjectiveReward
1Full Tank!Refinery level 8800 oil
2A Gray TreasureConcrete Plant level 8800 concrete
3Rich VeinsSmelter level 8800 steel

Chapter 14 — Build a Wall

PartQuestObjectiveReward
1Protect the GoodsDepot level 61,900 steel, 2,000 oil, 2,200 concrete
2Bigger StillCommand Center level 51,000 of each resource
3Your Perimeter WallPerimeter Wall level 1200 steel, 200 oil, 300 concrete

Chapter 15 — Village Upgrades

PartQuestObjectiveReward
1Level 10Refinery, Concrete Plant and Smelter level 101,000 of each resource
2More UnitsHave 5 Riflemen10 Heavy Infantry
3Power PlantsPower Plant level 52× Quartermaster

Chapter 16 — Preset Plan

PartQuestObjectiveReward
1A Winning StrategyRally Point level 21× Construction Voucher
2Master PlansCreate an army template1× Field Marshal
3Plan of AttackLaunch 1 attack1× Field Medic

Chapter 17 — Hard Labor

PartQuestObjectiveReward
1No NeglectRefinery, Concrete Plant and Smelter level 121,000 of each resource
2No LossDepot level 82× Field Marshal
3No DelayRally Point level 320 Heavy Infantry

Chapter 18 — The Resource Flow

PartQuestObjectiveReward
1Increase ProductionRefinery, Concrete Plant and Smelter level 141,500 of each resource
2Store MoreDepot level 10800 of each resource
3A Thousand HarvestsPower Plant level 81× Construction Voucher

Chapter 19 — Market Barker

PartQuestObjectiveReward
1A Grander PalaceCommand Center level 61,500 of each resource
2Business FirstTrading Post level 1600 of each resource
3Deal Done?Create 1 trade offer1× Construction Voucher

Chapter 20 — Improve the Land

PartQuestObjectiveReward
1Grain and WheatPower Plant level 10800 of each resource
2The Field HospitalField Hospital level 12× Field Medic

Chapter 21 — Espionage

PartQuestObjectiveReward
1IntelligenceCommand Center level 82,000 of each resource
2The Intel OfficeIntel Office level 11× Tech Voucher
3Spy and SecurityHave 1 Recon Drone1× Construction Voucher
4Secret MissionRun 1 espionage mission1× Tech Voucher

Chapter 22 — Constant Growth

PartQuestObjectiveReward
1Need for ResourcesRefinery, Concrete Plant and Smelter level 162,000 of each resource
2Need for SpaceDepot level 142× Quartermaster
3Left, Right!Rally Point level 440 Heavy Infantry
4Need for SuppliesPower Plant level 122× Field Medic

Chapter 23 — The Kingdom’s Essential Needs

PartQuestObjectiveReward
1More WorkRefinery, Concrete Plant and Smelter level 182,500 of each resource
2More RoomDepot level 162× Field Marshal
3More SuppliesPower Plant level 14800 concrete

Chapter 24 — A Leader’s Duties

PartQuestObjectiveReward
1The Value of WorkersPower Plant level 171,000 of each resource
2Ward of HealingField Hospital level 53× Field Medic

Chapter 25 — Master of Buildings

PartQuestObjectiveReward
1Master of ResourcesRefinery, Concrete Plant and Smelter level 204,000 of each resource
2Master of StorageDepot level 206,000 oil
3Master of SuppliesPower Plant level 206,000 concrete
4Master of UnitsRally Point level 56,000 steel

Chapter 26 — The Lazy Way

PartQuestObjectiveReward
1Efficient WorkersCommand Center level 102,500 of each resource
2Informant NetworkIntel Office level 21× Saboteur
3Efficient MerchantsTrading Post level 52× Instant Trade

Chapter 27 — Adding a Floor

PartQuestObjectiveReward
1Adding a FloorCommand Center level 143,000 of each resource
2Renowned Intel OfficeIntel Office level 32× Saboteur
3Spy NetworkHave 2 Recon Drones1× Tech Voucher

Chapter 28 — Second Step

PartQuestObjectiveReward
1Attack the Barbarians!Launch 1 attack200 of each resource
2Protection Against AttacksLaunch 2 attacks1× Field Marshal
3Great ManLaunch 3 attacks2× Quartermaster

Chapter 29 — The Art of War

PartQuestObjectiveReward
1The Right CalculationLaunch 3 attacks250 of each resource
2Two PathsField an army of 20 population1× Field Medic
3Medic!Launch 4 attacks2× Field Medic

Chapter 30 — The Defensive Path

PartQuestObjectiveReward
1ShieldBarracks level 310 Heavy Infantry
2DefendersHave 10 Heavy Infantry10 Snipers
3Support!Send support once2× Tactician
4StrategiesSend support twice2× Tactician

Chapter 31 — Preparations

PartQuestObjectiveReward
1Efficient TrainingBarracks level 420 Riflemen
2ForesightField an army of 40 population5 ATVs
3Are We Ready?Perimeter Wall level 3500 concrete
4Your OfficersLaunch 5 attacks3× Quartermaster

Chapter 32 — The Offensive Path

PartQuestObjectiveReward
1AssaultBarracks level 520 Assault Squads
2Collect!Have 20 Assault Squads20 ATVs
3AttacksLaunch 5 attacks2,000 steel

Chapter 33 — Military Might

PartQuestObjectiveReward
1Training GroundsBarracks level 7500 of each resource
2MusterField an army of 100 population1× Instant Hero Recruit
3Walled InPerimeter Wall level 4600 concrete
4Attack Is the Best DefenseLaunch 10 attacks5× Quartermaster

Chapter 34 — The Keys to Success

PartQuestObjectiveReward
1More Units, Less TimeBarracks level 1020 Snipers
2Achilles’ HeelField an army of 60 population5 APCs
3BarrierPerimeter Wall level 6800 oil
4More Battles!Launch 10 attacks1,500 of each resource

Chapter 35 — Mount an Offensive

PartQuestObjectiveReward
1ArmorBarracks level 1340 Riflemen
2Marching ColumnField an army of 150 population1× Quartermaster
3More LootLaunch 2 attacks5× Quartermaster

Chapter 36 — The Siege Path

PartQuestObjectiveReward
1AdvanceBarracks level 151,000 of each resource
4The Morale CenterMorale Center level 1800 of each resource
2Wall BreakersHave 5 Combat Engineers10 Artillery
3Breach in the WallLaunch 1 attack2,000 steel

Chapter 37 — Further Upgrades

PartQuestObjectiveReward
1Arrow SlitsPerimeter Wall level 81,200 concrete
2Mighty HostField an army of 250 population2× Field Medic
3War HornsLaunch 5 attacks3× Field Marshal

Chapter 38 — Military Master

PartQuestObjectiveReward
1Master at ArmsBarracks level 183× Construction Voucher
2Master of ArmiesField an army of 400 population5,000 of each resource
3Master of RecruitmentField an army of 1,000 population1× Daily Unit Offer
4Master of AttacksLaunch 30 attacks5× Field Marshal, 5× Field Medic, 5× Quartermaster
5Higher WallsPerimeter Wall level 102,000 concrete
6Great ArmyField an army of 700 population5,000 steel
7Merchant EmpireTrading Post level 105,000 oil

Chapter 39 — Noble Blood

PartQuestObjectiveReward
1Support ColumnsCommand Center level 201× Construction Voucher
2The Officer AcademyOfficer Academy level 110,000 of each resource
4The CommanderHave 1 Commander2× Saboteur

Chapter 40 — Many Cities

PartQuestObjectiveReward
1Preparation Is KeyField an army of 3,000 population3× Daily Unit Offer
2A Noble AttackLaunch 1 attack2× Saboteur
3Army of OccupationField an army of 5,000 population5,000 of each resource

Chapter 41 — Your Doctrine

PartQuestObjectiveReward
1My Greatest AchievementCommand Center level 252× Construction Voucher

Chapter 42 — Work, Work, Work

PartQuestObjectiveReward
1Fuel MaxedRefinery level 3010,000 oil
2Munitions MaxedConcrete Plant level 3010,000 concrete
3Steel MaxedSmelter level 3010,000 steel

Chapter 43 — Upgraded Buildings

PartQuestObjectiveReward
1Great GroundsBarracks level 20100 Riflemen
2Winter ReservesDepot level 202× Construction Voucher
3Food in AbundancePower Plant level 202× Tech Voucher

Chapter 44 — The Second Village

PartQuestObjectiveReward
1Ready to ExpandCommand Center level 53,000 of each resource
2Scouting a SiteDepot level 5 — claiming this reveals your reserved camp-2 plot2× Saboteur, 2× Quartermaster
3Found Your Second CampOwn 2 camps (found camp 2 on the reserved plot)100 Crowns + 5,000 of each resource

Chapter 49 — Manage the Villages

PartQuestObjectiveReward
1Second Command Center2 camps with Command Center level 2500 of each resource
2Double the Fuel2 camps with Refinery level 2500 oil
3Double the Munitions2 camps with Concrete Plant level 2500 concrete
4Double the Steel2 camps with Smelter level 2500 steel
5Second Depot2 camps with Depot level 21× Construction Voucher
6Second Power Plant2 camps with Power Plant level 2500 of each resource

Officer items (Quartermaster, Field Medic, Field Marshal, Tactician, Saboteur) are attached to attacks from the send dialog. Tech Voucher, Instant Trade and Daily Unit Offer are collected now and get their effect in a later update.

Tribes & diplomacy

A tribe is a group of up to 25 players in one world. You can belong to one tribe per world. Joining a tribe is an achievement and a quest goal, and tribes are the unit that wins a world.

Creating a tribe

From Tribe info, pick a name (2–32 characters: letters, digits, spaces, _ ’ -) and a tag (2–8 upper-case letters or digits), plus an optional 280-character description. Name and tag must be unique in the world. The creator becomes the founder.

Roles

RoleCan
Foundereverything below, plus: set the join policy, promote or demote officers. If the founder leaves, the earliest-joined remaining member becomes founder; if the last member leaves the tribe is disbanded.
Officerinvite players, kick members (not the founder), propose / accept / decline / break diplomatic relations, pin forum threads.
Memberchat, read and post on the forum, see the member list and event feed, leave.

Joining

  • Join policy: open (anyone in the world can join directly while there is room) or invite-only.
  • Invites are sent by founder/officers to a callsign or a wallet address. The invitee must own a camp in the same world and not be in a tribe. Accepting one invite cancels your other pending invites.
  • Leaving or being kicked removes your role; you may join another tribe afterwards.

Chat, forum and events

The tribe panel has a live chat (500 characters per line). The Tribe forum hosts threads (title 2–120 characters, posts up to 4,000) that only members can read; officers can pin threads to the top. The event feed logs foundation, members joining, leaving or being kicked, join-policy changes and daily Victory Point awards.

Diplomacy

Founders and officers can propose a Non-Aggression Pact (NAP) or an Alliance to another tribe; the other tribe’s founder/officer accepts or declines, and either side can break an active relation. Relations are displayed in the tribe panel. In the current version they are a declared status only — they do not block attacks or change combat.

Tribe rankings and Victory Points

The tribe list ranks tribes by total score (the sum of building levels across every member camp) and shows their Victory Points. Once every 24 hours, each province awards 1 Victory Point to the tribe whose members own the most player camps in it. See Rankings & world end for how a world is won.

Messages & reports

Messages

The Messages panel has an inbox and a sent box, scoped to the current world. Write to another player by callsign (exact, case-insensitive) or by wallet address (a full address, or a unique prefix of at least 6 characters). Subject up to 120 characters, body up to 4,000. Messages from the game itself are shown as System. An unread counter appears on the bottom-bar button.

Reports

TypeWhenWho receives it
Battle reportAn attack lands (including on an empty tile)Attacker and defender (barbarian targets have no defender)
Espionage reportA spy mission resolvesThe spy always; the target only if the spies were detected, and then only origin/destination

The last 50 reports of each kind for the current world are kept in the Reports panel. A red badge on the bottom bar counts new ones; an incoming attack alert shows enemy armies heading for your camps with origin and ETA.

Rankings & world end

Points

Player points are the sum of your camps’ points; a camp’s points are the sum over its buildings of round(base × 1.2^(level − 1)) (see Buildings). Points drive the player ranking (top 50 of the world), the morale formula, and the milestone achievements (1,000 / 5,000 / 20,000).

Tribe totals shown in the tribe list, the domination tracker and the final snapshot use the sum of building levels of member camps; map tooltips show tribe points. Both grow with the same buildings.

Registration close

Sign-ups close 7 days after the world opens, or as soon as every plot in every province is claimed. Existing players continue normally.

How a world ends

TriggerRuleWinner
DominationOne tribe’s members own at least 70 % of all player camps, continuously for 3 days (checked once at least 10 player camps exist; the clock restarts if the share dips).That tribe
Score capIf the world was configured with a score cap: the first tribe whose total (sum of building levels) reaches it, checked after every conquest.That tribe
DeadlineIf the world was configured with an end date: sealed when it passes.No winner stamped; the top tribe of the snapshot is first place

The Rankings panel shows the live domination bar: the leading tribe’s share of player camps against the 70 % threshold.

The final snapshot

When a world is sealed, its standings are frozen: every tribe with member count and total score, the top 50 players (score and tribe tag), the sealing time and the world’s duration. After sealing, building, recruiting, movements, trades and item use are refused in that world; it appears as Ended in the hub and its final page stays readable.

Achievements

MedalGoalTier / points
First Camp / Expansion / Warlord1 / 3 / 10 campsbronze 10 / silver 25 / gold 50
First Blood / Raider / Warmonger1 / 25 / 100 attacks landedbronze / silver / gold
BrotherhoodJoin a tribebronze 10
FounderFound a tribegold 50
Voice of the Tribe10 forum postssilver 25
Rising Power / Powerhouse / Juggernaut1,000 / 5,000 / 20,000 pointsbronze / silver / gold

Casino

The Wheel of Fortune

The Casino (Command Center 8 and a Trading Post, max level 5) holds a 12-segment wheel. Each level grants one free spin per day (UTC day); further spins cost 15 crowns, of which 60 % go into the world’s jackpot pot. The server draws the result; the wheel on screen only animates to it.

SegmentOdds
Blank (two segments)32 %
+1 500 steel / fuel / concrete (one each)11 % each
Ration Pack9 %
10 crowns8 %
Supply Crate6 %
+3 000 of every resource4 %
40 crowns4 %
Loot Master officer3 %
JACKPOT — the whole pot (re-seeded at 25 crowns by the game after each win)1 %

Resource prizes go to the camp that spun, capped at its depot; items land in the Inventory; crowns are account-wide. The Casino panel shows the pot and the latest wins in the world.

Artifact Forge & Bazaar

Forging items

The Artifact Forge (unlocked at Command Center 6 with a Smelter at 3) turns resources and time into inventory items. Open it from the camp, pick a recipe, choose a quantity (up to 10 per order) and press Forge: the resources are paid immediately and the order joins the forge queue (3 orders, sequential). Finished items are credited to your Inventory automatically; a queued order can be cancelled for a full refund.

Resource items (Ration Pack, Boosts, Supply Crate) cost about 30 % more than they give back: they are a way to bank resources beyond the depot cap or to move them through the Bazaar, never a way to make resources out of nothing. Every Forge level shortens forge time by 5 % (compounding, floor 40 %). Recipes unlock by Forge level:

ItemForge LvCost (steel / fuel / concrete)Time (Lv 1, speed 1)
Ration Pack (+500 each)1650 / 650 / 65020 min
Steel / Fuel / Concrete Boost (+2 000 of one)1500 of the boosted resource, 1 300 of the two others30 min
Supply Crate (+1 000 each)21 300 / 1 300 / 1 30045 min
Build Discount31 500 / 1 200 / 1 80045 min
Loot Master · Field Medic42 200 of one, 1 600 of the others1 h
Tactician51 600 / 1 600 / 2 2001 h
Swindler62 600 / 2 600 / 2 6001 h 30
Grand Master73 200 / 3 200 / 3 2002 h
Loyalty Charter85 000 / 5 000 / 5 0003 h
Instant Hero108 000 / 8 000 / 8 0004 h

The Bazaar

The Bazaar tab of the Forge is a player-to-player item market. List any inventory item with a quantity and what you want in return (10 open listings per player, items escrowed, withdraw any time; you cannot buy your own listing). Three price kinds:

  • Crowns: the buyer pays crowns, you receive them minus a 5 % tax that is burned.
  • Resources: the buyer pays steel / fuel / concrete from one of their camps; the goods travel to the camp you listed from as a convoy (same travel time as the Trading Post, 10 min per tile ÷ world speed) and are credited on arrival, capped at your depot.
  • Another item: an instant swap, item for item.

The Shop and the Bazaar coexist on purpose: the Shop sells the whole catalogue at fixed crown prices (a crown sink for the game); the Bazaar is where players undercut those prices, trade items for resources or for other items, and where crowns change hands between players with 5 % burned.

On-chain items

Inventory items are designed as ERC-1155 tokens on TheGrotto. When the items contract is live, every forged or bought batch is minted to your wallet by the game relayer and using an item burns the token (“burn-to-apply”). Until then the inventory is the authoritative ledger — nothing changes in how you play.

Crowns, shop & inventory

Earning Crowns

  • 2,000 welcome Crowns on the first camp you ever found (test-phase value).
  • 100 Crowns from quest 44.3 (founding your second camp).
  • Crown top-ups from outside the game are a later milestone.

What Crowns buy

OfferCrownsNotes
Instant finish (build)3 / 35 / 80 / 220 / 400By remaining time; free under 60 s × world speed
Instant finish (recruit)3 / 35 / 80 / 220 / 400Same tiers, no free window (the first recruit finish of each camp is free during onboarding)
Extra build-queue slot70Permanent, account-wide, up to 3 extra (queue 2 → 5)
Supply Crate50+1,000 of each resource
Construction Voucher60Completes the active build
Steel / Oil / Munitions Output Boost80+2,000 of one resource
Loyalty Charter120Loyalty back to 100
Instant Hero Recruit200Places an SF Team in the camp (if it has none)
SF weapons80–120War Banner 120, Aegis Shield 120, Siege Hammer 110, Raider Pack 90, Swift Boots 80 — permanent

Crowns never buy units, resources beyond the capped items above, combat strength or protection. Every item lands in the inventory of the world you are in and is used from there on a camp of your choice.

Inventory

Items are grouped as resources, boosts and collectibles. Usable items show a Use button and are only consumed if they have an effect (a crate on a full depot, a hero item on a camp that already has one, or a voucher with nothing building is refused instead). Officers are not “used” from the inventory — attach them to an attack. The Veteran Medal is a collectible for founding commanders with no effect.

Crowns & ownership (on-chain)

Unit3 runs on TheGrotto, an EVM chain, but you never see it: the wallet is embedded and gas is sponsored. What is mirrored on-chain today is ownership: each camp you found is minted as a non-transferable camp deed that only a conquest can reassign; purchased and daily items are recorded and burned when used; soulbound badges are awarded for milestones (tribe founder, 7- and 30-day streaks, 10 conquests, world champion); and each sealed world writes a permanent season record. Gameplay state (resources, troops, battles) lives on the game server. A game token, hero NFTs and a marketplace are described in the whitepaper and are coming later — Crowns are the only premium currency in the game right now.

Strategy guide

Day one build order

  1. Follow the first quests: Refinery 1, Concrete Plant 1, Smelter 1 — they are cheap and each finishes inside the free window, so finish them for free and claim every reward immediately.
  2. Push the three resource buildings to 3–4 and the Depot to 3 before anything else. Keep the 2-slot queue always full.
  3. Power Plant 2–3 and Command Center 3 next (the Command Center unlocks the SF Compound; recruit the free hero as soon as it exists — it is your best early raider with 100 carry).
  4. Barracks 2 and 20 Riflemen from quest 12.1 → raid the nearest barbarian camps. Riflemen carry 25 each, so 20 of them bring back 500 resources per trip; the hero adds 100.
  5. Use the two welcome Supply Crates when the depot has room (2,000 of each resource is more than a day of early production), and claim the daily reward every day.

Economy versus army

Resource buildings compound (+12.4 % per level) and cost little until level 10 — they are the best investment for the first days. Grow the Depot so that it holds at least 8–10 hours of production before you log off. Only convert resources into troops once your income is stable, and prefer units that pay for themselves by raiding.

Raiding barbarians efficiently

  • Fresh barbarians have no troops and no wall: any army wins without losses. What matters is carry and speed. ATVs (50 carry, 8 min/tile) are the best raider per population; Riflemen (25 carry, 14 min/tile) are the cheap early option; the hero carries 100.
  • Send only what the target holds. Your reports show the loot of each raid; barbarian income is small, so rotate between many camps rather than hammering one.
  • Avoid barbarians that have grown a Perimeter Wall — the wall alone (20 + 50 × level) kills a small raid party for nothing. Send engineers first if you want to farm it anyway.
  • Raiding barbarians never breaks beginner protection.

Defending

  • The Perimeter Wall is the cheapest defence in the game: both a flat basis and a multiplier. Get it to 5–8 early, higher when neighbours grow teeth.
  • Mix defenders so no attack class finds a hole: Heavy Infantry (vs infantry), Riflemen (vs armor), Snipers (vs air/APC), and later IFVs (strong vs everything). Keep a Morale Center and a Field Hospital in every camp.
  • Keep a few Recon Drones at home and build the Intel Office: undetected spies mean the enemy knows exactly what to send.
  • Ask your tribe for support before the attack lands — the incoming alert tells you the ETA.

Attacking players

  • Scout first. Garrisons are hidden; a failed attack loses the whole army.
  • Check morale: attacking a player far below your points caps your strength at 25 %.
  • Bring engineers against walls (2 + level engineers per wall level) and artillery against the building that hurts you most (Barracks, Perimeter Wall, Command Center).
  • Attach officers on important strikes: Field Marshal (+10 %), Field Medic (25 % of losses back), Quartermaster (+50 % loot).
  • Send the Commander in a second wave that lands right after the clearing wave, or escorted by enough troops to win outright — it only works if the attack wins.

Using the free-finish window

Any build with at most 60 s × world speed remaining completes for free. Early levels of every building are shorter than that, so check the camp before logging off and after each raid — it is free progress. Never spend Crowns on a build that will be free in a minute.

When to found camp 2

The plot is reserved for you, so there is no rush from other players. Found it as soon as quest 44.2 is claimed (Command Center 5, Depot 5): a second camp doubles your production for 1,000 of each resource, and chapter 49 pays you to develop it. Support it with a few defenders and give it its own Depot early.

Tribe play

Join or create a tribe early — the world is won by tribes controlling provinces and camps. Coordinate on the forum, share scouting reports by message, stack support in the camps on your border and time attacks so they land together.

Common mistakes

  • Letting the depot fill overnight (red counter = wasted production).
  • Forgetting a garrison abroad: stationed units still count in your population and are lost if the host falls — withdraw them from the Units page when they are no longer needed.
  • Attacking a player while protected: you lose your own protection instantly.
  • Doing an action objective (attack, support, spy, trade, template) before its quest is active — it will not count.
  • Sending a Commander with a weak escort, or against a small player under heavy morale.
  • Buying Crown finishes for builds that are seconds from the free window.

FAQ & glossary

FAQ

Do I lose anything when I am offline? No. Production accrues, builds and recruits complete, and armies land whether you are online or not. Attacks can hit you while offline, which is what the wall, the hospital and tribe support are for.

Can I see another player’s troops? Only by spying. Camp cards show buildings-derived points, owner, tribe and protection status, never the garrison.

My attack on an empty tile — what happened? You get a “no target” report and the army walks back.

Why did my quest not complete? Action objectives only count actions done after the quest became active. Building and troop objectives look at the highest level / total across all your camps.

Can I move troops between my camps? Yes — send them as support. They become part of the receiving camp’s garrison.

Why is my strength shown at 25 %? Morale: you are much bigger in points than the player you attacked.

Do Crowns win battles? No. Crowns speed up timers, buy resource items, queue slots, hero weapons and a loyalty reset. They never buy units or combat strength.

Glossary

TermMeaning
CampA village on the map. Yours, another player’s, or barbarian (unowned).
CallsignYour display name.
ProvinceOne of the 12 zones of the world (A1–C4); has a name and its own player plots and barbarians.
PlotA pre-computed founding tile for a player’s first camp; each has a reserved camp-2 tile nearby.
BarbarianAn unowned camp with buildings but no troops; grows on its own; your farm.
Bonus villageA barbarian camp with a production/population/loot perk while it is unowned.
PointsScore from building levels (base × 1.2^(level − 1) per building).
PopulationCapacity provided by the Power Plant, consumed by buildings and units.
MoraleAttack-strength reduction (down to 25 %) when attacking a much smaller player.
LuckRandom ×0.75–1.25 on the attacker’s strength.
Loyalty0–100 value of a camp; a camp falls when it reaches 0; +1 every 15 min.
CommanderOfficer Academy unit that lowers loyalty by 20–35 per winning attack.
SF TeamYour free hero unit, one per camp, equips an armory weapon.
Officer (item)Consumable attached to an attack: Field Marshal, Field Medic, Quartermaster, Tactician, Saboteur.
DoctrinePermanent per-camp pledge at the Doctrine Hall: Strike, Fortress or Shadow.
CarryResources a unit can plunder; loot is capped by the surviving army’s total carry.
Free-finish windowRemaining build time ≤ 60 s × world speed completes for free.
Recall windowFirst 10 % of an attack/support trip, during which it can be cancelled.
Beginner protection5 days ÷ world speed during which you cannot be attacked; lost by attacking a player.
Victory Points1 per province per day to the tribe holding the most player camps there.
DominationA tribe holding ≥ 70 % of player camps for 3 days wins the world.
SnapshotThe frozen final standings of an ended world.
CrownsPremium currency for timers, items, queue slots and hero weapons.