Overview
Every clan has an empire consisting of land, buildings, and an army. The village itself also has an empire managed by the ruler. Through your empire, you develop land, construct buildings, train troops, and wage war against rival villages or clans.
Buildings
There are 10 types of empire buildings:
| Building | Purpose | Cost |
|---|---|---|
| Barracks | House your troops. Each barracks supports 20 footmen, 10 axemen, or 5 knights. | 2,500 gold |
| Walls | Strengthen your defenses against attacks. | 1,000 gold |
| Towers | Provide ranged defense bonuses. | 1,500 gold |
| Steel Mill | Required to train axemen and knights. | 3,000 gold |
| Stables | Required (along with a steel mill) to train knights. | 5,000 gold |
| Intelligence Agency | Allows you to spy on other empires. More agencies increase your success chance. | 1,000 gold |
| Security Center | Defends against enemy spies. More centers increase your chance of catching spies. | 1,000 gold |
| Gymnasium | Boosts your army's training and rating. | 4,500 gold |
| Developer's Hall | Reduces the cost of developing new land. | 3,000 gold |
| Shops | Generate income for your empire. | 5,000 gold |
Each building uses land and energy. You must develop land before you can build on it.
Troops
There are three types of troops, each with different strengths:
| Troop Type | Cost | Description |
|---|---|---|
| Footmen | 15 gold each | Basic soldiers. Require only barracks. Well-rounded but not specialized. |
| Axemen | 30 gold each | Stronger attackers. Require barracks and a steel mill. Hit harder than footmen. |
| Knights | 60 gold each | Elite mounted warriors. Require barracks, a steel mill, and stables. The fastest and strongest offensive units. |
Your barracks capacity limits how many troops you can maintain. Each barracks supports 20 footmen, 10 axemen, or 5 knights (or any combination within capacity).
Strategy
Your empire has a battle strategy that affects how your army fights:
| Setting | Description |
|---|---|
| Attack Length | How many rounds your army presses the attack (1-10). |
| Attack Intensity | How aggressively your troops fight: light, moderate, or heavy. |
| Loot Level | How much you try to steal: 10%, 20%, or 30%. |
| Defend Length | How long your army holds a defensive position (1-10). |
| Defend Intensity | How strongly your troops defend: light, moderate, or heavy. |
Attacking
You can launch attacks against other villages, alliances, or clans. When attacking, you choose:
- Your target.
- Which troops to send (footmen, axemen, knights).
- An attack goal (see below).
| Goal | Description |
|---|---|
| Oust Ruler | Attempt to take control of the target village by removing its current ruler. |
| Steal Land | Seize a portion of the target's developed land. |
| Steal Gold | Raid the target's vault for gold. |
| Destroy | Damage the target's buildings and infrastructure. |
The outcome depends on the strength and composition of both armies, the buildings involved (walls and towers help defenders), and the strategies of both sides.
Spying
If you have built intelligence agencies, you can send spies to gather information about other empires. Each spy attempt costs 1,000 gold.
If the spy succeeds, you see the target's full empire statistics -- buildings, troops, gold, and strategy. If the spy fails, you learn nothing, and the target may be notified that they caught a spy from your clan.