⚔ THE CLANS
⚔ PLAYER GUIDE — EMPIRES
v0.97b2 · The Clans Player Reference Manual
[13.1]

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.

[13.2]

Buildings

There are 10 types of empire buildings:

BuildingPurposeCost
BarracksHouse your troops. Each barracks supports 20 footmen, 10 axemen, or 5 knights.2,500 gold
WallsStrengthen your defenses against attacks.1,000 gold
TowersProvide ranged defense bonuses.1,500 gold
Steel MillRequired to train axemen and knights.3,000 gold
StablesRequired (along with a steel mill) to train knights.5,000 gold
Intelligence AgencyAllows you to spy on other empires. More agencies increase your success chance.1,000 gold
Security CenterDefends against enemy spies. More centers increase your chance of catching spies.1,000 gold
GymnasiumBoosts your army's training and rating.4,500 gold
Developer's HallReduces the cost of developing new land.3,000 gold
ShopsGenerate income for your empire.5,000 gold

Each building uses land and energy. You must develop land before you can build on it.

[13.3]

Troops

There are three types of troops, each with different strengths:

Troop TypeCostDescription
Footmen15 gold eachBasic soldiers. Require only barracks. Well-rounded but not specialized.
Axemen30 gold eachStronger attackers. Require barracks and a steel mill. Hit harder than footmen.
Knights60 gold eachElite 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).

Tip: Followers are civilians who join your empire after mine victories. They can be conscripted into your army based on the village conscription rate.
[13.4]

Strategy

Your empire has a battle strategy that affects how your army fights:

SettingDescription
Attack LengthHow many rounds your army presses the attack (1-10).
Attack IntensityHow aggressively your troops fight: light, moderate, or heavy.
Loot LevelHow much you try to steal: 10%, 20%, or 30%.
Defend LengthHow long your army holds a defensive position (1-10).
Defend IntensityHow strongly your troops defend: light, moderate, or heavy.
Note: Higher intensity deals more damage but also makes your troops more vulnerable. Find a balance that suits your army composition.
[13.5]

Attacking

You can launch attacks against other villages, alliances, or clans. When attacking, you choose:

  1. Your target.
  2. Which troops to send (footmen, axemen, knights).
  3. An attack goal (see below).
GoalDescription
Oust RulerAttempt to take control of the target village by removing its current ruler.
Steal LandSeize a portion of the target's developed land.
Steal GoldRaid the target's vault for gold.
DestroyDamage 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.

[13.6]

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.

Tip: The more intelligence agencies you build, the higher your chance of success. The target's security centers work against you -- more security centers means a higher chance your spy is caught.