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OFFICIAL GAME WIKI

BloodConq Wiki

A complete player manual for villages, buildings, troops, goods, pantheons, mythological units, conquest, combat, clans, markets, quests, premium systems, and expert strategy.

21

Buildings

38

Units

3

Pantheons

46

Progression quests

01 / THE GAME

What BloodConq Is

BloodConq is built around a few linked loops: grow a village, read the map, prepare your army, choose divine power, and turn information into territory.

Core Loop

Build production, expand storage and population, train troops, research upgrades, scout targets, raid or support, then conquer and defend multiple villages.

World Loop

Worlds have speed, map size, lifecycle status, rankings, win conditions, active events, and end states. Each world is its own strategic race.

Mythic Layer

Temple unlocks pantheons, gods, faith, passive bonuses, active abilities, priests, and mythological troops that change economy, combat, scouting, and conquest.

02 / STARTING PLAN

How To Play From Zero

Use this as your first-session checklist. It follows the same progression the quest system is trying to teach.

  1. 01Settle into a world and focus your first village on Wood Camp, Clay Pit, Iron Mine, Mill, Warehouse, Farm, and Headquarters.
  2. 02Follow the quest chain. It deliberately walks you through production, population, Barracks, first defenders, Market, Stable, Smithy, Library, Siege Workshop, and Conqueror Academy.
  3. 03Keep Warehouse ahead of production overflow and Farm ahead of population demand.
  4. 04Build Barracks for Spearmen and Swordsmen before you expose yourself with attacks.
  5. 05Add Market for trade, Wall and Cellar for survivability, and Stable for Scouts before serious wars.
  6. 06Build Smithy and Library once the economy can carry research without freezing construction.
  7. 07Build Temple, choose a pantheon, then select gods that support your plan: offense, defense, economy, speed, intelligence, or sabotage.
  8. 08Train a real conquest package only after scouting, simulating, and preparing enough support to hold the target through the occupation timer.

03 / CARTOGRAPHY

World Map And Movement

The map is both a command center and an intelligence layer. It shows who owns territory, where neutral value sits, and which orders you can send.

Terrain And Tiles

The map contains coast, heartland, forest, hills, and water tiles. A village's terrain boosts one resource by 25%: coast (beaches and any land touching water) clay, heartland (grassland and plains) food, forest wood, and hills iron. The bonus appears in production breakdowns.

Viewport Loading

The map loads the current camera area rather than the whole world at once. Deep links such as /play/map?x=120&y=140 recenter the initial camera and make distant coordinates load immediately.

Filters

The map can filter own villages, allies, other players, barbarian villages, and bonus villages. Use filters to plan raids, hide noise, or focus only on war targets.

Search

World search can find villages by name or coordinates and converts results into the same map village shape as normal map data.

Minimap

The minimap mirrors camera position and world scale, giving commanders fast orientation across large worlds.

Annotations

Players can add markers, icons, group names, and notes to villages. Notes can be private, friend-visible, or clan-visible depending on visibility rules.

Watchlist

Premium-enabled watchlists track selected villages, including owner, clan, points, combat total, and last checked state so important enemies do not disappear in the crowd.

Clan Crowns

Clan occupation crowns reserve or mark targets for the clan. Leaders can place or remove claims from the map and occupation screens.

Map Actions

Attack: Allowed against enemy or neutral targets, never your own village, your clanmate, or the same source village. Beginner protection blocks player-versus-player attacks but not neutral farming.

Support: Allowed to own villages, clan villages, besieged villages, and, if external support is enabled for the world, any non-self village including neutrals.

Trade: Allowed only to player villages and only if the source has Market merchant capacity. Neutral villages cannot receive trade.

Scout: Allowed against players and neutrals when the source has valid scouts and Intelligence Center access. Beginner protection only blocks scouting another protected player.

04 / PVE TARGETS

Neutral Villages

Neutral villages are not filler. They are farming targets, conquest targets, source of relics and hero gear, and a way to shape your economy.

Starter Neutral Ring

When a player first joins a world, the game creates a local neutral ring around their anchor village: six barbarian camps and three bonus villages, placed roughly 10 to 25 tiles away when space allows.

World Neutral Density

Worlds also materialize neutral villages across the map. Default density favors barbarian villages, with a configurable 7-out-of-10 barbarian ratio and the rest bonus settlements.

Barbarian Villages

Barbarian villages are neutral raid and conquest targets. They begin with configurable resources and troops, can be farmed through attacks, and can later be conquered like other eligible villages.

Bonus Villages

Bonus villages are neutral targets with a resource production bonus. Their bonus effect is +50% to one resource: wood, clay, iron, or food. After conquest, that village remains valuable as a specialized producer.

Ancient Temple Villages

Temple villages are stronger world-level neutral targets. Successful attacks can roll hero gear drops, excluding pieces the player already owns.

Neutral Raid Rewards

Winning against barbarian or bonus villages grants normal plunder plus a random gold bonus. By default the gold reward range is 200 to 500, and a separate relic drop roll can happen.

Raid Them

Use neutral raids to convert spare troops into resources, gold, relic rolls, and hero gear opportunities. Beginner protection does not stop neutral farming.

Farm Them

Premium Farm Manager can organize barbarian and bonus villages into repeatable farming targets by range and type.

Conquer Them

A neutral village can become a real village if your surviving Conqueror begins and completes occupation.

05 / VILLAGE ENCYCLOPEDIA

Buildings

Buildings define what a village can do. Resource buildings create flow, civic buildings unlock systems, and military buildings turn resources into map pressure.

BuildingRoleMaxBase costUnlock requirement
HeadquartersCoordinates all construction work and reduces build times across the village.3090 wood / 80 clay / 60 iron / 0 foodAvailable from the start.
Wood CampHarvests timber and sets the village's wood production curve.4040 wood / 50 clay / 30 iron / 0 foodAvailable from the start.
Clay PitExtracts clay for fortifications, buildings, and military development.4050 wood / 40 clay / 30 iron / 0 foodAvailable from the start.
Iron MineProduces iron for weapons, cavalry gear, and siege equipment.4060 wood / 55 clay / 55 iron / 0 foodAvailable from the start.
MillKeeps the village fed and drives long-term food growth.4045 wood / 45 clay / 35 iron / 0 foodAvailable from the start.
WarehouseExpands storage space so production can keep running without overflow.4050 wood / 40 clay / 30 iron / 0 foodAvailable from the start.
FarmRaises the population cap and makes room for buildings and troops.4040 wood / 35 clay / 25 iron / 0 foodAvailable from the start.
BarracksTrains infantry and speeds up their recruitment lane.30220 wood / 180 clay / 200 iron / 0 foodHeadquarters 2, Warehouse 3
StableUnlocks cavalry and improves mounted training throughput.30340 wood / 270 clay / 380 iron / 0 foodHeadquarters 5, Barracks 3
Siege WorkshopConstructs rams and catapults and accelerates siege production.15460 wood / 360 clay / 500 iron / 0 foodHeadquarters 10, Barracks 5, Stable 3
WallBoosts defending unit combat stats and reinforces resilience.2055 wood / 110 clay / 35 iron / 0 foodHeadquarters 8
Archer TowerAdds 50 virtual defending archers per level when the village is attacked.15140 wood / 180 clay / 90 iron / 0 foodWall 15
CellarProtects a share of stored resources from plunder after attacks.1090 wood / 60 clay / 70 iron / 0 foodWarehouse 10
MarketProvides merchants and trade capacity for shipping and resource exchange.25100 wood / 100 clay / 100 iron / 0 foodMill 5, Farm 5
CentrumThe village's rally point — muster troops, dispatch attacks/support/scouts by coordinate, and unlocks advanced conquest structures.1220 wood / 170 clay / 220 iron / 0 foodAvailable from the start.
Knight TentTrains and equips your account's one Hero — its equipped kit boosts combat, training, or resources wherever it currently is.1260 wood / 180 clay / 240 iron / 0 foodHeadquarters 5, Barracks 1
Conqueror AcademyUnlocks conquest gameplay and trains the units needed to take villages.1420 wood / 420 clay / 460 iron / 0 foodHeadquarters 25, Smithy 20, Library 10, Market 10, Warehouse 20, Farm 20
SmithyUnlocks unit tech and reduces research times for military branches.20120 wood / 100 clay / 160 iron / 0 foodHeadquarters 12, Barracks 5, Stable 3
LibraryDrives economic research and advanced world-specific upgrades.20180 wood / 220 clay / 180 iron / 0 foodSmithy 5
TempleHosts mythology systems, faith progression, and god-based bonuses.3320 wood / 260 clay / 340 iron / 0 foodHeadquarters 12, Smithy 5
Intelligence CenterImproves scouting and intelligence operations for military planning.5240 wood / 200 clay / 260 iron / 0 foodStable 10

Construction Formula

Building costs and times scale by 1.13 per level. Headquarters reduces build duration by 2.5% per level down to a minimum factor, and world speed divides final duration.

Market Math

At Market level 25, a village has 25 merchants and 100,000 total direct-send carrying capacity before god or event bonuses.

06 / RESOURCES

Goods And Currencies

Every action spends one or more resources. The strongest players know which currency is scarce in each phase and build around that bottleneck.

Wood

Source: Wood Camp

Use: Construction, infantry, siege frames, market growth, and early economic momentum.

Clay

Source: Clay Pit

Use: Defensive works, infrastructure, cavalry-heavy costs, and many civic upgrades.

Iron

Source: Iron Mine

Use: Military unlocking, higher-tier buildings, research, and advanced troop development.

Food

Source: Mill

Use: Troop training and population pressure. Food income keeps large armies sustainable.

Faith

Source: Temple

Use: Divine ability currency. Temple level 1/2/3 produces 6/12/18 faith per hour before world speed and bonuses, with 500 faith storage per temple level.

Gold

Source: Market, neutral raids, world systems

Use: Global market exchange and special economy rewards.

Sapphires

Source: Premium packs, referrals, admin grants

Use: Premium account time, cosmetics, and shop purchases.

Population

Source: Farm capacity

Use: Shared cap consumed by buildings and troops. Upgrade Farm before training or constructing into a cap wall.

Merchants

Source: Market

Use: One merchant per Market level, each carrying 4,000 resources for direct sends.

Prestige

Source: Player-versus-player combat

Use: Account-level conquest currency, shared by all your villages, earned from real PvP kill value.

07 / ARMIES

Troops

Troops are split by training building and battlefield role. Use defensive units to hold ground, offensive units to break targets, scouts to reveal, and special units to conquer.

Barracks

Infantry, drilled in close quarter. From spearmen to elite arbalests.

  • Spearman - Line defence; requires level 1;cost 30 wood / 0 clay / 0 iron / 120 food; population 1;training 120s.
  • Axeman - Raider; requires level 2;cost 40 wood / 0 clay / 0 iron / 160 food; population 1;training 135s.
  • Swordsman - Heavy foot; requires level 3;cost 0 wood / 35 clay / 0 iron / 140 food; population 1;training 155s.
  • Archer - Ranged anchor; requires level 5;cost 50 wood / 0 clay / 0 iron / 200 food; population 1;training 230s.
  • Crossbowman - Offensive ranged; requires level 10;cost 0 wood / 60 clay / 0 iron / 240 food; population 2;training 320s.
  • Arbalest - Elite ranged; requires level 15;cost 80 wood / 0 clay / 0 iron / 320 food; population 2;training 360s.

Stable

Mounted troops — fast and expensive. Scouts to heavy cavalry.

  • Scout - Intelligence; requires level 1;cost 90 wood / 0 clay / 0 iron / 360 food; population 2;training 130s.
  • Light Cavalry - Shock riders; requires level 3;cost 0 wood / 125 clay / 0 iron / 500 food; population 3;training 200s.
  • Heavy Cavalry - Hammer; requires level 5;cost 0 wood / 350 clay / 0 iron / 1,400 food; population 6;training 230s.
  • Archer Cavalry - Ranged cavalry; requires level 8;cost 0 wood / 225 clay / 0 iron / 900 food; population 4;training 270s.

Siege Workshop

Siege machinery — rams, catapults, springalds, and trebuchets.

  • Catapult - Building siege; requires level 1;cost 400 wood / 1,600 clay / 0 iron / 0 food; population 6;training 300s.
  • Ram - Wall breaker; requires level 3;cost 200 wood / 800 clay / 0 iron / 0 food; population 3;training 335s.
  • Springald - Light siege; requires level 5;cost 325 wood / 1,300 clay / 0 iron / 0 food; population 4;training 385s.
  • Trebuchet - Heavy siege; requires level 10;cost 600 wood / 2,400 clay / 0 iron / 0 food; population 8;training 450s.

Knight Tent

Train and equip your account's one Hero — sendable with your armies.

This building uses a special interface instead of a repeatable static unit list.

Temple

Priests and mythological creatures summoned through divine blessing.

This building uses a special interface instead of a repeatable static unit list.

Conqueror Academy

Train conquerors to take enemy villages.

  • Conqueror - Village taker; requires level 1;cost 50,000 wood / 60,000 clay / 60,000 iron / 1,000 food; population 100;training 5400s.
UnitSchoolRoleAttackDefenseSpeed
SpearmanInfantryLine defence101518
SwordsmanInfantryHeavy foot255022
AxemanInfantryRaider401018
ArcherInfantryRanged anchor155018
CrossbowmanInfantryOffensive ranged653018
ArbalestInfantryElite ranged457518
PriestSpecialSpiritual support01015
HeroSpecialChampion0010
ConquerorSpecialVillage taker3010035
ScoutSpecialIntelligence029
Light CavalryCavalryShock riders1303010
Heavy CavalryCavalryHammer15020011
Archer CavalryCavalryRanged cavalry1204010
CatapultSiegeBuilding siege10010030
RamSiegeWall breaker22030
SpringaldSiegeLight siege506030
TrebuchetSiegeHeavy siege15015030

08 / DIVINE SYSTEM

Pantheons And Gods

Pantheon choice is locked per world. Choose for a strategy, not only flavor: economy, speed, defense, scouting, siege, and conquest protection all live here.

Greek

Olympian offense, defense, trade, and city protection.

Zeus Tier 1

Offensive power. Passive: +5% attacking army attack. Ability: Lightning Bolt disables a random military building, reduces wall defense, and can remove a wall level before battle.

Hades Tier 1

Defense and attrition. Passive: 5% of defensive losses return. Ability: Walls of Erebus weakens enemy attacks and hides the defending army.

Poseidon Tier 1

Economy and disruption. Passive: +10% warehouse capacity. Ability: Plenty boosts a friendly city's resource production.

Athena Tier 2

Strategy and preparation. Passive: 10% faster research and +5% defensive unit defense. Ability: Battle Foresight reveals incoming army composition and timing.

Aphrodite Tier 2

Manipulation. Passive: -20% food cost for defensive units. Ability: Irresistible Charm weakens enemy reinforcements in a target city.

Ares Tier 2

Pure warfare. Passive: 10% faster offensive unit training. Ability: Bloodlust grants a major attack boost at the cost of extra casualties.

Dionysus Tier 3

Chaos and sabotage. Passive: -25% Conqueror Prestige and resource cost. Ability: Festival of Madness slows enemy construction, recruitment, and research.

Hermes Tier 3

Speed and trade. Passive: +20% trader capacity and +15% trader speed. Ability: Divine Passage speeds and conceals a friendly army.

Hera Tier 3

City protection. Passive: 10% faster defensive unit training. Ability: Divine Sanctuary blocks hostile divine abilities and conquest for a short period.

Egyptian

Sun power, concealment, restoration, knowledge, and prosperity.

Ra Tier 1

Offensive power. Passive: +5% offensive battle attack. Ability: Solar Flare weakens enemy unit defense and wall effectiveness.

Amun Tier 1

Concealment. Passive: -15% enemy spy success chance. Ability: Veil of Amun hides units, resources, queues, and reinforcements.

Ptah Tier 1

Construction. Passive: 5% cheaper buildings. Ability: Divine Architect advances an active construction queue.

Anubis Tier 2

Death and recovery. Passive: 10% faster training after battle. Ability: Judgement of Anubis reduces the defenders' revive and returns some attacking casualties.

Osiris Tier 2

Restoration. Passive: +5% food production and population capacity. Ability: Rebirth restores a recent building level and repairs wall damage.

Isis Tier 2

Protection and support. Passive: 5% of defensive losses return. Ability: Wings of Isis adds defense and blocks hostile divine abilities.

Horus Tier 3

Precision warfare. Passive: +5% army travel speed. Ability: Eye of Horus reveals units and reinforcements and empowers the next attack.

Thoth Tier 3

Research and knowledge. Passive: 10% faster research. Ability: Book of Thoth advances current research and reveals active effects.

Hathor Tier 3

Prosperity and morale. Passive: +15% supporting unit travel speed. Ability: Festival of Hathor boosts production and recruitment but prevents attacks.

Nordic

Siege pressure, intelligence, protection, growth, and disciplined warfare.

Thor Tier 1

Siege and disruption. Passive: +10% siege wall damage. Ability: Thunderstorm weakens enemy defense, wall effectiveness, and production.

Odin Tier 1

Intelligence. Passive: 10% faster research. Ability: Huginn and Muninn reveals units, resources, queues, and movements.

Frigg Tier 1

Protection and foresight. Passive: 10% faster defensive unit training. Ability: Threads of Fate adds defense and cancels the first hostile divine ability.

Freyja Tier 2

Reinforcements. Passive: 5% of defensive losses return. Ability: Valkyrie's Call speeds reinforcements and boosts their first defensive battle.

Freyr Tier 2

Growth and prosperity. Passive: +5% food production and warehouse capacity. Ability: Golden Harvest boosts production and population capacity.

Loki Tier 2

Deception and sabotage. Passive: +15% spy mission success chance. Ability: Web of Lies creates false attacks and hides a real attack's composition.

Tyr Tier 3

Disciplined warfare. Passive: 10% faster offensive unit training. Ability: Trial by Combat gives an army attack power, blocks weakening effects, and prevents recall.

Heimdall Tier 3

Detection and vigilance. Passive: Enemy armies slow after passing halfway. Ability: Gjallarhorn reveals incoming composition and speeds support.

Baldr Tier 3

Resilience. Passive: +5% city defender defense. Ability: Light of Baldr protects buildings and reduces wall damage.

09 / BESTIARY

Mythological Units

Mythological units add divine pressure to normal armies. They cost faith, interact with temple level, and can add special battle effects.

Greek

  • Centaur - Fast raider; Zeus branch;attack 110, defense 55, speed 12.
  • Hydra - Regenerating guard; Aphrodite branch;attack 65, defense 135, speed 18.
  • Minotaur - Labyrinth breaker; Hades branch;attack 125, defense 75, speed 16.
  • Medusa - Gorgon defender; Athena branch;attack 70, defense 125, speed 17.
  • Cyclops - Crushing attacker; Poseidon branch;attack 135, defense 65, speed 20.
  • Manticore - Spined sentinel; Ares branch;attack 75, defense 120, speed 15.
  • Colossus - Pantheon siege; pantheon-wide elite;attack 170, defense 145, speed 30.

Egyptian

  • Avenger - Sun champion; Ra branch;attack 120, defense 70, speed 14.
  • Wadjet - Serpent protector; Isis branch;attack 70, defense 130, speed 16.
  • Anubite - Jackal raider; Amun branch;attack 125, defense 65, speed 15.
  • Mummy - Undead bulwark; Osiris branch;attack 55, defense 140, speed 22.
  • Sekhmet Scorpion - Venom attacker; Ptah branch;attack 130, defense 60, speed 15.
  • Scarab - Carapace defender; Anubis branch;attack 60, defense 135, speed 18.
  • Sphinx - Pantheon siege; pantheon-wide elite;attack 155, defense 170, speed 26.

Nordic

  • Einherjar - Chosen attacker; Thor branch;attack 120, defense 75, speed 13.
  • Jotun - Giant shield; Loki branch;attack 70, defense 145, speed 23.
  • Draugr - Restless attacker; Odin branch;attack 115, defense 80, speed 16.
  • Valkyrie - Shield maiden; Freyja branch;attack 70, defense 130, speed 12.
  • Fenris Wolf - Feral raider; Frigg branch;attack 130, defense 55, speed 11.
  • Battle Boar - Tusklined defender; Freyr branch;attack 65, defense 135, speed 14.
  • Troll - Pantheon siege; pantheon-wide elite;attack 165, defense 135, speed 24.

Each tier-1 god unlocks an attacking myth unit and each tier-2 god a defending one. The pantheon-wide elite siege myth unit needs a chosen tier-3 god and Temple level 3. Standard myth units cost 450 wood, 350 clay, 500 iron, 120 food, 250 faith, 8 population, and 900 seconds by default. Elite units cost more faith and population and train longer.

10 / TECHNOLOGY

Research

Research is village-scoped and queue-based. Smithy makes units stronger; Library makes the whole kingdom more efficient.

Blacksmith

Equipment & unit upgrades

Advance infantry, rangers, cavalry, and individual unit disciplines.

Library

Kingdom knowledge & divine research

Develop production, construction, defenses, carrying capacity, and divine blessings.

General upgrades

Advance infantry, rangers, and cavalry through medium, heavy, and champion equipment.

Tiers: I - MEDIUM, II - HEAVY, III - CHAMPION

Unit upgrades

Independent training. Three levels per unit. +2% offense, defense, and travel speed per level.

Kingdom knowledge

Seven research chains. One level per step. 2%, 4%, and 6% bonuses.

Tiers: I - +2%, II - +4%, III - +6%

Divine research

One-time blessings unlocked by choosing your first, second, and third god.

Complete Research List

Medium Infantry - +2 offensive and defensive power for all melee infantry

Heavy Infantry - +4 offensive and defensive power for all melee infantry

Champion Infantry - +6 offensive and defensive power for all melee infantry

Medium Rangers - +2 offensive and defensive power for all ranged infantry

Heavy Rangers - +4 offensive and defensive power for all ranged infantry

Champion Rangers - +6 offensive and defensive power for all ranged infantry

Medium Cavalry - +2 offensive and defensive power for all cavalry units

Heavy Cavalry - +4 offensive and defensive power for all cavalry units

Champion Cavalry - +6 offensive and defensive power for all cavalry units

Swordsman - +2% offense, defense, and travel speed per level

Axeman - +2% offense, defense, and travel speed per level

Spearmen - +2% offense, defense, and travel speed per level

Archer - +2% offense, defense, and travel speed per level

Arbalest - +2% offense, defense, and travel speed per level

Crossbowman - +2% offense, defense, and travel speed per level

Light Cavalry - +2% offense, defense, and travel speed per level

Archer Cavalry - +2% offense, defense, and travel speed per level

Heavy Cavalry - +2% offense, defense, and travel speed per level

Irrigation I - +2% food production

Irrigation II - +4% food production

Irrigation III - +6% food production

Bow Saw I - +2% wood production

Bow Saw II - +4% wood production

Bow Saw III - +6% wood production

Shaft Mine I - +2% clay production

Shaft Mine II - +4% clay production

Shaft Mine III - +6% clay production

Quarry I - +2% iron production

Quarry II - +4% iron production

Quarry III - +6% iron production

Backpack I - +2% carry capacity for scavenging

Backpack II - +4% carry capacity for scavenging

Backpack III - +6% carry capacity for scavenging

Mason I - +2% building speed

Mason II - +4% building speed

Mason III - +6% building speed

Fortified I - +2% wall defense bonus

Fortified II - +4% wall defense bonus

Fortified III - +6% wall defense bonus

Divine Labor - +5% population cap

Forge of the Gods - -25% Blacksmith research cost

Rampage - -10% myth unit cost and training time

11 / WARFARE

Combat Rules

BloodConq combat is composition-based. The game does not compare one army number against another; it evaluates unit classes, defenses, walls, abilities, research, relics, and support.

Counter Formula

Attack is pooled by infantry, cavalry, archer, and siege class. Defense is weighted against the attacker's class mix, so army composition matters more than one flat defense number.

Wall And Rams

Rams reduce effective wall by floor(square root of ram count). Remaining wall grants defender stat multiplier, usually 5% per level before research, gods, abilities, and flying reductions.

Priests And Divine Presence

Priests add 0.25% combat bonus each, capped at 25%. A matching mythological unit can create divine presence for an additional combat multiplier.

Siege Damage

Surviving catapults damage military and civic buildings. Surviving trebuchets damage resource buildings. Some myth abilities add extra wall or building pressure.

Reports

Battle reports preserve attack pools, defense pools, morale, luck, wall effects, casualties, plunder, relic drops, hero kit drops, supporters, and conquest state.

Protection And Diplomacy

Beginner protection and clan diplomacy can block attacks before battle resolution. Recalls are possible only in specific windows.

12 / TAKING VILLAGES

How To Conquer

Conquest is a campaign, not a single click. You need the Academy, a Conqueror, scouting, a winning army, and enough support to hold occupation until capture.

  1. 01Unlock the Conqueror Academy by meeting its building chain: Headquarters 25, Smithy 20, Library 10, Market 10, Warehouse 20, and Farm 20.
  2. 02Train at least one Conqueror. It costs 50,000 wood, 60,000 clay, 60,000 iron, 1,000 food, 100 population, and 90 minutes before world speed.
  3. 03Scout first. Intelligence Center unlocks scout missions, and spy snapshots make attack simulation meaningful without exposing hidden truth.
  4. 04Send enough army with the Conqueror. A surviving Conqueror starts occupation; if the army loses too much, conquest breaks.
  5. 05When occupation starts, all surviving attackers remain as conquest troops. They defend alongside the target garrison and any support present.
  6. 06Protect the occupation. Enemies, the owner, and clanmates can attack the occupied village. Recapture attempts can expel the occupier.
  7. 07Watch loyalty and the capture timer. Loyalty is derived from the occupation start and world conquest duration; capture finalizes when the timer completes.
  8. 08Cancel only when necessary. Cancelling occupation sends conquest troops back but gives the defender time and information.

13 / FEATURE INDEX

Every Major Module

This is the short index of what every main in-game screen is responsible for.

Worlds

Separate realms with status, speed, map size, win conditions, restarts, abandonment, subscriptions, and world events.

Village

The home screen for resources, queues, production, buildings, garrison, temple status, relics, and local decisions.

Buildings

Twenty-one structures drive economy, military access, defense, logistics, research, faith, intelligence, and conquest.

Training

Barracks, Stable, Siege Workshop, Temple, Knight Tent, and Conqueror Academy train or unlock every army component.

Research

Smithy upgrades military performance. Library upgrades economy, logistics, defenses, and divine advantages.

Map

A scrollable world map with terrain, player villages, neutral targets, search, private/friend/clan annotations, watchlists, and command dispatch.

Commands

Tracks attacks, support, scouts, trade, recalls, stationed support, returning troops, and conquest occupations.

Reports

Battle, scout, trade, progression, and shared reports with folders, filters, bulk actions, forwarding, and public share tokens.

Pantheon

A per-world locked pantheon, selected gods, faith production, passive bonuses, active abilities, and mythology recruitment.

Hero

One account hero per world, trained from the Knight Tent, sent as a unit, never killed, and empowered by equipped kit pieces.

Relics

Raid-drop item system with combat and production templates, common to legendary tiers, upgrades, equip locks, and relic trading.

Trade and Market

Direct merchant sends plus global resource-for-gold offers. Market level defines merchant access and listing scale.

Clans

World-scoped clans with ranks, flags, invitations, diplomacy, announcements, logs, forum, clan chat, troop visibility, and occupation crowns.

Friends and Messages

Friend requests, private message threads, player blocking, profile actions, and social coordination.

Quests

Forty-six progression quests guide early economy, military growth, research, siege, and first conquest.

Rankings

Player, clan, and combat rankings. Combat score separates ODA, ODD, and ODS contribution.

Premium

Premium account, guild buffs, cosmetics, sapphire packs, ShowRoom purchases, and automation helpers.

Account Manager

Template-driven and category automation for premium multi-village planning, including resource balancing.

Farm Manager

Farm lists and raid queues for repeat neutral attacks, tied to premium subscription rules.

Moderation and Safety

Reports, blocks, restrictions, appeals, admin roles, audit logs, and anti-abuse instrumentation.

ShowRoom

Public unit display and cosmetic customization tied to a player's pantheon and unlocked unit visuals.

14 / ACCOUNT CONTROL

Settings And Account Tools

Settings is where the account, world membership, communication channels, appearance, and security controls come together.

Profile

Edit display name, email, public bio with BBCode tools, and password. Email verification matters for account and referral reward delivery.

Invite A Friend

Creates a world invite link, tracks pending and rewarded referrals, and pays Sapphires once the referred player reaches the required conquest milestone.

ShowRoom

Controls which units appear in your public 3D ShowRoom and which visible unit is featured first.

Appearance

Switch between light, dark, or system theme. The choice persists locally.

Language And Region

Stores preferred interface language and 12-hour or 24-hour time format so future localization can apply automatically.

Notifications

Controls local sounds, reduced motion, browser direct-message alerts, email delivery, Discord delivery, and per-category channels.

Sessions

Shows active world and signed-in account, with switch-world and sign-out controls.

Leave World

Abandoning a world releases owned villages into barbarian state and removes the player from that world without deleting the global account.

Security

Manage active sessions, revoke sessions, change password, and protect account access.

Blocked Players

View and unblock players you blocked from messaging or social interaction.

Danger Zone

Permanent account deletion tools live here and should be treated as irreversible.

15 / ALERTS

Notifications, Email, Discord, And Browser Alerts

Notifications are split by category and delivery channel. In-app delivery is always available; email and Discord are premium external channels.

Clan

Invites, rank changes, member activity, and clan management notices.

Diplomacy

Alliance, non-aggression, enemy, academy, and treaty events.

Friends

Friend requests and social updates.

Forum

Clan forum posts, moderation, pinning, locking, and reactions.

Map

Shared notes, marker coordination, watchlist-style updates, and map collaboration.

Commands

Incoming attacks, support, scouts, returns, recalls, and army movement events.

Automation

Farm queue, account manager, resource balancing, and queue-state notices.

Economy

Trade, market, warehouse, resource, and delivery messages.

Moderation

Reports, appeals, restrictions, and staff decisions.

Referrals

Invite progress and Sapphire reward updates.

System

Account, world lifecycle, service, email, and global notices.

In-App Feed

Every player has an in-game notification feed with category filters and mark-all-read support.

Premium External Delivery

Premium Account unlocks email and Discord delivery toggles per category. In-app notifications continue even without Premium.

Discord Setup

Paste your numeric Discord user ID in Settings. Enable Developer Mode in Discord, right-click your name, and copy the ID. The bot must share a server with you before direct messages can arrive.

16 / QUALITY OF LIFE

Premium, Automation, And Shop Systems

Premium systems are convenience and identity layers: alerts, automation, cosmetics, guild buffs, and multi-village management.

Premium Account

Unlocks external notification channels, convenience controls, and premium quality-of-life systems in the active world.

Premium Alerts

Premium users can route incoming attacks, army returns, empty queues, and warehouse 90% warnings to email or Discord.

Account Manager

Template and category automation for multi-village building, training, and resource planning.

Resource Balancer

Moves resources between villages according to configured targets and limits so production villages can feed military villages.

Farm Manager

Builds farming lists from neutral targets and runs repeated raid queues against barbarian or bonus villages.

Guild Buffs

Clan or guild-style boosts can affect production and other systems when purchased and active.

Cosmetics And ShowRoom

Sapphires and shop systems unlock visual identity: unit ShowRoom choices, equipment cosmetics, and profile presentation.

17 / SOCIAL PLAY

Communication And Coordination

Most wars are won before the battle report. Social tools help clans organize, players negotiate, and allies respond in time.

Messages

Private threads let players coordinate outside public chat. Blocking prevents unwanted private contact.

Friends

Friend requests create a lightweight social layer for map notes, coordination, and player access.

Clan Chat

Clan-scoped realtime chat for tactical communication.

Global Chat

World-level chat for public discussion and diplomacy tone-setting.

Reports Sharing

Combat reports can be forwarded or shared by token when you need to show evidence or coordinate plans.

Discord Linking

Players paste their numeric Discord user ID in Settings. The bot must share a server with the player for direct messages to arrive.

18 / FAIR PLAY

Safety, Moderation, And Account Protection

The game includes social safety tools, staff moderation, audit trails, and account controls to keep competitive play fair.

Player Reports

Profiles include report actions so players can flag abuse or suspicious behavior.

Blocks

Blocking a player restricts messaging and unwanted social contact.

Moderation Actions

Staff can apply restrictions, resolve reports, and review appeals.

Audit Logs

Sensitive admin and gameplay actions are recorded for investigation and anti-abuse review.

Rate Limits

Public and authenticated API paths are rate-limited to protect the game from spam and automation abuse.

Account Security

Email verification, password changes, session revocation, logout, and delete-account flows are handled from account settings.

19 / STRATEGY

Expert Playbook

These principles are intentionally practical. They are the habits that stop waste and turn a large account into an organized one.

Economy Before Glory

Upgrade all four producers evenly until Warehouse and Farm become the bottleneck. If resources overflow, Warehouse is too low. If training and buildings fail on capacity, Farm is too low.

Scout, Simulate, Then Commit

Use Scouts and Intelligence Center before attacks. The simulator respects fog of war: it is most valuable after your spy network reveals troop, wall, building, research, and god information.

Do Not Send Naked Conquerors

A Conqueror starts occupation only if it survives behind a winning force. Send escorts, include wall tools, and prepare defensive support before the attack lands.

Match Pantheon To Job

Aggressive players want attack, speed, siege, sabotage, or offensive training. Defensive clan anchors want revive, wall, support speed, detection, sanctuary, and warehouse/population stability.

Use Clans As Infrastructure

Clans are not just chat. They provide diplomacy, forum planning, chat, troop visibility for leaders, occupation crowns, activity logs, and coordinated support recalls when membership changes.