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Realms and production

What each realm starts with

Each of your three realms starts as a Settlement with 1,000 wheat, 1,500 labor, 360 wood, 240 coal, 120 copper and 500 donkeys. It is dealt one troop type, and holds 1,000 T1 troops of it in its guard and 1,000 in reserve (Armies and combat).

Your realms are as likely to be attacked as anyone's: no realm has immunity, from the first second to the last.

Levels

A realm levels up from Settlement to City, Kingdom and Empire. Each level opens another ring of plots, more field armies and guard slots, and a bigger army:

LevelPlotsField armiesGuard slotsDeployment cap
Settlement6113,000
City183215,000
Kingdom365345,000
Empire608490,000

Reaching City costs nothing; the next levels cost:

Realm Upgrade Costs
Next LevelResources Required
Kingdom
720
2,400
600
360
Empire
1,440
4,800
1,200
720
360
360

Level a realm up with the arrow on its row in your holdings list. Hover its i for what it still needs.

Buildings

Tap an open plot, pick a tab (Resources, Economic or Military) and a building. Most buildings can be paid two ways: in labor alone, or in less labor plus resources. The rarest resources and the T2 and T3 troop buildings take resources only. Every building except a workers' hut takes population; each workers' hut adds capacity, on top of the realm's base. Each further copy of a building costs more than the last.

A Blitz plot's build sheet: Resources, Economic and Military, each building with its price.
A Blitz plot's build sheet: Resources, Economic and Military, each building with its price.
Economic
BuildingMakesPopulationLabor costResource cost
Workers HutPopulation+6 capacity100 Labor20 Labor, 20 Wood
MarketDonkey3300 Labor60 Labor, 60 Wood
FarmWheat110 Labor10 Labor
Resources
BuildingMakesPopulationLabor costResource cost
CoalCoal2150 Labor30 Labor, 30 Wood
WoodWood230 Labor30 Labor
CopperCopper2540 Labor60 Labor, 60 Wood, 30 Coal
IronwoodIronwood21,320 Labor120 Labor, 120 Wood, 60 Coal, 30 Copper
GoldGold21,320 Labor120 Labor, 120 Wood, 60 Coal, 30 Copper
MithralMithral2—240 Labor, 180 Wood, 120 Copper, 60 Cold Iron, 300 Essence
Cold IronCold Iron21,320 Labor120 Labor, 120 Wood, 60 Coal, 30 Copper
AdamantineAdamantine2—240 Labor, 180 Wood, 120 Copper, 60 Ironwood, 300 Essence
DragonhideDragonhide2—240 Labor, 180 Wood, 120 Copper, 60 Gold, 300 Essence
Military
BuildingMakesPopulationLabor costResource cost
Knight T1T1 Knight31,200 Labor180 Labor, 180 Wood, 120 Copper
Knight T2T2 Knight3—360 Labor, 240 Wood, 180 Copper, 60 Cold Iron, 300 Essence
Knight T3T3 Knight3—540 Labor, 360 Wood, 240 Cold Iron, 120 Mithral, 600 Essence
Crossbowman T1T1 Crossbowman31,200 Labor180 Labor, 180 Wood, 120 Copper
Crossbowman T2T2 Crossbowman3—360 Labor, 240 Wood, 180 Copper, 60 Ironwood, 300 Essence
Crossbowman T3T3 Crossbowman3—540 Labor, 360 Wood, 240 Ironwood, 120 Adamantine, 600 Essence
Paladin T1T1 Paladin31,200 Labor180 Labor, 180 Wood, 120 Copper
Paladin T2T2 Paladin3—360 Labor, 240 Wood, 180 Copper, 60 Gold, 300 Essence
Paladin T3T3 Paladin3—540 Labor, 360 Wood, 240 Gold, 120 Dragonhide, 600 Essence

Production

Each realm's keep makes 2 labor a second, and each farm 6 wheat a second, with no input. Everything else is made from other materials: a run pays all its inputs when it starts, then makes its output over time. Camps run production too. Labor cannot be turned into resources.

Resources
ResourceInput Materials (units/s)Output (units/s)
Wood
Wood
Wheat
1
Coal
0.2
Copper
0.2
Wood
2
Coal
Coal
Wheat
1
Wood
0.3
Copper
0.2
Coal
2
Copper
Copper
Wheat
1
Wood
0.3
Coal
0.2
Copper
2
Ironwood
Ironwood
Wheat
2
Coal
0.6
Copper
0.4
Ironwood
2
Cold Iron
Cold Iron
Wheat
2
Coal
0.6
Copper
0.4
Cold Iron
2
Gold
Gold
Wheat
2
Coal
0.6
Copper
0.4
Gold
2
Adamantine
Adamantine
Wheat
3
Coal
0.9
Ironwood
0.6
Adamantine
2
Mithral
Mithral
Wheat
3
Coal
0.9
Cold Iron
0.6
Mithral
2
Dragonhide
Dragonhide
Wheat
3
Coal
0.9
Gold
0.6
Dragonhide
2
Troops
Troop TypeInput Materials (units/s)Output (units/s)
T1 Knight
T1 Knight
Wheat
2
Copper
0.8
T1 Knight
10
T1 Crossbowman
T1 Crossbowman
Wheat
2
Copper
0.8
T1 Crossbowman
10
T1 Paladin
T1 Paladin
Wheat
2
Copper
0.8
T1 Paladin
10
T2 Knight
T2 Knight
Wheat
3
T1 Knight
20
Copper
0.4
Cold Iron
1.2
Essence
1
T2 Knight
10
T2 Crossbowman
T2 Crossbowman
Wheat
3
T1 Crossbowman
20
Copper
0.4
Ironwood
1.2
Essence
1
T2 Crossbowman
10
T2 Paladin
T2 Paladin
Wheat
3
T1 Paladin
20
Copper
0.4
Gold
1.2
Essence
1
T2 Paladin
10
T3 Knight
T3 Knight
Wheat
4
T2 Knight
20
Cold Iron
0.8
Mithral
1.6
Essence
3
T3 Knight
10
T3 Crossbowman
T3 Crossbowman
Wheat
4
T2 Crossbowman
20
Ironwood
0.8
Adamantine
1.6
Essence
3
T3 Crossbowman
10
T3 Paladin
T3 Paladin
Wheat
4
T2 Paladin
20
Gold
0.8
Dragonhide
1.6
Essence
3
T3 Paladin
10
Donkeys
ResourceInput Materials (units/s)Output (units/s)
Donkey
Donkey
Wheat
3
Donkey
3

Start a run from Production (P): type the output you want, or what to spend of an input.

Automation

Each realm's card offers automatic production, top right:

  • Smart, the default: production runs itself, spread across the realm's buildings.
  • Custom: production follows the shares you set in Production.
  • Off: nothing is produced automatically.

Automation runs in your browser while the game is open. A realm whose only producers are farms and workers' huts has nothing to automate: wheat and labor produce on their own.