Getting Started: Troops, Heroes and Your Castle

Русская версия

This guide is for brand-new players: what to level from day one so that two months later you are not sitting on a pretty castle with no army.

1. The first decision: pick one troop type

Pick one troop type and level only that one. Infantry, Archers or Cavalry — but one.

Which one is entirely up to you. There is no right answer — there is only one thing to keep in mind:

Infantry → beats Archers → beat Cavalry → beats Infantry → …

Why not two, and not all of them:

What if I already spread myself thin?

If you have already poured resources into every troop type — admit the mistake, write off the loss and play smarter from here. What is spent cannot be recovered, and carrying on the same way only doubles it.

2. The game has two halves: match-3 and strategy

Leaning too far either way breaks your progress.

Plenty of players focus only on match-3 — and that is exactly why they do not grow. There are a lot of them.

But if you go only into strategy and ignore match-3, you will not be able to level your heroes.

So you need balance. For the first few months: balance, leaning towards strategy.

Two skill tabs that do not work together

A hero has two separate skill tabs: one for the map (strategy), one for match-3. They do not work together! Skills from one tab have no effect in the other half of the game.

So look at them yourself and decide which matters more to you.

3. Which heroes to level

First get and level heroes of your chosen troop type. Put those same heroes into match-3 — for lack of anything better.

Civil heroes work from your bag. Their skills take effect simply because you own the hero (at the required level) — you do not need them in your march. These are the ones English guides call economic heroes: they carry a book icon instead of a sword, bow or horse.

A hero grows along two separate axes, and they come from different places:

Inside the Portal you can use blitz cards — you will work that part out yourself.

This is exactly where the need for balance comes from: without match-3 there is simply nowhere to get hero levels.

Why 5★ lose

Heroes below 5★ cap at +5 enhancement — meaning a 3★ or 4★ can realistically be taken to its enhancement ceiling, while a 5★ needs a very long shard grind. A levelled 3★ beats a bare 5★.

And the reason not to level everyone at once — hero EXP gets dramatically more expensive in steps, which is exactly where the 71 and 131 marks come from:

Level reachedTotal hero EXP
70≈ 368 thousand
130≈ 1.2 million
210≈ 3 million
310≈ 14.2 million

Plus evolution books at every stage. So: two or three heroes done properly, not ten done halfway.

Heroes you can get for free, from the hunting you are doing anyway: Lucia (3★ Civil, Monster Dens 1–9), Odell (4★ Civil, Dens 8–9), Tutanhet (5★ Archer, Dens 13–29), and Eric / Freya / Eris (5★ Infantry / Archer / Cavalry, Dens 41+, so not soon). The event hunt also drops 5★ Civil heroes — see the Hunt Focus guide.

4. Castle, camp, residences — in what order

Not dogma — the author's personal opinion

What follows is how I think it should be done. Others play differently, and that is fine.

Citadel level requirements are easy to find online, and it is always better to know them up front — you can see what the next level will demand.

The main thing for a newcomer is to get the strongest troops available to you as fast as possible. Playing without spending money, aim for castle level 16 (T6 troops), or better 19 (T7) — whichever you manage — and then immediately level your chosen troop type: the higher the troop level, the stronger they are.

I believe it is better to stop at level 16 and build up your troops than to rush to level 25 and end up with no army at all.

Citadel level requirements

Keep them in front of you: you can see at once what the next level will demand and where it makes sense to stop.

Lv.RequirementsFoodWoodStoneIronTime
1—————3 s
2Lookout Lv.12 7502 750——1 min
3Chapter 2, Warehouse Lv.13 0004 400——1 min
4Chapter 3, Mesdi Portal Lv.17 0007 000——1 min
5Chapter 4, Archer Camp Lv.1, Warehouse Lv.311 90011 900——6 min
6Chapter 5, Infantry Camp Lv.121 30021 400——35 min
7Chapter 6, Infantry Camp Lv.740 60040 600——1 h 16 min
8Chapter 7, Residence Lv.681 50081 300——2 h 38 min
9Wall Lv.5, Infantry Camp Lv.6, Cavalry Camp Lv.6162 400162 500——6 h 2 min
10Wall Lv.9, Warehouse Lv.9324 800325 000——9 h 42 min
11Wall Lv.10, Medical Tent Lv.10, Weapon Forge Lv.8626 200629 3006 600—15 h 57 min
12Wall Lv.11, Vehicle Workshop Lv.111 136 0001 135 20025 300—1 d
13Wall Lv.12, Lookout Lv.121 917 6001 917 30068 000—1 d 12 h
14Wall Lv.13, Archer Camp Lv.133 008 7003 012 100151 300—2 d 1 h
15Wall Lv.14, Posthouse Lv.144 371 6004 394 600292 000—2 d 14 h
16Wall Lv.15, Furnace Lv.156 037 2005 858 100501 300—2 d 23 h
17Wall Lv.16, Quarry Lv.167 812 1006 754 300793 00028 2003 d 7 h
18Wall Lv.17, Infantry Camp Lv.1710 030 8007 618 9001 219 70075 8003 d 17 h
19Wall Lv.18, Embassy Lv.1812 909 6008 220 8001 852 700153 4004 d 19 h
20Wall Lv.19, Cavalry Camp Lv.1916 627 6008 319 4002 779 100276 9005 d 23 h
21Wall Lv.20, Lumberyard Lv.2021 333 2007 487 5004 118 600466 1007 d 2 h
22Wall Lv.21, War Hall Lv.2127 263 8005 061 5006 062 500754 6008 d 9 h
23Wall Lv.22, Infantry Camp Lv.2236 124 5006 828 0007 529 7001 189 20010 d 2 h
24Wall Lv.23, Cavalry Camp Lv.2347 828 9009 224 7009 261 5001 840 90012 d 3 h
25Wall Lv.24, Institute Lv.2463 755 90012 453 30011 197 2002 787 10014 d 14 h
26Wall Lv.25, Embassy Lv.2584 285 30016 787 10013 459 0004 180 60017 d 13 h
27Wall Lv.26, Warehouse Lv.26113 700 90022 679 30015 922 0006 220 80021 d 7 h
28Wall Lv.27, Infantry Camp Lv.27153 041 40030 594 40018 389 9009 138 30025 d 18 h
29Wall Lv.28, Vehicle Workshop Lv.28206 299 80041 271 80024 789 60012 336 70030 d 21 h
30Wall Lv.29, Archer Camp Lv.29278 298 50055 923 30033 441 10016 753 30037 d 1 h
31Wall Lv.30, Infantry Camp Lv.30, Institute Lv.30375 981 20075 216 90045 179 00022 566 70046 d 17 h
32Wall Lv.31, Cavalry Camp Lv.31375 981 20094 547 60045 179 00022 566 70057 d 2 h
33Wall Lv.32, Archer Camp Lv.32375 981 200113 835 30045 179 00022 566 70068 d 5 h
34Wall Lv.33, Vehicle Workshop Lv.33375 981 200133 187 30045 179 00022 566 70080 d 2 h
35Wall Lv.34, Dragon's Lair Lv.34, Wishing Pool Lv.34375 981 200152 499 50045 179 00022 566 70092 d 17 h
36Wall Lv.35, War Hall Lv.35, Institute Lv.35394 780 000160 124 00047 437 00023 694 000185 d 11 h
37no data414 519 000168 130 00049 809 00024 879 000278 d 5 h
38no data435 245 000176 537 00052 300 00026 123 000389 d 12 h
39no data457 007 000185 364 00054 915 00027 429 000486 d 21 h
40no data479 857 000194 632 00057 661 00028 801 0001217 d 6 h

Times are base values — no speedups, boosts or hero/research bonuses; yours will differ. From level 31 the cost adds Tomes, and from 36 the Glory Codex and Gold Statues.

What the table shows straight away:

How the castle relates to troop tiers

The camp unlocks the tier. The Citadel merely allows the camp to be levelled further.

Citadel allows → level the camp → camp unlocks the tier → stronger troops

The Citadel itself does not make your troops stronger. A castle raised higher than your troops allow is power on paper and tougher enemies you have nothing to fight with.

Level your Residences constantly. The more Residences you have and the higher their level, the faster and cheaper you can churn out troops — and troops are vital.

So the order is:

  1. First reach the highest castle level you can manage — meaning the one you get to without strain and without spending money. For most people that is exactly 16–19, not "as far as it goes".
  2. Then level your troop type's camp and your Residences.
  3. Then put everything into troop promotion and building the highest tier you have.

5. Promoting your troops

Many players do not know troops can be promoted

Here is how: open the troop training page, select the lowest tier whose count is not 0. Bottom right there will be an up arrow. Press it — and your weak troops are retrained into the strongest ones you have.

Promotion costs resources, and it saves you nothing

The sum of "training at T1 + promoting to T10" is exactly equal to training T10 directly.

The same holds for time: promoting from T1 to Tx takes exactly the training time of Tx minus the training time of T1.

So the scheme saves neither resources nor time. Churning out T1 hoping to "upgrade it cheaply later" is pointless.

So what is it good for

The main trick: line it up with events

Post-Conflict Recovery gives a 30 % time discount on training within a quota: as many troops as you lost in the previous event, plus 20 %. It is counted by power, not by unit count.

Training Master lasts one day and hands out extra prizes you would not get by training troops on any other day.

Combine them: keep a stock of T1 of your own troop type and run the recovery on the Training Master day.

Why this works if nothing is saved: the T1 time was spent earlier, outside the event window. Inside the window there is less work left — so you push more troops through the event. The binding constraint on such events is not your budget, it is the length of the window.

Exactly the same logic as the stamina banks in the Hunt Focus guide and the chests further down: pay in advance and outside, cash in inside the window.

Three rules for producing troops

Why Vehicles must not be promoted: their whole point is going out to resource tiles while costing roughly nothing to heal. Raise their tier and you get exactly what you were avoiding — an expensive healing bill for gathering.

6. What not to do in your first months

Do not attack other lords' castles. Some of your troops are lost permanently — as a newcomer you have no way to replace them.

And for a while, do not run Monster Dens on your own. Instead:

Gathering: send T1 Vehicles only

Send T1 Vehicles ONLY (!) to resource tiles.

Our kingdom is young: plenty of inexperienced players, plenty of lunatics. You may be a hundred times in the right — but why spend resources on healing? And if you must spend, better to heal T1 Vehicles, which costs roughly nothing, than strong troops, whose healing bill can ruin you early on.

And I would advise not to get upset if you are kicked off a resource tile — early days. Report it to the Diplomat and the Leader, and do nothing else.

It will settle down in time: the idiots get burned, and tile rules will appear.

7. NAP — the non-aggression pact

The topic matters, so there is a separate NAP guide covering what to do if you are attacked. Here is the short version.

Know this before your first attack

NAP stands for Non-Aggressive Pact. The top alliances have agreed among themselves who may be attacked and who may not.

Our alliance is top 3, and our NAP covers the top 15. In theory nobody has the right to touch us, and we have no right to touch players from other top-15 alliances.

So if, against my advice, you do go raiding — ALWAYS (!) check the alliance ranking of every castle first.

Attacking a lord from a top-15 alliance is a disgrace. At the very least you will have to compensate every loss that lord took; at worst you will be kicked out of our alliance and burned. Is it worth it?

Scouting is banned too

The NAP also forbids scouting: if you scouted someone, you are planning to attack them — and then see the paragraph above.

We are all human and we all make mistakes

Anyone can hit the wrong target or send a scout where they shouldn't have. That is not fatal and it can be sorted out. People around are reasonably sane: nobody will burn you on the spot, and our Diplomat and alliance Leader will try to settle it.

But deliberately breaking the NAP again and again is the road to being kicked out of the alliance and burned. Everyone can tell the difference between a mistake and a stance.

It works both ways: no vigilante justice

NEVER go and hit someone back if they are covered by the NAP — even if they attacked you first.

Report the attack to our Diplomat and alliance Leader; they will try to settle the conflict.

8. Chests and cards: hoard them, open them on the right event

Open chests and cards ONLY (!) during the matching event.

Why the week matters

The point is that different weeks hand out hero cards for different heroes.

Say you are a Cavalry player and it is Infantry week — what do you want the infantryman Apan for? It makes more sense to be patient, keep hoarding, and wait for the week when the prize is the cavalryman Boyd. The same goes for Archers.

Opening a chest "just because you have it" means gifting your savings to somebody else's troop type. Patience is worth more here than it looks.

9. About spending money

If you have a lot of money — skip this section.

If you have a little — do not put it into heroes. Buy the builder and researcher packs instead: those genuinely help your development.

Everything else depends on your wallet.

Short version, if you have no time to read

Ask away

I have certainly forgotten something, missed something else and not covered some things properly. I am happy to take any questions and fold the answers straight into this guide.

Get in touch

Found a mistake? Got a question about the mechanics? Want a guide on a topic that is not here yet?

Write to pnc.wiki.101@gmail.com — I will fix it, answer it, or write it.

One request in particular: if something in the game does not match what is written here, send a screenshot from the client. A screenshot settles the question faster than any argument, and in these guides it outranks any outside source.