Strategy guide · Verified overview

City Economy & Siege Decisions

Learn how city growth, production, walls, scouting, and troop positioning shape a campaign. A stronger plan starts with understanding what your army must overcome.

Attack ranges by King Power

Updated September 27, 2026. Your attacker King Power determines when weaker-kingdom protection applies to attacks on regular cities. Divide your King Power by the defender's King Power to find the ratio.

Protection thresholds: attacker power divided by defender power
Attacker King PowerCapped assault beginsRaid-only begins
1M or less3×4×
10M2.75×3.5×
100M2.5×3×
1B and above2×2.5×

These are milestones on a continuous curve. Thresholds tighten smoothly between them on a logarithmic power scale, so passing 10M or 100M does not create a sudden jump. Reaching a threshold enters the more protected mode.

Example: a 100M attacker against a 50M defender has a 2× ratio, so normal combat applies. Against a 40M defender, the ratio is exactly 2.5× and capped assaults begin. Against a 25M defender, the ratio is 4× and only raids are allowed.

Main City protection, shields, clan restrictions, and other eligibility rules still apply. Check the in-game attack preview for your exact powers and target.

Troop production and travel update

Regular cities, including Main Cities, now produce 5% more base troops before whole-troop rounding. Base examples are 129 troops/hour at Level 1, 15,227 at Level 100, and 36,349 at Level 200, before production bonuses.

Newly calculated routes have 10% shorter base travel time. Army size, order type, skills, gear, objectives, and applicable items still affect the final duration. The 30-second army and 10-second scout minimums still apply; marches already accepted keep their recorded arrival times.

Build for the decision you expect to make

Production

City growth improves long-term output. Balance upgrades with enough troops and wall strength to hold the value you create.

Information

Scout shortly before a march. Reports are snapshots, while defenders can reinforce and conditions can change before arrival.

Positioning

Troops remain in the city that trained them until moved. A strong kingdom can still expose a frontier by concentrating forces elsewhere.

Read a siege in two stages

An attack must first overcome the current wall and then defeat the live garrison. Use in-game reports and previews for current values; a scout-time preview is not a guarantee that arrival-time defenses will remain unchanged.

Try the illustrated siege: Step from first scout to final report using a fixed example. Your actual outcome depends on the target's defenses at arrival.

Start here

  1. Build enough production to replace losses.
  2. Check the source reserve and fresh intelligence.
  3. Compare post-wall power with garrison defense.

Common mistake: Equal remaining attack and defense does not capture the city.

Actual Crownlands game orders interface with fictional example values
September 20 game capture with fictional demonstration state and simulated battles. Guide text reviewed against the September 30 web build; older screenshot values may differ.
  1. Choose how many troops to commit with the slider.
  2. Your army power shows base and equipped bonuses.
  3. Travel time matters alongside the scout-time forecast.

Select the image, then choose View full size to inspect details. Scroll or swipe inside the enlarged image.

Rapid neutral-city handoffs

If one ruler takes a regular neutral city and another ruler captures it from that claimant within 20 minutes, the server records one directional handoff across all maps. The fourth event in a rolling 24 hours warns both rulers, the seventh gives a final warning, and an eighth qualifying capture is canceled until a slot opens. Failed attacks, duplicate claim events, established cities, and objectives do not count; normal combat remains available. Each notice shows the trigger and next slot, with questions or appeals directed to Support.

Practical checklist

  1. Scout the target and check how fresh the report is.
  2. Confirm the route, source city, and force you can commit.
  3. Plan for the wall and the garrison as separate layers.
  4. Expect reinforcements and other live changes before arrival.
  5. Review the battle report before deciding what to do next.

Shields, cooldowns, and retaliation

A Royal Peace Shield lasts 12 hours. Only your regular cities with walls at 100% receive its protection. A damaged city gains protection automatically when repairs finish, provided you still own it and your Shield is still active. Repair does not restart the Shield timer. Attacks still travelling when repair finishes are checked again at arrival.

A qualifying player-initiated PvP dispatch starts a 15-minute Peace Shield activation cooldown. Another qualifying dispatch restarts it. Defending, scouting, friendly transfers, and attacks on neutral objectives do not start this cooldown.

When a protected weaker ruler captures a stronger ruler's regular city, the displaced ruler can receive a one-use 30-minute retaliation authorization for that exact city. It lifts the relevant King Power attack limit for that target; other protection rules still apply. Use the timer card's Map action to find the recorded location. Merely viewing it does not spend the authorization. A successful launch before expiry remains authorized throughout travel. The capturer cannot abandon the city during the same 30-minute window.

Protected Assault and Protected Raid rules remain distinct from ordinary capture combat. Read the current attack panel instead of assuming a large power advantage always permits a capture.

Put this system into practice