Before you begin
- Inspect the Camp type and your remaining daily allowance.
- Scout its current defenders and send a force you can sustain.
- Defend the holding until the public timer resolves.

Capture is the beginning of the hold
Neutral Camps start with 20,000 defenders, no wall and 1.00 defense per troop. Occupied Camps use their actual garrison. Their defense remains 1.00 per stationed soldier, including reinforcements; city wall and soldier-defense bonuses do not apply. Ordinary rallies cannot target Camps.
Defeating the defenders gives you control. The reward requires completing the hold, so check nearby rivals and reinforcement routes before attacking. A new capture can restart the physical Camp’s timer. After a reward resolves, inspect the result and returning troops before planning another attempt.
Four rewards and four clocks
Swipe across the table to see every column.
| Camp | Hold time | Reward allowance | What you earn |
|---|---|---|---|
| Gold | 10 minutes | 4 | Gold based on raw kingdom production, with a minimum. |
| Warband / Troop | 15 minutes | 4 | Troops based on raw kingdom production, with a minimum. |
| Relic | 30 minutes | 5 | A strategic item, with a separate 1% Common Gear Box chance. |
| Deed | 60 minutes | 1 | An eligible neutral regular city, with zero troops. |
Allowances are shared across every Camp of the same category in the current realm. A second Gold Camp does not provide another four payouts. The personal reward panel follows you across those locations, while each physical Camp keeps its own holder and public timer. The daily boundary is 00:00 UTC.
Compare reward value with the cost of holding
Swipe across the table to see every column.
| Reward that day | Raw production hours | Gold floor | Troop floor |
|---|---|---|---|
| 1 | 0.5 | 20,000 | 10,000 |
| 2 | 1 | 40,000 | 20,000 |
| 3 | 1.5 | 60,000 | 30,000 |
| 4 | 2 | 80,000 | 40,000 |
For each payout, multiply raw kingdom production per hour by the listed hours, round down and compare with the minimum. Bonuses from skills, equipment and timed production items do not inflate that raw basis.
In a fictional example, a kingdom with 100,000 raw Gold per hour earns 50,000 Gold for its first Gold Camp hold: half an hour is greater than the 20,000 floor. That reward may still be poor value if taking and defending the Camp costs the army needed elsewhere. Later captures after the daily reward allowance is spent pay no additional production reward.
Relics supply items
Relic payouts select from War Drums, Veil of Silence, Swift March Order, Royal Tax Decree, Recall Horn and Royal Peace Shield. Their relative weights are 35, 25, 18, 12, 8 and 2. The separate 1% Common Gear Box chance is a chance for each eligible reward, not a guarantee after a particular number of holds.
Check the Bag after the reward. Items have different scopes: War Drums raises production, Veil blocks scouting and a Peace Shield has regular-city wall eligibility. Read the item guide before activating something you just earned.
Deeds award a city across the active realm
A Deed selects an eligible neutral regular city from the active realm. Each eligible city has equal chance; your Camp’s map is not a guarantee of the destination. Main Cities, objectives, occupied cities and inactive regions are excluded. The award keeps the eligible city’s existing level and gives it zero troops, so locate and defend it promptly.
If no eligible city exists when the hold completes, that day’s reward is reserved. The Camp resets and its garrison returns normally; the earned city is delivered when an eligible one becomes available. A later Camp holder cannot take your reserved reward. Read the explanatory reports and check City List for the eventual award.
A practical camp checklist
- Read the category allowance before marching.
- Compare the full hold time with your return time and other army commitments.
- Scout occupied Camps close to the intended attack.
- Keep a reserve at home and coordinate any support.
- After resolution, check Reports, inventory and troop destinations.
Use Kingdom Activity → Camps to track the objectives relevant to you. Winning a Camp is useful when its reward supports your next decision; it is not automatically worth neglecting a threatened city or clan objective.


