Before you begin

  1. Inspect the Camp type and your remaining daily allowance.
  2. Scout its current defenders and send a force you can sustain.
  3. Defend the holding until the public timer resolves.
Crownlands objectives interface captured with fictional demonstration state
Actual game capture from September 20 with fictional demonstration state. Artwork illustrates the system; the updated rules and tables below describe the September 30 web build.

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.

Reward opportunities per player per UTC day
CampHold timeReward allowanceWhat you earn
Gold10 minutes4Gold based on raw kingdom production, with a minimum.
Warband / Troop15 minutes4Troops based on raw kingdom production, with a minimum.
Relic30 minutes5A strategic item, with a separate 1% Common Gear Box chance.
Deed60 minutes1An 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.

Gold and troop payouts: take the greater of the floor or production value
Reward that dayRaw production hoursGold floorTroop floor
10.520,00010,000
2140,00020,000
31.560,00030,000
4280,00040,000

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

  1. Read the category allowance before marching.
  2. Compare the full hold time with your return time and other army commitments.
  3. Scout occupied Camps close to the intended attack.
  4. Keep a reserve at home and coordinate any support.
  5. 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.