Three kinds of map value

Southfields Stronghold among nearby Crownlands cities
ObjectiveMain valueDefense modelTime horizon
Reward campGold, troops, Deed, or Relic reward after the required holdNo wall; 1.00 defense per stationed troopTemporary opportunity
StrongholdGold, training, movement, or defending-soldier supportOne wall and live garrisonHeld until capture, relinquishment, or inactivity
Crown CitadelPrestige, Citadel effect, and cumulative Reign LedgerOne wall, live garrison, and scheduled regional pressureRealm-defining control

Reward camps trade troops and time for a finite prize

Every neutral reward camp begins with 20,000 troops. A camp has no city level and no wall. Each stationed troop contributes exactly 1.00 defense power, whether it belongs to the holder or a reinforcing clanmate. Hero skills, Stronghold bonuses, Citadel effects, and Stoneworks do not change camp defense.

Gold and troop camps grant production-based rewards after the required control period. Deed and Relic camps use their own award rules. Because the reward is temporary, compare the expected prize with the troops, march time, and exposure required to hold the position. A camp far from the kingdom may be easy to capture but expensive to support.

Camp missions count a server-confirmed successful capture. Their validation is different from PvP attack missions, which require a meaningful troop commitment relative to the ruler's deployable force snapshot.

Strongholds should match the kingdom's immediate plan

Strongholds provide specialized advantages. Current types improve gold, training, movement, or defending-soldier power. The useful target is not always the nearest or most prestigious marker. A training advantage can support recovery after a costly war; movement can tighten attack and reinforcement timing; gold supports upgrades and item decisions; defense helps a clan hold important garrisons.

A Defense Stronghold applies its percentage to eligible defending soldiers. It never increases the physical wall, Stoneworks, city level, or repair time. Reinforcing allies use their applicable soldier package behind the same single wall.

Gold

Supports upgrades, scouting, items, and preset applications across the kingdom.

Training

Improves the pace at which the realm replaces losses and builds reserves.

Movement

Changes reaction windows across long routes and coordinated operations.

Defense

Strengthens eligible soldiers, not the objective's wall.

Stronghold Legacy records cumulative control

Each non-Citadel Stronghold keeps its own Stronghold Legacy ledger. Completed tenures remain in that ledger, repeat tenures by the same ruler are added together, and the current holder's time continues to rise until control changes through capture, relinquishment, or inactivity.

This makes a short loss meaningful without erasing prior accomplishment. The ledger is specific to each Stronghold, so a ruler known for holding one regional objective does not automatically lead another.

The Crown Citadel turns control into realm history

Crown Citadel on the central Crownlands region map

The Citadel is the central prestige objective. Its current controller receives the eligible Citadel effect, while the Reign Ledger records cumulative control time. Citadel defense support strengthens soldiers against the 1.30 base; it does not strengthen the wall.

The holding can be reinforced and attacked through the same readable one-wall, one-garrison siege structure used by objectives. A clan planning a Citadel challenge should account for travel time from several regions, contributor arrival, the defender's reinforcement network, and what nearby holdings will be exposed during assembly.

The Citadel Legion creates scheduled regional pressure

The Citadel Legion attacks at 10:00 AM and 6:30 PM Eastern Time. Up to twenty randomly selected player-owned regular, non-main cities in the Crown Citadel region receive a fifteen-minute warning beginning at 9:45 AM and 6:15 PM.

These server events ignore one hundred percent of city-wall defense without damaging the wall. If all stationed and reinforcing troops are defeated, the selected city loses five levels. A city at Level 5 or lower becomes a Level 1 neutral city with 10 troops. Peace Shields do not block the event, successful defense preserves the level, and no defense experience is awarded.

Citadel-region defense is a garrison problem during Legion windows. Stoneworks and a full wall cannot replace stationed soldiers because the Legion bypasses wall defense entirely.

Build an objective plan before forming the rally

  1. Name the benefit the clan needs: resources, recovery, speed, defense, or prestige.
  2. Compare travel time from likely contributor cities.
  3. Scout the wall and garrison inside a useful arrival window.
  4. Reserve enough strength for the counterattack after capture.
  5. For the Citadel region, prepare garrisons before scheduled Legion warnings.
  6. Use reports and ledgers to judge whether holding time justified the cost.