Your Realm
Founding
Your realm is founded the first time you enter the Frontier season, and from then on it is raised again on every new map, in its own stretch of wilderness. Entry is free and open for the whole season, so a player who arrives late starts the same way as one who arrived on day one.
A new realm starts with 1,500 troops, 4,500 wheat and 2,000 labor.
Buildings
Tap an open plot to build there. Buildings are paid in labor:
| Building | Makes | Labor | Population |
|---|---|---|---|
| Farm | Wheat | 400 | 1 |
| Barracks | Troops | 400 | 3 |
| Workshop | Labor | 2,000 | 2 |
| Workers' hut | Population | 300 | None |
| War hall, Supply yard, Scouts' lodge, Hearth | A tier for every new army | 3,000 | 2 |
Each workers' hut houses 6, and every other building takes the population shown. Each further copy of a building costs more than the last, and pulling one down returns 50% of its price. Barracks train for free; deploying costs 2 wheat a troop.
The castle
Raise the castle for 4,000, 15,000, then 40,000 labor. Each level opens another ring of plots, fields one more army and deploys more troops at once:
| Castle level | Armies in the field | Troops per deploy |
|---|---|---|
| 1 | 3 | 3,000 |
| 2 | 4 | 9,000 |
| 3 | 5 | 25,000 |
| 4 | 6 | 60,000 |
Research
At the castle, each building type climbs from common to legendary, paid in Essence and labor. A tier lifts every building of its type at once, and the choice a tier asks for is final for the season: farms and workshops make 25% more or store more, barracks train 25% more or deploy for 25% less wheat, and each hut tier houses 25% more.
| Type | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| Farm | 1,000 Essence, 1,000 labor | 4,000 Essence, 3,000 labor | 12,000 Essence, 8,000 labor | 30,000 Essence, 20,000 labor |
| Workshop | 2,000 Essence, 2,000 labor | 8,000 Essence, 6,000 labor | 24,000 Essence, 16,000 labor | 60,000 Essence, 40,000 labor |
| Barracks | 4,000 Essence, 3,000 labor | 16,000 Essence, 9,000 labor | 48,000 Essence, 24,000 labor | 120,000 Essence, 60,000 labor |
| Workers' hut | 500 Essence, 500 labor | 2,000 Essence, 1,500 labor | 6,000 Essence, 4,000 labor | 15,000 Essence, 10,000 labor |
| Each training building | 12,000 Essence, 3,000 labor | 48,000 Essence, 9,000 labor | 144,000 Essence, 24,000 labor | 360,000 Essence, 60,000 labor |
Training buildings. Once your barracks reach rare, raise a War hall, a Supply yard, a Scouts' lodge and a Hearth. Each of their tiers starts every new army a tier higher in Battle, Logistics, Scouting or Homecoming.
Shrines and wells. Research them (2,000 and 6,000 Essence) before reveals can find them.
The Ethereal depths. Research opens them one at a time, for 160,000, 400,000, then 900,000 Essence.
Armies learn
An army earns XP from reveals, clears and shrines, and spends it on the attribute tiers you choose, up to legendary: 100, 200, 400, then 800 XP for each next tier. Battle hits up to 100% harder, Logistics carries up to 150 more stamina, and each Scouting tier adds 10%, 20%, 30%, then 40% to the find rate of the camps, rifts or beasts you pick for it, so all four on one kind add 100%. Homecoming sends survivors home when the day ends (The Expedition). An army's XP and tiers end with it; its stamina stays with its army slot for the next army (Stamina stays with the slot).