Перейти к содержимому

Guild Stronghold

Это содержимое пока не доступно на вашем языке.

Quick answer: A Guild Stronghold is a shared fortress your guild founds on the world map. R4 or R5 officers place it for 1 Stronghold Order, and only the guild leader (R5) can demolish it. An enemy guild that wins the Temple fight takes it over at once. A castle that leaves a Stronghold zone it does not belong to can be struck by the garrison on the way out.

Four walls, a gate and a Temple form one defensive system. A breached wall puts the whole Stronghold at risk.

Only guild officers of rank 4 or 5 (R4, R5) can found one. Founding costs 1 Stronghold Order from your guild. The game shows your guild’s balance before you confirm. With too few, the screen says “Not enough Stronghold Orders” and points you to exchange Guild Coin for more.

  1. Tap empty ground on the map and choose Place Stronghold Foundation.
  2. The game checks the spot and draws a ring. Green means “Clear ground — you can build here”. Red shows why not.
  3. Pick the Main gate direction, then press Place Stronghold Foundation.

The ground must be:

  • on land inside your kingdom, and clear enough that the largest ring the Stronghold can ever grow into does not reach water or the kingdom border (a Stronghold cannot be moved once placed);
  • at least 1,400 m from the centre of any other Stronghold (“Too close to the … Stronghold”);
  • clear of castles and buildings that block the footprint. Your own guild’s castles do not block it.

A level 1 Stronghold covers 500 m per side. Each level widens the zone by 50 m per side, up to 1,200 m per side. The maximum level is 15.

Open the Stronghold from the map. Everything is in the Stronghold hub.

You want to Who Where
Send troops to defend Any guild member Reinforce, then pick a wall. If a wall has fallen, new troops join the shared garrison instead.
Pull your troops out You, the wall captain, or R4+ officers Garrison list → withdraw. The army marches home and stops defending at once.
Send Wood and Stone to a project Any guild member Donate, then send a supply march. Resources count when the march arrives, not when it leaves.
Open or close the gate, change settings R4+ officers Gate settings. The gate has a 5-minute cooldown between toggles.
Remove outside castles R4+ officers Outsiders. See what happens to a castle that leaves.
Start upgrades and repairs R4+ officers Upgrade Stronghold, Upgrade Temple, towers and repair. Costs are taken from the Guild Warehouse.

Wall capacity, shown as “stationed, arriving, free” on each wall, grows with the Stronghold level and with Fortification Logistics research. Armies that are still marching count toward it. If a wall is destroyed or the whole army no longer fits, the army marches home.

The gate decides whether outsiders can cross your zone. Allow transit lets outsiders cross and gather from mines inside while the gate is open. Turn it off to force them the long way around. With the gate closed, only your guild may gather inside. Outsiders cannot move their castle into a Stronghold’s zone while its walls hold.

Auto-attack on exit is off on a new Stronghold. R4+ officers can turn it on in the settings. With it on, the garrison strikes a castle that is thrown out of the zone or moves out by itself.

  • Upgrades use resources from the Guild Warehouse and start at once. R4 and R5 officers start them. You cannot upgrade while a build is running or while the walls are breached. The Temple cannot outrank the Stronghold, so raise the Stronghold first.
  • Wall decay. Walls lose HP slowly every day: 1% of their HP a day at Temple level 0. Each Temple level cuts that loss by another 5% of the base amount.
  • Repair restores missing wall HP. R4 and R5 officers start it. It costs 250 Wood per 1% of missing HP, plus half that in Stone, and the Guild Warehouse pays, not your own castle. A repair takes 45 minutes, and one repair runs at a time. A collapsed wall counts as 100% missing and comes back at 50% HP, not full HP. Repair the rest afterwards.
  • Fortification research is shared by the whole guild and runs one project at a time. R4 and R5 officers start or cancel it. Any member can add speed-up items.

Enemies hit the walls first. When a wall reaches 0 HP the Stronghold is breached: castles inside lose the walls’ protection and the Temple can be attacked. There is no fixed order after a breach: each new attack can target a member castle or the Temple.

If an enemy guild wins the Temple fight, the Stronghold passes to that guild at once. There is no holding timer. It keeps its level and walls. Wall captains, the Temple Keeper and Gate Keepers lose their posts, and your troops stationed there march home. Your guild sees “This Stronghold no longer belongs to your guild.”

Only the guild leader (R5) can demolish the Stronghold. The ground is freed at once, and nothing is refunded, not even the Stronghold Order. Founding a new Stronghold costs another Order.

If a guild is disbanded, its Stronghold is demolished with no waiting period. The exception is a Stronghold an enemy guild already took over: that guild keeps it.

Each wall is its own fight. These defend the attacked wall:

  • The shared garrison. All its living troops fight at every wall, whatever the wall’s own capacity. Troops and a hero you send to the Temple join this garrison, so they also defend every wall. They do not sit at the Temple only.
  • Troops reinforcing that wall, up to the wall’s capacity.
  • Archers in the two corner towers next to that wall. Towers hold archers only.
  • That wall’s traps, but only while the wall still has HP.
  • The wall captain’s hero. The Temple Keeper’s hero leads only a fight at the Temple itself, not at the walls.

A wall with no troops and no traps is still a wall, and it can be broken. There is no fixed number of troops that always breaks it. What counts is the wall’s HP and Defense against the damage your troop types deal.

Why does a wall stand after I beat its defenders?

Section titled “Why does a wall stand after I beat its defenders?”

A wall has its own HP. Killing its defenders does not lower it. Your troops must damage the wall itself, and Siege Engines do by far the most wall damage. If the wall is still standing when your assault ends, the defenders win. A higher wall Defense cuts the damage your troops deal to it. See Combat basics for the damage table.

No. They deal only 5% of normal damage to troops, at any tier (see Combat basics). They are built to break walls, not to hold them. Which troop types do the most damage on defense depends on the enemy’s troop types.

Does a wall captain’s hero boost everyone?

Section titled “Does a wall captain’s hero boost everyone?”

Not reliably. Hero bonuses reach only the troops of the hero’s own player, unless the hero leads the whole side.

A wall defense combines several players’ armies. It lists the shared garrison first, and the player who owns the first army in that list counts as the side’s leader. So a captain’s hero reliably boosts the captain’s own troops. It boosts guildmates’ troops only when the captain also owns that first army. Gear bonuses on a hero count only for that player’s own troops. See Heroes in battle.

Stronghold traps are separate from your castle’s wall. Three kinds exist: Caltrop, Boiling Oil and Rolling Stone. Each is aimed at one troop type: Caltrops at cavalry, Boiling Oil at Siege Engines, Rolling Stones at infantry.

  1. Make them. Only R4 and R5 officers use the trap workshop. A trap tier must be unlocked by the guild’s Fortification research (“Complete the guild Fortification research to make this trap tier.”). Training goes in multiples of 100 and is paid from the Guild Warehouse. One workshop order runs at a time per Stronghold. Start training from a wall’s trap panel to train for that wall. That wall needs HP above 0 and enough free trap slots for the whole batch.
  2. Install them. Traps trained for a wall are installed on it by themselves when training ends, as long as the wall still has HP then. Any other trained traps wait in stock. An R4/R5 officer or that wall’s captain deploys those by hand onto a wall with HP above 0 and a free trap slot. After each deploy or withdraw, that wall’s traps are on a 5-minute cooldown.
  3. They fire in battle. Deployed traps fire in every fight on that wall and lose durability each time. They fire only while the wall has HP. At 0 HP they do not fire, and you cannot deploy new ones until the wall is rebuilt.

One batch holds at most 5,000 traps. That grows to 10,000 at Stronghold level 5, 25,000 at level 10 and 50,000 at level 15. Trap training speed research raises that limit by up to 80% more, and also shortens the timer.

  • Traps did nothing: the wall was at 0 HP, the traps are still in stock (not installed on the wall), or the enemy had none of the troop type they aim at.
  • “Traps on this Stronghold wall are on cooldown. Try again later.”: wait 5 minutes after the last deploy or withdraw.
  • Trap training fails: check that you are R4 or R5, the tier is unlocked, the batch is a multiple of 100 and within the batch limit, the Guild Warehouse can pay, no other order is running, and the wall has HP.
  • Troops did not defend: the wall was full or fallen when they arrived. Troops sent to a fallen wall join the shared garrison instead.

What happens to my castle when it leaves a Stronghold zone?

Section titled “What happens to my castle when it leaves a Stronghold zone?”

If your castle sits inside another guild’s Stronghold zone, that Stronghold’s garrison attacks it once as it leaves, but only when the owners have Auto-attack on exit switched on. It happens when officers remove you and when you move out yourself with Transportation, Random Relocate or a Migrate Scroll.

It happens only when all of these are true:

  • your castle is not in the guild that owns the Stronghold;
  • your castle is inside the zone when the move starts;
  • Auto-attack on exit is on at that moment.

Members of the owning guild are never struck. A castle moved because its owner left or was removed from the guild is not struck either.

It is one battle between the shared garrison and the troops defending your castle. Troops at home fight, together with reinforcements stationed in your castle. Your losses are real. A battle report arrives in your Mail. It is not a march: it uses no march slot and takes no loot or prisoners.

Your move finishes first. The battle starts right after, in the background, so the move itself never waits for it.

If the battle cannot start (for example the garrison is busy in another Stronghold fight), the game tries again. The first retry comes after 15 seconds. The wait then doubles up to 5 minutes. After 12 tries, about 38 minutes in total, the game stops trying. With no troops in the garrison there is nothing to fight.

Officers’ removals are queued and done one castle at a time. The strikes also run one at a time, after the removals. The roster empties as castles leave.

No. If officers remove you at the same moment you move out yourself, your castle moves once and is struck once. If the game cannot check whether a strike is owed, it refuses your move instead of letting you slip out. Try again a little later.

  • No “Place Stronghold Foundation” button, or a red ring: you are not an R4/R5 officer, you are not in a guild, the spot is too close to another Stronghold, or something blocks the footprint. The red ring shows the first blocked spot.
  • “Not enough Stronghold Orders”: your guild needs an order. Exchange Guild Coin for one, then place again.
  • Supply march resources do not show: they count after the march arrives. Check the march on the map.
  • Upgrade button locked: read the line under it. It names the reason, for example “Repair the breached walls before starting a new upgrade.”
  • Troops went home instead of defending: the wall was full or destroyed when they arrived.
  • Your castle was struck when it left a Stronghold zone: see what happens when a castle leaves. Moving out of another guild’s zone with Auto-attack on exit switched on starts that strike.
  • Something else is wrong or missing: open a ticket from Setting → More → Support. See Contact support.

Related: Fortresses and Kingdom War, Guild basics, Moving your castle.