跳转到内容

Guild Stronghold

此内容尚不支持你的语言。

A Guild Stronghold is a shared fortress your guild founds on the world map, then builds, defends and commands together. 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. Your guild needs a Stronghold Order: founding costs 1 Stronghold Order, and the game shows your guild’s balance before you confirm. When you do not have enough, 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.

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. With Auto-attack on exit on, the garrison strikes them as they leave.
Start upgrades and repairs Guild officers Upgrade Stronghold, Upgrade Temple, towers and repair. Upgrade 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.

  • Upgrades use resources from the Guild Warehouse and start at once. You cannot upgrade while a build is running, while the walls are breached, or while the Temple is held by an enemy. The Temple cannot outrank the Stronghold, so raise the Stronghold first. The maximum level is 15.
  • 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. Rebuilding a collapsed wall brings it back at 50% HP, not full HP, and you then repair the rest. You pay in Wood and Stone sent from your own castle.
  • 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. If an enemy holds the Temple, the Stronghold shows a Stronghold falls in countdown. A guild that loses its Stronghold sees “This Stronghold no longer belongs to your guild.”

Guild officers can demolish the Stronghold. The ground is freed at once, no resources are refunded, and your guild cannot found a new Stronghold for 7 days.

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 a wall may stand after you beat the defenders

Section titled “Why a wall may stand after you beat the 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. See Combat basics for the damage table. A higher wall Defense cuts the damage your troops deal to it.

Siege Engines deal only 5% of normal damage to troops, at any tier (see Combat basics). They are built to break walls, not to hold them. Do not expect them to be your best defenders. Which troop types do the most damage on defense depends on the enemy’s troop types.

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 wall captain’s hero reliably boosts the captain’s own troops. It boosts guildmates’ troops only when the captain also owns that first army. Do not count on it. 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. 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.
  2. Deploy them. Made traps wait in stock. An R4/R5 officer or that wall’s captain deploys them onto a wall. The wall needs 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.
  • Traps did nothing: the wall was at 0 HP, the traps were made but never deployed, 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.
  • 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.
  • Something else is wrong or missing: open a ticket from Setting → More → Support. See Contact support.

Related: Fortresses and Kingdom War, Guild basics.