Barracks, Troop Training

The Barracks System (comprising Barracks, Stable, Workshop, and Town Hall for specialists) is where you train troops to build your army, while the Camp Building is your hub for launching attacks and managing military operations. New rules for troop training, cancellation penalties, and attack type restrictions in the Camp ensure strategic gameplay. This guide explains how to train troops, manage resources, and plan attacks effectively, incorporating account activity restrictions and Treasury reward rules from previous updates.

Barracks System: Troop Training

The game features three Barracks buildings and the Town Hall for training different troop types. Upgrading these buildings reduces training time and boosts troop movement speed, making your army more efficient.

Barracks Buildings

  • Barracks: Trains Spearman, Swordsman, Maceman, Archer, Spy, Counsellor.

  • Stable: Trains Horseman, Knight.

  • Workshop: Trains Battering Ram, Heavy Catapult, Balloon.

  • Town Hall: Trains Counsellor (as a specialist).

Training Process

Training Card:

Each training order creates a card showing:

  • Resources required (Stone, Wood, Iron, Wheat, or Elixir for Balloons).

  • Training time.

  • An input field to specify the number of troops.

  • Resources and time are calculated dynamically based on the number of troops entered.

  • If your storage lacks sufficient resources, the required amounts are displayed in red, and the Train button is disabled.

Cancellation:

  • Each training card has a Cancel button.

  • Clicking Cancel prompts: β€œDo you want to stop training troops? Warning: 50% of resources will be deducted as a penalty.”

Yes: Cancels the training, refunds 50% of the resources for unbuilt troops to your storage, and removes the card.

Cancel: Closes the prompt (no close button).

Upgrades:

  • Upgrading Barracks, Stable, or Workshop reduces training time by X% (as specified in the buildings document, not provided here) and increases troop movement speed.

Consumer Units:

  • Each troop has a consumer unit value, which adds to the city’s Wheat consumption when trained (e.g., Spearman: 1 consumer, Knight: 4 consumers).

Troop Training Details

Troops require specific resources and time, listed below (format: Stone, Wood, Iron, Wheat, Consumer Units, Time unless noted):

Barracks:

  • Spearman: 350, 320, 250, 70, 1, 4:30m

  • Swordsman: 200, 150, 160, 80, 1, 5:30m

  • Maceman: 280, 120, 150, 100, 1, 5:50m

  • Archer: 250, 150, 180, 110, 1, 6m

  • Spy: 60, 120, 160, 40, 2, 5m

  • Counsellor: 8,000, 8,000, 8,000, 8,000, 1, 1h

Stable:

  • Horseman: 280, 350, 250, 220, 3, 8m

  • Knight: 750, 500, 600, 160, 4, 11m

Workshop:

  • Battering Ram: 550, 850, 400, 85, 4, 14m

  • Heavy Catapult: 600, 1,100, 1,250, 950, 6, 24m

  • Balloon (Wood, Stone, Iron, Elixir, Consumer Units, Time): 3,000, 3,000, 3,000, 100, 20, 25m

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