Camp Building

The Camp Building is your strategic headquarters for managing troops, launching attacks, and tracking military operations in the game. From attacking enemy cities and Artemis Camps to sending protectors to allies, the Camp is where you plan and execute your moves. This guide explains the Camp’s five menus, how to use them, and the error messages you might encounter.

Accessing the Camp

  • You must construct the Camp Building in your city via the Town Hall to access its features.

  • If you try to attack (by clicking the Attack button on the map) without a Camp, you’ll see an error: “You do not have a Camp building.”

Okay: Closes the error menu.

Build: Takes you to the Town Hall’s construction menu to build the Camp.

Troop Stats

This page provides a detailed overview of your troops in the current city.

Layout:

  • Displays 12 troop types (left to right: Infantry, Swordsman, Maceman, Archer, King, Horseman, Knight, Spy, Battering Ram, Catapult, Balloon, Advisor). The Name label under icons is removed.

Three rows:

  • Row 1 (Troops in City): Troops built in this city, available for attacks or other missions.

  • Row 2 (Troops Outside City): Troops sent on any mission (attacks, protectors, etc.), regardless of type or purpose.

  • Row 3 (Protector Troops): Reinforcements received from other players or your other cities, counted as protectors (even if from your own cities).

Protector Cards:

  • Below the troop table, dynamic cards appear for each city sending or receiving protectors.

Each card includes:

  • The number of troops.

  • The name of the sending/receiving city.

  • A Return button to recall or return protectors.

  • Separate cards are created for each city interaction (e.g., one card per city sending protectors, even if multiple cities are involved).

  • Clicking Return prompts: “Do you want to return the troops?”

Yes: Returns the troops instantly (deducted from the receiver, added to the sender).

Cancel: Closes the prompt.

  • No close button is included.

  • Both the sender and receiver can use the Return button to manage protectors.

Attack Planning

This page is where you configure and launch attacks or send protectors.

Layout:

Troop Selection:

  • Icons for Infantry, Swordsman, Maceman, Archer, King, Horseman, Knight, Spy, Battering Ram, Catapult, Balloon, Advisor.

  • The Name label is removed; instead, the number of available troops in the city is displayed under each icon.

  • Input the number of troops to send for each type (except Kings).

  • For Kings, click a Select button to open a menu listing all Kings assigned to the city (via the Manor). Check the Kings you want to include (no limit on the number of Kings selected).

Target City:

  • The target city’s name is automatically filled when you select a target via the map’s Attack button. Manual entry is not allowed.

War Machine Targeting:

  • If you include Catapults or Balloons, a Target button appears for each (one per war machine type).

  • Clicking Target opens a menu to select a building to attack (all buildings except Farm, Town Hall, Lumber Mill, Forge, Quarry).

  • Battering Rams automatically target the Wall, requiring no selection.

Attack Configuration:

  • Choose the attack type: Battle, Loot, Spy, Protect.

  • View the travel time to the target (based on the slowest troop in the army).

  • Click Send to launch the attack.

Error Messages:

  • Your City Protected: If your city has active protection (e.g., via a Shield card), attempting to attack triggers: “Warning: You will lose your city's protection. Do you want to attack?”

Yes: Removes protection and sends the attack.

Cancel: Cancels the action.

  • Target Protected: If the target city is protected, you’ll see: “The Player is protected.”

Okay: Closes the prompt.

  • Alliance Member: If the target is in your alliance, you’ll see: “Warning: Defending player is in your alliance. Do you want to attack?”

Yes: Proceeds with the attack.

Cancel: Cancels the action.

  • Attack Limit: If you’ve reached the maximum number of simultaneous attacks (based on Camp level), you’ll see: “Your attack is limited. Note: By upgrading your camp building, you can make more attacks at the same time.”

Okay: Closes the prompt.

  • Successful Send: After sending troops, you’ll see: “Troops were sent.”

Okay: Closes the prompt.

  • Insufficient Troops: If you input more troops than available, you’ll see: “Your troops not enough.”

Okay: Closes the prompt.

  • All prompts have no close button.

Ongoing Attacks and Returns

This page tracks your active attacks and returning troops for the current city.

Layout:

  • Each attack or return creates a card, sorted from newest to oldest (top to bottom) based on arrival time.

Each card displays:

  • Your city’s name (left).

  • Target/attacker’s city name (right).

  • Send time (below your city).

  • Arrival time (below the target/attacker’s city).

  • A progress bar showing travel progress.

Progress Bar Colors and Directions:

  • Your Battle, Loot, or Spy attacks: Green, fills left to right.

  • Enemy Battle, Loot, or Spy attacks on your city: Red, fills right to left.

  • Protect attacks (sent or received): Blue, direction depends on sender.

  • Your returning troops (from attacks or recalled protectors): Purple, fills right to left.

Fast Return:

  • A Return button appears only on cards for your attacks or your returning troops.

  • Clicking Return prompts: “Do you want to cancel the attack? Warning: 50 GEMS will be deducted for the cost.”

Yes: Deducts 50 Gems, and troops return instantly to your city.

Cancel: Closes the prompt.

  • Enemy attacks and received protectors do not have a Return button.

Notes:

  • Cards are removed from this menu once troops arrive or return.

Saved Cities

This page stores cities you’ve saved for quick access to attack.

Saving Cities:

  • On the map, click a city and select the Save button to create a card in this menu.

  • Cards are saved in the Camp of the city you were using when you saved the target (e.g., saving a city from City A’s map adds it to City A’s Camp).

Card Details:

  • Each card shows the target city’s name and two buttons:

Sword (Attack): Takes you to Page 3 with the target city’s name auto-filled, ready to configure an attack.

Cross (Delete): Removes the card from the saved list.

  • The Hat button is removed, leaving only Sword and Cross.

Notes:

  • Saved cities streamline repeated attacks on key targets.

  • Deleting a card is immediate, with no confirmation prompt.

Key Notes

  • No Camp, No Attacks: The error message for missing a Camp guides new players to build one quickly via the Build button.

  • Troop Clarity: Page 2’s troop breakdown (in city, outside, protectors) and protector cards make it easy to manage your forces and alliances.

  • Attack Safeguards: Error messages in Page 3 prevent mistakes (e.g., attacking protected cities or allies) while offering options to proceed if desired.

  • Real-Time Tracking: Page 4’s color-coded progress bars and Fast Return feature give you control over your attacks, with Gems providing a strategic instant-recall option.

  • Saved Cities Efficiency: Page 5 simplifies targeting frequent opponents, saving time in attack planning.

  • Protector Flexibility: Both senders and receivers can return protectors, ensuring dynamic alliance coordination.

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