Camp Building and War Mechanics
The Camp Building is your hub for managing troops, launching attacks, and coordinating defenses in the game. Whether you're attacking enemy cities, Artemis Camps, or sending reinforcements, the Camp is where you plan your strategies. This guide explains how the Camp works and the rules of war to help you dominate the battlefield!
Camp Building Overview
The Camp Building tracks your troops, protectors (reinforcements), ongoing attacks, and saved configurations. It has four main menus:
Menu 1: Overview of the Camp (not detailed in the document but assumed to be a summary).
Menu 2 (Troop Stats):
Displays a table showing:
Troops in City: Available troops in the current city.
Troops Outside City: Troops sent on attacks or as protectors.
Protector Troops: Reinforcements received from other players or your other cities.
When protector troops are reduced (e.g., due to battle losses), their count updates in the table.
At the bottom, a card shows details of received or sent protectors, including:
Number of troops.
Name of the sending/receiving city.
A Return button to send protectors back.
Menu 3 (Attack Planning):
Shows icons for 12 troop types with their available counts (excluding protectors).
Below each troop icon, input the number of troops to send in an attack.
Kings are selected via a button that opens a list of Kings assigned to the city (from the Mansion). Check the Kings you want to include in the attack.
Choose the attack type (Battle, Loot, Spy, Protect) and see the travel time to the target.
Click Send to launch the attack. If you input a number higher than available troops, the input is cleared.
If you exceed the maximum simultaneous attacks (determined by Camp level, e.g., 25), a warning appears: “You have reached the maximum number of attacks.”
Menu 4 (Attack/Return Status):
Divided into two sections:
Ongoing Attacks:
Shows enemy attacks on your city, protectors received, and your attacks on others.
A progress bar indicates travel time:
Enemy attacks: Fills from right to left (enemy city name on right, your city and arrival time on left).
Your attacks: Fills from left to right (your city name on left, target city and arrival time on right).
A Fast Return button (50 Gems) is available only for your attacks or returning protectors, not for enemy attacks or received protectors.
Returning Troops:
Shows your troops returning from any attack type or protectors you’ve recalled.
Progress bar fills from right to left (enemy/target city on right, your city and arrival time on left).
Cards are removed from this menu once the troops arrive or return.
Camp Upgrades:
Upgrading the Camp increases the number of simultaneous attacks you can launch (e.g., up to 25 attacks at higher levels).
Launching Attacks
To attack a city or Artemis Camp:
Click the target on the map and select the Sword (Attack) button.
You’re taken to Menu 3 of the Camp to:
Select the attack type (Battle, Loot, Spy, Protect).
Input the number of troops for each type.
Check Kings to include (from the city’s assigned Kings).
View the travel time to the target.
Click Send to launch the attack.
Attacks have travel time (to and from the target, equal duration). The time is based on the slowest troop in the army.
You can cancel an attack or recall troops instantly using the Fast Return button in Menu 4 (costs 50 Gems), returning troops to your city immediately.
Attack Types and Rules
There are four attack types, each with specific rules:
Battle:
Eligible Troops: All troops except Spies can be used.
Mechanics:
Uses 100% of troops’ attack power.
If victorious, loots resources at 50% of surviving troops’ loot capacity.
If defeated, the attacker receives a report with a question mark for enemy troop counts, while the defender gets a detailed report.
Outcome: Focuses on destroying enemy forces with moderate looting.
Loot:
Eligible Troops: All troops except Spies, Catapults, Balloons, and Battering Rams.
Mechanics:
If the defender has troops, 50% of your troops fight, while the other 50% are reserved.
If victorious, loots resources at 100% loot capacity of all troops (surviving fighters + reserved troops).
Elixir looting is limited to 3,000 units, with only 1% of loot power applied to Elixir.
If defeated, the reserved 50% return without looting, and both sides receive reports with question marks for troop counts.
Excess looted resources (beyond storage capacity) are lost.
Outcome: Prioritizes resource collection with reduced combat risk.
Spy:
Eligible Troops: Only Spies can be used.
Mechanics:
Spies fight only enemy Spies in the target city.
If at least one Spy survives, you receive a detailed report of:
Total troops in the city (including protectors).
Building levels.
Resource amounts.
The report includes two tables: one for Spy losses on both sides.
If all Spies are defeated, the attacker gets a report with question marks for troop counts, resources, and building levels. The defender gets a report with their Spy losses and enemy Spy counts.
Defender’s Spies never die, regardless of the outcome.
Outcome: Gathers intelligence with minimal troop loss.
Protect:
Eligible Troops: Any troop type can be sent as protectors.
Mechanics:
Sent troops become protectors in the target city, appearing in Menu 2 (Protector Troops) of the recipient’s Camp.
Protectors are not available for the recipient’s attacks and only participate in defense.
Reports show a single table with the number of troops sent or received.
When protectors are sent, their consumer units are deducted from the sender’s city and added to the recipient’s city upon arrival (after travel time).
Recalling protectors (via the Return button) instantly deducts their consumer units from the recipient and returns them to the sender’s city.
Outcome: Strengthens an ally’s defense without engaging in offensive actions.
Troop Management
Troop Creation:
Troops built in the Barracks are added to:
Menu 2 (Troops in City table).
Menu 3 (available troop counts under each troop icon).
Protector troops are not shown in Menu 3, only in Menu 2’s Protector Troops section.
Troop Movement:
When troops leave for an attack or as protectors, they move from Troops in City to Troops Outside City in Menu 2.
Returning troops (after attack or recall) update the tables accordingly.
Protector Troops:
Protectors from other players or your other cities are treated as external forces, not part of your city’s available troops.
Losses in battle are distributed proportionally based on ownership (e.g., if you have 80 troops and a protector has 20, losses are split 80:20).
Kings in Combat
Selection: In Menu 3, a button lists all Kings assigned to the city (from the Manor). Check the Kings you want to include in the attack.
Impact:
Kings boost the army’s attack and defense power based on the highest-level King in the battle (as detailed in the Manor guide: +0.2% to +2% per level).
Only 0.1% of the army’s attack or defense power affects Kings directly; the rest impacts other troops proportionally.
Losses:
If Kings are defeated, losses start with the lowest-level King and progress to higher levels.
Defeated Kings enter a resting state (3–24 hours, depending on level) and are unavailable until recovered (see Manor guide for Milk recovery).
War Machines (Catapults, Balloons, Battering Rams)
War machines are special units used only in Battle attacks and target specific buildings:
Catapult:
A Target button in Menu 3 lets you select one building to attack (excludes Farm, Quarry, Lumber Mill, Forge, City Hall).
Affects the target building’s health, reducing its level if health drops enough (e.g., from Level 3 to 2 if health falls below 500).
Balloon:
A second Target button lets you select one building (same exclusions as Catapult).
Balloons destroy themselves to deal damage to the target building.
Only the Anti-Air Building can destroy Balloons before they attack; no other troops affect them.
Example: If 10 Balloons (total damage 100) attack a building with 50 health, 5 Balloons are consumed, and 5 return. If the building has 100 health, all 10 Balloons are consumed, and the building is destroyed.
Battering Ram:
Automatically targets the Wall, reducing its health.
Mechanics:
War machines’ attack power does not affect enemy troops, only buildings.
War machines’ defense power does not affect defending troops.
Troop attack and defense power can destroy Catapults and Battering Rams, but not Balloons.
Damage calculation uses remaining war machines plus 30% of destroyed war machines’ power after troop losses are calculated.
Building Health:
Each building has a health value that increases with upgrades (e.g., Level 1: 100 health, Level 2: +150 = 250 health, Level 3: +250 = 500 health).
If health is reduced below a level’s threshold, the building’s level drops, reducing its capabilities (e.g., a Barracks’ training speed decreases).
If a building’s health reaches 0, it is destroyed, and you must rebuild it via the City Hall. For Barracks, troop production pauses but resumes after rebuilding without losing queued troops.
Battle Calculations
General Combat:
Attacker’s total attack power is subtracted from defender’s total defense power, and vice versa, as a percentage of troop losses.
If one troop type’s power is depleted, losses spill over to other troops.
Wall, Kings, and Market boosts (e.g., Attack/Defense Power Boost) increase attack, defense, or speed percentages.
The Wall boosts defense based on its level before destruction (even if destroyed during the battle).
Spy Combat:
Only Spies fight each other.
Defender’s Spy defense power reduces attacker’s Spy attack power, determining losses.
Attacker’s Spy attack power does not affect defender’s Spies.
If at least one attacking Spy survives, the attacker wins and receives a full report. If all Spies die, the attacker loses, and the report has question marks.
Defender’s Spies never die, regardless of the outcome.
Outcome:
The winner is determined by remaining troops after power calculations.
Reports detail losses, with question marks for the loser’s view of enemy troops (except in Protect attacks).
Artemis Camp Attacks
Attacks on Artemis Camps follow the same rules as city attacks (travel time, troop selection, etc.).
Rewards are added to the Treasury only after troops return (see Treasury guide).
Only Battle and Spy attacks are allowed; Loot and Protect attacks trigger an error.
Key Notes
Strategic Planning: Choose attack types carefully—Battle for destruction, Loot for resources, Spy for intel, and Protect for alliance support.
Troop Management: Monitor Menu 2 to track available troops and protectors, ensuring you don’t overextend your forces.
Kings: Include high-level Kings in battles for maximum power boosts, but protect them to avoid long recovery times.
War Machines: Use Catapults, Balloons, and Battering Rams strategically to weaken enemy buildings, but note their vulnerabilities (except Balloons, which only Anti-Air can counter).
Fast Return: Save Gems for critical moments when recalling troops instantly can prevent losses or reposition your forces.
Protector Strategy: Send protectors to allies but remember they’re unavailable for your attacks until recalled.
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