Camp Building, Attack Restrictions, and Treasury Rewards
Key Notes
Fair Play Restrictions: The 120-day activity rule ensures newer players (1–120 days) compete with peers, while veteran players (over 120 days) face tougher opponents, fostering balanced gameplay.
Protector Flexibility: Unrestricted Protect attacks allow alliances to support members across activity levels, enhancing teamwork.
Treasury Strategy: Players under 120 days should focus on other rewards (e.g., Silver Inscriptions) until they can access Legendary and Golden Inscriptions, while veterans must avoid transferring these to newer players.
Troop Management: The updated troop order and clear Page 2 layout make it easy to track forces, with protector cards ensuring smooth alliance coordination.
Attack Planning: Page 3’s error messages guide you through restrictions, preventing invalid attacks while allowing strategic decisions (e.g., attacking allies with confirmation).
Saved Cities: Page 5 simplifies targeting key opponents, saving time for efficient attack planning.
Key Notes
Troop Training Strategy: Plan resource allocation carefully, as cancelling training refunds only 50% of resources. Upgrade Barracks buildings to train faster and move troops quicker.
Consumer Units: Monitor Wheat consumption, as high-consumer troops (e.g., Balloons: 20 units) strain your city’s resources.
Attack Type Restrictions: Choose troops and attack types strategically, as war machines and Spies limit your options (e.g., no Loot with Catapults, no non-Spy troops in Spy attacks).
Artemis Camps: Focus on Battle or Spy attacks for Artemis Camps, as Loot and Protect are invalid, and newer players (under 120 days) cannot claim high-value inscriptions.
Fair Play: The 120-day activity restriction ensures balanced combat, with Protect attacks fostering alliance support across all levels.
Camp Efficiency: The updated troop order and error messages streamline attack planning, while saved cities (Page 5) simplify targeting key opponents.
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