Camp Building, Attack Restrictions, and Treasury Rewards

The Camp Building is your command center for managing troops, launching attacks, and tracking military operations. New rules introduce attack restrictions based on account activity duration and specific limitations for Legendary and Golden Inscriptions in the Treasury. This guide explains the Camp’s functionality, the new restrictions, and how they impact your strategy, ensuring you can navigate these changes effectively.

Attack Restrictions Based on Account Activity

To promote fair play, a new restriction limits who you can attack based on your account’s activity duration (time since account creation).

Accounts Active for 1–120 Days:

  • Can only attack other players with accounts active for 1–120 days.

  • Cannot attack players with accounts active for more than 120 days.

Accounts Active for Over 120 Days:

  • Can attack any player with accounts active for over 120 days (no restrictions within this group).

  • Cannot attack players with accounts active for 1–120 days or less.

Exception for Protect Attacks:

  • Sending Protect attacks (reinforcements) to any player, regardless of their account activity duration, is unrestricted.

Error Message:

  • If you attempt a Battle, Loot, or Spy attack on a player outside your allowed activity range (e.g., a 100-day account targeting a 150-day account), clicking Send in the Camp’s Page 3 triggers: “You cannot attack this player due to account activity restrictions.”

Okay: Closes the prompt (no close button).

Treasury Reward Restrictions

New rules govern Legendary Inscriptions and Golden Inscriptions in the Treasury, affecting players with less than 120 days of account activity:

Capture Restriction:

  • Players with accounts active for 1–120 days cannot capture Legendary Inscriptions or Golden Inscriptions from Artemis Camps or other sources.

  • If a player under 120 days attempts to capture these inscriptions, the reward is not added to their Treasury. Instead:

The inscription moves to another Artemis Camp at different coordinates.

The camp’s troops regenerate 10% of their forces every 6 hours, repopulating the camp.

Transfer Restriction:

  • Players with accounts active for over 120 days cannot transfer Legendary Inscriptions or Golden Inscriptions to players with accounts active for 1–120 days.

  • Attempting to transfer these inscriptions via the Treasury’s Page 3 (Send menu) triggers: “You cannot transfer Legendary or Golden Inscriptions to players with less than 120 days of activity.”

Okay: Closes the prompt (no close button).

Other Rewards:

  • All other Treasury rewards (e.g., Silver Inscriptions, Chests) can be captured or transferred without restrictions, regardless of account activity.

Camp Building Overview

The Camp Building manages your troops and attacks across five menus, with updates to the troop display order and integration of the new restrictions. Below is a detailed explanation of each menu, reflecting the latest changes.

Accessing the Camp

  • The Camp Building must be built via the Town Hall to access its features.

  • If you click the Attack button on the map without a Camp, you’ll see: “You do not have a Camp building.”

Okay: Closes the menu.

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

Troop Stats

This page shows your troop status in the current city.

Layout:

  • Troops are displayed in the updated order (left to right): Spearman, Swordsman, Maceman, Archer, King, Horseman, Knight, Spy, Balloon, Catapult, Battering Ram, Advisor.

  • The Name label under icons is removed.

Three rows:

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

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

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

Protector Cards:

  • Dynamic cards appear below the table 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 sending city).

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

Yes: Instantly returns troops (deducted from the receiver, added to the sender).

Cancel: Closes the prompt (no close button).

  • Both sender and receiver can return protectors.

Attack Planning

This page is for launching attacks or sending protectors.

Layout:

Troop Selection:

  • Troops are listed in order: Spearman, Swordsman, Maceman, Archer, King, Horseman, Knight, Spy, Balloon, Catapult, Battering Ram, Advisor.

  • The Name label is removed; the number of available troops is shown 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 desired Kings (no selection limit).

Target City:

  • The target city’s name is auto-filled via the map’s Attack button. Manual entry is not allowed.

War Machine Targeting:

  • If Catapults or Balloons are included, a Target button appears for each.

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

  • Battering Rams automatically target the Wall.

Attack Configuration:

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

  • View the travel time (based on the slowest troop).

  • Click Send to launch.

Error Messages:

  • Activity Restriction: For invalid activity duration targets: “You cannot attack this player due to account activity restrictions.”

Okay: Closes.

  • City Protection (Yours): If your city is protected: “Warning: You will lose your city's protection. Do you want to attack?”

Yes: Removes protection and sends the attack.

Cancel: Cancels.

  • Target Protected: If the target is protected: “The Player is protected.”

Okay: Closes.

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

Yes: Proceeds.

Cancel: Cancels.

  • Attack Limit: If you exceed simultaneous attacks: “Your attack is limited. Note: By upgrading your camp building, you can make more attacks at the same time.”

Okay: Closes.

  • Successful Send: After sending troops: “Troops were sent.”

Okay: Closes.

  • Insufficient Troops: If you input too many troops: “Your troops not enough.”

Okay: Closes.

  • All prompts lack a close button.

Ongoing Attacks and Returns

This page tracks active attacks and returning troops.

Layout:

  • Cards are created for each attack or return, sorted newest to oldest by arrival time.

Each card shows:

  • 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 for travel progress.

Progress Bar Colors:

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

  • Enemy Battle, Loot, Spy attacks: Red, fills right to left.

  • Protect attacks: Blue, direction depends on sender.

  • Your returning troops: Purple, fills right to left.

Fast Return:

  • A Return button appears 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, troops return instantly.

Cancel: Closes (no close button).

  • Enemy attacks and received protectors lack a Return button.

Notes:

  • Cards are removed once troops arrive or return.

Saved Cities

This page stores cities saved for quick attack access.

Saving Cities:

  • On the map, click a city and select Save to create a card in the Camp of the current city.

Card Details:

  • Shows the target city’s name and two buttons:

Sword (Attack): Takes you to Page 3 with the target auto-filled.

Cross (Delete): Removes the card (no confirmation).

  • The Hat button is removed.

Notes:

  • Saved cities streamline targeting frequent opponents.

Troop Order in Reports and Menus

The updated troop order applies to Camp Pages 2 and 3, battle reports, and all troop stat displays:

  • Order (left to right): Spearman, Swordsman, Maceman, Archer, King, Horseman, Knight, Spy, Balloon, Catapult, Battering Ram, Advisor.

Artemis Camp Troops:

  • Only six types appear in Artemis Camp reports: Spearman, Swordsman, Archer, Spy, Knight, Horseman.

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