Every city.
Every level.
Plan your route from your first village to the Capital. All entry rules, defenses, bonuses, rewards and City Lord functions in one guide.
These statistics are the client’s base configuration. Ownership, current defenders, opening countdowns and active season settings come from your server.
How to declare war
- An R4 or R5 opens the target city on the world map and selects Declare War.
- Enter a short attack plan or message in the declaration text box. For example: “Attack this city together when the siege starts.”
- Confirm the declaration. If the city is under protection, use Schedule a War; it becomes a declaration when protection ends.
- Alliance members can attack during the declared war time.
“Enter your war declaration before proceeding”
This message means the declaration text box is empty. Write your attack message, then confirm again. No special keyword is required.
For every city level
Without a captured city, start at any level 1 city. Once your alliance owns cities, the target must be adjacent to one of them and its level must be unlocked. Your alliance needs a remaining declaration and can only declare on one city at a time.
Level 1–6 defenses, bonuses, rewards and City Lord privileges differ. The Capital has separate siege rules.
All city levels, rules & rewardsEvery declaration requirement
| Requirement | Rule |
|---|---|
| Authority | An R4 or R5 must declare or schedule the war. |
| Declaration text | Enter your attack plan before confirming. No special keyword is required. |
| Adjacency | With no cities, start at any level 1 city. Otherwise the target must be adjacent to an alliance city. Losing the connecting city can make the target inaccessible. |
| Level unlocked | Wait for this city level’s event to open. The client blocks declarations in advance. |
| One target at a time | An active declaration blocks declaring on another city. |
| Daily declarations | The base client allows 3 per day; season configurations use 2. Follow the in-game counter. Canceling does not refund a declaration. |
| Alliance requirements | The base client checks at least 20 members. Alliance age and city limits may also apply; check the declaration screen. |
| City capture limit | Your alliance needs a remaining city slot. Limits depend on the active season. |
| Siege camp slots | A declaration is blocked when all camps at the target are full. |
| War time | Attacks are only available during the active declaration, after protection ends. |
Scheduled wars
Schedule a war while the city is protected. When protection ends, it becomes a declaration and uses 1 declaration at the scheduled start. Members can schedule automatic attacks and garrison the camp in advance.
The schedule can fail if adjacency is lost, declarations run out or city limits are reached before the start. Check both server time and local time in game.
Canceling and mobilizing
Canceling stops members from attacking. The used declaration is not refunded.
Mobilization announcements are posted to Alliance Pinned, Alliance Announcement and Alliance Mail.
Compare every city level
| Level | Cities | Durability | NPC guard count | NPC soldier setting | Recommended strength | City Lord / Knights |
|---|---|---|---|---|---|---|
| Level 1 | 38 | 50,000 | 10 | 1,500 | 341,000 | Baron / 1 |
| Level 2 | 22 | 75,000 | 10 | 3,200 | 597,500 | Viscount / 1 |
| Level 3 | 12 | 100,000 | 10 | 6,500 | 907,500 | Count / 2 |
| Level 4 | 7 | 120,000 | 10 | 10,800 | 1,358,500 | Marquis / 3 |
| Level 5 | 4 | 160,000 | 10 | 17,500 | 1,845,000 | Duke / 4 |
| Level 6 | 3 | 200,000 | 10 | 28,000 | 3,031,000 | Grand Duke / 5 |
| Capital (7) | 1 | 100,000 | 30 | 40,500 | 4,672,500 | King / 0 |
NPC soldier settings and recommended strength are configuration values, not guaranteed troop requirements or live garrison reports. Ordinary cities list 24h protection, 12h army recovery and an 80% wounded-rate setting. Soldier deaths can still occur; City Info shows the battle’s actual loss rules.
Level 1 cities
With no captured cities, your alliance can declare on any level 1 city. Once you own a city, adjacency applies.
Possible alliance bonuses
- Increased Food Production +5%
- Increased Wood Production +5%
Each city grants its own bonus. These are the types found across this level, not bonuses all granted by one city.
City Lord: Baron · Knights: 1 · Task categories: Intel
First capture and alliance rewards
Participating members
- 4 × 2500 Alliance Contribution Points
- 1 × Alliance Teleporter
- 10 × 15m Construction Speedup
- 10 × 20K Wood
- 10 × 20K Food
- 500 × Gems
All alliance members
- 1 × Alliance Teleporter
- 10 × 20K Wood
- 10 × 20K Food
Level 2 cities
The target must be adjacent to an alliance city and this level must be unlocked. An alliance with no cities must capture a level 1 city first. The declaration rules do not require ownership of every intermediate level.
Possible alliance bonuses
- Increases Coin Production +5%
- Gathering Speed +5%
Each city grants its own bonus. These are the types found across this level, not bonuses all granted by one city.
City Lord: Viscount · Knights: 1 · Task categories: Intel
First capture and alliance rewards
Participating members
- 8 × 2500 Alliance Contribution Points
- 1 × Alliance Teleporter
- 15 × 15m Construction Speedup
- 20 × 20K Wood
- 20 × 20K Food
- 600 × Gems
All alliance members
- 1 × Alliance Teleporter
- 20 × 20K Wood
- 20 × 20K Food
Level 3 cities
The target must be adjacent to an alliance city and this level must be unlocked. An alliance with no cities must capture a level 1 city first. The declaration rules do not require ownership of every intermediate level.
Possible alliance bonuses
- Increased Food Production +10%
- Increased Wood Production +10%
- Increases Coin Production +10%
Each city grants its own bonus. These are the types found across this level, not bonuses all granted by one city.
City Lord: Count · Knights: 2 · Task categories: Intel and Bounty
First capture and alliance rewards
Participating members
- 12 × 2500 Alliance Contribution Points
- 1 × Alliance Teleporter
- 20 × 15m Construction Speedup
- 30 × 20K Wood
- 30 × 20K Food
- 800 × Gems
All alliance members
- 1 × Alliance Teleporter
- 30 × 20K Wood
- 30 × 20K Food
Level 4 cities
The target must be adjacent to an alliance city and this level must be unlocked. An alliance with no cities must capture a level 1 city first. The declaration rules do not require ownership of every intermediate level.
Possible alliance bonuses
- Increased Food Production +15%
- Gathering Speed +15%
- Increased Wood Production +15%
- Increases Coin Production +15%
Each city grants its own bonus. These are the types found across this level, not bonuses all granted by one city.
City Lord: Marquis · Knights: 3 · Task categories: Intel and Bounty
First capture and alliance rewards
Participating members
- 16 × 2500 Alliance Contribution Points
- 1 × Alliance Teleporter
- 30 × 15m Construction Speedup
- 40 × 20K Wood
- 40 × 20K Food
- 1,000 × Gems
All alliance members
- 1 × Alliance Teleporter
- 40 × 20K Wood
- 40 × 20K Food
Level 5 cities
The target must be adjacent to an alliance city and this level must be unlocked. An alliance with no cities must capture a level 1 city first. The declaration rules do not require ownership of every intermediate level.
Possible alliance bonuses
- Increased Wood Production +20%
- Increased Food Production +20%
- Increases Coin Production +20%
- Gathering Speed +20%
Each city grants its own bonus. These are the types found across this level, not bonuses all granted by one city.
City Lord: Duke · Knights: 4 · Task categories: Intel, Bounty and Transport
First capture and alliance rewards
Participating members
- 20 × 2500 Alliance Contribution Points
- 1 × Alliance Teleporter
- 40 × 15m Construction Speedup
- 50 × 20K Wood
- 50 × 20K Food
- 1,200 × Gems
All alliance members
- 1 × Alliance Teleporter
- 50 × 20K Wood
- 50 × 20K Food
Level 6 cities
The target must be adjacent to an alliance city and this level must be unlocked. An alliance with no cities must capture a level 1 city first. The declaration rules do not require ownership of every intermediate level.
Possible alliance bonuses
- Research Speed +20%
- Construction Speed +20%
- Increased Training Speed +5%
Each city grants its own bonus. These are the types found across this level, not bonuses all granted by one city.
City Lord: Grand Duke · Knights: 5 · Task categories: Intel, Bounty and Transport
First capture and alliance rewards
Participating members
- 25 × 2500 Alliance Contribution Points
- 1 × Alliance Teleporter
- 50 × 15m Construction Speedup
- 60 × 20K Wood
- 60 × 20K Food
- 1,500 × Gems
All alliance members
- 1 × Alliance Teleporter
- 60 × 20K Wood
- 60 × 20K Food
Level 7 · Capital
Control a level 6 city to contest the Capital. Castle 12+ is required for Deadzone entry. The weekly siege lasts up to 8 hours; capture progress and holding time decide the winner.
Possible alliance bonuses
- March Speed +10%
Each city grants its own bonus. These are the types found across this level, not bonuses all granted by one city.
Complete Capital guideFirst capture and alliance rewards
Participating members
- 30 × 2500 Alliance Contribution Points
- 1 × Alliance Teleporter
- 60 × 15m Construction Speedup
- 70 × 20K Wood
- 70 × 20K Food
- 2,000 × Gems
All alliance members
- 1 × Alliance Teleporter
- 70 × 20K Wood
- 70 × 20K Food
Opening configuration for all levels
Stored opening parameters below are not a verified live schedule. Follow your server’s event countdown.
- Level 1:
1|5 - Level 2:
1|7 - Level 3:
1|10 - Level 4:
1|13 - Level 5:
1|17 - Level 6:
1|21 - Level 7:
1|27
Opening delays and season variants are retained in the complete data download.
How a city is captured
Score decides ownership
100 damage to defending troops = 1 alliance point.
1 durability removed = 5 alliance points.
All member scores are added. When durability reaches zero, the highest-scoring alliance captures the city. The final hit alone does not decide ownership.
Continuous March commands cannot be used during Siege. An attack failing because the declaration ended reports returned Stamina.
Mass Charge and loot
Mass Charge sends one squad from each eligible offline Lord, with a 5-minute cooldown. Lords with insufficient Power, too few soldiers or a nearly full Ward Tent do not respond. Members can disable offline participation in Settings.
If nobody responds, the cooldown resets. Participating can qualify members for First Capture rewards.
Attacks on Empire-occupied cities can reveal Imperial Loot with random rewards. Loot availability is limited.
Levels 4–6: clue collection
| Level | Layout | Clue slots | Rewards |
|---|---|---|---|
| 4 | 4 × 4 | 16 |
|
| 5 | 4 × 6 | 24 |
|
| 6 | 4 × 8 | 32 |
|
These levels have clue configurations. The active siege interface determines availability and collection steps.
Every siege objective & reward
First Capture rewards go to participating members on the first capture. The additional alliance reward goes to all alliance members. City bonuses apply to all alliance members after capture.
Kingdom Reclamation objectives
Finish within the event time limit. Objective rewards are mailed when the phase ends. Hold objectives are checked at event end.
| Event | Objective | Rewards |
|---|---|---|
| I | Capture 1 City During the Event |
|
| I | Capture 2 Cities During the Event |
|
| I | Capture 3 Cities During the Event |
|
| I | Capture 6 Cities During the Event |
|
| I | Have Your Alliance Hold 1 Lv.3 City at Event End |
|
| I | Have Your Alliance Hold 2 Lv.3 Cities at Event End |
|
| I | Have Your Alliance Hold 3 Lv.3 Cities at Event End |
|
| II | Participate in capturing 1 City during the event |
|
| II | Participate in capturing 2 Cities during the event |
|
| II | Participate in capturing 3 Cities during the event |
|
| II | Participate in capturing 6 Cities during the event |
|
| II | Your Alliance holds 1 Lv.5 City when the event ends |
|
| II | Your Alliance holds 2 Lv.5 Cities when the event ends |
|
| II | Your Alliance holds 1 Lv.6 City when the event ends |
|
Siege Stars
| Star | Objective | Rewards |
|---|---|---|
| Demolition Chief | Reduce a total of 1000 Durability during the City Siege. |
|
| Frenzied Slaughter | Defeat 3 enemy Squads during the Siege |
|
| Siege Commander | Earn 1000 Points during City Siege. |
|
| Unstoppable | Blast away 2 Castles during the siege |
|
| Quick Draw | Collect 4 Loot Chests during the Siege |
|
| Unstoppable | Defeat 5 Defending Troops during the Siege |
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| Unstoppable | Defeat 5 Defending Troops during the Siege |
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| Unstoppable | Defeat 5 Defending Troops during the Siege |
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| Unstoppable | Defeat 5 Defending Troops during the Siege |
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| Unstoppable | Defeat 5 Defending Troops during the Siege |
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| Unstoppable | Defeat 5 Defending Troops during the Siege |
|
Several Unstoppable variants are configured. The active siege determines which applies.
City Lords, Knights & City Funds
Appointments and tasks
- The alliance Leader can appoint a City Lord. Knight slots increase from 1 at levels 1–2 to 5 at level 6.
- City Lords and Knights issue daily decrees and weekly tasks. Knights cannot issue them if the city has no City Lord.
- Each city issues 1 City Task per week. Members complete up to 6 per week, within that week.
- Task configurations list 3,000 / 5,000 / 10,000 City Funds for the three tiers.
- City Lord transport tasks do not count toward daily trade limits.
Weekly resets and rewards
- Tasks and shop stock reset Monday at 00:00 server time. Changing City Lord does not reset them.
- Temporary shop items are removed at that reset; use them in time.
- When a task is issued, all alliance City Lords immediately receive its rewards, up to 6 times weekly. These claims do not earn City Funds.
- When a city is abandoned or captured, its funds convert into Lord’s Award items at the shop price. Capturing a city does not plunder its funds.
Complete in-game City Lord rules
Rules:
1. Both City Lords and Knights can issue daily City Decrees and weekly City Tasks. (If a City has no City Lord, Knights cannot issue them on their own.)
2. Each City can issue only 1 City Task per week. Alliance members must complete City Tasks within the same week to claim rewards. Each member can complete up to 6 City Tasks per week. (No additional tasks after reaching the limit.) City Tasks reset every Monday at 00:00 server time, and the number of tasks issued also resets (Changing City Lords does not reset this).
3. When Alliance members complete City Tasks, the corresponding City earns City Funds. City Lords can spend City Funds in the City Lord Shop. The shop restocks every Monday at 00:00 server time (Changing City Lords does not reset the shop).
4. Temporary items from the shop are removed every Monday at 00:00. Be sure to use them in time.
5. If a City is voluntarily abandoned or captured by another Alliance, all City Funds are automatically converted into "Lord's Award" items at their shop price. Capturing another Alliance's City does not plunder its City Funds.
6. When a City Task is issued, all City Lords in the Alliance, including the one issuing the decree immediately receive the task rewards, without having to accept or complete the task.
7. Each City Lord can receive task rewards up to 6 times per week. When a City Lord claims task rewards, the City does not earn City Funds.
Taxes by level
City Lords and Knights tax eligible Lords within the city’s territory. Alliance members and higher-level Lords cannot be taxed. Taxes add City Funds at a fixed rate.
| Level | Player tax cost | NPC tax cost | Funds added | Lord / Knight collections |
|---|---|---|---|---|
| 1 | 10,000 | 5,000 | 400 | 5 / 2 |
| 2 | 30,000 | 5,000 | 450 | 5 / 2 |
| 3 | 50,000 | 5,000 | 500 | 5 / 2 |
| 4 | 60,000 | 5,000 | 600 | 5 / 2 |
| 5 | 70,000 | 5,000 | 700 | 5 / 2 |
| 6 | 80,000 | 5,000 | 800 | 5 / 2 |
Tax costs are configured resource amounts. Check the tax screen for currency, active reset and eligibility.
Complete City Lord Shop
| City level | Item | Quantity | Price | Configured purchase limit |
|---|---|---|---|---|
| 1 | Lv.1 City Lord's Feast (Temporary) | 1 | 40,000 | 1 |
| 2 | Lv.2 City Lord's Feast (Temporary) | 1 | 50,000 | 1 |
| 3 | Lv.3 City Lord's Feast (Temporary) | 1 | 60,000 | 1 |
| 4 | Lv.4 City Lord's Feast (Temporary) | 1 | 70,000 | 1 |
| 5 | Lv.5 City Lord's Feast (Temporary) | 1 | 80,000 | 1 |
| 6 | Lv.6 City Lord's Feast (Temporary) | 1 | 100,000 | 1 |
| 1 | Lv.1 City Lord's Gift (Temporary) | 1 | 10,000 | 1 |
| 2 | Lv.2 City Lord's Gift (Temporary) | 1 | 16,000 | 1 |
| 3 | Lv.3 City Lord's Gift (Temporary) | 1 | 20,000 | 1 |
| 4 | Lv.4 City Lord's Gift (Temporary) | 1 | 24,000 | 1 |
| 5 | Lv.5 City Lord's Gift (Temporary) | 1 | 30,000 | 1 |
| 6 | Lv.6 City Lord's Gift (Temporary) | 1 | 40,000 | 1 |
| 1 | 5m Speedup | 50 | 40,000 | 1 |
| 2 | 5m Speedup | 50 | 40,000 | 1 |
| 3 | 15m Speedup | 20 | 48,000 | 1 |
| 4 | 15m Speedup | 20 | 48,000 | 1 |
| 5 | 1h Speedup | 10 | 96,000 | 1 |
| 6 | 1h Speedup | 10 | 96,000 | 1 |
| 1 | 5m Training Speedup | 50 | 40,000 | 1 |
| 2 | 5m Training Speedup | 50 | 40,000 | 1 |
| 3 | 15m Training Speedup | 20 | 48,000 | 1 |
| 4 | 15m Training Speedup | 20 | 48,000 | 1 |
| 5 | 1h Training Speedup | 10 | 96,000 | 1 |
| 6 | 1h Training Speedup | 10 | 96,000 | 1 |
| 3 | 15m Healing Speedup | 20 | 48,000 | 1 |
| 4 | 15m Healing Speedup | 20 | 48,000 | 1 |
| 5 | 1h Healing Speedup | 10 | 96,000 | 1 |
| 6 | 1h Healing Speedup | 10 | 96,000 | 1 |
| All | Lord's Award (Temporary) | 1 | 6,000 | 999 |
Every city on the base map
Find each city’s exact bonus and its neighbors. Open the interactive world map.
In Kingdom Duel, a captured Ballista fires at an enemy-held Capital every 10 seconds, causing losses equal to 1% of each squad’s maximum capacity. Complete Kingdom Duel rules.
Full city data, including season variants
Client version 1.0.39. The download includes city records, localized rules, defense fields, reward contents, City Lord tables, siege tasks and season city variants. Season configurations remain separate because their rules and values differ.
Download all city dataLive ownership, current garrisons, server countdowns and server-side limits are not available in these files.