Expeditions
An expedition is an adventure on a separate map divided into nine stages. It is led by one of your important characters — the commander — with real troops from their village. The rewards are resources, gold, mercenaries and artifacts.
Setting out
- One expedition runs at a time, including the way there and back.
- The commander takes combat troops from their village (no settlers). How many units they can lead depends on their rarity — the units' strength does not matter.
- The journey there and back takes 30 minutes each way. If you turn back on the way, the return takes as long as the force has already walked.
- During an expedition the commander gives the village none of their bonuses, and the home village keeps paying the upkeep of the force and the commander.
- The force's bonuses — smithy, war artifact, alliance bonus and the commander's attack bonus — are fixed at the moment of departure.
- If the home village is conquered, the commander and the whole expedition force die, even on the way.
| Commander rarity | Most units in the force |
|---|---|
| Normal | 500 |
| Common | 1,000 |
| Rare | 1,500 |
| Epic | 2,000 |
| Legendary | 3,000 |
| Mythic | 5,000 |
Map and energy
- You move to neighbouring, revealed tiles. Each move costs 1 energy.
- Energy: 5 for every 8 hours (counted in UTC). Unused energy is lost at the end of the window. A camp gives +2 energy, once per map.
- Ordinary tiles give small amounts of resources and gold. Other tiles are a camp, a clue, deserters, bandits, a guarded artifact, a fortress and the stage goal.
- You can open the stage goal only after finding the clue. Taking the goal permanently unlocks the next stage; you can return to a cleared map after it renews.
- Bandits, artifacts, fortresses and goals have crews, so entering such a tile means a battle (rules as in Army and combat). A crew you do not wipe out stays weakened for the next attempt.
- A fortress needs siege equipment: each assault uses one piece, even a lost one. A captured fortress reveals the area or opens a tunnel — going through a tunnel costs 2 energy.
- Deserters join for 150 gold. They are random mercenaries who go straight to the village, not to the force.
- When the force is defeated, the commander returns home. An unfinished map remembers the last position — the next force starts from there.
Rewards
- Resources go to the commander's village stash, and gold to your gold in this world.
- An artifact goes to the village treasury. If the treasury is full, the artifact is lost — upgrade the treasury before setting out. Types, rarity and selling: Artifacts.
Equipment
A force has two equipment slots. You buy ropes, a scout kit and a medic bag for gold for the current week. Siege equipment is produced by the Siege Workshop — it stays in the village's stock, and the whole stock you take uses one slot. Unused pieces come back with the commander.
| Equipment | Cost | Effect |
|---|---|---|
| Ropes | gold 60 | One crossing through forest |
| Scout kit | gold 100 | Reveals terrain within 2 tiles |
| Medic bag | gold 120 | Saves 5% of troop losses |
| Siege equipment | wood 2,000, iron 2,000 (siege workshop, 1 h) | 1 piece per fortress assault |
The expedition week
- Maps, discoveries and rewards renew every week, on Monday at 00:00 UTC. Unlocked stages stay.
- A day before the week ends the game warns you, and at the end the force sets off home by itself.
- In faster worlds journeys are shorter and energy and maps renew more often.