Expansion
Taking free land
Early on, the free land around you is the most profitable: it costs few troops and raises your troop maximum and your income. Attack it in small waves (moderate slider) and let your troops regrow between attacks.
Moving on to neighbours
Once the free land runs out:
- Tribes (bots): weak, no alliances, perfect for growing.
- Weaker neighbours: watch the leaderboard and the player panel (troops, gold, buildings).
- Focus on one side at a time: a long border is hard to defend.
One more city means a higher troop maximum: when you have no more land to take, building cities is the best way to keep growing.
By sea
A coastline opens up landings: send troops to any coast, including a distant island. Think about ports (trade income, warships) and warships to hold the seas. See Units.
Map objectives
Some games place objectives on the map: zones worth holding for the whole game.
- They appear one minute into the game, with an announcement, so no one can rush them from the start.
- To capture a zone you must own most of it for 15 seconds (the ring fills up while you hold it).
- Each objective you hold gives +15% gold and +5% troop growth.
- Only half of the objectives count toward your bonus (2 of 4, 3 of 5 or 6), so no one gains by simply holding them all.
- They exist in solo, private and public games. Ranked, 1v1, 2v2 and the daily race have none. The creator of a game can turn them off.
In Conquest mode, the objectives are the victory condition.
Zones and starting distance
Players start at a minimum distance from each other. In Versus mode, each team starts in its own zone, a mirror image of the other, away from the centre.