Interactive field manual

See what every city and soldier actually changes

Crownlands has one connected system: city levels create value and production, skills specialize that value, and battles spend attack power against one wall and then one garrison. Change the examples below to see the same calculations used by the game.

Forecasts are snapshots. A live defender can produce troops, receive reinforcements, change bonuses, or finish a wall repair before your army arrives.

The whole system

A city level branches into five different kinds of strength

What VP means: victory points measure a city’s value. They determine its base troop production at 10 troops per VP each hour and contribute to capture value and King Power. They do not directly strengthen one attacking troop; attack strength comes from troop count and Swordmastery.
City explorer

Change a level and watch the kingdom grow

The slider covers the normal Level 1–150 seasonal range. The number field accepts higher levels because regular cities have no gameplay level cap.

Victory points0City value
Gold production0/hBase 0/h
Troop production0/hBase 0/h
Full wall power0Base 0
Garrison defense0From 1M troops
Next upgrade0 goldNo reduction
Wall repair0mAfter meaningful wall damage
Gold production by level logarithmic value scale
Troop production by level
Wall power by level logarithmic value scale
Wall-repair minutes by level
City milestones using the selected skills and Citadel package
LevelVPGold/hourTroops/hourWall powerRepair
Show the city math

Victory points: floor(6 + 4L + 2L1.35).

Troops/hour: victory points × 10, then Royal Granaries and the applicable objective package add percentages of that base.

Gold/hour: floor(20 × 1.115L−1) × 15 through Level 100. Above 100, the Level 100 value grows 8% per additional level.

Owner garrison: stationed troops × (1 + 2% × city level), then the applicable objective-defense percentage.

Wall: one smooth level curve, then Stoneworks strengthens it, then an applicable objective-defense percentage strengthens that one wall.

Complete economy

Base production is the engine; bonuses and rewards change its pace

Invest in safer cities

Upgrading raises future income and defense, but concentrated levels also concentrate value. A border city can become a rich target before its troops and wall are ready.

Stored-production rewards scale

Many rewards are expressed as hours of production. Their value therefore rises with the eligible cities you own when the server calculates the reward.

Gold and troops solve different problems

Gold accelerates development and buys actions. Troops defend holdings and become attack power only when committed to a march.

Seven skills

Each skill changes one understandable part of the system

SkillRolePer levelMaximumChangesDoes not change
One skill point per hero level. Presets change how earned points are allocated; they do not create extra points. Production skills add percentages of raw city output, Stoneworks affects the wall rather than soldiers, and Swordmastery is locked into an army’s attack power when it launches.
Battle explorer

Every city siege is decided in two layers

Offensive force
Defending holding
Likely outcome Wall holds Defeat expected
Attack power
0
Current wall
0
Garrison defense
0
Minimum capture force0Short by 0
Attacker losses00 return
Defender losses00 remain
Wall after battle100%No persistent damage

Your committed troops become launch-locked attack power. You must erase the current wall and still have strictly more power than the live garrison at arrival.

Show the battle math

Attack power: floor(committed troops × 2 × (1 + Swordmastery%)).

Wall phase: the current wall absorbs attack power first. Penetrating power is max(0, attack power − current wall).

Garrison phase: penetrating power must be strictly greater than the combined owner and reinforcement defense. Equality is a defensive hold.

Winning survivors: troops represented by attack power remaining after 100% of wall and garrison defense is resolved.

Wall hold losses: defenders lose at most 10%. After a breach where the garrison still holds, defender losses scale with pressure and stop at 82%.

Wall rebuilding

The repair deadline belongs to the damaged wall, not its owner

Capture does not reset it

The damaged integrity, damage time, and absolute repair deadline transfer to the new owner.

Upgrades do not recalculate it

Level or ownership changes during an active repair do not lengthen or shorten that deadline.

A breached wall stays at zero

Further attacks against an already breached wall do not restart its timer.

Protected raids do not persist damage

The raid may remove defenders, but its wall damage is not written to the city.

Level-based wall-repair examples
HoldingEffective levelFull repair window
Important exceptions

The server still checks the target and both kingdoms

Regular city

Uses the two-stage wall and garrison siege. Main cities cannot be attacked. A successful capture reduces the city by one level but carries any active wall deadline forward.

Stronghold and Citadel

Use the same single-wall siege. Strongholds use effective Level 50 fortification timing and the Citadel uses Level 100. Weaker-kingdom attack protection does not apply to these objectives.

Reward camp

Camps keep their existing objective combat and reinforcement model instead of the city siege model. They cannot be shielded, do not count as cities, and may require a hold timer before rewards settle.

Clan reinforcement

Each contributor adds troops with that contributor’s applicable objective-defense package. Reinforcements never copy the city’s level defense, wall, or Stoneworks.

Clan rally

Each participant keeps snapshotted attack strength. The combined force attacks under the rally lifecycle and still passes every ownership, protection, route, and anti-farming check.

Weaker-kingdom protection

At 2× King Power, attacks become capped protected assaults: first breach, then a possible capture assault. At 2.5× and above, they become capped, non-capturing raids with defender losses limited to 10% and no persistent wall damage.

Scouting

A successful scout is an exact ten-minute snapshot. Attack strength is locked at launch, but defense remains live until arrival, so a forecast is evidence rather than a guarantee.

Directional farming prevention

Normal fighting remains available, but repeated low-city handoffs of freshly claimed neutral cities can create a directional restriction between the involved players.

Use the guide as a decision checklist

  1. Scout the target and check how old the report is.
  2. Compare your launch-locked attack power with the current wall and garrison separately.
  3. Check protection rules, reinforcements, travel time, and the wall-repair deadline.
  4. Send enough to cross the capture threshold with room for live defensive changes.