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.
A city level branches into five different kinds of strength
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.
| Level | VP | Gold/hour | Troops/hour | Wall power | Repair |
|---|
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.
Base production is the engine; bonuses and rewards change its pace
Produces resources
Changes the rate
Production percentages are additive. Two +10% sources make 120% of base, not 121%.
Spends resources
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.
Each skill changes one understandable part of the system
| Skill | Role | Per level | Maximum | Changes | Does not change |
|---|
Every city siege is decided in two layers
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%.
The repair deadline belongs to the damaged wall, not its owner
The damaged integrity, damage time, and absolute repair deadline transfer to the new owner.
Level or ownership changes during an active repair do not lengthen or shorten that deadline.
Further attacks against an already breached wall do not restart its timer.
The raid may remove defenders, but its wall damage is not written to the city.
| Holding | Effective level | Full repair window |
|---|
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
- Scout the target and check how old the report is.
- Compare your launch-locked attack power with the current wall and garrison separately.
- Check protection rules, reinforcements, travel time, and the wall-repair deadline.
- Send enough to cross the capture threshold with room for live defensive changes.