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 explore the core skill and objective calculations used by the game.
Simplified calculator. The examples do not include your live officer gear or every temporary item. Equipped gear and active items can raise the final values shown in your kingdom.
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 | Full-breach repair |
|---|
Show the city math
Victory points: floor(6 + 4L + 2L1.35).
Troops/hour: floor(victory points × 13.51875), a flat 25% increase before rounding. Royal Granaries, equipped Gear, objectives and War Drums retain their existing bonuses. Production-based troop rewards use the higher raw base.
Gold/hour: floor(19 × 1.1155L−1) × 15 through Level 100. Above 100, the Level 100 value grows 7.9% per additional level.
Owner garrison: floor(stationed troops × 1.30 × (1 + Shieldwall Discipline% + personal objective% + shared clan objective%)). City level is never part of soldier defense.
Regular-city walls: At each level, base power is the rounded 50/50 midpoint of the earlier stronger curve and the lighter five-stage curve. This gives 85,279 at Level 25, 853,335 at Level 50, 1,614,168 at Level 75 and 3,000,000 at Level 100. Levels 1 and 2 retain 200 and 600. Level 101+ continues the existing growth, reaching 6,200,000 at Level 150 and 11,340,888 at Level 200. The troop-production increase does not change wall strength. Stoneworks and equipped wall gear strengthen the base under the existing cap; this calculator shows the selected Stoneworks bonus. Towers, Strongholds and the Citadel retain their existing wall strengths.
Repair added by a hit: full-breach repair window × wall damage ÷ full wall power.
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. Daily Mission targets and payouts are calculated from a server capacity snapshot at generation and stay locked until the next 00:00 UTC reset.
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
| City | Wall | Wall + soldiers | Max-Sword attackers needed | With Stronghold | With Citadel |
|---|---|---|---|---|---|
| Level 50 | 2,474,923 | 4,554,923 | 2,277,462 | 2,329,462 | 2,342,462 |
| Level 100 | 4,999,998 | 7,079,998 | 3,540,000 | 3,592,000 | 3,605,000 |
| Level 150 | 7,525,073 | 9,605,073 | 4,802,537 | 4,854,537 | 4,867,537 |
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 × 1.25 × (1 + Swordmastery%)). Maximum Swordmastery raises this to 2.5 power per troop.
Soldier defense: floor(troops × 1.30 × (1 + Shieldwall Discipline% + personal objective% + shared clan objective%)). Maximum Shieldwall without objective support is 2.08 power per soldier.
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: defending soldiers and reinforcements suffer zero casualties when the wall absorbs all attack power. This also applies to an exact breach with no power left over. After a breach where the garrison still holds, defender losses scale with the remaining attack power and stop at 82%.
The repair deadline belongs to the damaged wall, not its owner
Combat captures, relinquishment, inactivity, neutralization, and neutral claims carry the integrity and absolute deadline.
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 | 5% hit adds | 20% hit adds | 50% hit adds | Full breach adds |
|---|
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
Every neutral camp starts with 20,000 troops. Neutral NPC troops have 1.00 defense each without bonuses. Player garrisons and reinforcements use 1.30 base defense plus their own Shieldwall, equipped soldier-defense gear and objective support, capped at +200% per army. Camps have no walls, so wall-strength bonuses do not apply. Camps 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.
Peace Shields and retaliation
A Royal Peace Shield lasts 12 hours and protects your regular cities only when their walls are at 100%. Damaged cities gain protection automatically at full repair while you still own them and the Shield remains active. Repair does not extend its timer.
If a protected weaker ruler captures your regular city, a qualifying loss gives you 24 hours to launch one retaliation at that exact city. That capturer cannot abandon it during the window. Sending the attack uses that city’s retaliation immediately, even if it loses, is recalled or turns back. Failed dispatches do not use it. A launch before expiry remains authorized throughout travel; other attack restrictions still apply. The separate cooldown on activating a Shield after a qualifying PvP attack stays 15 minutes.
Weaker-kingdom protection
Your King Power sets the ratio at which attacks become capped assaults or raids. Assaults require a breach before a possible capture. Raids cannot capture, limit defender losses to 10%, and cause no persistent wall damage.
| Attacker King Power | Assault begins | Raid begins |
|---|---|---|
| 1M or less | 3× | 4× |
| 10M | 2.75× | 3.5× |
| 100M | 2.5× | 3× |
| 1B and above | 2× | 2.5× |
Thresholds tighten continuously between these milestones on a logarithmic power scale. Attacks below the assault threshold use normal combat rules.
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.
Rapid neutral-city handoffs
If one ruler takes a regular neutral city and another ruler captures it from that claimant within 20 minutes, the server records one directional handoff across all maps. The fourth event in a rolling 24 hours warns both rulers, the seventh gives a final warning, and an eighth qualifying capture is canceled until a slot opens. Failed attacks, duplicate claim events, established cities, and objectives do not count; normal combat remains available. Each notice shows the trigger and next slot, with questions or appeals directed to Support.
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.