One player, one honest session
Use an account you are authorized to control. Do not impersonate another player, obtain access to another person’s account, share authentication credentials, or attempt to bypass the game’s active-session controls. Crownlands may invalidate sessions or actions that fail server authentication, integrity, or abuse checks.
Do not automate gameplay through bots, macros, scripted browsers, packet replay, modified clients, or other tools that perform actions without normal player input. Do not exploit race conditions, duplicate requests, stale interfaces, or network retries to obtain resources, duplicate rewards, or send orders that the interface would not normally permit.
Server results are authoritative
The shared server decides city ownership, troop availability, marches, combat, rewards, purchases, clan changes, and other multiplayer outcomes. Information on screen is a view of that state and may briefly lag during a reconnect. If a displayed estimate conflicts with a validated server result, the server result controls.
Do not attempt to write directly to protected game data, alter another player’s records, forge identity fields, or interfere with live functions. Report a reproducible issue instead of repeatedly testing it against other players.
Combat and expansion
Attacks, scouting, captures, protection periods, daily limits, and experience rewards are part of normal play. Successful scout intelligence expires ten minutes after the scout arrives and is replaced only by a newer successful report against the same target; its Reports entry disappears when that intelligence expires. Attack and defense reports expire 24 hours after combat. Each troop starts at 1.25 attack power; maximum Swordmastery raises that to 2.5 and a Legendary Level 5 sword reaches 3.75, and an army’s value is fixed when it launches. Each defending soldier starts at 1.30 defense power; Shieldwall Discipline adds up to 100%, while personal and shared clan objective percentages add against that same base. Shield gear also adds to city soldier defense, with a combined 200% bonus ceiling per army. City level never increases soldier defense. City and objective combat has two phases: attack power first damages the holding’s one physical wall, and only power remaining after a breach fights the garrison. Capturing requires both a breach and enough remaining power to exceed garrison defense. Stoneworks and equipped Gatehouse armor add up to 200% wall strength. Reinforcements add their sender’s live soldier defense package but do not create extra walls. Regular-city walls use the rounded 50/50 midpoint of the earlier stronger curve and the lighter five-stage curve at each level. Base power is 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. Strength grows at every level; Level 101+ continues the existing curve, including 6,200,000 at Level 150. Towers, Strongholds and the Citadel retain their existing wall strengths. Levels 101 through 150 tie each gain to that level’s Gold upgrade cost. Above Level 150, walls retain their existing growth, including 11,340,888 at Level 200. Regular cities produce 25% more base troops at every level, before whole-troop rounding and existing bonuses; this production increase does not strengthen walls. Production-scaled troop rewards use the higher raw base, while previously claimed rewards remain unchanged. The full-breach repair window is 15 minutes plus 0.3 minutes per city level, rounded to the nearest minute with no gameplay cap. A hit that removes at least 5% of full wall power persists and adds the same damage share of that full-breach window to the running deadline. Wall integrity and defense recover continuously as that countdown falls, reaching 100% at the deadline. Later meaningful hits use the recovered wall strength, preserve elapsed repair progress, and add only their own proportional time. Combat captures, relinquishment, inactivity releases, neutralization, neutral claims, ownership changes, and capture level drops carry the existing integrity and deadline unchanged. When the wall absorbs all attack power, defending soldiers and reinforcements suffer zero casualties. An exact breach with no attack power left also causes zero defender casualties. Protected raids follow this wall-first casualty rule and do not persist wall damage. Every neutral reward camp instead starts with 20,000 troops, has no level or wall, and receives exactly 1.00 defense power per NPC troop without bonuses. Once held by a player, each army uses 1.30 base soldier defense plus its own owner’s Shieldwall, equipped soldier-defense gear and applicable objective support, capped at +200% per army. Camps remain wall-free.
A forecast uses the scout report’s current wall integrity, wall and garrison power, known bonuses, and reinforcements. The attacker’s per-troop attack power is fixed at launch, while defender troop production, reinforcement arrivals, wall repairs, bonuses, ownership, and protections remain live until arrival. A displayed likely capture therefore describes the scouted moment, not a guarantee against later defensive changes. The server calculates online march routes and arrival times from the current world layout. Scout Nearby and Regroup charge their displayed cost atomically: the confirmed batch either launches in full or does not charge. A city changing owners can reduce its level and redirect relevant troops according to the current rules.
The Citadel Legion attacks up to 20 randomly selected player-owned regular, non-main cities in the Crown Citadel region at 10:00 AM and 6:30 PM Eastern Time. Selected defenders receive 15 minutes of warning, beginning at 9:45 AM and 6:15 PM Eastern. These attacks ignore 100% of city-wall defense without damaging the wall. If every stationed and reinforcing troop is defeated, the city loses five levels; a city at Level 5 or lower becomes a Level 1 neutral city with 10 troops. Peace Shields do not block these server events, successful defenses preserve the city level, and no defense experience is awarded.
An account may manually relinquish one holding per UTC day. Regular cities, Strongholds, and the Crown Citadel share this allowance, which resets at 00:00 UTC. Combat losses, inactivity releases, and other server-driven ownership changes do not use it.
Each non-Citadel Stronghold has a Stronghold Legacy ledger that ranks rulers by their cumulative control time for that specific Stronghold. Completed tenures remain in the ledger, repeat tenures are added together, and the current holder’s time rises until capture, relinquishment, or inactivity changes control. The Crown Citadel keeps its separate Reign Ledger.
Weaker-kingdom protection and other safety rules are designed to limit extreme mismatches, not to guarantee that every holding is safe. Do not use alternate accounts, coordinated surrender, repeated throwaway captures, or other arrangements to manufacture experience, rankings, resources, or protected states.
Multiple accounts are permitted, but hostile attacks are blocked between accounts recently used in the same game installation. Separately, a rapid neutral-city handoff is recorded when one ruler captures a regular neutral city and a different ruler takes it from that claimant no later than 20 minutes after the neutral capture. Counts are directional across all maps and use a rolling 24-hour window: the fourth successful handoff warns both rulers, the seventh succeeds with a final warning, and an eighth qualifying transfer is canceled until the oldest of the seven leaves the window. Reports show the current count and next available slot. Failed attacks, duplicate neutral-claim events, Main Cities, Camps, Strongholds, Holding Towers, the Crown Citadel, older cities, scouts, reinforcements, recalls, and friendly transfers do not count. Established-city combat and unrelated wars remain available. Questions or appeals may be submitted through Crownlands Support.
Inactive kingdoms
A kingdom with no successful server login or heartbeat for 15 consecutive days automatically surrenders every holding except its protected main city. Troops owned by that ruler in surrendered holdings, marches, camps, and allied reinforcements are consolidated at the main city. Territory surrendered for inactivity is not restored.
After 20 consecutive inactive days, the remaining main city is released and that ruler's current-world slot is reset. The sign-in account and public identity remain available, but returning to the realm starts a fresh kingdom. Returning between days 15 and 20 cancels the pending world-slot reset.
Hero skills and presets
Hero levels award skill points. Skills are organized as Attack (Swordmastery, March Orders, and Field Medics), Defense (Shieldwall Discipline and Stoneworks), and Utility (Tax Stewardship, Royal Granaries, and Guild Charters); the groups do not restrict mixed builds. Current Build changes live skills immediately through the shared minus, cost, and plus control. Plus spends one point per level; minus is free and returns one point per removed level. Reset Skills is also free, refunds all spent points, and preserves saved presets. Four private preset slots unlock at Hero Levels 25, 50, 75, and 100; selecting one opens an isolated named draft whose controls do not affect live skills. Empty presets start with zero assigned points, while saved presets reopen their stored allocation. Saving a valid draft is free and never changes live skills, gold, or the active preset. Apply requires a saved draft, costs one hour of base gold production even for an active preset or identical allocation, and is the only preset action that applies a stored build. Apply is disabled when you cannot afford it. Leaving unsaved changes offers Save, Discard, or Cancel. Stored legacy reset credits are retained but no longer consumed. Later-earned points remain unspent when an older preset is applied, and any Current Build adjustment or Reset Skills clears the active marker without overwriting a preset.
Clans and communication
Clan leaders and officers may review applications, manage roles, and remove members according to the permissions shown in the interface. Allied reinforcements remain attributable to their contributor. In city and objective sieges, they add their troops and applicable troop-defense bonuses to the garrison behind the holding’s single wall; they do not duplicate the wall or Stoneworks bonus. At reward camps, every reinforcement uses its sender’s own Shieldwall, equipped soldier-defense gear and objective bonuses against 1.30 base defense, capped at +200% per army. No wall bonuses apply. Each ruler may maintain two assignments with each clanmate, limited to one contribution per holding. Ordinary cities reserve at most five contributors; allied Strongholds and reward camps are uncapped.
Recalled or dismissed reinforcements return to their original source holding while the sender still owns it. If that holding has been captured before departure or before the return march arrives, surviving troops are redirected to the sender’s current Main City. Assignment capacity remains occupied until the return arrives, unless no troops survive.
Clan Rallies are server-authoritative coordinated attacks against Strongholds and the Crown Citadel. Leaders and Officers may create them; any clan member may join with one army from one city. A Rally requires 2–20 Ready participants and has no automatic launch timer. The creator or Clan Leader may launch or cancel, while only the creator may spend a Recall Horn after launch. Committing Rally troops does not remove a Royal Peace Shield.
The Clan War Room shows up to five active Rallies. Launch is blocked until every contribution has arrived and remains valid. A Rally travels at its slowest participant’s speed and resolves each ruler’s attack package and proportional losses separately. On victory, the creator controls the objective, allied survivors stay as attributed reinforcements, and every participant receives the same outcome with clearly labeled individual statistics. Stronghold and Citadel Rallies do not use ordinary-city protection, neutral-city caps, or anti-farming gates.
Clan names, descriptions, flags, and messages must not contain threats, harassment, hateful content, sexual content, personal information, scams, malicious links, or attempts to evade moderation. Competitive disagreement is allowed; abuse directed at a person is not.
Gold, items, and optional rewards
Gold, troops, items, cities, ranks, and other game resources have no cash value and cannot be redeemed for money. Purchase limits, cooldowns, inventory capacity, and eligibility checks apply even when a client displays an older state.
Daily login rewards follow the current UTC calendar month. Missing a day pauses progress instead of skipping a reward. No more than two earned rewards can wait for collection, and anything still unclaimed expires when the next UTC month starts. Every calendar length distributes the same total production-hour and item budget.
Daily Missions reset at 00:00 UTC and are generated, progressed, rerolled, and claimed by the server. Three distinct mission families and their capacity-scaled targets and rewards are locked for each UTC day. Each ruler receives one reroll for an unfinished mission; replacement discards that mission’s progress. PvP and Stronghold attack missions count only valid hostile actions that commit at least 5% of the ruler’s snapshotted deployable troops. Camp missions count server-confirmed successful captures regardless of that PvP threshold. Client-submitted progress, duplicate reward claims, and replayed mission events do not grant credit.
Optional rewarded advertising, when available, requires a deliberate choice and a completed reward signal from the advertising provider. Closing, blocking, skipping, or failing to load an advertisement does not grant a reward. Attempting to simulate completion events or replay a claimed intent is prohibited.
Responsible security research
If you discover a vulnerability, stop before accessing private data, changing another player’s state, degrading service, or extracting credentials. Preserve only the minimum details needed to explain the issue and report it through the public support channel. Do not publish active exploit instructions while the issue remains unresolved.
Updates and enforcement
Crownlands is actively developed. Balance values, limits, world layouts, protection rules, and feature behavior may change. Significant updates can require a restart, reset, migration, or refreshed client. Continuing to play after a published update means the current rules and server configuration apply.
Actions that threaten accounts, the shared world, or fair competition may be rejected, reversed where practical, rate-limited, or associated accounts may lose access. Enforcement decisions consider server records and the severity or repetition of the conduct.