Conquering a settlement
A player-owned or abandoned settlement is conquered when a marshal who survives the battle reduces its authority to 0. Even a player's last settlement can be conquered. You cannot attack your own or alliance settlements. A marshal can travel no farther than 100 map fields; terrain does not change the journey.
Preparing a marshal and armour prices
Golden armour can be produced from Goldsmith's Workshop level 1 and a marshal trained from Marshals' Palace level 1. Armour, production and marshals belong to a specific settlement. Any combination of iron, wood and clay may be contributed in parts; enemies can loot an incomplete reserve, and production takes time once an armour order is fully funded. The first order costs 105,000 in total, rises by 105,000 through the fifth, then remains 525,000. The order counter is shared by the player in this world and never resets. One marshal needs one local armour set, 81,600 iron, 118,000 wood, 101,000 clay and 100 population. Base training at Marshals' Palace level 1 and world speed 1 takes 10:12:00; higher levels and world speed shorten it. A hostile order may carry at most 5 marshals, but only one reduces authority.
Authority damage
One effective marshal randomly reduces authority by 2250–2750 per attack. The Unity Monument reduces this effect to 1750–2250. A single strike cannot remove more than half the maximum authority, and only one marshal has an effect per attack. A settlement at full authority therefore requires at least two separate successful attacks; a settlement with 10,000 authority and a Unity Monument usually requires five or six.
Two starting-settlement protection phases
Both phases follow the world settings: 0 hours disables the first, and disabling additional protection removes the second and prevents an early attack from starting it. Restarting uses the same settings.
Protection belongs to the starting settlement received through registration or restarting, not to every settlement conquered later. The first phase lasts for the period configured for the world: hostile orders cannot be sent to this settlement. For 7 real days after it expires, raiding and espionage are allowed, but hostile orders containing a marshal and authority reduction are blocked.
If you attack or spy on another player, the first phase ends at dispatch and the 7-day conquest protection phase begins; an already running second phase is not extended. Sending a hostile order containing a marshal to another player removes both phases. Attacking or conquering abandoned settlements does not remove this protection. Once the second phase ends, even the last settlement can be conquered. Sleep mode and authority-protection rules apply separately.
After conquest
When authority reaches 0, the settlement goes to the player who sent the last successful marshal; its new authority is 30% of its points, up to 3000. One surviving attacking marshal is consumed, while the rest of the attacking troops stay as reinforcements. Their population places are counted in their home settlements, so the captured settlement's mill capacity does not limit them. No resources are plundered in this battle. If conquest fails, surviving attackers return with loot and surviving marshals are not consumed. Surviving troops of the former owner receive new homes based on distance and available population capacity in their remaining settlements. Capacity is reserved immediately; a force may be split between several settlements. Troops that cannot fit are disbanded, and the owner receives a message listing quantities and new homes. An outbound force completes its current order, then survivors return to their assigned homes. Troops already returning are redirected from their current position; surviving local troops depart from the captured settlement. After reassignment, return and recall travel times depend on the new distance. Losing the last settlement disbands all of the owner's homeless troops; the conqueror does not receive them. Surviving foreign support returns to its owners.
Abandoned settlements
An abandoned settlement produces resources according to its existing buildings and world speed, up to warehouse capacity. It does not build or train troops automatically. A player can request account deletion from their profile by confirming their current password; it executes after 7 days and can be cancelled before then. Once it executes, buildings, resources and the local garrison remain while queued actions are cancelled. Abandoned settlements are therefore not all identical or undefended. Conquest transfers their actual state after battle and looting, not a new-player starting package. Registration and Restart separately provide a standard starting settlement.
Losing your last settlement and starting again
Choose “Start again” to receive a standard starting settlement at a random suitable location, with the same buildings and resources as a new player. Attack protection follows the world settings (0 hours disables it). The additional 7 days of conquest protection apply only if enabled for this world; raiding is allowed during that phase.
Your account, unspent ducats, messages and account achievements remain. Starting and referral rewards are not granted again. Previous buildings and resources are not relocated; your army disbands when your last settlement is lost. Paid service expiry times are neither paused nor renewed.