Quick read
Territory progression should follow a route, not random captures. Strongholds supply Mithril and open paths; Cities provide higher-value territory and Goldust-related progression.
Capture procedure
- If the alliance owns no Stronghold or City, establish the documented Lv1 Digging Stronghold seed first.
- R4/R5 marks a legally connected target, checks protection, remaining daily slots, holding capacity and the live Curse Resistance requirement. City connection can include documented diagonal adjacency where applicable.
- Name rally leader, backup and occupation/progress owner before declaration. Clearing the guard is not the same as completing ownership.
- Declare in the permitted window, clear guards/garrisons, then maintain the occupation/progress required by the target until ownership is confirmed.
- Owned Stronghold takeover requires 100% within the documented four-hour contest. For a neutral Stronghold, retained rules assign ownership to the highest-progress alliance at timeout. Cities use different contest/protection timing: read the target panel rather than reusing the Stronghold clock.
- After capture, confirm ownership, buffs/rewards, resource collection and the new protection timer before spending the next capture slot.
Stronghold vs City clocks and concurrency
| Objective | Documented operating rule | Caller check |
|---|---|---|
| Neutral Digging Stronghold | Highest alliance progress at timeout can take ownership; do not assume every neutral Stronghold requires 100%. | Live progress, timeout, CR and legal connection. |
| Owned Digging Stronghold | Takeover requires 100% within the documented four-hour contest; a captured Stronghold then has a documented 36-hour protection period. | Contest timer and new protection timer. |
| City declaration | An alliance can have only one City target active at a time, even though the season allows up to two City captures/declarations in an eligible day. | Active City target plus remaining daily capture slot. |
| City protection/contest calendar | Retained City text uses a distinct calendar schedule: default protection runs until 12:00 on the natural day six days after the battle, with that contest day closing at 24:00. Do not reuse the Stronghold four-hour/36-hour clocks for Cities. | The target City's live protection and contest panel is final authority. |
City ladder
Season 3 says an alliance can declare/capture 2 Cities per day and hold up to 8 Cities.
- 1VillageW1 D3 +12h
- 2Altar cityW1 D6 +12h
- 3TownW2 D3 +12h
Facts
- Season 3 says an alliance can declare/capture 2 Cities per day and hold up to 8 Cities.
- Season 3 also limits alliances to 2 Digging Stronghold captures per day and up to 8 held Strongholds.
- Digging Strongholds produce Mithril from 100/hour at Lv1 to 200/hour at Lv6 in 20/hour steps.
- City protection currently resolves to 12:00 server time under the client's six-day protection rule.
BlackBar Gaming recommends
- Plan the route to the next city before taking the current Stronghold.
- Match rally CR to the live target requirement.
- Claim Stronghold Mithril regularly.
R4 / R5
- Track daily capture limits, current protection expiry, next city unlock and the alliance's CR leader.
Watch out
- Do not assume the Great Pyramid/Capitol counts toward the ordinary eight-city holding limit without a current live rule screen.
Live rule check
- The target's live CR requirement and the City/Stronghold protection timer are final authority.
OPERATIONAL VISUAL
Connected route and fallback
Trace the connected legal route first. If the center is blocked, check a second eligible corridor before declaring.
Territory route decision board
Illustrative command flow, not a server map. Confirm adjacency, protection, remaining captures and Curse Resistance in the live game.
Current foothold
Mark the connected land you hold and the next legal frontier.
Candidate Stronghold
Verify its adjacency, protection and live CR requirement before committing a capture.
Target City
Declare only when the unlock, available capture slot, route and assigned rally leader all agree.
Worked call: the route is blocked
Your alliance holds a Stronghold, but the intended City is not legally reachable. Compare two eligible connected corridors; spend the next capture only on a tile that truly opens the route.
Recovery: no capture slot remains
Stop new declarations, record the next legal reset from the live interface, collect Mithril and prepare CR and roles while waiting. Publish a new target and a backup route.
Territory route decision board
Plan the route to the next city before taking the current Stronghold.
Match rally CR to the live target requirement.
Claim Stronghold Mithril regularly.
The target's live CR requirement and the City/Stronghold protection timer are final authority.
Detailed guide
Stronghold production
| Level | Mithril/hour |
|---|---|
| 1 | 100 |
| 2 | 120 |
| 3 | 140 |
| 4 | 160 |
| 5 | 180 |
| 6 | 200 |
City ladder
| Tier | Name | Expected unlock |
|---|---|---|
| 1 | Village | W1 D3 +12h |
| 2 | Altar city | W1 D6 +12h |
| 3 | Town | W2 D3 +12h |
| 4 | Temple of the Sun | W2 D6 +12h |
| 5 | Ancient Tombs | W3 D3 +12h |
| 6 | Square of Judgment | W3 D6 +12h |
| 7 | Great Pyramid / Capitol | W4 D7 +12h |
