1. CASTLES
At the start of the game you choose a place on the map for your main castle. Your kingdom can be expanded by secondary / additional castles. You can get these by sending away a construction wagon or conquering castles. Sometimes you can earn, buy or win castles at special events.
1.1 Maximum number of castles
On world 1 The crusades you can have a total of 150 castle -points. If you reach the maximum, you can no longer conquer or build "normal" castles. Normal castles count for 1 point. The baldur- castles count for 0.1 point. This makes it possible that a player with 150 castle can still conquer/build a normal castle, if part of his castles are Baldurs. A Baldur can be conquered without an deed of conquest and thus can be conquered if you have the maximum number of castles.
On world 2 Venturia you can own castles with a total value of 50 castle points. There is a maximum of 30 baldur castles.
1.2 Basic value and characteristics of castles
The coordinates on the map on which a castle is built establish a number of basic values and properties of the castle that you can build on it.
1.2.a The maximum number of construction sites
Each castle has a limited amount of constructible land; the construction sites. On the map the coordinates have between 700-1000 construction sites. In Venturia (W2) have the coordinates between 500 and 800 construction sites. A construction site is used with every level of a building being built. The more sites a castle has, the larger buildings can become. Buildings with a higher level give more points and are more resistant to catapult attacks. On the gold page you can, once, buy a 10% expansion of the construction sites for every "normal" castles. For 1000 barion amber you can buy, per day, a construction site for a normal castle. You can often get extra sites at events. These come in 3 types: for your main castle, for normal secondary castles and for baldur castles.
1.2.b The production per hour / stars
Each castle has a number of stars for stone-, wood-, ore- and gemstone production. The more stars for the raw materials (stone / wood / ore), the faster those raw materials are produced. The higher the gem production, the faster your treasure room will fill with the kind of gem that the castle can produce.
At some events star- upgrades are available, with which you can add an extra star to the chosen castle. You can not choose on witch of the raw materials the star will be added. 5 stars is the max.
1.2.c Gems
One type of gem can be mined in each castle. Rubies (red) are used to send construction vehicles away in order to build a new castle. Emeralds (green) are used to purchase a conquest certificate, which is needed to conquer castles. Diamonds are ideal to pay the doctors for healing wounded soldiers, but these healers also accept the other gems as payment. Precious stones can also be turned into gold coins in the main castle after completing the right research. To be able to win gems you need to build the laboratory to level 20, the mine to level 5 and the storehouse to level 30. If that is done it is possible to do special research”mine gems”. How higher the research how quicker the gem-mining will be done. You must have a treasure room to store the gems or the mined gems will be lost.
1.2.d Place on the map
Do you want to be in a densely populated area where you can find many friends? Or would you rather look for a remote place so that you can see attacks coming from far away? Do you build all your castles close together, so that merchants and the army do not have to walk long distances between your castles? Or would you rather be spread over a large area so that you have a greater reach for conquering castles and attacking bandit camps? Do you want to find castles with many construction sites and stars or areyou satisfied with less, but closer to the main castle? Think carefully because you can not move castles: Only the main castle can be moved in special circumstances.
1.2.e Sanctuary
Some places on the map have a sacred peculiarity. Has a hermit lived there, was it the sacrifice place of our distant ancestors, is it a crossing of energy lines? Who's to say? But by building a castle on this spot, your castle will become a sanctuary and will attract a different kind of warriors.(see 1.3.1.b)
1.3 Type of castles:
1.3.1 Normal castles
All types of castles that you can build on the map belong to the "normal" castles group. The main castle and the Sanctuary are special variants of a "normal" castle. Every "normal castle" counts for 1 point for the maximum number of castles. So you can have a maximum of 150 normal castles. In normal castles you can rent masters to help you build (master builder) and / or train your army (troop master) and/or coordinate the trade between your castles (trademaster). In every normal castle the number of construction sites can be increased by 10% once. You do this on the gold page.
1.3.1. a Main castle.
The construction sites of a site are not important at the main castle. Your main castle receives 1000 BP. At some events you can get extra construction sites for the main castle. You can build your main castle as an sanctuary. A main cannot be conquered or completely demolished. The main castle can be moved to other coordinates. This is only possible for the first 90 days after you surrendered. It is a way to get away from your enemies. The main castle is the only castle where a number of gems can be turned into gold every month. To make this possible, the laboratory must be expanded to level 30 and the correct research must be completed. The main is recognizable on the maps by flags on the towers .
1.3.1.b Sanctuary
If you build your castle on a sanctuary, you can train temple knights in the barracks. The construction-wagon map shows whether coordinates are a sanctuary. On the other cards, on castle lists of players and in espionage reports you cannot recognize sanctuaries. In your own castles list, you see a Celtic cross in front of the castle. There are upgrades available at events that turn normal castles into a sanctuary, these upgrades can also be used in the main castle.
1.3.1.c Amber Castle
In w1, the crusade, you can own 25 amber castles. In w2 ,venturia your amber castles are limited to 10. The amber castle is a very special "normal" castle. You can turn a castle into an amber castle by paying 10,000 of each of the four types of amber. With every castle you change, the time until you can change another castle increases. The appearance of these great castles cannot be missed and described. Please, find and view these gems of castles on the map. The following properties apply:
*A senator does not do his job in an amber castle, so the castle cannot be conquered. Not even if the castle has turned gray (abandoned).
*You cannot send attacks to players from this castle. Bandits and gray castles can be attacked.
*You can recruit both knight Templars and Paladins in the castle.
* the troop master is doing his job in this castle.
* If you change a castle to an amber castle then that castle can have a maximum of 1250 building spaces, if the castle has less than 1000 building spaces , the building spaces will be replenished to 1000. The loose building fields of normal castles cannot be used in an amber castle.
* There is 10% more resource production
* There is 10% more troop production
* Main castle and contested castles cannot be changed. A baldur or mage castle loses the properties of these castles when it is changed to an amber castle.
1.3.2 Baldur castles
The Baldur castles are castles that were once received at an event. These castles have different characteristics than the normal castles. But just like the secondary normal castles, these castles can be conquered. The mage castle is a special Baldur.
Baldur castles are:
Golden castles (yellow)
Ice castles (blue white)
Halloween castles (black)
Mage castles (purple)
Baldur castles have 700 to 1320 construction sites when received. Extra construction sites for baldurs are available at some events.
The build- and troop master do not work in these castles. A trade master will do its job. A special army unit can be trained in the stables: paladins.
Baldur castles can be recognized on players' castle lists by a crown for the castle name.
You do not need a conquest certificate for conquering a baldur. This allows players who have the maximum number of castle points to conquer this castle. A baldur counts for 0.1 point for the maximum number of castles.
There are sometimes upgrades at events that turn a normal castle into a baldur. Be sure to deactivate a troop master in your chosen castle if you want to use this upgrade. You can turn a santionary castle into a baldur, but you lose the opportunity to train knight templars. The possibility to expand the construction sites (10%) by gold of a normal castle will be lost after using the upgrade for a baldur.
1.3.2 a The mage castle
The Mage Castle is characterized by another very strong power in addition to the baldur bonuses. Once a month, you can activate the magic in each of your mage castles to get up to 10 mage free spells! To be used in the gold page. To get the spell’s you build the buildings "Alchemist", "Hiding place" and "Treasury". For every 10 levels in each of these 3 buildings, you will receive 1 free Mage Spell once a month. You need all three buildings on level 100 (300 bps) to get the 10 spells a month. A player can receive a maximum of 100 free spells per month ( 10 mage-castles ) Mage castles count, as well as other baldurs , for only 0.1 in the castles counter. On the map you will hardly miss the purple enchanted beauties
1.3.3 Abandoned (grey) castles
If there is no action in a kingdom for 56 consecutive days, the castles of the kingdom will be "abandoned" or gray. The owner can no longer log into the castle: The castles no longer have an owner or alliance. All players can attack the grey castles. Actions to prevent a kingdom to become grey are:
-Log in from the owner
-Actions in the kingdom of a vacation substitute (logging in alone is not enough)
-Active premium or package.
*When a castle becomes grey all added construction sites expire. The number of sites returns to the original value of the coordinates.
*Every day that a gray castle is not conquered, 1% of the troops stationed in the castle desert.
*The castle gets a different ( random) battle setting
*Abandoned baldurs are almost completely demolished, but retains the added construction sites. These castles are not visible on the abandoned castles site. You will have to look for them on the cards.
* Amber castles cannot be conquered, even if they are abandoned.
*After a player conquers an abandoned castle , it will be "contested" for 14 days. But the new owner can demolish the castle right away.
1.3.4 Contested castles
A castle, which is taken (conquered), is contested for 14 days.
An contested castle is recognized by a yellow point before the castle. A player that has a yellow point for his/her name has one or more contested castle(s) . special features of a contested castle are:
*An contested castle can be attacked by all players (except capitualed players) on Damoria.
*As soon as the owner of the castle retrieves this castle, the normal military restrictions( militairy rank) apply to this player’s castle. The castle is no longer contested. All attacks launched (before the takeover) on this castle are carried out.
* It does not affect the fact that the castle can be demolished after 2 (normal castle) or 7 (baldur castle) days.
* Some upgrades can't be used here
* The wall strength in these castles is reduced to 5% (-95%)
* Once a castle is owned by a player for 14 days, he / she will be recognized as the new owner and the normal military restrictions will apply