
Capital and Metropolises
The Capital is an alliance-controlled object that, once conquered, allows all players in the alliance to recruit special units according to the kingdom. They are scattered across all four kingdoms, have varying numbers, and several conditions must be met to conquer and recruit from them. Here is an overview of how they work, where they are, and what they provide.
What the Capital Does
When an alliance holds the Capital, its players can recruit additional special units according to the respective kingdom. Once among the best recruitable units, they have now been surpassed by mead and some upgraded food units, but they still hold value.
Beware of one strict condition: if a player holding the metropolis leaves the alliance, their original alliance immediately loses the right to recruit these special units. You can only conquer the Capital from level 35.
How to Conquer the Capital
A freshly spawned Capital behaves like a stronger raiding baron. It has better defenders (halberdiers, longbowmen) plus lower units (archers, mace men) and tools for throwing stones and flaming arrows. It has approximately 200 men, making it conquerable with a simple attack.
After conquest, the metropolis automatically expands to its maximum and receives walls of level 3. The owner must then build a palace, a building without which Kingsguard units or renegades cannot be recruited. Without a palace, you cannot recruit anything from the metropolis.
Royal Tower and Attack Bonus
If your alliance holds the Royal Tower, you gain an attack bonus when attacking or conquering the Capital. Each Royal Tower provides +20% to attack against the metropolis.
The more Royal Towers the alliance holds, the higher the total attack bonus on the Capital. This makes the Royal Tower a valuable object in the fight for metropolises, as without it, you attack the defenders of the metropolis at a significant disadvantage.
Units by Kingdom
Each Capital provides different recruitable units according to the kingdom in which it stands:
- Great Kingdom: attackers Knight and Crossbowman Kingsguard; defenders Guardian and Scout Kingsguard.
- Ever Winter Glacier: attackers Renegade Northern Warrior and Archer.
- Burning Sands: attackers Renegade Sabre Warrior and Desert Archer; defenders Flamebearer and Composite Archer.
- Fire Peaks: attackers Renegade Cultist Warrior and Archer.
Renegades cost the resource of the respective kingdom (charcoal, olive oil, glass). Green metropolises in the Great Kingdom are the least useful for top alliances, as the same units can be unlocked through glory titles.
How Many Metropolises and Where
There are a total of 12 capitals, but not all may be present on a given server (this depends on the size of the map and the number of players in the kingdom):
- Great Kingdom: 6 metropolises (coordinates include 657:657, 850:462, 461:331).
- Ever Winter Glacier: 3 metropolises (657:435, 460:850, 856:856).
- Burning Sands: 2 metropolises (526:654, 791:653).
- Fire Peaks: 1 metropolis (661:661).
When the server starts, there are no metropolises. The first green metropolis (657:657) spawns at around 50 players, the second around 13,000 players on the map. The fire metropolis usually spawns first from the non-base kingdoms, followed by two desert and finally three ice.