🏰 Guild Fortresses (Ancient Fortress)
The 48 Ancient Fortresses on the map; conquest by rally, anti-monopoly rules, garrison, shield and revenge, reinforcements, fortress hospital, temples, fortress buildings and the Guild Storehouse.
Every kingdom has 48 Ancient Fortresses spread evenly across the map (a 7 × 7 grid; the very center of the grid is reserved for Hades' Fortress). Fortresses are shared holdings that guilds conquer, develop with buildings and defend. A guild holding a fortress can build temples and buildings there and keep resources flowing into its treasury.
Location
On a 500 × 500 map, fortresses sit where the x and y coordinates 40, 110, 180, 250, 320, 390, 460 intersect (e.g. 110:320). In kingdoms with a different map size the grid is still 7 × 7; only the spacing changes with the map.
There is no Ancient Fortress at the exact center of the map: Hades' Fortress stands there from the start (showing a countdown until day 60 of the kingdom). That's why there are 48 fortresses, not 49.
On the Kingdom Map, fortresses are colored by owner (your guild / another guild / unowned; shielded fortresses have a blue ring). When you zoom in, the fortress is drawn in the middle of its region with the owning guild's emblem and name. Tapping a fortress opens its card: status, garrison, shield and 🚩 Rally; on your own guild's fortress, ⚙️ Manage.
Capturing
- Fortresses can only be attacked by guild rally; there are no solo attacks.
- A fortress battle is a real battle: attackers can suffer deaths.
- The garrison wears down with every rally. When the garrison is completely defeated, the fortress passes to the rallying guild together with its buildings and temples.
Garrison of an unowned fortress
An unowned fortress is guarded by a very strong mixed army (defense multiplier ×1.5):
| Unit | Count |
|---|---|
| Dragon | 300 |
| Paladin | 4,500 |
| Cavalry | 22,500 |
| Archer | 30,000 |
| Swordsman | 30,000 |
| Spearman | 30,000 |
| Siege Weapon | 4,500 |
With a strong 20,000-troop rally, an unowned fortress usually falls in 4–6 rallies.
Conquest shield and revenge
- When a fortress changes hands, it's closed to attacks for 24 hours (conquest shield).
- Recapture exception: the guild that lost the fortress can attack to take it back after 30 minutes, even while the shield is up. Other guilds have to wait the full 24 hours.
How many fortresses can you hold?
| Guild level | Max fortresses |
|---|---|
| Lv1 | 1 |
| Lv20 | 2 |
| Lv40 | 3 |
Anti-monopoly rules
Rules that make it harder for one strong guild to collect every fortress:
- Expansion difficulty: when a guild that already holds a fortress attacks a new one, the target's garrison is tougher — defense +50% for each fortress held (2nd fortress ×1.5, 3rd fortress ×2).
- Conquest fatigue: after capturing a fortress, you must wait 24 hours × number of fortresses held before a new fortress rally.
- Rebellion bonus: attackers of a fortress owned by a guild holding more than one get extra strength — attack +15% for each extra fortress the owner has (+30% against one holding 3).
- Side-guild protection: members who joined the guild less than 72 hours ago can't join fortress rallies or send reinforcements to a fortress.
Fortress Guard garrison
An owned fortress is protected by Fortress Guards (about 173,000 guards; a quarter of the attack power of the unowned garrison). When a fortress is captured, the guards start from zero and fill up over time.
- A worn-down garrison fully recovers in 48 hours.
- The Guardhouse building speeds up recovery by 10% per level (×3 at Lv20 → 16 hours).
- The guild technologies Guard Drill (attack), Guard Armor (defense) and Guard Endurance (HP) make the guards +5% stronger per level.
Reinforcement armies
Members can send their own armies (with an optional commander) to the guild's fortress as reinforcements. Reinforcements fight alongside the guards.
- Capacity: 50,000 + 25,000 × Fortress Encampment level troops per fortress; the Fortress Encampment Drill technology adds +5% per level.
- Food and wages are paid from the guild treasury, not your city. Reinforcement upkeep is 70% lower than the upkeep of those units in your city. The Supply Depot lowers it even further.
- If the treasury can't cover the upkeep, all reinforcements return home.
- You can withdraw your reinforcements at any time.
Fortress hospital
Losses of reinforcements defending the fortress are wounded, not killed, and go to the fortress hospital.
- Capacity: 50,000 + 25,000 × Fortress Hospital level. If the hospital is full, the overflow wounded die.
- Any member can start healing; the cost (5% of the unit's production cost) is paid from the guild treasury. It takes between 10 minutes and 24 hours. Healed troops return to their owners.
- If the fortress falls, the remaining reinforcements, commanders and wounded in the hospital are sent back to their owners (as wounded).
Temples
Guild temples are built in fortresses. Each fortress can hold one of each temple.
| Temple | Bonus | Titan level |
|---|---|---|
| 🌾 Demeter | Gathering node capacity ×5, gathering speed ×2 | 10 |
| 🛡️ Aegis | Castle defense ×2, tower attack ×2 | 12 |
| 📜 Athena | Research speed ×2 | 14 |
| 🔨 Hephaistos | Construction speed ×2 | 16 |
| ⚔️ Ares | Army attack power ×2 | 18 |
| 🕊️ Hermes | Troop training speed ×2 | 20 |
| ⚡ Zeus | Attack, defense, tower attack, construction, research, training and gathering speed ×1.5 | 15 |
- Temples are paid for from the guild treasury (30–250 million per resource type) and the guild's Titan level must be high enough. Zeus, however, is built not with the treasury but with 50,000 🌟 from the guild's Bonus Harnor vault.
- Bonuses apply to all members. The same temple counts once, even if it exists in more than one fortress.
- When a fortress changes hands, its temples go to the new owner too.
Fortress buildings
Each fortress can have one of each building; the max level is 20. Buildings are paid for from the guild treasury and upgraded from the Fortress ▸ Buildings tab (permission: Build fortress buildings and temples).
| Building | Effect | Scope |
|---|---|---|
| 🌾 Guild Farm | Produces food for the treasury | Each fortress separately |
| 🪵 Timber Yard | Produces wood for the treasury | Each fortress separately |
| 🪨 Quarry | Produces stone for the treasury | Each fortress separately |
| ⛏️ Iron Mine | Produces iron for the treasury | Each fortress separately |
| 💰 Mint | Produces gold for the treasury | Each fortress separately |
| 🧱 Walls | Garrison and reinforcement defense +5%/lv | That fortress only |
| 🏹 Watchtowers | Garrison and reinforcement attack +5%/lv | That fortress only |
| ⛺ Fortress Encampment | Reinforcement capacity 50,000 + 25,000/lv | That fortress only |
| 🛡️ Guardhouse | Guard recovery speed +10%/lv | That fortress only |
| 🏥 Fortress Hospital | Wounded capacity 50,000 + 25,000/lv | That fortress only |
| 📦 Guild Storehouse | Members' resource storage; capacity 100 million × lv | That fortress only |
| 🍖 Supply Depot | Reinforcement food/wage upkeep ÷ (1 + 3% × lv) | Guild-wide |
| 📚 Guild Academy | Guild research time ÷ (1 + 10% × lv) (÷3 at Lv20), level × 2 research points per hour | Guild-wide |
| 🥚 Hatchery | Dragon egg chance +5%/lv (multiplier) | Guild-wide |
Production buildings
Hourly production = base × level × (1 + member count × 2%)
| Resource | Base (per level, per hour) |
|---|---|
| Food | 2,000 |
| Wood | 2,000 |
| Stone | 1,500 |
| Iron | 1,000 |
| Gold | 800 |
Example: a Lv10 Guild Farm in a 30-member guild → 2,000 × 10 × 1.6 = 32,000 food/hour. Each fortress produces separately; storage is unlimited and flows into the treasury.
Effect buildings in several fortresses
If guild-wide effect buildings (Supply Depot, Guild Academy, Hatchery) exist in more than one fortress, their effects stack multiplicatively: (1 + rate × lv₁) × (1 + rate × lv₂) … For example, a Lv10 Hatchery in two fortresses → 1.5 × 1.5 = ×2.25 egg chance. Walls, Watchtowers, Fortress Encampment, Guardhouse, Fortress Hospital and Guild Storehouse only affect the fortress they're in.
Construction rules
- A guild can build only one building at a time — a fortress building or a temple, in any fortress. While one is in progress, a second can't be started.
- Leveling up takes 2 hours × target level (Lv10 → 20 hours).
- The cost grows by about ×1.35 per level.
- If the guild doesn't repay an overdue system loan, fortress building upgrades and temple construction stop (seizure); if 3 more days pass, fortress building and temple bonuses also freeze (see Guild ▸ System loan).
- Time can be shortened by members' ads, the guild's construction time pool and guild help.
💡 Tip: If a fortress falls, its buildings aren't destroyed; they pass to the new owner. To protect a fortress with valuable buildings, upgrade the Walls and Guardhouse first and send reinforcements.
Guild Storehouse
The 📦 Guild Storehouse is a shared depot where members store their resources (food, wood, stone, iron, gold) in the fortress. It's managed from the 📦 Storehouse tab on the fortress screen.
- Capacity: the storehouse's total capacity is 100 million × storehouse level. The Storehouse Expansion guild technology raises capacity by +25% per level (up to 10 levels).
- The Storehouse tab shows how full it is, your share and the other members' shares.
Depositing and withdrawing
Resources are carried to the storehouse by march — they don't teleport:
- Tap Deposit or Withdraw, and pick your army and commander.
- Set the resource amounts. How much you can carry is limited by your army's carry capacity.
- The army marches to the fortress, drops off or picks up its load, and returns to your city.
- When depositing, the resources leave your city as the march sets out. If the storehouse has no room left, the part that doesn't fit comes back with your army.
- When withdrawing, you can only take your own share.
- To use the storehouse you must be a member of the guild holding the fortress, and the storehouse must be at least Lv1. If the fortress changes hands during the trip, the load comes back to you.
If the fortress falls
When the fortress is captured, the storehouse is plundered:
- The resources in the storehouse are distributed to the members of the rally that took the fortress by their share of army power; each member only gets as much as their surviving army can carry.
- What can't be carried goes to the treasury of the guild that captured the fortress.
- Members whose resources were plundered find out through a System mail.
⚠️ The storehouse isn't protected during battle. Strengthen a fortress holding valuable resources with reinforcements and Walls/Guardhouse, or withdraw your resources when danger approaches.
Loot from fortress attacks
In fortress rallies, each participant earns hero XP (damage ÷ 100), resource loot and a 25% chance of a Rare item based on the damage they dealt. 8% of the loot also goes to the guild treasury.
