Enter a chief name and you own a village in Season 0, the free test season. Your village produces wood, clay and iron. Build up your gold mine — it produces $GOLD, the fifth resource. Season 0 runs entirely off-chain: no token exists yet, everything you mine is recorded on the server while we test the economy with real players. Click any building to upgrade it; the Headquarters opens the full build queue. Zoom out and the world itself is the map: click a village to fly there and attack, scout or befriend its chief.
Building data follows the classic formulas. Some buildings additionally cost $GOLD — every gold spend follows the 50/50 rule below.
| Building | Max | Effect | Requires | $GOLD cost |
|---|---|---|---|---|
| 🏛️ Headquarters | 30 | Faster construction per level; level 20 unlocks the Noble Court | — | from level 10 (40 → ~8,900) |
| 🪵 Lumber Camp · 🧱 Clay Pit · ⛓️ Iron Mine | 30 | Produce wood / clay / iron (30/h at level 1 → 2,400/h at 30, ×5 world speed) | — | — |
| 🪙 Gold Mine | 30 | Mines $GOLD from the season reserve | — | from level 6 (20 → ~11,000) |
| 🏚️ Warehouse | 30 | Storage up to 400,000 per resource | — | — |
| 🌾 Farm | 30 | Population 240 → 24,000 — troops need population | — | — |
| 🕳️ Hiding Place | 10 | Hides up to 2,000 per resource from raiders — never lootable | — | — |
| ⚔️ Barracks | 25 | Trains infantry, faster per level | HQ 3 | — |
| 🔨 Smithy | 20 | +3% combat power per level | HQ 5 + Barracks 1 | every level (200 → ~10,200) |
| 🐎 Stable | 20 | Cavalry, faster per level | HQ 10 + Barracks 5 + Smithy 5 | every level (200 → ~10,200) |
| 🛠️ Workshop | 15 | Siege weapons, faster per level | HQ 10 + Smithy 10 | every level (300 → ~7,600) |
| ⚖️ Marketplace | 25 | Trade resources — resources only, GOLD is never tradeable here | HQ 3 + Warehouse 2 | — |
| 🛡️ Wall | 20 | +5% defense per level | Barracks 1 | — |
| 👑 Noble Court | 3 | Forges World Seals (conquest artifact), 1 slot per level | HQ 20 | 6,000 / 18,000 / 40,000 |
Every 5th level is a visible design jump — your village physically grows with progression.
Classic stats. Cavalry and siege additionally cost a small $GOLD war tax per unit — infantry and scouts are always gold-free.
| Unit | Cost (w/c/i) | Atk | Def | Carry | Pop | Speed | $GOLD | Unlock |
|---|---|---|---|---|---|---|---|---|
| 🗡️ Spearman | 50/30/10 | 10 | 15 | 25 | 1 | 18 min/field ÷5 | — | Barracks 1 |
| ⚔️ Swordsman | 30/30/70 | 25 | 50 | 15 | 1 | 22 ÷5 | — | Barracks 2 |
| 🪓 Axeman | 60/30/40 | 40 | 10 | 10 | 1 | 18 ÷5 | — | Barracks 3 |
| 🏹 Archer | 100/30/60 | 15 | 50 | 10 | 1 | 18 ÷5 | — | Barracks 4 |
| 🐎 Scout | 50/50/20 | — | 2 | — | 2 | 9 ÷5 | — | Stable 1 |
| 🏇 Light Cavalry | 125/100/250 | 130 | 30 | 80 | 4 | 10 ÷5 | 2 | Stable 3 |
| 🏹 Mounted Archer | 250/100/150 | 120 | 40 | 50 | 5 | 10 ÷5 | 3 | Stable 5 |
| 🐴 Heavy Cavalry | 200/150/600 | 150 | 200 | 50 | 6 | 11 ÷5 | 3 | Stable 10 |
| 🐏 Battering Ram | 300/200/200 | 2 | 20 | — | 5 | 30 ÷5 | 5 | Workshop 1 |
| 🪨 Catapult | 320/400/100 | 100 | 100 | — | 8 | 30 ÷5 | 8 | Workshop 5 |
An army travels at the speed of its slowest unit — distance is real strategy. Raid the grey barbarian villages (level 1–10) for resources and GOLD from the mining pool. New players are protected from attacks for their first 7 days (ends early above 2,500 points).
Total supply: 1,000,000,000 $GOLD — fixed forever. Gold mines don't mint new tokens — they distribute an existing, shrinking reserve.
| Public launch + liquidity | 600,000,000 · 60% |
|---|---|
| Treasury & development | 120,000,000 · 12% |
| Seasons 1+2 mining reserve | 110,000,000 · 11% (10M + 100M) |
| Team (vested) | 100,000,000 · 10% |
| Community & events | 70,000,000 · 7% |
From Season 3 onwards, seasons are buy-in worlds: every chief pays an entry stake in $GOLD and the stakes form the season's mining reserve. No new $GOLD is ever emitted after Season 2 — the token only circulates and burns.
| Season reserve | 100,000,000 $GOLD — when it runs dry, the season ends and a winner is crowned |
|---|---|
| World daily pool | 1,000,000 $GOLD/day hard cap — no matter how many players join, the world can never emit more |
| Your share | Your mine level sets your rate; the pool caps the world. 500 maxed mines = everyone still gets their full rate |
| Fair entry | Late starters mine at the same per-level rates as day-one players — early birds earn longer, not faster |
The gold mine follows the exact same growth curve as the resource mines — it always produces 1% of what a resource mine of the same level makes per day.
| Mine level | 1 | 5 | 10 | 15 | 20 | 25 | 30 |
|---|---|---|---|---|---|---|---|
| GOLD/day | 36 | 66 | 163 | 347 | 738 | 1,570 | 2,873 |
When one tribe conquers every village in the world, the season is won — and the entire remaining season reserve is split between that tribe's members, proportional to their points. Every day of mining shrinks the prize: the faster you win, the bigger the pot.
Every GOLD spend in the game burns 50% permanently and returns 50% to the mining pool — activity makes the token scarcer AND extends the season. Live burn stats are public in the Wallet tab.
| Sink | Cost |
|---|---|
| Gold Mine, HQ, Smithy, Stable, Workshop | ~228,000 total to max everything |
| Noble Court (3 levels) | 6,000 / 18,000 / 40,000 |
| World Seal — one per village you conquer | 10,000 → 25,000 → 50,000 → 100,000 (capped) |
| Marketplace: buy resources with GOLD | 60 resources per 1 GOLD (one-way — resources can never be sold for GOLD) |
| War tax on every unit trained | 1 (spear/sword/axe/archer/scout) · 6-10 cavalry · 20-30 siege |
| 🐎 Paladin (NFT hero) + banner respec | 1,000 + 200 |
| ⚡ 24h Builder Boost | 400, repeatable |
| ⚔️ War tax: cavalry 6–10, siege 20–30 per unit | ongoing — armies die and get rebuilt |
What GOLD can never buy: resources or basic troops. The marketplace trades resources only — raw military mass comes from mines, raids and time, never from a wallet.
| Tier | GOLD lock | Mining power | Build bonus | Lock |
|---|---|---|---|---|
| 1 | 2,000 | 1.25× | 1.10× | 7 days |
| 2 | 10,000 | 1.5× | 1.20× | 14 days |
| 3 | 40,000 | 2× | 1.35× | 30 days |
| 4 | 100,000 | 3× | 1.5× | 90 days |
| 5 | 300,000 | 5× | 1.75× | 180 days |
| 6 | 1,000,000 | 10× | 2× | 365 days |
Staking never creates new GOLD — it increases your share of the fixed emission. Staked GOLD stays yours and is never burned. Locks run in real days.
GOLD accelerates, it never replaces. You always need resources, population, time and strategy — and total build speed is hard-capped at 2×, no matter how rich you are.
The 👑 Chief's Charter is a one-time purchase per world: 100,000 GOLD, fully burned. It grants 8 build-queue slots (instead of 5) and ⚡ one-click quick farming — the game picks the best units for a barbarian raid and sends them with a single tap. A free 7-day trial unlocks at 500 points. The ⚡ 24h Builder Boost (+50% build speed) costs 1,000 GOLD, and founding a tribe costs 10,000 GOLD — all three burn 100%: prestige spending leaves the economy forever.
Win a raid and you take everything the defender's hiding place does not cover — the only limit is what your troops can carry. A full warehouse is a standing invitation. Gold follows the same rule: a slice is protected, the rest is fair game.
Barbarian camps restock over about three days. Hit the same camp twice in a row and you find almost nothing — farming pays only if you rotate targets.
Conquest works through loyalty: each won attack carrying a World Seal drops it by 25-35. At zero the village changes banner — and the defeated chief's entire gold treasury goes to the conqueror. Loyalty falls over several attacks, so a defender has time to spend, fortify or call the tribe.
Is the token live? Not yet — the in-game economy already runs on the final rules (server-side ledger, real-time mining, 50/50 burn). The on-chain $GOLD mint and withdrawals open at TGE; mined balances carry over.
How is my progress saved? Register with a password and your progress and GOLD ledger live on the server — same name + password on any device. Keep your recovery code safe: it is the only way back if you forget the password.
Is it pay-to-win? No. The 2× cap, the 50/50 burn and the resource economy are designed so GOLD buys speed and options — never victory.
Where do I give feedback? The 💬 button in the game — it lands directly in our Telegram tribe.