PLAYER GUIDE
Build wisely.
Grow steadily.
Kingdoms is a browser strategy game in which each ruler develops one kingdom on a shared map. This guide explains the current rules with cost formulas, worked examples and a farm calculator, so you can plan before spending resources.
Game mechanics checked against the current version on October 7, 2026. The examples and planner use the game's current gold, grain and army-capacity rules.
1. Your first steps
After creating an account, you begin with one kingdom on the shared map. A new kingdom starts with 120 gold, 80 residents, 10 soldiers and 2,400 grain. The map is a way to see other kingdoms in the world; territory conquest is currently disabled.
Before spending, look at the gold total and the cost shown on each action. Building and upgrading costs rise as your kingdom develops, so the same action may cost more at a higher level. Start with the parts of your kingdom that support the way you want to play.
Tip: use the x1, x5, x10 and x100 selector to compare the total cost before confirming a batch of upgrades or buildings. Recruitment uses the same selector to buy 5, 25, 50 or 500 soldiers, capped by your free army capacity.
2. Gold and the economy
Gold pays for development and recruitment. A new kingdom starts with 120 gold and earns 1 gold per minute. Each Mine level adds 1 gold per minute; each Market level adds 2. Income accrues while you are away and is collected the next time the game updates your kingdom. An optional donation doubles gold production for 30 days; it is not needed to play.
Progressive building costs
Each building has a base cost and each new level costs more than the previous one. If its base cost is C, the current level is L, and you buy N levels, the batch cost is C × (N × L + N × (N + 1) / 2). For example, a Farm costs 60 gold at level 0, 120 at level 1 and 180 at level 2. Buying the first three Farm levels together costs 360 gold.
Population upgrades add 12 people each. Their individual cost is 50 gold plus one gold for every complete 10 people in your population before that upgrade. Batch upgrades add the cost of each step, so the displayed total can be higher than simply multiplying the first upgrade by the batch size.
Compare the buildings
| Building | Base cost | Effect per level |
|---|---|---|
| Mine | 70 gold | +1 gold per minute |
| Market | 110 gold | +2 gold per minute |
| Farm | 60 gold | +10 population and +100 grain per hour |
| Barracks | 90 gold | +200 army capacity; recruitment discount of 1 gold per soldier, down to 4 |
| Fortress | 130 gold | Reduces army losses against the boss by 5 percentage points |
| Academy | 150 gold | +10 hero XP per adventure |
3. Choosing buildings
Every building has a different role. The best choice depends on what you are trying to improve next:
- Mine: adds 1 gold per minute per level. Choose it for steady income with simple, predictable returns.
- Market: adds 2 gold per minute per level. Its base cost is higher, but so is its income increase.
- Farm: adds 10 population and produces 100 grain per hour per level. Every 100 residents consume 1 grain per hour.
- Barracks: adds 200 army capacity per level and discounts recruitment by 1 gold per soldier per level, down to 4.
- Fortress: lowers the share of soldiers lost in a boss attack by 5 percentage points per level, to a minimum loss of 10%.
- Academy: adds 10 experience to each hero adventure per level.
Because building costs increase with each level, compare the price of a new level with the benefit it provides. A production building can support future investments; a specialist building helps most when you actively use its feature.
Farm and grain planner
Use this calculator to estimate hourly grain production and consumption. One Farm level produces 100 grain per hour; every 100 residents consume 1 grain per hour. The estimate uses the population and Farm level you enter and does not include changes from future upgrades.
When grain reaches zero, the game carries the shortage forward: each accumulated 100 grain of unmet consumption reduces population by one. Selling surplus grain pays 1 gold per 10 grain and preserves one hour of food for the current population.
4. Population and recruitment
The Upgrade action adds 12 population. Its price is based on your current population, so the cost is calculated separately for each level when you buy several at once. Every 100 residents consume 1 grain per hour (so 13,048 residents consume about 130.48 grain per hour). A Farm adds 10 people and produces 100 grain per hour per level. If grain runs out, every 100 grain shortage causes one resident to leave; any partial shortage carries over. Grain production and consumption continue while you are offline. You can sell surplus grain for 1 gold per 10 grain; the sale keeps one hour of food in reserve.
Army capacity starts at 50 and is calculated as 50 plus 200 for every Barracks level. A Barracks also reduces the cost per soldier from 8 gold by 1 per level, but never below 4. Recruitment buys 5, 25, 50 or 500 soldiers based on the selected quantity, but never more than your remaining capacity. A level-1 Barracks therefore gives capacity 250 and lowers unit cost to 7 gold.
A boss attack grants 100 gold and an item, but loses a portion of your soldiers. Loss starts at 50% and falls by 5 percentage points per Fortress level, with a 10% minimum. For example, at Fortress level 2 an attack loses 40% of the army (rounded down). Check your army size before attacking and rebuild units through recruitment afterward.
5. Your hero and adventures
An adventure becomes available every two hours. It awards 25–75 base XP and 15–60 gold; each Academy level adds another 10 XP. There is a 65% chance to find an item. The hero may lose health, recover health or finish without a health change; health regenerates at one point per minute.
Every 100 accumulated XP raises the hero by a level. Each gained level adds 2 strength, 2 defense and 10 maximum health. Equipment adds its own strength, defense or agility bonuses while equipped. Potions restore health when used; unwanted items can be sold for gold.
6. The map and community
The kingdom map shows each ruler's starting territory and the other kingdoms in the world. Territory cannot currently be bought or conquered, so growth comes from developing your own kingdom rather than taking another player's land.
Players can create or join alliances and communicate through the live chat, private messages and alliance chat. The leaderboard provides a snapshot of kingdom development. Visit another kingdom's profile from the map to learn more about its ruler and progress.
World news is available on a separate public page. Inside the game, the news panel reports events from the game world. These community features make it easier to follow activity beyond your own resource screen.
7. Reward games
Tetris and Snake are optional mini-games that award gold when a game session is completed. The reward is based on minutes played, score and a daily-best bonus, capped at 50 gold per session. The server records each session and only allows its reward to be claimed once. The game displays rankings so players can compare scores.
Use the on-screen controls or the keyboard controls shown beside the game board. You can pause, restart or close an active game. Mini-games offer another way to earn some gold between kingdom decisions.
Recent game changes
October 2026: food and army capacity
The economy now tracks grain production and consumption while rulers are away. Farms produce 100 grain per hour per level, and every 100 residents consume 1 grain per hour. A shortage carries forward and reduces population only after it reaches 100 grain. A surplus can be sold at 10 grain for 1 gold while keeping one hour of food in reserve.
Army capacity now starts at 50 and increases by 200 per Barracks level. Recruitment checks capacity on the server as well as in the game interface, so armies cannot be recruited beyond their current limit. The planner above helps compare a kingdom's population with its Farm level.
The quantity selector now includes x100 for upgrades and buildings and for recruitment, which buys 500 soldiers (or as many as your free army capacity allows). The total cost is shown on each button before you confirm, and the server validates the selected quantity.
A steady strategy
Example: stabilize a growing kingdom
Suppose your kingdom has 13,048 residents and one Farm. The Farm produces 100 grain each hour, while residents use 130.48, so stores fall by 30.48 grain per hour. A second Farm changes the hourly balance to a surplus of 69.52 grain. Before selling any of that surplus, the game keeps one hour of population consumption in reserve (130.48 grain). This is why the same Farm level can be sufficient for one population and insufficient after several population upgrades.
Example: plan an army expansion
With no Barracks, capacity is 50 and each soldier costs 8 gold. Building one Barracks raises capacity to 250 and lowers the unit price to 7 gold. A group of 25 soldiers then costs 175 gold, provided the army has at least 25 open places. Additional Barracks expand capacity by 200 each and reduce cost until the four-gold minimum is reached.
There is no single required development path. Compare what an upgrade changes with what it costs: Mine and Market levels increase gold income; Farms balance grain as population grows; Barracks open space for a larger army; the Academy improves adventure XP; and the Fortress reduces boss losses. The live game displays each current price before you buy.
Mechanics can change as the game develops. This guide describes the current implementation and should be checked against the in-game values if a future update changes a rule.