The map is the world all players share. Every village, oasis, and valley sits on it, and everything you do — attacking, sending resources, settling a new village — has a location. Understanding how the map works helps you navigate, plan, and react quickly.
Every tile on the map has a unique address made up of two numbers: an X value (horizontal) and a Y value (vertical). Together they form a coordinate pair written as (X|Y). The vertical bar separates the two values.
X increases going east (right) and decreases going west (left)
Y increases going north (up) and decreases going south (down)
The centre of the map is (0|0) — the reference point for all positions
To jump directly to a specific location on the map:
Open the Map
Use the coordinate search fields
Enter the X and Y values and confirm — the map will centre on that tile immediately
In browser it’s also possible to copy the coordinates (with or without the brackets) and paste them into either the X or Y field on the map — both X and Y will be filled that way
This is the fastest way to check a specific location, scout a neighbour, or find the World Wonder area during the endgame.
Distance between two tiles is calculated based on the difference in their X and Y coordinates. The game calculates the shortest path using a straight line between the points, it doesn’t need to follow cardinal directions.
You do not need to calculate distance manually. The game always shows you the distance to a target when you are planning an attack, sending merchants, or dispatching your hero. Distance is displayed in tiles, and it directly affects how long the travel will take.
The game world is not a flat rectangle with hard edges — it wraps around like a globe. If you travel far enough in any direction, you will eventually reach the other side of the map. This means the shortest path between two points might go through the edge of the map rather than across the centre.
The game automatically calculates this wrap-around when showing distances and travel times, so you always see the true shortest route. Keep this in mind when estimating how far away a player is — a village that appears on the opposite corner of the map may actually be closer than it looks.
When you send troops, merchants, or your hero somewhere, their arrival time is determined by two things: the distance to the target and the speed of whatever you are sending. Faster units cover the same distance in less time. For armies with different units, the speed of the army is that of its slowest unit.
The game always shows you the exact arrival and return time before you confirm any action. You do not need to calculate it — use the preview to plan operations, time coordinated alliance attacks, or ensure resources arrive before a deadline.
Different unit types move at different speeds, and different tribes have different inherent troop speeds. Cavalry move faster than infantry. Some tribes have generally faster units than others. Speed-boosting buildings (such as the Tournament Square) and hero equipment can increase how fast your troops travel.
Troops Speed and Tournament Square
When planning time-sensitive operations — such as a simultaneous alliance attack or a defensive reinforcement, or when you want to check how long it will take for the enemy attacking units to go back home after the battle in your village — use the in-game travel simulator in Rally Point. Keep in mind that when it comes to enemies, there might be factors you are not aware of, that affect their speed.
The map is not just villages. It contains a variety of tiles, each with a different function:
Villages — occupied tiles belonging to players or Natars. You can open details to see more information about them, such as the owner’s name and alliance or the village population.
Abandoned valleys — unoccupied tiles where you can settle a new village. The tile type determines the resource field distribution of the village you would build there.
Oases — wilderness tiles with a resource bonus. Oases can be annexed by nearby villages to boost their production. Wild oases may contain animals.
Unavailable tiles — such as forest, mountains, water, tiles that cannot be occupied.
Deep Water — only on special game worlds with ships, those tiles allow travel by ships.
The map will automatically mark important elements for you, such as your own and allied villages. Additionally, you may mark individual spots, players and alliances. This can be done through the outline menu:
Player Markers: Only you can see these. Use them for personal notes.
Alliance Markers: Everyone in your alliance can see these, making them great for team planning.
You can add markers by right-clicking on a map tile and choosing the marker type. Toggle visibility using the buttons at the top of the outline menu. Greyed-out buttons mean markers are hidden.
Mark Alliance: Outlines all villages and oases of a particular alliance.
Mark Player: Outlines villages and oases of a specific player.
Mark Field: Use flags to leave notes on tiles. Rectangular flags are private, triangle flags are visible to your alliance.