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). For example, a village at (45|-23) is located 45 steps to the right of centre and 23 steps below centre.
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
Tip: You can see a tile's coordinates by hovering over or clicking on it in the map view. Village coordinates are also shown in attack reports, messages, and alliance tools. |
When another player sends you their village address, or when you see a coordinate mentioned in an alliance report, you will always see it in the format (X|Y). The vertical bar separates the two values. A negative X means the tile is west of centre; a negative Y means it is south of centre.
Пример A village at (-80|60) is located 80 steps west and 60 steps north of the map centre. A village at (0|0) sits exactly at the centre. |
To jump directly to a specific location on the map:
Open the Map view
Use the coordinate search field (usually in the top corner of the map)
Enter the X and Y values and confirm — the map will centre on that tile immediately
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 uses the shortest possible path — including diagonals — which means moving diagonally covers ground faster than moving in a straight line along one axis alone.
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 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.
Tip: When scouting the competition during the endgame, check distances to artefact spawn locations and the World Wonder area. Proximity is a strategic advantage. |
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
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.
When planning time-sensitive operations — such as a simultaneous alliance attack or a defensive reinforcement — always confirm arrival times using the in-game preview, as speed can vary significantly across troop types and builds.
The map is not just villages. It contains a variety of tiles, each with a different function:
Villages — occupied tiles belonging to active players. Shown with player name and village name.
Abandoned valleys — unoccupied buildable 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. Some are also occupied by animals.
Natars — NPC villages that appear during the endgame phase around artefact locations and the World Wonder.
The outer areas of the map are often called grey zones or wilderness. These areas have fewer players and can offer settling opportunities with less early competition. However, being far from the map centre also means longer travel times to endgame objectives such as artefacts and World Wonders.
Where you settle your villages is a strategic choice that shapes your entire round — players in the centre have shorter travel times to contested areas, while players near the edges often have more room to develop without early pressure.
Use the coordinate search to jump instantly to any location instead of scrolling manually
Bookmark important coordinates (ally capitals, endgame targets) in your notes or via Quicklinks
Use the incoming/outgoing movement overlay on the map to track your troop movements at a glance
Remember the map wraps — a target in the opposite corner may be closer than it appears
Your own villages are always shown as highlighted markers — use them as reference points when navigating
Every tile has an (X|Y) coordinate — X is east/west, Y is north/south, with (0|0) at the centre
Use the coordinate search in the map view to jump directly to any location
Distance determines travel time — the game shows exact arrival times before you confirm any action
The map wraps around — the shortest route between two points may go through the map's edge
The map contains villages, empty valleys, oases, and Natar territories — each with a different purpose
Where you settle your villages is a long-term strategic decision — consider distance to the map centre