Task System

There are many different tasks that can be done throughout the game.

Each village has specific tasks to complete, as well as general tasks for the whole avatar. 

Each task has multiple levels that can be achieved. 

For example, the player may be required to build a Main Building level 1, then upgrade it to level 3, then to level 7 and so on.


Rewards

The reward for the completed task is always a certain number of resources (same amount of each type of resource) and hero experience. The size of the reward depends only on a few factors:

  • Each task type has its own reward multiplier
  • Each next task of the same type grants a bigger reward
  • Hero level grants an additional bonus to all rewards.

Game Update

Updated for 2022 servers

  • Leveling up the residence in the spawn village will provide a reward at level 10 now instead of level 12.
  • To guide players more effectively, we have added a task and rewards for celebrating a party in the spawn village.

 


General tasks are independent of the villages, the population and CP production of the whole avatar is counted.

Type:

Tasks:

Population

500, 1000, 1500, 2500, 5000, 10000, 20000...

(unlimited increments, doubling each time) 

Culture Points Production 

(note it is not the amount of CPs produced, but the current production)

500, 1000, 1500, 2500, 5000, 10000, 20000...

(unlimited increments, doubling each time)

 

Spawn village tasks are only created for the first, starting village of the player.

Building / Feature

Tasks:

Warehouse

Levels 1, 3, 7, 12, 20

Granary

Levels 1, 3, 7, 12, 20

Barracks

Levels 1, 3, 7, 12, 20

Stable

Levels 1, 3, 7, 12, 20

Academy

Levels 1, 10, 20

Smithy

Levels 1, 10, 20

Town Hall

Levels 1, 10, 20

Workshop

Level 1

Main Building

Levels 1, 3, 7, 12, 20

Cranny

Levels 1, 3, 6, 10

Market

Levels 1, 3, 7, 12, 20

Embassy

Level 1

Residence

Levels 1, 3, 7, 10, 20

Palace or Command Center

Levels 1, 3, 7, 12, 20

Wall

Levels 1, 3, 7, 12, 20

Rally Point

Levels 1, 10, 20

Sawmill

Levels 1, 5

Brickyard

Levels 1, 5

Iron Foundry

Levels 1, 5

Grain Mill

Levels 1, 5

Bakery

Levels 1, 5

Town Hall
Hold celebration

Population

50, 100, 150, 250, 350, 500, 750, 1000

Culture Points Production

50, 100, 150, 250, 350, 500

Wood Cutter

Levels 2, 4, 7, 10

Clay Pit

Levels 2, 4, 7, 10

Crop Field

Levels 2, 4, 7, 10

Iron Mine

Levels 2, 4, 7, 10

Even Growth

Each Resource (LVL of at least one building of each four types)

Levels 2, 4, 7, 10


All Wood Cutters

Levels 2, 3, 5, 8, 10

All Clay Pits

Levels 2, 3, 5, 8, 10

All Crop Fields

Levels 2, 3, 5, 8, 10

All Iron Mines

Levels 2, 3, 5, 8, 10

All resources to level

All to Levels 2 (4, 7, 8, 9, 10)

Progressbar here is not the building levels, but the number of resource fields which already achieved the level. 

The stats are: 0/18, 1/18, ... 18/18

 

Settled village tasks are generated for every newly settled village.

Building / Feature

Tasks:

Warehouse

Levels 1, 10, 20

Granary

Levels 1, 10, 20

Barracks

Level 1

Academy

Level 1

Town Hall

Levels 1, 10, 20

Main Building

Levels 1, 10, 20

Cranny

Levels 1, 10

Market

Levels 1, 10, 20

Administration building (Residence, Palace or Command Center)

Levels 1, 10, 20

Wall

Levels 1, 10, 20

Rally Point

Levels 1, 10, 20

Population

50, 100, 150, 250, 350, 500, 750, 1000

Culture Point Production

50, 100, 150, 250, 350, 500

One building of each resource type

Levels 2, (4, 7, 10) 

of at least one building of each type.


Progressbar here is not the building levels, but the number of resource types which already achieved the level. 

The stats are: 0/4, 1/4 ... 4/4.

All resources to level

All to Levels 2 (4, 7, 8, 9, 10)


Progressbar here is not the building levels, but the number of resource fields which already achieved the level. 

The stats are: 0/18, 1/18, ... 18/18


Conquered village

When a village is conquered, the tasks for the village are carried forward to the new owner, together with their status. 

This means that if the previous owner completed some tasks, they would still be completed for the new owner and, if available, they will be able to do the next task of that type.


For completed tasks in a conquered village, there are no reward resources even if the old owner has not collected the rewards for the completed task.


There are a few tasks, listed in the table below, that are always created or reset when the village is conquered. Their status does not carry over to the new owner.


Conquered village tasks are added to a village when it is conquered. Unlike other tasks, they are not transferred when the village is conquered again - instead, identical ones are created for the new owner to complete.

Building / Feature

Tasks:

Non Huns: Residence / Palace
Huns: Residence / Palace / Command Centre

Levels 1, 10, 20,


replaces existing open similar task.

Wall

Levels 1, 10, 20

 

replaces existing open similar task.

Loyalty

100

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