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.
The stats are: 0/4, 1/4 ... 4/4. |
All resources to level | All to Levels 2 (4, 7, 8, 9, 10)
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 | Levels 1, 10, 20, replaces existing open similar task. |
Wall | Levels 1, 10, 20
replaces existing open similar task. |
Loyalty | 100 |