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Movement & distances

Every dispatch takes some time to arrive: it depends on the distance and on your slowest troop.

⚡ The question we get asked most

Why is my attack taking so long?

Two things matter: the distance to the target and the slowest troop in your army. A Titan or a Royal Mage drags everyone down; Cavalry races ahead. Duration now follows the distance, with no minimum and no cap. You then tune it with the speed slider (10% → 100%) to go faster (more wheat 🌾) or slower (cheaper), and speed up your troops for good with the propulsion researches.

How distance is calculated

Every position on the map reads as [Kingdom : County : Fief]. Distance depends on the level at which you move, from the heaviest to the lightest:

Simple takeaway: targeting a neighbor in your own county is fast, whereas attacking another kingdom is always very long — and there's no longer a cap that "pulls" everything back to 6 h.

How travel time is calculated

The rules to know

Trip duration
Depends on distance — no minimum, no cap
Speed slider
10% → 100% (steps of 10)
Universe
Fast ×2 (durations & wheat halved)
Fuel
Wheat 🌾 on every movement (not enough = refused)
Kingdom gap
20,000 / kingdom (no cap)
County gap
2,700 + 95 / county
Fief gap
1,000 + 5 / position
Fastest
Cavalry & Caravan (15,000)
Slowest
Titan (100)
Spying
60 seconds (fixed, no wheat)
Incursions (PvE)
Fleet movement (distance + wheat), like an attack

Troop speeds

From fastest to slowest (the higher the number, the faster the troop):

🐴 Cavalry / 🐂 Caravan
15,000
⚔️ Guard
12,500
🛡️ Man-at-arms / ⚜️ Paladin / 🌑 Ranger
10,000
👹 Orc Champion
5,000
🔮 Royal Mage
4,000
🧭 Settler
2,500
♻️ Recycler
2,000
💀 Titan
100

The fuel: wheat 🌾

Every fleet movement burns wheat: attack, reinforcement (Defend), transport, colonization, recycling, the Host and incursions. Without enough wheat at the origin, the dispatch is refused.

Propulsion researches 🚀

At the Academy, three researches permanently speed up your troops (they act on time, not on wheat cost). They replace the old "March" talent, which has been removed.

🛣️ Paved Roads
+10% / level → Guard, Man-at-arms, Caravan, Recycler
🐎 Royal Stables
+20% / level → Cavalry, Royal Mage, Settler
🔮 Travel Arcana
+30% / level → Paladin, Ranger, Orc Champion, Titan

Effective speed is base × (1 + bonus × level): a Guard with Paved Roads 13 goes from 12,500 to 28,750. New players start at level 0, so they're slow — leveling these researches is what really shortens trips.

Frequently asked questions

How do I make my army arrive faster?

Don't bring a slow unit: the group's speed is that of the slowest troop, and a single Titan or Royal Mage slows down the whole army. Push the slider toward 100% to go faster (at the cost of more wheat). And over the long run, level the Academy's propulsion researches — they replaced the old "March" talent.

Is there still a minimum or a cap on duration?

No. The old bounds (15-minute minimum, 6-hour maximum) have been removed. A close neighbor arrives very quickly, while targeting the far side of the map can take many hours: duration now follows distance, the slider and your propulsions entirely.

Does spying follow the same rule?

No. A spy always arrives in 60 seconds, no matter the distance, and it consumes no wheat. PvE incursions, however, are real fleet movements: duration depends on distance and they cost wheat, just like an attack.

Does resource transport move as fast as my troops?

Transport requires Caravans (for cargo capacity) and follows the same travel formula: distance, slider and wheat. The Caravan moves at 15,000, so a convoy stays fast. Transport is open to any player, and the fleet leaves loaded, delivers, then returns.

Can I send my troops to defend another player?

Yes. You can send troops to defend any player for a guard duration of your choice (1, 2, 4, 8, 16 or 32 h). During the stay they bolster their defense: if the target is attacked, defenses merge and losses are split pro rata. When the guard ends, the survivors return home. The round trip costs wheat.