The campaign is a run of fifty battles against the people squeezing your villages. It sits beside your other tasks, it never runs out of time, and every win leaves you a little stronger for good.
Where to find it

It starts with a flour cart that never arrived, and a receipt that charges one family twice.
Open Tasks and switch to the Campaign tab. The fifty steps are split into five chapters of ten, each set in its own district with its own commander at the end.
Steps open one at a time, in order. A locked step tells you who you need to beat first.
How a campaign battle works

Brannik Sedge, the first name on the list. He runs the toll on the Flour Causeway.
Tap Begin on the next step. The game asks if you want to attack and shows you the enemy army, troop by troop, so you know what you’re up against before you commit.
There’s no march. Your army comes from the city you have open, and the fight starts straight away on the normal battlefield, with the same orders, rounds and rules as any other battle. Your losses are real, so bring enough. The battle guide explains how it plays out.
Before each fight, a short three-panel scene sets up who you’re facing and why. You can skip it once you’ve seen it.

Each battle opens with a short scene. After the first time, you can skip it.
It gets hard

Odrane Vell waits at step 10, at the end of the first chapter.
The first step is guarded by 18 Footmen, 19 Riders, 75 Bowmen and 19 Catapults. That’s a real fight for a new kingdom, and it grows from there. By the last chapter you’re facing thousands of each.
Lost? Nothing is used up except the troops you lost. Train more troops, build up your general and gear, and try again whenever you like.
What a win pays

After every win, someone from the village you freed thanks you and hands over your reward.
Every step pays three things:
- Prestige, from 40 for the first step up to 220 for the last.
- Resources, the same amount of each of Wood, Stone, Iron and Grain: 2,448 each at the start, rising to 31,075 each in the last chapter.
- One permanent buff.
Every tenth step adds a Quick Hourglass on top.
Each step is fought and paid once. When you win, the next step opens and the one you beat is done for good.
The permanent buffs
Each win adds a small bonus that never wears off. Most are +1%; the last three are +2% storage. Over the fifty steps they add up to:
| Buff | Total from the campaign |
|---|---|
| Attack, defence and health for each troop type | +1% each |
| Wood, Stone, Iron and Grain production | +5% each |
| Faster building | 4% |
| Faster research | 4% |
| March speed | +4% |
| Wounded healed after battle | +3% |
| Storage | +6% |
The troop buffs come first, in chapter 1 and the start of chapter 2, then production, then building and research, and the march, healing and storage buffs in the final chapter.
The Permanent buffs screen

Every bonus you have, from every source, on one page.
The Permanent buffs screen gathers every bonus you have in one place. Open it with the Buffs button on the Campaign tab, or from Kingdom management.
At the top, All buffs together adds everything up, so you can see your real bonus to each stat at a glance. Below it are three groups:
- VIP: what your VIP pass adds, and when it ends.
- Season pass: the Weekly Pass boosts, if you bought this week’s pass, and when they end.
- Campaign: every buff you’ve won, the step and foe it came from, marked Forever.