Moving your city

When to move

A city can move to a new field at any time you are not under attack. Players move to sit nearer their alliance, to get closer to an oasis or fort, or to leave a crowded corner of the map. Your buildings, troops and stores come with the city.

What it costs

CityCost
Your capital (main city)40 coins
A branch (sub) city20 coins

If you hold a relocation writ, the game uses it first. There are two kinds: the Capital Relocation Writ for your capital and the Branch Relocation Writ for a branch city. Each is taken automatically when you relocate a city of that kind. If you hold none, the coin price is charged instead.

The move screen shows what will be used before you confirm. With a writ in your bag it tells you that one will be used, and that coins are charged only if none is left.

Choosing a field

The map is 600 fields wide and 600 fields high. Enter a field from 1 to 600 on both axes. Two rules apply to the target:

  • The field must be empty. If another city takes it while you are deciding, the move is refused and you can pick again.
  • It must be a different field from the one you already stand on.

When you cannot move

A city cannot move while an attack is marching on it or fighting at it. Wait for the battle to end, then try again.

Branch cities

A branch city is a second home further out on the map. You can found one once you reach the title of 3rd Baron. The capital pays 1,000 of each of wood, stone, iron and food, and the new city needs a name of up to 14 characters. The number you can hold depends on your title: one at Baron, two at Viscount, three at Earl, four at Marquis, five at Duke, and six at Prince Regent or King.

Moving a branch city is the cheaper way to reposition. Moving the capital costs twice as much, so choose its field with care.

For what a new location offers, see The world map.


Next guide: Generals and treasures