Worlds, and moving between them

Elder Kingdom runs several worlds side by side. Each one has its own map, its own alliances, its own rankings and its own lords. Your kingdom lives in one world at a time.

A new world every 2,000 lords

Four cities on open grassland, from a village to a walled capital

Every world starts as empty grass. Older worlds have bigger cities on them.

When the newest world fills up to 2,000 kingdoms, a fresh one opens. New lords are pointed to the newest world that still has room, so everyone there starts at roughly the same time.

That’s the main difference between worlds: age. An older world has had longer to grow, so its lords hold bigger cities, stronger armies and the richest oases. In a newer world, everyone around you started recently.

Choosing where to begin

The Found a city sheet with a name and the cost

Whatever you found, the cost is shown before you confirm.

Your first kingdom is free in any world. The game suggests the newest one, and that’s usually the right call. If you later found another kingdom in a world older than your newest one, that costs Coins. The game shows the price and asks you to confirm, and nothing is spent until you do.

You can’t start a kingdom in a world newer than the one you began in. The way between worlds only runs backwards in time.

Moving to an older world

A large walled capital

Everything you built comes with you.

If your world feels too quiet, or your friends play in an older one, you can move your whole kingdom there. It costs 200 Coins, and it only goes one way: to a world older than the one you’re in. You can never move to a newer world.

What comes with you:

  • every city, with its buildings, troops and stores;
  • your general, gear and bag;
  • your studies and anything still being built, trained or researched;
  • your titles, prestige and Weekly Pass progress;
  • your letters.

Your cities land on free fields in the new world, picked at random, so you’ll be finding new neighbours and new oases. You keep your kingdom’s name unless someone there already uses it. Friends, blocked players and referrals stay behind in the old world.

When you can’t move yet

Footmen, Riders and a Catapult setting out

Bring everyone home before you pack up.

The move waits until your kingdom is at peace. You can’t move while:

  • any of your armies or carts are out, or someone is marching on you;
  • you hold an oasis or a fort;
  • you’re in an alliance (leave it first; an open application is simply withdrawn);
  • you have listings up at the Market, or a web shop payment is still going through;
  • the world you want is full or closed;
  • you already have, or once had, a kingdom in that world.

Nothing is charged if the move is refused. Fix whatever it names and try again.


Next guide: The campaign and permanent buffs