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Calculators

Calculators

Troop Resources, Trap Resources, Building Upgrades and Civilization Gear: plan before you spend, from your own game data.

The Calculator page holds four planning tools: Civilization Gear, Troop Resources, Trap Resources and Building Upgrades. They work from game data you already have — the troop and trap costs in Resources, the game's own building and gear tables — plus what you type in. Nothing here needs an emulator or touches the game, and nothing runs on a schedule.

On the title bar, click the Calculator icon, the first of the two page icons (the second is Studio). Aurora draws the two as a small pill just left of the sun / moon button, Prism just left of the light / dark switch, and Standing Watch as keycaps just left of the lever (see The interface). What you type on this page is kept between sessions on this PC.

Set it up

  1. On the title bar, click the Calculator icon. The page opens on its launcher: one large card and a column of smaller ones, one per calculator.
  2. Click Troop Resources and type what your city holds into Your stockpile: food, wood, stone, ore and gold. 25b, 1.5m and 250k all work. Trap Resources and Building Upgrades read the same amounts, so you type them once.
  3. Click a unit on the board to plan it and type how many, or type an order such as 200k t12 ground into the Add field.
  4. Open Building Upgrades, type your Keep level and click Set up city. Then type over the levels you know and enter your outer plots.
  5. Open Civilization Gear, pick a Goal, and click the pieces you wear (untick any set you do not own).

The launcher

  1. Calculator
  2. Find a calculator, or ask
  3. Large card · Continue
  4. Smaller cards
  5. Next step
  6. Key line
  1. Calculator
  2. Find a calculator, or ask
  3. Large card · Continue
  4. Smaller cards
  5. Next step
  6. Key line
  1. Calculator
  2. Find a calculator, or ask
  3. Large card · Continue
  4. Smaller cards
  5. Next step
  6. Key line
The launcher: the calculator you used last opens large, the others sit in a column beside it, each with its one-line answer and its next step.
Calculator
The page heading, with the line Plan before you spend — worked out from your own game data. (it steps aside on a small window).
Find a calculator, or ask
The search field at the top right. Type part of a calculator's name (walls finds Building Upgrades) or an order for the troop or trap plan (200k t12 ground, max t10 trap, t13). A box under the field shows how your text was read (a word it could not place is struck through), what the order costs against what your plan already spends, and an action such as Add to the troop plan; the card it would change is drawn striped while you look. Enter does it and opens the calculator. / jumps to the field from anywhere on the page; Esc clears it.
Large card
The calculator you opened last, with its full answer: for a resource calculator what the plan comes to against your stockpile (or, with nothing planned, what your stockpile trains); for Building Upgrades the route to your goal, the queue total and the next step you can do; for Civilization Gear a small armoury and what your build gives. Continue opens it. Before you have opened one, the large card is the first calculator you have entered something in (Pick up where you left off), else Civilization Gear, which answers before you enter anything (Start here · works before you enter anything); its button then reads Open and the calculator's name.
Smaller cards
Every other calculator: its number, name, a one-line answer such as Covers 76% — food runs out first, when it last changed, and its next step (for example Enter your stockpile, Review the trim, See the next upgrade, Open the armoury). Click the card or its next step to open the calculator on that step.
Key line
Enter continue · 1–4 open · arrow keys move · / find or ask, and on a large window The calculator you used last opens large; the others keep their order. Keys 1 to 4 open the calculators in card order.

On Standing Watch the page is a desk under one head band: CALCULATOR, the line under it and the search field sit in the band, and stay there while a calculator is open, so an order can be typed from anywhere. Opening a calculator docks the column of cards on the left, the open one lit, with the key line under it. On a narrow window the cards stay on the launcher instead.

An open calculator

All calculators
Back to the launcher. Esc does the same once you are not typing in a field.
Calculator name
Opens a list of all four calculators, each with its number and its one-line answer (tooltip Switch calculator).
Troops | Traps
Troop Resources and Trap Resources only: switches between the two (tooltip … — the same stockpile).
Esc and the blurb
Standing Watch only: an Esc keycap beside All calculators and the calculator's one-line description.

Troop Resources and Trap Resources

What will this army cost? How many traps can I build? The same calculator twice: Troop Resources prices training at the Barracks, Stable, Archer Camp and Workshop in food, wood, stone, ore and gold; Trap Resources prices the Trap Factory's four traps in food, wood, stone and ore. The costs are your own Resources ▸ Troops and Resources ▸ Traps libraries, read fresh each time, so a tier you add there appears here.

  1. All calculators
  2. Calculator name
  3. Troops | Traps
  4. Board
  5. Line under the board
  6. Add
  7. Names
  8. Plan line
  9. Max
  10. Your stockpile
  11. Shared
  12. Updated … ago
  13. Covers 76%
  14. Trim to fit
  1. All calculators
  2. Calculator name
  3. Troops | Traps
  4. Docked cards
  5. Board
  6. Line under the board
  7. Add
  8. Names
  9. Plan line
  10. Max
  11. Your stockpile
  12. Shared
  13. Updated … ago
  14. Covers 76%
  15. Trim to fit
  1. All calculators
  2. Calculator name
  3. Troops | Traps
  4. Board
  5. Line under the board
  6. Add
  7. Names
  8. Plan line
  9. Max
  10. Your stockpile
  11. Shared
  12. Updated … ago
  13. Covers 76%
  14. Trim to fit
Troop Resources: the board of tiers and troop types, the plan, and your stockpile with its verdict.
Board
One column per troop type (Ground, Mounted, Ranged, Siege, each with its building) and one row per tier, highest first. A planned unit is a solid cell with its quantity. Every other cell shows how many your whole stockpile would train, with the icon of the resource that runs out first, or a plain – when it pays for none. Before you enter a stockpile, a cell shows a faint icon of the resource that unit mostly costs. A dashed cell with – has no cost saved for that unit. Click a cell to plan it; double-click fills it to the most your stockpile pays for.
Line under the board
Point at a unit to see its cost; click it to plan it. Pointing at a cell shows what one unit costs, then how many your stockpile trains or what the planned line costs.
Plan
The heading, with the line and unit count, for example 3 lines · 6.5M troops. With no lines the card reads Click a unit on the board, or type an order like “200k t12 ground” above. (“50k t10 trap” for traps).
Add
Type an order and press Enter (placeholder Add: 200k t12 ground, or Add: 50k t10 trap): a quantity, a tier and a type, in any order. max fills it to the most you can afford. Text it cannot read is flagged.
Names
Troop Resources only. Generic or a civilization (Europe, China, Japan, Korea, America, Russia, Arabia): shows each troop by what that civilization calls it, from the names in Resources ▸ Troops. Default: Generic.
Clear
Removes every line of the plan.
Plan line
The tier and type, what the line costs, the quantity (placeholder how many; 250k and 1.5m work), Max (the most of this line your stockpile pays for once the other lines are paid) and ✕ (Remove this line).
Your stockpile
One field per resource (placeholder e.g. 25b; 25b, 1.5m, 250k and 1,000,000 all work, and one line of amounts typed or pasted into a field fills it and the rows below). Beside each: a lane of what the plan spends, needs … (or not used for a resource the plan does not spend), and the row's status — short … in red (a warning sign marks the resource that runs out first), … left, untouched, or, with nothing planned, … held. Text that is not an amount is never saved; Esc puts the old value back.
Shared
The chip by the title names who reads the same amounts (Shared with Trap Resources · Building Upgrades, or just Shared when narrow).
Updated … ago
When the stockpile last changed (before the first amount: Not entered yet · 25b, 1.5m and 250k all work). After three days it turns orange and Still right appears: click it if the amounts have not changed.
Covers / Covered
The ring: how much of the plan your stockpile pays for, for example Covers 76%, or Covered.
Clear (stockpile)
Empties every resource row — in every calculator that shares them — and reads Undo clear for a few seconds.
Verdict
The line at the foot of the card, with one button. Nothing entered: Start from either side. A plan and no stockpile: what the plan needs. A stockpile and no plan: the most units of a tier it trains when the types are mixed, against the best single type, and Plan this mix. Short: Covers 76% — food runs out first, with the plan cut to fit, and Trim to fit, which scales every line down by the same share. Covered: what is left still trains, and Add them.
Tier
Beside the verdict, when it is working out a mix: which tier to work it out for.
  1. Troops | Traps
  2. Board
  3. Plan line
  4. Max
  5. Your stockpile
  6. Covered
  7. Gold note
  8. Tier
  9. Add them
  1. Troops | Traps
  2. Board
  3. Plan line
  4. Max
  5. Your stockpile
  6. Covered
  7. Gold note
  8. Tier
  9. Add them
  1. Troops | Traps
  2. Board
  3. Plan line
  4. Max
  5. Your stockpile
  6. Covered
  7. Gold note
  8. Tier
  9. Add them
Trap Resources: the four traps, each built at the Trap Factory, with no gold column.

Trap Resources has the same parts. Traps cost no gold, so its stockpile has four rows, and a note says that the gold you typed stays saved for Troop Resources. With an empty cost library either calculator shows No troop costs saved yet (or traps) and Open Resources ▸ Troops (or Traps).

Building Upgrades

What does my next Keep cost? The left of the page is your city: every building as a tile and the outer plots. The right is a card with what you have and two tabs: Plan (what to build next with what you have) and Queue (your own targets, with every building they need first added for you in an order the game accepts). Everything is priced in food, wood, stone and ore. Build time is never shown, because it depends on each player's own speed buffs.

A new city starts at Start from your Keep: type your Keep level, leave Fill the other buildings from it ticked, and click Set up city. Every building that Keep requires gets the least level it needs, shown dotted as an estimate until you type over it; a building that Keep does not require shows ?. A strip over the tiles says so — … not needed for Keep …, so unknown (?) … — enter yours; the plan prices them from 0. — and, once only estimates are left, … levels are the least your Keep requires (dotted). Type over any you know. with They're right to confirm them all.

  1. City
  2. Keep
  3. Saved
  4. Undo / Redo
  5. Keys
  6. Lenses
  7. Outer plots
  8. Building tiles
  9. Line under the tiles
  10. Your resources
  11. Shared
  12. Paste
  13. Plan / Queue
  14. Toward
  15. Done spends it
  16. Do now
  1. City
  2. Keep
  3. Saved
  4. Undo / Redo
  5. Keys
  6. Lenses
  7. Outer plots
  8. Building tiles
  9. Line under the tiles
  10. Your resources
  11. Shared
  12. Paste
  13. Plan / Queue
  14. Toward
  15. Done spends it
  16. Do now
  1. City
  2. Keep
  3. Saved
  4. Undo / Redo
  5. Keys
  6. Lenses
  7. Outer plots
  8. Building tiles
  9. Line under the tiles
  10. Your resources
  11. Shared
  12. Paste
  13. Plan / Queue
  14. Toward
  15. Done spends it
  16. Do now
Building Upgrades on the Plan tab: the lenses, the outer plots, the building tiles, and what to build next toward Keep 39.
City
Under Building Upgrades, the city's name with ▾: the city menu. It lists your cities and offers Add a city…, Price “…” on the shared resources (only one city reads the amounts Troop and Trap Resources use; the others keep their own), Start “…” over from a Keep level…, Rename “…”… and Delete “…”…. One city per game account.
Keep
The chip beside the name: your Keep level. Click it to jump to the Keep tile.
Saved
Your levels, plots and queue are saved per city as you type; Not saved if the disk refused. A line such as 4 changes since Oct 7 may stand beside it: click it to mark those changes reviewed.
Undo / Redo
Every change can be undone (Ctrl+Z) and redone (Ctrl+Shift+Z or Ctrl+Y).
Keys
Lists every key the page answers.
Conflict strip
When a level is below what another of your levels requires, an orange strip over the tiles says so, for example Hospital 36 needs Market 36 — you have 35., with one button to fix it: Raise it, Raise your best farm (for an outer-plot type) or, when several are low, Raise all ….
Lenses
All, Ready, Blocked, Behind Keep and In the plan, each with its count. A lens fades the tiles that do not match; nothing moves.
Outer plots
The 30 plots outside the walls, how many are in use and free. One label per type — Farm, Sawmill, Quarry, Mine, Army Camp — with its count against what your Keep allows and its best level, then one cell per field with its level, and dashed cells for free plots. Select a type and type a level: every field of it takes it. + adds a field like the last one; with a field selected, Remove in the line under the tiles (or the Del key) removes it, and Undo puts it back; Ctrl+V pastes a list of levels, and right-click ▸ Clear — assume these levels again forgets the type. A type you have not entered reads not entered: the plan assumes whatever level it needs and prices none of it.
Building tiles
One tile per building of the city, Keep first, then A–Z: its name, level and a bar against its top level. A mark at the corner says why its next level waits: a half-filled dot when it waits on another building, a hollow ring when your resources do not cover it; MAX at the top level; a lock and the Keep it opens at; ? for a level you have not entered. A small arrow and level show where the active tab's plan takes it. Select a tile and type a level, or use − / +; point at one to see what its next level gives, costs and waits on.
Line under the tiles
Says the same for the selected tile, with its actions: Queue … (Q), Done, or Go to … for the building it waits on.
Your resources
Food, wood, stone and ore, each edited in place. The city linked to the shared amounts shows Shared and uses the same stockpile as Troop and Trap Resources. Paste fills all four from one line. A first visit asks What do you have right now? instead.
Plan / Queue
The two tabs. Queue shows how many cards it holds.

The Plan tab reads the path to its goal against what you have:

  1. Queue
  2. Add a target
  3. Cards / Build order
  4. Clear
  5. Plan it / Planned
  6. ✓ (Built)
  7. Added for you
  8. Status chip
  1. Queue
  2. Add a target
  3. Cards / Build order
  4. Clear
  5. Plan it / Planned
  6. ✓ (Built)
  7. Added for you
  8. Status chip
  1. Queue
  2. Add a target
  3. Cards / Build order
  4. Clear
  5. Plan it / Planned
  6. ✓ (Built)
  7. Added for you
  8. Status chip
The Queue tab: the add field, the cards, and every building each card needs first.
Add a target
Placeholder Add a target — keep 40 · walls max · hosp 38. Type a building and a level: keep 40, walls max, farm 3 38, all farms 38. Every building it needs first is added for you. =walls 34 records a level instead. / or Ctrl+K jumps here.
Cards / Build order
Two views (V switches): one card per target, or the whole queue laid out as runs of levels between Keep milestones, filtered to All, Can do now or Affordable.
Clear
Removes every card; Undo puts them back.
Card
Drag the grip (or Alt+↑ / Alt+↓) to reorder; − / + change the target; Plan it makes it the Plan tab's goal (it then reads Planned); ✓ marks it built with everything it added; ✕ removes it. Under it, Added for you lists the buildings it needs first, each with its own ✓, and a chip says paid, runs out here or after you run out.
The whole queue
Under the cards: what the queue Needs, what You have, and what is Short or Left.

Outer plots open with your Keep: 15 at Keep 1, 20 at Keep 6, 25 at Keep 11 and all 30 at Keep 16. How many of each type a Keep allows follows the game's own table; the info icon beside Outer plots shows it.

Civilization Gear

Which six pieces should I wear? One piece per slot from any of the 16 Civilization Equipment sets, ranked for the buffs you care about with every set bonus counted. Every piece is compared at 5★, so the stars you set never change which gear is best; they change only what your own build gives.

  1. Goal
  2. Ranked at 5★
  3. Fit | Swap effect
  4. Tune goal
  5. Sets · best fit
  6. Set rows
  7. Worn piece
  8. Best build (dashed)
  9. Set bonus
  10. Legend
  11. Verdict
  12. Wear best
  13. Undo · Pin · Save
  14. Stat sheet
  15. Inspect · Builds · Compare
  16. Your star level
  1. Goal
  2. Ranked at 5★
  3. Fit | Swap effect
  4. Tune goal
  5. Sets · best fit
  6. Set rows
  7. Worn piece
  8. Best build (dashed)
  9. Set bonus
  10. Legend
  11. Verdict
  12. Wear best
  13. Undo · Pin · Save
  14. Stat sheet
  15. Inspect · Builds · Compare
  16. Your star level
  1. Goal
  2. Ranked at 5★
  3. Fit | Swap effect
  4. Tune goal
  5. Sets · best fit
  6. Set rows
  7. Worn piece
  8. Best build (dashed)
  9. Set bonus
  10. Legend
  11. Verdict
  12. Wear best
  13. Undo · Pin · Save
  14. Stat sheet
  15. Inspect · Builds · Compare
  16. Your star level
Civilization Gear: the goal, the Armoury Grid of 16 sets by six slots, and your build beside it.
Goal
Goal · Mounted PvP by default. The list: Mounted PvP, Mounted Monsters, Ranged PvP, Ground PvP, Siege PvP, Debuff PvP, Debuff Monsters and City Defense, each with a line on what it is for. After tuning it reads Custom · from …. Beside it, the goal in words.
Ranked at 5★
A reminder, not a button: every piece is compared at 5★.
Fit | Swap effect
What the cells show: Fit, each piece against the best piece for its slot (0–100), or Swap effect, how the whole build changes if you wear that piece instead.
Tune goal
Opens the goal editor in place of the stat sheet and the tabs (below).
Set rows
One row per set, best fit first (the corner toggles A–Z). Untick a set you do not own: it dims, sorts to the bottom and is never suggested. ×2 counts the pieces of it you wear.
Slot cells
Weapon, Ring, Helmet, Armor, Leg Armor and Boots. A ringed solid cell is a piece you wear; a dashed outline is the best build. Click a piece to wear it; click a worn piece again to lock its slot. A small star in a corner marks a piece you set below 5★.
Set bonus
2/6, 4/6 and 6/6 for each set: ✓ when active, else how many more pieces it needs (an orange dashed cell is one piece away). Click one for the route to it.
YOUR BUILD
The verdict (Best build, or for example 96.8% as good), Wear best, and three icon buttons: Undo, Pin (P) and Save as a loadout. Then the sets you wear as tags.
Stat sheet
What your build gives, at your stars: Attack, Defense and HP for the goal's troops, the enemy cuts, the extras (march size, rally capacity and so on), and flat values marked not scored. Under it: All six at 5★ — set a piece lower if yours is, or which of yours you set lower.
Inspect
The piece or bonus you point at (or last clicked): its stars — click a star to set your level, click the last lit one for unstarred — its Fit and place in the slot, what wearing it would do (Wear it) or Lock slot if you wear it, each of its lines, and the four other best choices for that slot. For a bonus: the route to it and Wear this route.
Builds
The top eight builds for the goal under your locks and owned sets, each against #1; click one to wear it. Then Saved loadouts, re-ranked under whatever goal you pick.
Compare
A pinned build against what you wear now: the slots changed, the set bonuses gained and lost, and the stat changes. Swap wears the pinned build and pins the current one; Unpin.

Tune goal shows Troops (Ground, Mounted, Ranged, Siege), Buffs that count (General, Attacking, In-City, vs Monsters, With Dragon), Enemy you face, the Count All-Troops lines switch, and an Off | Low | Med | High priority for each stat under Your troops, Enemy cuts and Extras. Every change ranks the builds again. Reset to … goes back to the goal you started from; Done closes the editor.

With the grid focused: the arrow keys move a cursor, Enter wears, L locks the worn piece's slot, P pins, 0–5 set the stars of the piece under the cursor, Ctrl+Z undoes and Esc clears.

How it works

Examples

Troubleshooting

Troop Resources says “No troop costs saved yet”.
Its costs are your Resources ▸ Troops library, which is empty. Click Open Resources ▸ Troops and add the tiers (the shipped ones come filled in).
A tier is missing from the board.
The board shows only tiers held in Resources ▸ Troops (or Traps). Add the tier there and open the calculator again.
My stockpile changed in another calculator.
That is by design: Troop Resources, Trap Resources and the linked Building Upgrades city share one stockpile. Use the city menu to give a second city its own amounts.
The stamp beside Your stockpile is orange.
The amounts are over three days old. Check them against the game, then type the new ones or click Still right.
Building Upgrades plans a level I already have.
Type the real level on its tile (a dotted level is only an estimate), or confirm all estimates with They're right. A type of outer plot you have not entered is assumed built at whatever the plan needs.
The plan stops at a step it says to check in game.
Some requirements — research, formations, fame tasks, prosperity, items — are not in the calculator's reach. Tick them off under Check in game as you do them; ticking changes no cost.
Civilization Gear does not change its best build when I set my stars.
Intended: every piece is ranked at 5★, so your stars change only what your own build gives (the stat sheet), never which build is best.
The verdict reads “No goal yet”.
Nothing in the goal counts. Open Tune goal and give at least one priority Low or higher.