Kingdoms, Economy & Warfare

Kingdoms

Each zone has 24 unclaimed Kingdom plots plus one Capital at its center. Claiming a plot opens the full economy and warfare layer.

Claiming

Any unclaimed Kingdom plot can be claimed for gold, spent immediately on claim — but the price scales with your ambitions. Your first claim costs 500 gold; after that, each claim costs 1,000 gold × kingdoms you own + 10,000 × capitals you own (never less than 500), so a hero holding three kingdoms pays 3,000 for the fourth, and a capital owner pays a premium everywhere. Claiming also provisions your first Generals (see Armies & Warfare). A plot stays yours until another player's army defeats your defenders down to 0 troops, at which point it falls back to unclaimed with a reduced starting garrison.

Buildings

Each holding can build and upgrade the following. Every level costs next level × 100 gold plus next level × 5 each of Wood and Ore, drawn from the holding’s own stockpile — so a Walls upgrade from 4 to 5 costs 500 gold, 25 wood and 25 ore. Four buildings also want next level × 5 of a third material: Barracks takes Meat, Gem Mine takes Gems, and Herb Field and Cattle Field both take Herbs. (A War Camp’s Tents are the one exception — a flat 300 gold, 30 wood and 30 ore each, at every level.)

BuildingEffect
Resource DepotBoosts the holding's general resource storage
BarracksIncreases troop attack power
HousingIncreases troop capacity (troop cap = Housing level × 50)
WallsIncreases defense against incoming attacks
StableLevel 2+ opens a mount shop for visiting heroes (max mount sold = Stable level − 1). Mounts are bought one level at a time at 1,000 gold × the level, with a cut of every sale tithed to the selling holding's treasury — so a high stable is a real income source
Cattle FieldProduces Meat over time
Gold MinePays Gold directly into the holding's treasury
Iron MineProduces Ore over time
Gem MineProduces Gems over time (slow)
Lumber YardProduces Wood over time
Herb FieldProduces Herbs over time
Gold Mine's rate scales with your zone
Gold Mine pays round(0.15 × that zone's average monster gold value) × level × hours straight into the treasury, capped at 24 hours of accrual like every other production building. It's meant to feel like a modest, guaranteed trickle rather than a replacement for taxing kills — a well-trafficked kingdom's tax income will still outpace it, but a quiet one gets a real passive floor. Iron Mine is a separate building producing Ore, not a duplicate of Gold Mine.

Resources & Economy

Two currencies drive the kingdom layer: personal Gold (carried by your hero) and each holding's Treasury and Resource stockpile.

Resource Types

Production buildings accrue ore, wood, herb, gem, and meat at a flat rate of 2 per building level per hour, capped at 24 hours of unclaimed accrual — so there's no benefit to checking in more than once a day, but no penalty for checking in less either. Collecting moves accrued resources into the holding's stockpile.

Gold & Taxation

Every monster kill on claimed land pays a cut of its gold reward to the holding's treasury, up to a rate the owner sets:

HoldingMax Tax Rate
Ordinary Kingdom20%
Capital50%

Because every new hero spawns inside their zone's Capital block, a Capital owner taxing at the maximum rate collects up to half of every new player's earliest kills.

Capital Tribute

Owning a zone's Capital also makes every kingdom on that map your vassal: the Collect Tribute button takes 10% of every claimed kingdom's treasury on the map — rounded down per kingdom, so exactly what leaves their vaults arrives in your pocket as personal gold — on a 1-hour cooldown. Kingdom owners can't opt out; the only defense is keeping your treasury empty by collecting it yourself before the crown comes calling.

Deposits & Withdrawals

A holding's owner (and any guild member with the right permission — see Guilds) can move resources and gold between their personal inventory and the kingdom stockpile via deposit/withdraw actions, which also power the Barracks/Housing/Walls/Building upgrade costs in Kingdoms. The Collect Treasury Gold button on any holding you own — ordinary kingdom or Capital — empties its accumulated tax treasury into your hero's gold.

Abandoning a Holding

An ordinary kingdom you own can be abandoned from its Kingdom-tab card (the Capital never can). Abandoning resets the plot to unclaimed — its buildings, garrison, treasury, and generals are permanently lost, and anyone may claim it fresh. There is no refund and no undo, so empty the treasury and withdraw the stockpile first. Its main use is escaping the escalating claim cost: shedding a holding lowers the price of your next claim.

Running an empire from one tab
Two Diamond Mall boons exist purely for landowners. The 🔱 King’s Scepter (10,000 💎, one purchase) lets a hero collect, build, train and set taxes on every kingdom and capital they own from the Kingdoms tab, on any map — no more riding back to each holding in turn. The 👑 King’s Crown (5,000 💎 per level, to level 4) multiplies the resources that hero collects from their holdings: 2×, 3×, 4×, and 5× at the cap. The Crown does not touch treasury gold.

Armies & Warfare

Kingdom-vs-kingdom combat is asynchronous: you send troops under a General to raid a rival holding on your own zone, and the outcome resolves immediately based on both sides' strength.

Training Troops

Troops cost 10 gold each to train, capped by your Housing level (max troops = Housing level × 50). In a War Camp the same maths runs off Tents instead: capacity is tents × 50. Alongside the usual count box, a Train Max button fills the garrison in one press — it trains whichever is smaller, the room left under your capacity or what your gold affords, and tells you which limit stopped it.

Generals

Claiming a holding provisions your Generals, each with a Rank (increases with victories, granting +3% attack power per rank) and one of three specializations:

SpecializationEffect
Siege+25% attack power when the target has Walls
Vanguard+10% attack power, unconditionally
Raider+15% troop survival rate regardless of outcome

Resolving an Attack

You choose a holding to send troops from, a General, and a unit count (up to your available, non-cooldown troops). Both sides' power is randomized ±15% and compared:

  • Attack Power = units × attacker's troop ATK × (1 + Rank×0.03) × specialization multiplier × random(0.85–1.15)
  • Defense Power = defender's available troops × defender's troop DEF × random(0.85–1.15) + defender's Walls level × 5

If Attack Power exceeds Defense Power, you win: survivors return between 55–95% of sent units (better with a bigger margin), you plunder some of the defender's treasury (50 gold + 3 gold/unit sent, capped by what they have), and the defender loses 20–40% of their troops. If the defender is reduced to 0 troops, their holding is sacked — it falls back to unclaimed. If you lose, survivors drop to 10–60% of sent units, and a loss so lopsided that your Attack Power is under half the defense counts as a Rout.

Cooldowns

A General and the troops they led become unavailable for 8 hours after any attack, or 48 hours if the attack was routed.

War Camps

Every zone has a fixed 24 kingdoms plus a Capital, so a full map used to mean no way into the war. A War Camp (⛺) is the answer: a temporary siege base you raise on open ground, giving you troops and generals without owning a kingdom at all.

RuleDetail
WhereAn empty plain tile you are standing on. Not in a dungeon, and not where a camp already stands
Cost1,000 gold plus 99 each of ore, wood, herb, meat, and gem, taken from the hero raising it
LimitOne camp per hero — it must fall or expire before you raise another
Lifespan72 hours, then it disappears on its own
Starts with1 Tent and 1 General, rolled with a random name and specialization

A camp’s only building is the Tent, at a flat 300 gold + 30 wood + 30 ore per tent from the camp’s own stockpile. Each tent adds +50 troop capacity and houses one more General, up to 20 tents — a fully-pitched camp fields 1,000 troops under 20 generals, which outguns most claimed kingdoms.

A camp is a weapon, not a home
War Camps have no production buildings, no walls, and no tax rate — they generate nothing and simply hold an army. Supply them by depositing resources yourself. If a camp is sacked it is destroyed outright rather than falling back to unclaimed, and when the 72 hours run out it vanishes along with whatever is left inside. Spend what you put in before the clock runs down.

Player vs. Player

Hero’s Ark does not currently have live, duel-style PvP. Player conflict happens entirely through the asynchronous kingdom-warfare system described in Armies & Warfare — sending troops to raid, plunder, and potentially sack a rival's claimed holding.

What this means in practice
You are never at risk of losing your hero's own gold or gear to another player directly. The stakes are entirely at the kingdom level: your treasury can be plundered, your troops can be lost in a failed defense, and a fully-defeated holding falls back to unclaimed for anyone to take. There is currently no seasonal reset, ranked ladder, or title/throne system beyond simply holding territory.