Guides & Tutorials
Everything you need to build a thriving kingdom — from managing Wood, Stone, Iron, and Food to commanding Catapults against level-10 Forts and climbing all the way to King. Played the original? The Haypi Kingdom wiki maps every classic system onto how it works here.
Getting Started
Your First 7 Days — Beginner's Protection
Every new account gets free Beginner Protection: nobody can attack you while your account is under 7 days old, your prestige is under 1,000, and you have never attacked another player. It ends the moment any one of those stops being true, so use the window well.
- Open the Task list right away and work through it. Tasks teach the game and pay Prestige plus resources, but nothing is paid automatically: open each finished task and tap Claim Reward.
- Upgrade your Main Building early. Each level cuts all building upgrade times by 2% (up to 40%), raises your population and population cap, and produces Money. Your Barracks unlocks at Main Building level 3.
- Upgrade the fields of your Lumber Mill, Stone Mine, Iron Mine and Cropland. A field produces 15/hr at level 1 and up to 5,000/hr at level 20, and production keeps running while you are offline.
- Keep your Warehouse ahead of your fields. Once a resource hits the storage cap it stops producing, and that output is lost until you spend some or upgrade the Warehouse.
- Train a starter army in the Barracks. Infantry are the cheapest and fastest to train (30 seconds each), and every troop eats Food every hour, so grow your Cropland with your army.
- Join an Alliance early. It completes a task and an achievement for bonus Prestige, and alliance members can claim a second free Daily Gift every day.
- Promote your title by claiming the next Title task on the Task screen. Titles never upgrade on their own: 2nd Civilian needs 200 prestige, 1st Civilian 630, and 3rd Baron 1,150 plus 1 Gold Nugget.
Understanding Resources
Your city runs on four stored resources (Wood, Stone, Iron and Food), a Population stat, and two currencies (Money and Coins). Managing all of them is the backbone of progress.
- Wood — produced by your Lumber Mill. Used for building, upgrades and troop training.
- Stone — produced by your Stone Mine. Used for building and upgrades.
- Iron — produced by your Iron Mine. Used for upgrades and for training stronger troops.
- Food — produced by your Cropland. Every troop eats it every hour. If Food hits 0 while upkeep is higher than production, your troops starve and die.
- Money — shared across your whole account. Produced every hour by the Main Building in each city (10/hr at level 1 up to 2,000/hr at level 20) and by every Fort you hold. Spent on Technology research and Marketplace trades.
- Coins — premium currency, bought in the store and also won from the Daily Spin, Daily Gifts, chests and hunts. Spent on VIP, Refuse War protection, Resource Enhancement, speed-ups and the Treasure Shop, or exchanged at 1 coin = 4,000 Money.
- Upgrade your Cranny to hide a fixed amount of each of Wood, Stone, Iron and Food from raiders (240 at level 1 up to 134,800 at level 20). Anything above that amount can be looted.
City Buildings
Building Priority Order
Most buildings go up to level 20; the Tech Center and Market are utility tiles you open rather than level. Upgrading the right buildings first dramatically accelerates your growth.
- 1. Main Building — cuts all upgrade times by 2% per level, grows your population and its cap, and produces Money. Upgrade it constantly.
- 2. Warehouse — sets your storage cap (800 at level 1, 449,300 at level 20). Level it before you will be away for long.
- 3. Cropland — feeds your army. Scale Food production as your troop count rises.
- 4. Lumber Mill, Stone Mine, Iron Mine — keep their fields at similar levels for balanced production. Field levels 16 to 20 also cost 20 / 40 / 60 / 80 / 100 coins.
- 5. Barracks — trains all four troop types, and each level above 1 trains 1.5% faster (28.5% at level 20). Two trainings run at once, three with VIP.
- 6. Tech Center — open it to research technologies with Money. Every tech level applies to all your cities.
- 7. City Wall — holds up to 15 Traps and 15 Turrets. Their level comes from Trap Research and Turret Research.
- 8. Cranny — hides a fixed amount of each resource from raids. Critical once you become an active target.
- 9. Market — buy and sell resources, treasures and equipment with other players for Money. There is no selling fee.
Warehouse & Cranny — Protecting Your Resources
Your Warehouse capacity determines how much of each resource you can hold. The Cranny hides a fixed amount of each resource from theft.
- Warehouse level 1 stores 800 of each resource. Level 20 stores 449,300.
- Production past the cap is wasted, and a resource package or Resource Box only adds what fits. Open them when your Warehouse has room.
- The Cranny protects a flat amount per resource, not a percentage: 240 at level 1, 16,100 at level 10 and 134,800 at level 20.
- An attacker's Break Cranny skill steals an extra 5% per level (up to 50% at level 10) of what your Cranny protects, so spend resources rather than hoarding far above the cap.
- Everyone can run 2 building upgrades at once, and VIP adds a third slot while VIP is active.
Military & Combat
The Four Troop Types
All four troop types train in the Barracks. Battles run on the classic rules, where each type has clear strengths and counters. Knowing when to use each one is the difference between victory and defeat.
- Infantry — cheapest and quickest to train (30 seconds). Deal +50% damage to Cavalry, carry 80 resources each, and spring traps: always bring some against a city with traps.
- Cavalry — the fastest unit (speed 300) with the highest defense and HP. Carries 100 resources each, the most of any troop, and deals +50% damage to Catapults and +20% to Archers.
- Archers — ranged (range 600) but fragile (attack 60, defense 25). Cheaper and faster than Catapults, but they lose 75% of their attack once enemy melee reach them. Carry 40 each.
- Catapults — the highest attack (300) and longest range (800), but the slowest (speed 50) and most expensive troop. The key to cracking oases, though they deal only 30% of normal damage to turrets. Carry 40 each.
- Each battle turn, every troop type on both sides acts in one queue, fastest first. On a tie, a type moving Forward goes first, then the defender. Raise speed with your General's Speed and Marching research.
Attacking Forts, Oases & Castles
Forts pay Money every hour, oases add flat resource production, and castles pay chests and resources on every win. Scout first: NPC garrisons vary by about ±5% each time they spawn.
- Forts (levels 1-10) are guarded by big armies: about 350 infantry, 15 cavalry and 40 archers at level 1, up to 130,000 infantry, 6,000 cavalry, 7,500 archers and 250 catapults at level 10.
- A fort pays 1,000 Money/hr at level 1 up to 10,000/hr at level 10, never decays, and loots a one-time pile of resources when you beat it (5,000 at level 1, 400,000 at level 10). You need the 3rd Baron title to hold one.
- Oases (levels 1-10) add a flat +200/hr (level 1) up to +3,000/hr (level 10) of one resource to the city that captured them. An occupied oasis loses 1 level every 48 hours, and re-capturing it resets the clock.
- Catapults are the main gate for cracking an oasis, and the number you need climbs steeply with level. Oases also hold infantry, cavalry and archers, so scout and bring a safe margin.
- Win a tile battle and your survivors stay to garrison it instead of marching home. If you are already at your title's cap for that tile type, they come home and you do not take the tile. Fort and oasis battles never cost prestige.
- Castles (levels 1-5) are far stronger than a level 10 fort and can never be occupied, but every win drops a Gold Chest and Gold Key at twice the castle's level plus Resource Boxes into your Treasures. Your first 5 castle wins each day (UTC) pay full prestige.
Defending Your City
Traps and Turrets on your City Wall fight automatically when your city is attacked. The attacker only wins by killing every defender, destroying every turret and springing every trap within 20 rounds.
- Traps fire once, when an enemy stack steps onto the trap row, and kill (trap attack ÷ that troop's life) from the frontmost type, so cheap infantry die by the hundred. Trap attack runs from 200 at level 1 to 18,000 at level 10.
- A trap nobody has reached stays armed, and every trap must be sprung for the attacker to win. An attack that cannot reach your trap row fails on the 20-round timer.
- If your General has the Convince skill, 3% per level (up to 30% at level 10) of the troops your traps kill join your army, win or lose.
- Turrets fire every round at the closest enemy stack in range. A level 10 turret reaches 1,050 with 38,280 attack and 15,000 HP, farther than any troop can shoot.
- Trap Research and Turret Research set the level of every trap and turret you build. Every tech starts at level 1, and finishing a higher level upgrades all your built and queued defenses for free.
- Troops at home defend alongside your wall: your army starts on its turret line, with the trap row one step in front.
- Need a break from attacks? Refuse War blocks all attacks (25 coins for 6 hours, 50 for 12 hours, 100 for 1 day, 300 for 3 days), but launching an attack yourself ends it immediately.
Speed — The Most Important Stat
Speed decides which of your troops act first each battle turn, how far they move each turn, and how fast your armies cross the map.
- Map travel time = distance ÷ army speed. An army moves at its slowest unit's speed (Cavalry 300, Infantry 150, Archer 125, Catapult 50), boosted by your General's Speed, Marching research and any speed buff.
- Your General's Speed comes from attribute points (each attribute caps at 100, base plus allocated) plus equipment: a Horse adds Speed equal to its level, and a Manual adds its level to all four stats.
- A single Catapult slows the whole stack to 50, so leave them at home for fast strikes.
- Speed Attribute: about +1% speed per point, and it also changes the order your troop types act in. Prioritize Speed when spending Attribute Points.
- A faster army strikes first each combat turn, so Speed pays off on offense and defense alike. On an exact tie, the defender acts first.
Technology Research
11 Technology Skills
Technology research is done at the Technology Center and costs Money from your account balance (not resources). Tech levels are account-wide, so every level boosts all your cities; each city can run one research at a time.
- Woodcutting / Digging / Smelting — +5% Wood, Stone or Iron production per level, up to +25% at level 5.
- Planting — +10% Food production per level, up to +50% at level 5. Research this aggressively as your army grows.
- Shooting — +2% firing range per level for Archers and Catapults (600 → 720 and 800 → 960 at level 10). It raises range, not damage, and does not affect turrets.
- Scout Skill (max level 5) — each level reveals more: troop counts from level 1, resources from level 2, defenses from level 3, building levels from level 4, and exact numbers plus loyalty at level 5.
- Marching Skill — +2% march speed per level on the world map, up to +20% at level 10.
- Attack Skill — raises your whole army's attack in every battle, up to level 10.
- Defense Skill — raises your whole army's defense in every battle, up to level 10.
- Trap Research — sets your trap level: trap attack grows from 200 at level 1 to 18,000 at level 10.
- Turret Research — sets your turret level, and finishing a level upgrades every built and queued turret for free.
- Production techs cost 2,000 Money (2 hours) at level 1 and 200,000 Money (48 hours) at level 5. Cancelling refunds only 50%, and each level grants prestige equal to the level reached.
General Titles & Prestige
Rising Through 20 Titles
Your General Title is your level. There are 20 titles from 3rd Civilian to King. Each needs a Prestige threshold and some also need treasures, which are spent when you claim the title.
- 3rd Civilian (level 1) → King (level 20). Prestige requirements scale from 0 to 11,500,000.
- Key treasure gates: level 4 (3rd Baron) needs 1 Nugget; level 7 (3rd Viscount) needs 1 Nugget + 1 Gemstone; level 10 (3rd Earl) needs 1 Gemstone + 1 Medal.
- Higher titles: level 13 (3rd Marquis) needs 1 Medal + 1 Scepter; level 16 (3rd Duke) needs 3 Scepters; level 19 (Prince Regent) needs 2 Scepters + 2 Crowns; level 20 (King) needs 4 Scepters + 4 Crowns.
- Each promotion grants +4 Attribute Points and +1 Skill Point for your General, and reaching King also pays 100 coins.
- Higher titles raise your caps, from 0 branch cities, 1 oasis and 0 forts at 3rd Civilian up to 6 / 10 / 6 at Prince Regent and King, and add a production bonus of up to +55%.
- Titles never upgrade on their own: claim each Title task in order on the Task screen. Beginner Protection is not tied to your title; it ends after 7 days, at 1,000 prestige, or at your first attack.
How to Earn Prestige
Prestige is your lifetime score and the gate for every title. Most things that strengthen your kingdom award it.
- Building upgrades — every completed upgrade awards Prestige. Upgrade constantly.
- Training troops — +1 per Infantry, +2 per Archer, +4 per Cavalry and +10 per Catapult when training finishes.
- PvP combat — win and you gain half the prestige value of the enemy's dead troops (Infantry 1, Archer 2, Cavalry 4, Catapult 10); lose and you lose half the value of your own dead.
- There is no underdog bonus: the same kills are worth the same prestige whoever you beat, so attacking a stronger player only pays if you win.
- Hunting — each collection grants a little Prestige that grows with your party size and how long the hunt ran.
- Tasks, title claims and research — early tasks and every Title claim pay Prestige, and each research level pays Prestige equal to the level reached.
- When you lose while defending, your prestige stops at what your current title cost. Losing an attack is not floored.
Skill Points — General Abilities
You start with 5 Skill Points and earn +1 per title upgrade. Each of the five skills goes from 0 to 10, and maxing one costs 30 points, so pick a focus. Resetting costs 20 coins and refunds every point.
- Unlock Chest — open chests up to your skill level without a key. It is a hard level threshold, not a chance.
- Hidden Attack — +5% chance per level (50% at level 10) that your attack goes out hidden: no alert to the defender and no red line on their city screen.
- Heal — after any battle, win or lose, revive 5% of your fallen troops per level, up to 50% at level 10.
- Break Cranny — when raiding, steal an extra 5% per level (up to 50%) of the resources the enemy's Cranny protects.
- Convince — a defender skill: 3% per level (up to 30% at level 10) of the troops your traps kill join your army.
Hunting & the Marketplace
Hunting at Oases
Send troops to an oasis you occupy, or to any oasis nobody occupies, to farm resources, gear, chests and keys, title materials, cards and a few coins.
- Tap an oasis on the map and choose Hunt. A party on a wild oasis forages around the NPC garrison without fighting it, and there is no limit on how many parties you run.
- Loot builds up on the oasis at full rate for about 8 hours, then more slowly until it is full at 48 hours. Collecting around the 8-hour mark is the efficient play, and a hunt under 5 minutes returns nothing.
- Cavalry are the best hunters: hunt effectiveness 1.0, against 0.5 for Infantry, 0.42 for Archers and 0.30 for Catapults, plus the fastest march and the biggest carry.
- Concentrate, don't scatter: one big party pulls far more chests and gear than the same troops split into small parties, and parties on the same oasis share one pile of loot.
- The pile resets whenever anyone collects, so an oasis someone just collected from has little built up yet.
- Hunting parties still eat Food every hour, and if another player captures a wild oasis you are hunting, your party is collected and sent home.
- Fortune above the baseline of 20 raises rare-drop odds and the level of items you find. It does not change how many resources come home.
The Marketplace
Trade with other players for Money. The Marketplace takes no fee, tax or commission: you keep 100% of the sale price.
- You can list Resources (Wood, Stone, Iron, Food), Treasures (Nugget, Gemstone, Medal, Scepter, Crown) and Equipment (Sword, Armor, Horse, Ring, Manual).
- Equipment must be unequipped before you list it, and the exact piece sells, including its enhancement level. Chests and keys are not traded here.
- Listing reserves your items at once (resources leave that city's warehouse). Listings never expire; they stay up until they sell or you cancel.
- Resources you buy arrive in your currently selected city; treasures and equipment go to your inventory.
- Buy resources here when you're short before a big upgrade or military push. No NPC swaps base resources at a fixed rate.
- Treasures are title-upgrade materials, so price them accordingly. Selling to the NPC instead pays a fixed 10,000 (Nugget), 50,000 (Gemstone), 100,000 (Medal), 500,000 (Scepter) or 1,000,000 (Crown) Money.
Alliances
Alliance System & Roles
Alliances hold up to 50 players and have four ranks: Leader, Vice Leader, Member and Recruit. Joining is approval-only, founding an alliance costs 1,000 Money, and allies cannot attack each other.
- Leader — full control: promote and demote, kick anyone, manage join requests, edit settings, transfer leadership and disband. A Leader cannot simply leave; transfer leadership or disband first.
- Vice Leader — approve or deny joins, kick Members and Recruits, promote a Recruit to Member, and edit alliance details and announcements. Vice Leaders cannot make other Vice Leaders or transfer leadership.
- Member and Recruit — everyone joins as a Recruit. Recruits chat, donate, claim the Daily Alliance Gift and join Alliance Attacks on castles, but only Members see the alliance city, warehouse, army and wars.
- Alliance prestige is the combined personal prestige of all members, and that total ranks alliances on the leaderboard. The alliance city's Rank screen also has War and Kills boards.
- Alliance war: members donate to the alliance treasury (donations are permanent) to found and run an alliance city with its own buildings, army, research and wall.
- Shrines: 41 shrines on the map are held by NPC garrisons until an alliance takes them. A held shrine gives a passive bonus and pays every eligible member a daily reward.
- Wars: a Leader or Vice Leader declares war on another alliance (both need an alliance city). Once open, a war lasts 48 hours and is decided by war score from assaults. Alliance cities are never captured.
- Alliance Attacks: members combine their armies against one castle, the caller commands, and every qualifying player gets the full castle reward. You can start or join one 24 hours after joining the alliance.
Tips & Advanced Strategies
Fort Farming — The Best Money Source
A held fort pays 1,000 Money per hour per fort level (10,000/hr at level 10) and never decays, far more than a level 20 Main Building's 2,000/hr. Spend it on Technology research.
- The classic zero-loss play: put everything on WAIT, have your catapults target enemy cavalry from maximum range, then their archers, then their catapults, and only walk in when nothing can shoot back.
- Out-range them: a stack you hit from beyond its reach cannot counterattack. FORWARD makes even archers and catapults charge, so use WAIT to keep them shooting from range.
- Damage is linear: kills = troop count × attack × matchup bonus ÷ (target defense + life), so a bigger army kills proportionally more each turn.
- Forts up to level 5 field no catapults; from level 6 they bring some (12 at level 6, 250 at level 10). Scout before you commit.
- Cavalry carry 100 resources per unit, against 80 for Infantry and 40 for Archers and Catapults, so bring Cavalry when loot matters.
Building a Large Army Sustainably
Large armies consume enormous amounts of Food. Run out of Food and your soldiers starve and disappear.
- Upgrade Cropland aggressively. Upkeep is 1 Food/hr per Infantry, 2 per Archer, 4 per Cavalry and 10 per Catapult.
- Use Planting research to boost Food production by +10% per level (+50% at level 5).
- Food is stored per city and each army eats from its home city, so spreading troops across Branch Cities spreads the upkeep.
- Don't run negative for long: once Food hits 0, 5% of each troop type dies every hour, most expensive first, until net food is positive again.
- Resource Enhancement adds +30% to one resource in one city: 20 coins for 3 days or 80 coins for 1 week.
- Your displayed Food production is gross. Net food is production minus upkeep for ALL your troops, including marching armies, tile garrisons and hunting parties.
Daily Habits for Fast Growth
Consistent daily play beats sporadic heavy sessions. Build these habits.
- Check the Task list every login and tap Claim on every finished task and achievement.
- Keep your build queue full at all times: 2 upgrades at once, 3 with VIP. Idle queue slots = wasted time.
- Start a hunt before logging off. Loot builds at full rate for about 8 hours and keeps accruing to 48, so you never lose it by collecting late.
- Claim your free Daily Spin (1 a day, 2 with VIP), your Daily Gift on the Task screen, and the Daily Alliance Gift. Every alliance member can claim it, not just leaders.
- Check the Marketplace for cheap resources when you're short on a specific material.
- Speed-ups cost 10 coins for 15 minutes, 30 for 1 hour, 100 for 8 hours and 200 for 24 hours (the same as the cards), and anything with 5 minutes or less left finishes free.
- Scout before attacking. Your Scout Skill level (1-5) sets the detail, and level 5 shows exact troops, resources, defenses, building levels and loyalty.
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