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Walkthrough Tribal War: Tips, WIKI, Reviews

WAR OF TRIBES - Android game with release date 12/10/2012 from the company InnoGames. Game genre: Strategy. In the article, we summarized pumping tips from TOP players, developers ’answers to gamers’ questions, guides for beginners from the official site, and our secrets for passing the game. Attention, the article is periodically updated, look at the site Wise Geek more often.


  1. A Beginner’s Guide
  2. Paladins
  3. Battle System
  4. Victory in the World
  5. Trade
  6. Buildings
  7. Fortress
  8. Tribe
  9. Tournaments
  10. Reports and Achievements
  11. Flags
  12. Managers and assistants in the game

Tribal War: A Beginner’s Guide

What is this game? Tribal War is a browser game about the Middle Ages. Each player controls a small village that he can develop and make famous and powerful. Under your leadership, your village will grow and prosper. But your village is not the only one. All the rulers of the villages around you have the same goal: to create the largest empire.

You must use the troops that you train in your village to stop your enemies by plundering and destroying their villages. Sooner or later you will have to unite with other players to fight together and help each other in difficult times. After you have developed your village and made it as strong as possible, it is time to conquer other villages and create your empire.

Resources. To build troops or buildings, you need resources. Mines produce resources automatically. Resources are also produced when you are offline. The amount of resources you receive depends on the level of your mines. It is very important to improve the warehouse so as not to lose resources that might not fit in it. At the top right, you will see how many resources you have and how many resources your warehouse can accommodate.

The number on the right means how much you can store each resource. In this example: 1000 wood, 1000 clay and 1000 metal. The number on the left indicates how many resources are currently available.

Overview of the village. A village overview gives you a lot of information about your village. You can see the levels of buildings, production of resources, troops. You can switch between classic and graphical overview of the village. The benefits of a classic review are felt when you have slow Internet or you pay for traffic.

If you have a premium account, then you will get access to additional very useful information, for example, the production in your buildings, the number of traders and the time when your warehouse will be full. Here is also an overview of the village with the names of the buildings (it shows how the buildings look).

Buildings look different depending on their level. This table shows the levels at which the type of building changes:

Change of the name of the village. You can change the name of the village in the town hall. Under the list of buildings is the field "Change the name of the village", where you can enter a new name and click on "Change". Thus, your village will change its name.

The construction of buildings. If you want to build a building you must go to the town hall and click on "finish to level X". You must have the right amount of wood, clay, iron. This amount depends on the building and its level. The higher the building level, the more resources are required to the next level. Some buildings require certain levels of other buildings to be reached. For example, you can build a market only after you build the Town Hall and Warehouse of the desired level. In the town hall you will see these requirements and prices.

Hiring troops. You can train soldiers in the barracks. To build a barracks, you need a Level 3 Town Hall. First you can train only spearmen, for other soldiers, you need to improve the barracks and build other buildings (Stable, Workshop).

First steps

In the beginning, you especially need only one thing: raw materials. A sawmill brings a tree, clay is mined in a clay quarry, metal is mined in an iron mine. The higher the level of these buildings, the more they produce. It is very important to focus on the production of resources in the early days. When developing resource buildings, it’s important to hide resources from looting by other players who can capture them by attacking you. You need to take care of this in advance.

The cache gives you the opportunity to hide resources from looting so that no one can find and pick them up. The higher the cache level, the more resources you can hide there. Building a cache is very important especially when there are more developed players in your area. It is also very important to build a wall. Each level of the wall means that your enemy will lose more troops and attacking you will not be profitable for him.

Once you have established the production of resources, you can begin to build troops and trade with others. At the initial stage of the game, you can build a statue and hire your paladin in it. With it, you can attack smaller villages (best abandoned villages are up to 100 points). With the help of the barracks (you need the third level of the town hall) you can build troops and attack them with weak players, depriving them of resources for development.

If you prefer to trade, you need to build a market (requires a level 3 town hall and a level 2 warehouse). There you can see the offers of neighbors and sell extra resources. You can also create your own offers. Also, you should look around on your territory and find a good tribe to join it. It is always easier to attack and defend with a group. Also, this is a way to find good friends and helpers in the game, which is very important.

Late start

If you are joining a world that has already existed for some time, a change of strategy is recommended. Of course, it is necessary to have a good extraction of resources, but it is also worth thinking about protecting the village. To do this, you need to rebuild the wall and the cache. Also, a letter to the player attacking you can help. Having developed the village and gained some game experience, you can use your soldiers to rob other villages. Resources obtained in this way will help in development.

Do not make a mistake by betting on nobles. Of course, it is logical that you want to have more villages, but this is a fatal mistake, because other players who are building the army can capture you if you invest resources only in the attacking army and the nobles. By the time the attacks come on you, it will be too late to build a defense. The only strategy against this is a defense strategy. This means creating a large number of swordsmen and spearmen.

If you make enough troops, then you become a pretty expensive target. Morale also helps you if you are attacked by big players. The defense phase is time consuming, but it is beneficial because you can use your defensive army later. When you have good protection (about 1200 swordsmen and 1200 spearmen), you can start thinking about the nobleman. You will certainly appreciate this tactic when you look at your neighbors.


The map is the central point of your orientation in the game. There are 2 cards. The map on the left shows your village with its closest neighbors. By clicking on the village, you can view information about the village, as well as send troops or resources, some other functions are also available. The small map on the right shows you the sector of the continent that you are currently on, but gives less information than the map on the left. Here is a diagram for orientation, which shows how the continents are located:

Account Supervision

When real life requires you to be absent from the Tribal War, you can find a substitute to look after your account. To do this, go to "Settings-Account Supervision" and add the nickname of the deputy there. It’s important to carefully select the alternate, as it can cause a lot of harm to the account. Giving another person your password so that he logs into your account is prohibited. When you return, you can log in to your account as usual and end the account supervision.

When you are asked to look after someone’s account, you must first accept the offer (you can also decline it). To do this, go to "Settings-Account Supervision", there you will see requests to look after your account. When you accept the offer, you will see the "Login" button opposite the player’s nickname. The supervision functions are limited after a while, this may vary depending on the settings of the world. Also, giving supervision of an account you can limit your deputy in the rights. This is very useful so that the deputy cannot harm your account.

Tribal War: Paladins

Who is a paladin? A paladin is a powerful and rare warrior that can be hired from your Statue. He can also send reinforcements quickly. There are two types of paladins:

  1. Paladin with Skills (newer type): A player can have up to 10 paladins, a paladin can gain experience and level up, and a player can pump paladin skills.
  2. Paladin with or without weapons (older type).

Paladin of a new type

The new paladin system is more thoughtful and balanced. Now the paladin will do you more good and you can decide for yourself what your paladin will be. You can not only have up to 10 paladins, but also develop skills from three branches: attack, village and defense! You start with one paladin, when your empire grows, you can hire up to 10 paladins. When capturing a certain number of villages you will open additional space for the paladin. The number of villages required for the new paladin slot: 1/3/5/10/20/35/50/65/80/100.

Each paladin gains experience and can (and should) raise their levels. With each new level, you can train a paladin in one skill level. For this, Skills Books are used.

Skills Books. When a paladin gains a new level, he receives a random Skill Book. The Book of Skills corresponds to one of the paladin’s skills. The Skill Book is placed in your inventory. With the Skill Book, you can train a paladin in a specific skill. You can use the Skill Book in two different ways: by clicking on a skill that you want to learn or improve, or by clicking on a book in your inventory. The Skill Book can be exchanged for another random Skill Book of the same skill level or a step higher. To do this, go to the Inventory, click on the Book of Skills and click "Exchange."

Retraining. You can retrain your paladin. In this case, all used Skill Books, Skill Points will be returned to you and you will be able to study all skills again. However, for this you need to pay premium points, so choose the right strategy from the very beginning!

Moving. You can move your paladin to another village if there is a statue and free space on the Manor. Moving takes some time. When the paladin is moved, all of its effects will be activated in his new home.

Rebirth. If your paladin died in battle, you can revive him, for this, go to the statue. It will take 6 hours in the world at a speed of 1. This time can be halved with premium points. If your paladin dies, all its effects disappear before rebirth, so protect it well!

Pumping up the paladin. You can download your paladin in 4 different ways, described below. The maximum paladin level is 30. Each time your paladin gets a new level, he receives a random Skill Book, which is used to improve the skill. Note that you only get 30 Skill Books for one paladin, and 48 skill levels, so you need to think carefully about how to distribute the skills.

Paladin specialization and leveling certain skills will be a good solution. In the review, you will see a string of experience that shows how much OP is needed to reach the next level. Your paladin can gain experience in several ways:

The paladin gains experience daily when the paladin fights and when the number of your troops changes. Your paladin will not gain experience if he defends himself from your attacks.

Skill tree. Your paladin can learn 12 different skills. Each skill has 4 levels (48 levels in total), the skills are divided into 3 directions and 4 levels. To go to a new level, your paladin must reach a certain level:

Skill "Attack":

  1. Berserker: When attacking with a paladin, it increases the strength of hatchets. (by 5/10/15/30%, respectively);
  2. Riding: When attacking with a paladin, it increases the strength of the cavalry. (by 5/10/15/30%, respectively);
  3. Destruction: When attacking with a paladin, catapults do more damage to buildings. (by 5/10/15/30%, respectively);
  4. Ram: When attacking with a paladin, rams that go with him in the same unit are more effective against the Walls. (by 5/10/15/30%, respectively).

Skill "Protection":

  1. Fencing: improves the protection of swordsmen in the village where the paladin is housed. (by 5/10/15/30%, respectively);
  2. Phalanx: improves the protection of lancers in the village where the paladin is housed. (by 5/10/15/30%, respectively);
  3. Fortifications: buildings in the village where the paladin is housed are more resistant to siege attacks. (by 10/20/30/50%, respectively);
  4. Boiling oil: increases the effectiveness of the Walls in the village where the paladin is housed. (by 3/6/9/15%, respectively).

The skill "Village":

  1. Motivation: increases the production of resources in the village where the paladin is housed. (by 3/6/9/15%, respectively);
  2. Architecture: buildings are built faster in the village where the paladin is housed. (by 3/6/9/15%, respectively);
  3. Training: troops are hired faster in the village where the paladin is stationed. (by 3/6/9/15%, respectively);
  4. Persuasion: Increases the effectiveness of attacks with a nobleman from the village where the paladin is housed. (The paladin must be in the village from which the attack came out, and not in the detachment.) (Loss of public confidence +2 / +4 / +6 / + 10).

Old type paladin

Each player can have at his disposal only one paladin, the paladin can find and wear weapons (if allowed by the world settings), which gives additional bonuses to your troops.

Weapons It takes some time for the paladin to find weapons. The progress bar located in the arsenal (tab available in the statue) helps to monitor the search. The paladin gets closer to the find every day by 3% (at x1 speed), but searches can be accelerated by defeating enemies, thereby increasing the rating of defeated opponents. When the strip reaches 100%, the paladin will find a random item, and the item’s progress will be reset to 0%, after which the search for a new item will begin.

A paladin gains a bonus only when it is equipped with a weapon and only one artifact can equip a paladin. Artifact change is available in the statue. If the village is reinforced by several paladins armed with different artifacts, the troops receive a bonus from each unique artifact. That is, there will be no bonus from duplicate items.

Tribal Warfare: Battle System

Area. On the Square you meet your troops. Here you can give orders and move troops. You can cancel the order within the first 10 minutes. If you click on "troops", you will see all your troops that are in other villages, as well as the troops that sent you reinforcements.

Attack. If you have already trained a few warriors and want to attack your opponent, you must indicate on the map the village that you want to attack and then select "Send troops". But do not forget that each village has a basic defense and that the enemy may also have troops. All warriors have different skills. Some are better suited to attack other players, while others are better suited to defend villages.

Protection. If someone constantly attacks your village, it means that the enemy wants your resources or wants to conquer your village. If there is no nobleman in the attack, it means that the attacker most likely wants to steal your resources. There are several things you can do to protect yourself:

Reinforcement. It often happens that your friend or fellow tribesman needs help. You can send him resources, but you can also send him reinforcements. To do this, go to the square, indicate the number of troops, coordinates and click the "Reinforcement" button.

If your troops, which are in reinforcements for another player, are attacked, you will receive a report on how many units you lost, but you won’t know which units the enemy attacked. Once your troops are no longer needed by another player, you can bring them back. To do this, go to the "Area", select "Troops" and then, depending on whether you want to return all your troops or just some of them, click "all" or "some".

Speed. You can see the speed of troops in the table of troops. When you send several types of troops in one unit, they will go at the speed of the slowest warrior. Your troops always go straight (not corners), also along a diagonal line. Forests, lakes and mountains do not affect the speed and direction of your troops.

Wall. The wall greatly raises the defense of your village. It affects not only the main defense of the village, but also the defense of the troops that were sent to you as reinforcements from other villages / from other players. The wall helps especially in the beginning to protect your village from raids in order to rob you. A completely rebuilt wall establishes an effective defense of the village.

Intelligence service. With the help of scouts, you can get information about the enemy villages. To get information, you need to send scouts to attack the village. You can defend against attacking scouts, only with the help of scouts. When you are attacked by scouts, you kill the attackers with the help of scouts in your defense and do not lose a single one. The result of your intelligence depends on your research and the number of scouts who returned back.

The defender must have 2 times more scouts than the attacker in order to successfully repulse the scouts’ attack (if luck is zero). The intelligence report with 90% of the surviving scouts looks something like this:

Fighting spirit. Morality is a defense for new players. It is considered on the points of the striker and defender. If you attack the player much less than yourself, then your morale will be less than 100%. With a fighting spirit of 45%, your troops are fighting with only 45% strength. If you attack the player more than yourself, then there is no bonus to attack. The fighting spirit will be 100%.

Also, morale is considered from the moment when the player began to play in this world. A player who has been playing in your world for a long time, but has not scored many points, will not reduce morality so much as a player who has recently played. The game has the ability to calculate morale in the calculator, for attack or reinforcements. To do this, you need to deposit the total number of points and the total number of opponent points.

Basic protection. Each village has basic protection. This means that every village defends itself, even if there is no army there. This means that very small attacks (1-2 spearmen) will die. Basic defense is enhanced by the wall.

Luck. Luck is a random factor that affects the outcome of each battle. The level of luck can fluctuate between -25 and +25 and is always issued from the point of view of the attacker. If the level of luck is 25%, then this means that the morale of military units is increased by 25%.

Barbarian Village You will recognize the abandoned villages by the name "Barbara Village". The battle in these villages will occur as well as in all other villages, they can be captured. The fighting spirit in these villages is always 100%. They also develop on their own. When a player is fined in the village for breaking the rules, his villages will become barbarian villages, and there will be as many spearmen and swordsmen in defense as points in the village.

Catapults. Catapults can destroy enemy buildings. If you send an attack with catapults, you can choose which building to attack. Using the "catapult target level" in the calculator, you can calculate how much you need to send the catapult in order to partially or completely destroy the rear level X.

It doesn’t matter which building you attack (except the church and the cathedral), only the level matters. This means that in order to destroy a level 1 mansion you will need as many catapults as you need to destroy a level 1 smithy. The Town Hall, Manor and Warehouse cannot be less than level 1. The cache cannot be attacked with catapults.

Calculator. The calculator gives you the opportunity to calculate the outcome of the battle. To do this, you need to enter in the table your troops and the troops of the defender, with the levels of their research (you need to determine or guess his research levels yourself), the level of the wall and fighting spirit. Also, you can change "luck". If you want to check whether you win in spite of everything, then it is best to consider the option when luck will be -25%. After that, the calculator calculates the winner of the battle and its loss. Here is an example of how the count looks:

Sleeping mode. While you are in sleep mode, no one can kill the troops in your village. But nothing is produced in this mode - neither resources nor troops. After 36 hours without entering sleep mode, it is activated automatically (36, standard installation, it can be changed depending on the server settings). This option creates a balance in the game, as it reduces to zero the effect of the game by several people for one account. To activate sleep mode, you need to go to "Settings-> Sleep Mode". There you can indicate the beginning and end of sleep.

Sleep mode is not activated immediately, you must first set it at least 1 hour in advance. It also has a minimum and maximum duration time.

Limit the estate. This means that level 1 can "feed" a certain number of units. For example, there is a limitation of the estate of 150 units per level. In this case, the 30th level of the estate will be able to "feed" 4,500 places (150 * 30), i.e. only 4,500 units will be able to effectively protect the village. If you put more warriors in the village, the effectiveness of the defense will be reduced. Units are counted by the number of places occupied in the CD (cop, sword = 1, TK = 6, etc.) The restriction only affects the protection of the village.

How to capture villages? The only way to capture the village is to attack with an army with a nobleman. If the attack succeeds, the nobleman reduces the confidence of the village population. By default, the confidence of the population is 100 and each attack lowers the confidence of the population by 20-35.

It doesn’t matter if you send one or more nobles in one attack. To take over the village, you need to lower the confidence of the population to zero or lower, usually it takes 4-5 attacks. In rare cases - 3. A nobleman usually dies if he goes by himself, so you need to send troops with him. best of all - infantry. As soon as the nobleman reduces the trust of the population to zero or lower, he becomes the manager of the village, so that he can no longer be used.

Public confidence. The trust of the population in the village shows how close you are to losing the village. Usually it equals 100 and is not indicated in the village. But as soon as they begin to attack you with a nobleman, the confidence of the population will decrease by 20-35 after each successful attack. Public confidence usually increases by 1 per hour, but it depends on the settings and the speed of the world. For example, at speed 2, confidence will increase by 2 per hour. As soon as the confidence of the population drops to 0 or lower, the village moves on to the attacker. Immediately after the capture, public confidence becomes 25.

Your villages were conquered by another player. Losing the village is certainly unpleasant, but this is not a reason to leave the game. You will receive a village at the edge of the map and will be surrounded by other players who have just started playing or have lost all their villages. Ask your tribe for help with resources and troops so you can recover quickly.

Training a nobleman. To train a nobleman you must fulfill all the conditions for the buildings. This means that you must have the following building levels built: Town Hall 20, Market 10, Smithy 20. Also, you should have enough resources and a place in the Manor.

The number of nobles you can train depends on the number of coins. You can mint coins in the mansion. The first nobleman costs only 1 coin. The price of the nobility is considered as follows: the number of existing + the number of training + the number of villages = the number of required coins. That is, the second nobleman will build 2 coins. Gold coins only fulfill the condition for training a nobleman. To train a nobleman still need to pay resources.

Night bonus

The night bonus only applies to troops in defense. Therefore, if you attack an empty village (during the bonus period), your losses will not be greater. The wall gives not only a protection bonus (at the 20th level - 107%, that is, protection increases 2.07 times), but also the basic protection of the village (at the 20th level - 1020 units) - but the night bonus does not increase this basic defense. Therefore, attacking at night on an empty village with a wall, it is not necessary to send more troops to reduce / avoid losses.

The nightly bonus doubles the defense of the troops. Those. if you were attacked during the bonus period, and you have 1000 spearmen and 1000 swordsmen in your village, they will fight like 2000 spearmen and 2000 swordsmen. The night bonus is turned on automatically, nothing needs to be done or chosen in the settings, no additional costs occur (as, for example, when hiring a militia - the extraction of resources is halved).

When is the night bonus valid? It depends on the world settings (in Casual - from 00 to 08, in the first Classic - from 01 to 06).

The night bonus is considered at the time of arrival of the troops (and not sending). That is, you can safely send troops at 22:10, and go to them, for example, 3 hours - then the attack will be at 01:10 and the night bonus is valid! Therefore, you need to be careful not to miss the warning. Even if the troops go more than a day, the bonus is also considered at the time of arrival.

The barbarian villages and bonus night bonus does not apply! That is, at night, you can safely farm grayness, ambushes will not fight with a vengeance. When attacking their villages, the nightly bonus applies. The nightly bonus does not affect intelligence. It’s best to take a grab immediately before turning on the bonus and immediately to deffect the village - then even without a wall it will be difficult to intercept, and in 5-8 hours of the night bonus you’ll catch up the def and raise the wall (if the enemy decides to wait in the morning).

Tribal War: Victory in the World

Scenarios of victory in the worlds. There are several factors that can determine when the world will be closed. The conditions for victory in the worlds can vary greatly, so as the world develops, check the requirements for victory in the world in which you play. The game has several scenarios of victory in the world below, you will find detailed information about them. In some worlds, especially in the older ones, there is no automatic world completion system. These worlds may have other requirements or conditions for victory in the world. For more information on the requirements for victory, see the world settings or in the official announcement of the opening of the world.

Secrets of Power

The basics. So, you have built troops, captured enemies, joined a powerful tribe and terrified less successful players, wherever they are. What’s next? After a certain time has elapsed since the start of the launch, "Secrets of Power" will appear in barbarians around the world. These secrets are inventions and discoveries that will lead your world into a new era. And they will become the main goals of the game: The tribe that managed to get a full set of Secrets in a certain time will become the dominant force in the new era, and thus will win the game.

Secret Control. The player receives a secret, either when he conquers the village where the secret is currently located (on the map such villages will be marked with a flag) or when this secret moves to his village. Unlike troops, the Secret can only move a short distance of several cells at a time. After moving, the Secret for some time (configured in the configuration of the world) must be stored in the village before it is ready for the next move. As soon as a player sends a Secret from himself, he loses control over it.

The transfer cannot be undone, the sent secret cannot be recovered, unless the current keeper returns it to you. Therefore, it is necessary to carefully choose who to entrust the secret to.

Dissemination of Secrets. Over time, the secrets stored in the tribe begin to be reproduced among its players. You will be periodically notified when and possibly where a copy of the Secret will appear. Newly made copies of the Secrets will be no worse than the originals. Over time, Secrets are reproduced in such numbers that it will become very difficult to keep them from falling into the greedy hands of competitors. And ultimately, the time will come to attack the strange villages that keep the Secrets that are not yet available to your tribe.

Victory in the game. To win, a tribe must capture a set of Secrets. This means that you do not have to capture all the secrets on the map, you just need to capture 1 Secret of each type. After the tribe gains control over the set, the countdown to victory begins. If a tribe retains control over captured secrets, it will win the game.

Note that only a set of secrets is considered: if a tribe has more than one copy of a secret, it is enough for it to maintain control over one of the copies in order to maintain the full set and win the game. After the tribe wins, a truce will begin in the world, and then it will be closed.


What is dominance? Dominance is calculated as the percentage of villages of players belonging to the tribe. For example, if in the world there are 100,000 villages owned by players, and 50,000 of them belong to a tribe, then this tribe has 50% dominance.

The basics. Weeks and months pass by and you may find that your tribe is slowly spreading out on the map and taking over the whole world. In a dominance-based end-stage scenario, this may mean that you and your fellow tribesmen are close to winning the world. As soon as the tribe reaches the established level of dominance (which varies depending on the settings of the world), a warning will be sent to all players informing them that one tribe is approaching the conquest of the world. From this moment, for the dominant tribe there is a constant battle to achieve their goal, and everyone else is trying to stop them!

Victory conditions. To win the world, the following conditions must be met (conditions may vary depending on the settings of the world):

Victory in the world. A warning will be sent to all players when victory requirements are close to being met. After both conditions are met, a report will be sent to the players that the final stage of the game has begun and when the world will begin. A tribe that has reached the required level of dominance will win the game.

Great siege

Description. The Great Siege is the King of the Hill scenario. In the middle of the world there is a large city that consists of several villages that a player can capture. These villages are called districts and give the controlling player tribe a certain amount of influence points. To conquer the world, the tribe will need to achieve a certain number of points.

The start of the world. The world itself begins like any other world, the only difference is the city in the center of the map. The player can start and carry out his usual activities - farming, attacking other players, recruiting troops, upgrading buildings, etc. But in order to conquer the world, the tribes must attack and hold the villages that make up the central city. Initially, there will be barbarian units in the city, which players must first defeat (these are ordinary units, there is nothing special about them).

Quarters. In each world with this completion scenario, you will find a huge city in the center of the map. The city can vary in size and consists of several quarters. These quarters work like ordinary villages, except that they cannot be renamed, they always have the trust of the population 1, and the journey to them always takes the same amount of time. Even from quarter to quarter. In addition, the neighborhoods have a negative protection modifier, which makes their protection even more difficult. The value of the effect varies between quarters, but quarters that are harder to defend will also give more influence points that are needed to conquer the world.

Areas. Points of influence are given to the tribes for each quarter they hold, but depending on the area to which they belong. Although the number of quarters can vary between worlds, the city will always consist of four districts. Each district rewards points of influence at different times of the day:

In order to gain influence points, your tribe will need to hold quarters at that exact time. This is the only way to gain influence points, so you need to make sure that neighborhoods are under your control when the city’s timer reaches zero. Therefore, make sure that your defense is solid, or do not forget to throw all your troops against the quarter to try to take it at the last second.

As soon as the tribe reaches the threshold of 40% of the required influence points, the cost of gold coins will automatically be reduced by 10% for everyone in the world. This continues with each additional 10% until 90% of the required influence points are reached, and gold coins are reduced to 40% of their initial value.

Interface. The central city is always in the center of the map. It can be of different sizes, it depends on the settings of the game world. When you hover the mouse, the player will receive the most important information about a particular quarter:

In the rating overview, the player will find a detailed overview of individual quarters, as well as four districts. Each district is awarded points of influence at different times of the day. In order to gain victory points, a tribal player must control the village when the countdown reaches zero.

The player can enable the display of the protection modifier directly in the review.

A negative defense modifier is indicated by a colored broken shield. The player cannot change the name of the district! The protection modifier is also displayed in the effects list. Also, keep in mind that the trust of the population is always 1. In everything else, the village behaves like an ordinary village.

A tribe wins the world when it receives the required number of influence points. A report is sent to all players when the tribe has 80% of the required points.

Runic villages

Description. After some time, mystical runic villages that need to be captured will appear on the map. Managing them is the key to victory. But not everything is as simple as it might seem at first glance! You have to go through several tests. The first test will be the victory over the defenders of the village; You have to fight with the warriors of an ancient cult who have vowed to protect the secret of the runes! The second test is the retention of the village. The runes weaken all the warriors who are near them, it is not easy to protect these villages and you will need powerful allies to succeed.

The third test will be the capture and retention of the required number of villages to prove their strength! Tribes will not only need to capture enough villages, but 60% of the runic villages in each of the inhabited continents (the percentage may vary in different worlds). A tribe that can pass these tests and hold the necessary percentage of rune villages in each of the continents for 14 days will be endowed with the power of runes and will conquer the world!

Preparation phase. At the beginning, the game is very similar to the classic Tribal War, which you all know and love. You build your villages, hire troops, fight enemies, expand your territory. But then runic villages appear!

Capture phase. With the advent of runic villages, the game changes. Now the tribes need to capture the runic villages in all continents. Wise leaders, of course, will take this into account in advance and prepare a strategy in the preparation phase. small tribes will also receive advantages and new opportunities, they will be able to coordinate their actions in order to recapture the runic villages from large tribes.

At the beginning of this phase, the tribes will focus on defeating the defenders of the village, but at the end of the founding task will change and the tribes will have to concentrate on protecting the villages. Due to the penalty for defenders (-50% defense power), it will be harder to do as more villages are captured. You will need to monitor the movements of the enemy troops and transfer the defense troops accordingly. An uninterrupted supply of troops for protection will be required to keep the required number of runic villages.

Retention phase. Once the tribe has captured the required number of runic villages in all continents, the countdown will begin. When it is completed, the tribe will receive victory! During this phase, the dominant tribe must make a choice: concentrate on protecting the captured villages or make a risky attempt to capture even more runic villages? But the rest of the tribes will have a set of strategies to choose from.

The most obvious of them, of course, is an attempt to recapture the runic villages. But, alternative strategies are also possible. For example, an attack on recruitment centers to prevent the uninterrupted supply of new rune village defenders and weaken their protection.

Age of Enlightenment

Description. The Age of Enlightenment is a scenario of victory in the world, which was introduced in July 2019. Here, players or tribes need to conquer one of the special university villages and upgrade the university to a certain level. As soon as a tribe or player builds the last level of the University in this special village, the world will close. To achieve this goal faster, tribe players must work together to send resources to the village. The idea behind this scenario is to create and modernize Wonder of the World as a condition for victory.

Capture the university village. At the beginning of the world, university villages appear in predefined locations on the map and are protected from attacks. This defense against attacks will continue until the final stage of the game. Since villages are accessible from the very beginning of the world, you and your tribe will need to plan how and when you want to start capturing them before the defense of the attacks is removed.

The usual developmental mechanics of barbarian villages are disabled for university villages, so the village’s points will not change when the village is protected from attacks. University villages are located at the following coordinates:

In large worlds, additional villages are located here:

University improvement. After 75 days, the defense against attacks is removed, and university villages can be conquered. When the university village is conquered, the owner of the village can begin to improve the university (the first level is already built and cannot be destroyed). Other tribes may attack and / or conquer university villages that you control. In a university village, players can only upgrade the university (and no other buildings). Flags affecting troop recruitment will have no effect.

Reduced construction time for premium, as well as items such as Privilege cannot be used in the university village. To improve the university, you and your tribe must send resources to the village. Once the university has the required amount of resources, you can improve it to the next level by clicking the "Improve" button. Since a university village can store a total of 2,000,000,000 resources, using the Resource Kit item will not affect university villages.

The attack on the university village. Opposing tribes and players can attack any university villages on the map. Attacks on unconquered university villages should be well planned, since the following defensive units are installed by default in each university village:

Naturally, the tribe will also be able to send reinforcements to university-controlled university villages, so you should expect maximum resistance! Keep in mind (depending on server settings) other players can also send more troops to defend an invincible barbarian village! The main goal of the attack on the opposing university villages is to lower the university level so that your tribe reaches the required maximum university level before anyone else. There are certain actions that can lower a university’s level, such as:

In any case, the level of the university cannot fall below 1. In addition, the area, the peasant’s yard and the warehouse belonging to the university village cannot be attacked by catapults.

The screen is the final stage of the game. Players can access the final stage of the game by clicking the Rating menu and then selecting the Age of Enlightenment. On the screen of the final stage of the game, players can see:

Victory in the world. If you or your tribe succeeds in building the last level of the university, the world will end (when the construction is completed), and a truce will begin. During this period, players cannot leave (or be excluded) their tribe, and the winning tribe cannot be disbanded.

Points or Village Requirements

Description. This final scenario can be applied to a tribe or player, depending on the settings of the world. The player dominance scenario is sometimes used in high-speed worlds, but is rarely found in worlds played at a slower speed. In both cases, to win the world, a player or tribe must score a minimum number of points and a minimum number of villages. Then they must keep this amount for a certain period of time. If the percentage of dominance of a player or tribe falls below the victory requirements, the script will be canceled and they should start the process again.

Requirements for victory. For a tribe or player to win the world, the following conditions must be met (the exact requirements depend on the settings of the world):

Victory in the world. A warning will be sent to all players when a player or tribe fulfills victory conditions. The rest of the players in the world have a certain amount of time during which the player / tribe can lose points or villages below the victory conditions. If a player / tribe constantly fulfills the requirements during the specified time, they win the world.

Tribal War: Trade

Trading gives you the opportunity to exchange resources with other players or supply them with resources. You can find out how to do this in this help section.

Free trade. Free resource forwarding gives you the opportunity to help your friends and / or redistribute resources between your villages. The time when the transfer of resources to another player becomes available depends on the start date in a certain world. Each merchant can transport a total of 1000 resources (wood, clay and / or metal).

With each market level built, the number of merchants in the village increases, which makes it possible to send more resources. If you want to exchange resources with unfamiliar players, then it is better to do this in the market by setting your own offers. The market guarantees fair transfer of resources.

Exchange of resources. Here you can make your own offers and accept offers from other players. In the Tribal War, you have the opportunity to send resources and trade. You can create and accept offers. When you accept someone’s offer or someone accepts your offer, resources are sent automatically.

To make an offer, go to the market and click on "your own offers." There you can make one or more offers. It is sometimes useful to break down a large amount of resources into several sentences. To accept offers from other players, you need to go to the "Other offers" section.

Tribal War: Buildings

All village buildings are being built and improved in the Town Hall. Each building has its own construction time, its resources and population. And of course, each is needed for a specific purpose, some are needed for the production of troops, others are extracting resources, others are needed to improve troops and provide additional protection.

Town Hall The main building in any village. The maximum level of construction is 30. The improvement allows you to build new buildings, and also speeds up the construction time. In the town hall you can:

Entering the town hall you will see four categories:

  1. The buildings. Displays available for construction and existing buildings. The current building level is shown in brackets.
  2. Required. Shows how many resources are required to build or improve a particular building.
  3. Build time. The real time required for the construction or improvement of a building is indicated. Depends on server settings.
  4. Build. There is a button that allows you to start construction. If construction is not possible due to lack of resources, the estimated time will be indicated when these resources will appear in the required quantity.

Barracks. In the barracks you can train infantry. The higher the level of construction of the barracks, the faster the troops are trained. In the barracks, you can hire the following troops:

  1. Spearman - protects from cavalry raids;
  2. Swordsman - protects from infantry raids;
  3. Hatchet - attacking unit;
  4. Archer - not in all worlds, it protects well from cavalry and infantry, but is very weak in battles against equestrian archers.

The maximum level is 25. The improvement allows you to recruit new troops, and also speeds up the hiring time available.

Stable. In the stable, riders train. The higher the level of construction of the stable, the faster the mounted troops undergo training. In the stable you can hire such troops:

  1. Scout - obtains information about the enemy’s village, and being in defense prevents the enemy from receiving information about yours;
  2. Light cavalry - an attacking unit with good movement speed and excellent combat characteristics;
  3. Equestrian archer - is not in all worlds, the main task of this unit is the destruction of archers in defense;
  4. Heavy cavalry is the strongest, but expensive unit. Suitable for both defense and attack.

The maximum level is 20. The improvement allows you to recruit new troops, and also speeds up the hiring time available.

Workshop. The workshop produces siege weapons. The higher the level of construction of the workshop, the faster the siege units are trained. In the workshop you can hire the following troops:

  1. Taran - destroys the wall, helping the attacking forces to win;
  2. Catapult - destroys the buildings of the attacked village.

The maximum level is 15. As well as previous buildings for hiring units, the improvement will make new troops and speed up the production time available.

Mansion. In the mansion, you can train noblemen and mint coins / set aside packages. This building indicates the maximum number of nobility, the number of trained noblemen, the number of noblemen who can be trained and the number of captured villages. The maximum level of construction is 1.

Forge. In the forge, new weapons are developed and tested. The higher the level of the forge, the more sophisticated technology the blacksmiths can master. In addition, the time required to master new technologies is reduced. The maximum level is 20. Improving the building allows you to learn new technologies, and is also a requirement for the construction of some buildings.

Market. A valuable building to transport resources between your villages. This may be required due to an imbalance in the extraction of resources or due to the mass production of a particular unit. Also, the market allows you to trade with other players or transfer resources for free to fellow tribesmen / friends. The maximum level of construction is 25. The improvement increases the number of merchants, and is also necessary for the construction of other buildings. One merchant carries 1000 resources.

Sawmill. In the thicket, outside the walls of the village, lumberjacks cut down - so needed for construction and armament - a forest. The higher the level of construction of the sawmill, the more wood will be given to the village by lumberjacks. In all worlds, the speed of tree production is different, at speed 1 the maximum level of the sawmill allows you to produce 2400 trees per hour, at speed 2 - 4800. The maximum level of construction is 30. The improvement increases tree production.

Clay quarry. On the clay quarry, a second resource is being extracted - clay. Clay, like wood, is used for the construction of buildings, the study of technology and the production of units. A large amount of clay is needed for minting coins. In all worlds, the clay extraction speed is different, at speed 1 the maximum quarry level allows to produce 2400 clay per hour, at speed 2 - 4800. The maximum level of construction is 30. The improvement increases clay production.

Iron mine. A third resource is mined in an iron mine - iron. Iron, like previous resources, is used to build buildings, research technology, and produce units. A large amount of iron is needed for the production of light and heavy cavalry. In all worlds, the rate of iron production is different, at speed 1 the maximum mine level allows to produce 2400 iron per hour, at speed 2 - 4800. The maximum level of construction is 30. The improvement increases iron production.

Homestead. The estate provides the workers and warriors with provisions. If it is not expanded, the village will not be able to grow. The higher the level of construction of the estate, the more residents it can feed. The maximum level of construction is 30. Improvement increases the population limit, at the last level - 24000.

A statue. One of the first buildings available for construction. Allows you to train a paladin, which is a very important unit. In this building, you can also give the paladin a new name and move him to another village with a statue built. In some worlds, this building has an additional room - an arsenal used to store artifacts found by the paladin.

Cache. A cache allows you to hide resources so that the enemy does not detect them and does not steal them. Even enemy scouts cannot scout information about resources in the cache. The maximum level of the building is 10. Improvement increases the amount of hidden resources.

Stock. The building in which all the extracted resources are stored until the moment you want to spend them. With a full warehouse, the resources mined by the sawmill, quarry and mine will be lost. The same fate will befall the resources obtained through raids and the bazaar. The maximum warehouse level is 30. The improvement increases the amount of stored resources.

Wall. The wall increases the defense of your troops in attacks. The maximum level is 20. Improving the level increases the defense of the troops.

Area. On the square, you can give orders to the troops, view the current maneuvers and the location of the troops. A battle calculator is also available on the square, which allows you to estimate the loss in battle with the given parameters. The maximum level is 1.

Church and cathedral

The cathedral. The Cathedral is a building that is already in your first village. It is necessary for the blessing of the troops of the native village, as well as for the blessing of troops in other villages that fall within the radius of the church. Pious troops receive a 50% attack and defense bonus. The radius of the first church is 6 cells. The construction of the first church is possible only in the absence of other churches. The first church cannot be destroyed by catapults. The cathedral strengthens the faith of the inhabitants of the surrounding villages. There can be only one cathedral. Without a cathedral, the warriors of the village and the surrounding area would have fought worse. Maximum level of construction: 1.

Church. The church serves as a cathedral, but costs more and occupies a significant part of the estate. The radius of an ordinary church is from 4 to 8 cells. You can build in any village with a large amount of free space in the estate, but it is not recommended to erect in each, just because of the great appetite for the estate’s space. The maximum level of the first church is 1, the church is 3. Improvement increases the radius of action.

Points for building a church:

Requirements for construction: Town Hall 5 and free population. Lack of conventional churches (cathedral only). When the village is captured, the church is destroyed.

The zone of influence of the church. Level 1: 4 cells in each direction. Level 2: 6 cells in each direction. Level 3: 8 cells in each direction:

Demolition / transfer. The cathedral cannot be demolished by catapults, for the ordinary the following is really true: to destroy a level 1 church, 400 catapults are needed; to lower from 2 to 1 level - 167 catapults; to lower from 3 to 2 - 125 catapults. Or 600 catapults to completely destroy the church (complete destruction of an ordinary church of level 3). In addition, any church can be demolished on its own, through the town hall. But it should be remembered that the construction of the first church is possible only in the absence of other churches.

The effect of the church. All villages that do not fall under the influence of the church lose 50% of their strength in both attack and defense. This means that you can attack beyond the influence of the church with full force as long as your village with the attacking forces is in the zone of influence of the church. The church acts only on your villages, in no way touching the villages of your fellow tribesmen / allies / Ponovites. The effect of several churches is equivalent to the action of one church (religion is more than 1 in the village overview). Reinforcements receive the parameters of the village to which they were sent.

Tips for building a church and cathedral:

Watch tower

The Watchtower adds new opportunities to protect the village. As soon as the attack falls within the Watch Tower’s range, it will be marked in accordance with 4 groups:

Additionally, when the attack begins, the player will be shown whether or not this attack will fall into the visibility of the Tower. As soon as the attack falls within the field of view, it will be marked by the Watchtower. Building a Watchtower is very similar to building a Church. This means that for these two buildings, the same requirements for starting construction are: Town Hall and Level 5 Manor. When you have a Level 1 Watchtower, you can improve it. For each new level, a new amount of resources is needed. The Watchtower can be upgraded to a maximum of level 20.

It is important to note that the Watchtower determines not only attacks on your villages that go to villages within the Tower’s radius of view, but also all attacks that pass through the field of view. This means that even if the village is not within the radius of the Watchtower, an attack on it can still be noted if it passes through the radius of the view of any of your Watchtower.

The mark that the Watchtower puts will remain even when the attack leaves the field of view. Watchtower marks will be visible in the overview of the village and in the overview of the arriving troops for users with a Premium Account. The Watchtower is an ordinary building, which means that it can be destroyed by catapults. Mobile device users will not be able to see the Watchtower’s viewing radius on the map, but do not despair: you can still see the radius in the Watchtower’s review, which can be accessed by clicking on the Watchtower in the village overview.

Tribal War: Fortress

Fortresses is a game feature introduced in March 2019 that offers the tribe the opportunity to create a common fortress, which offers several advantages, but it is especially important, it allows for larger attacks. Building fortresses is a costly undertaking and requires the entire tribe to devote resources. Although each member of the tribe can contribute to the fortress, only leaders and elders can manage it. Attacking or even destroying a fortress, an attacking tribe will also receive rewards.

The construction of the fortress. Dukes can use the Fortress screen to create a building site on grass on a map. The construction site is installed instantly and is visible on the map. In this state, the fortress does not give any advantages, but it needs resources. All tribal members can send resources from their villages to the fortress to help build it. Resources can only be sent to the fortress, but not back.

If the necessary resources are not delivered on time, the construction site will disappear from the map and all resources sent will be lost. The time for which construction must be completed is 72 hours in the world with a speed of "1" (36 hours in the world with a speed of "2", respectively). Any attacks arriving at the construction site automatically turn into a visit and return to the village from which the attack occurred.

Fortress improvement. Once the fortress has reached level 1, it is ready for use. But to make it even stronger, it can be upgraded to 10 levels. These improvements require resources (just like building a fortress), but these improvements can be made at any time and need not be completed within a certain period of time. After completion of the improvement, all the buildings in the fortress also receive a new level. The same if the strength level is reduced.

The cost of modernization / construction for each new level is associated with the number of villages owned by the tribe. The buildings inside the fortress depend on the level of the fortress. With the exception of the wall and the town hall, they cannot be damaged, and only the wall can be repaired. Fortresses always have a cathedral, even when churches are disconnected in the world. But this cathedral does not provide a radius and affects only the fortress itself.

Fortress bonuses. Fortresses have the following permanent benefits:

  1. Significantly more population capacity than in ordinary villages.
  2. A much larger warehouse capacity. These resources can be potentially looted if the world’s settings allow this.
  3. 100% accelerated recruitment time compared to ordinary villages.
  4. Each level of the fortress increases the duration of the tribe’s skills by 10%, in total up to 100%.

Decreasing the level of the enemy fortress will reward the tribe:

Calculation of coins. The number of coins you receive is calculated using the following formulas:

As a result, it is possible that in some circumstances you will not receive any gold coins from the destruction of the fortress!

Attack on the fortress

Attacks on the fortress work mainly as attacks on ordinary villages, but there are three important differences:

  1. When attacking a fortress, only walls and a town hall can be attacked by siege weapons.
  2. Fortresses can only be destroyed (see below), not conquered. When the fortress reaches level 0, it again becomes a construction site. If the resources for its construction are not provided on time, it will be removed from the map.
  3. Fortresses use a new system called Valor.

Valor. Attacks from or to a fortress use valor, which works similar to a morale system, even if it is disabled in the world settings. The calculation of valor affects the strength of the attacker and is calculated when the order is sent from or to the fortress. It is calculated based on tribe / player points. Leaving or joining a tribe does not affect valor. The influence of valor has a minimum value of 20% and a maximum value of 150%.

Wall repair. The walls of the fortress work just like the walls in any other village, but the leaders and elders can only repair them, and not build them. Walls can be restored as much as possible only to the current level of the fortress.

Lowering the wall. An attack on the town hall can lead to a decrease in the level of the fortress, since they are directly related. To determine the level of fortress, the level of the town hall must be exactly equal to the value of this level (rounded down). For example: if a level 8 fortress (level 24 town hall) is attacked and the town hall level is lowered to level 23, the fortress level will be reduced to 7, and therefore the town hall level to 21. Thus, the town hall can be reduced by 3 levels per attack, but fortress level is only 1.

Tribal War: Tribe

Hierarchy in the tribe. The following are tribal credentials:

If the leader of the tribe becomes inactive, then after his removal the rights to control the tribe will be automatically transferred according to the hierarchy. The tribal member will need to click on the link "Usurp Power" at the top of the list of tribal members. If there are several participants with the same rights (e.g. several leaders), then the rights will be given to the one who first clicks on the link.

Exit from the tribe. It happens that a player does not like his tribe and he wants to find something else for himself. To be able to enter another tribe, you must first leave this tribe or dissolve the one you created. You can leave the tribe using the link "Leave the tribe", which is located above the internal announcements in the "Tribe" section. If you are the only leader of that tribe, then you need to first appoint another player leader or dissolve the tribe.

Search for the tribe. Since the "Tribal War" is a team game, it is very important to find a tribe. Beginners are encouraged to join an existing tribe, and not create their own. To successfully create a tribe, you need to know the intricacies of the game and diplomacy. Some tips for finding a tribe:

Tribal skills

General information. With this feature, you will receive bonuses for being a tribe and staying in it. When a player joins the tribe, he will receive prestige every week and will be able to complete the quests of the tribe. Prestige can be used to upgrade your villages and / or troops, or invest in a tribe to increase its level and unlock more and better bonuses. You can access Tribe Skills in the Levels tab of the tribe page.

Prestige. Prestige is a currency that is used to activate tribal skills or improve the level of a tribe. Now you can get prestige every week. The amount of prestige gained depends on how long you have been in this tribe. Players who are longer in the tribe will receive more prestige than beginners. Prestige can be collected and left for later, but if you leave the tribe, your prestige will be reset. You can also earn prestige for completing Tribe quests.

Skills There are seven skills now. Each gives a bonus to a certain aspect of the game and can be activated for prestige points. Skills open when a tribe reaches a certain level and their strength increases with the level of the tribe. Skills are activated immediately and are displayed on the right side of the screen.

Each member of the tribe can collectively choose which of the available skills to activate for their villages. A timer and progress bar displays how long the skill will be active.

Tribe levels. The level of the tribe determines what skills are available to all members of the tribe and the amount of bonus from these skills. To increase the level of the tribe, members of the tribe must invest prestige in order to increase the experience of the tribe (OP) or the tribe may be rewarded for completing the Tribe’s quests. When the required amount of OP is reached, the level of the tribe increases. Tribes may not have less than zero experience, but a tribe may lose OP if players are excluded.


Numerical designations:

  1. Current tribe level;
  2. The abbreviated name of the tribe;
  3. A progress bar showing the required amount of OP for the next level;
  4. A button to invest prestige in a tribe (OP increases by the same amount);
  5. Your prestige;
  6. The amount of prestige that the player will receive after the timer ends;
  7. Remaining time to complete the current Tribe Quest;
  8. Player and tribe progress in the current tribe quest and prestige to be gained for this;
  9. Skills (available skills highlighted);
  10. Active skills.

Tribe quests

Each week, members of the tribe will receive a random quest in which they can earn prestige. Each of these quests is divided into 3 goals. Players see these quests as well as regular ones. In tribal quests, each player receives an individual task, which depends on his progress in the game. While there are a limited number of tasks in quests, goals (e.g. the number of buildings built) increase with the time the player plays in the world.

For each accomplished goal, the player will receive prestige immediately after achievement. If the player has completed all the tasks, he needs to wait until the next quest appears. The tribe will gain prestige when the timer for the current quest ends. The award is based on the average progress of all members of the tribe. If the player did not participate or did not reach the first goal, it is considered as 0. The tribe’s progress is displayed on the Tribal Skills page.

What do the designations mean:

  1. Tribe progress between 1 and 2: The average progress of all tribe members in the range between 1.0 and 20 (also for other purposes).
  2. Tribal progress 2: The average progress of all tribal members is 2 (also for other purposes).
  3. On this basis, a tribe will not receive prestige if the average progress of all members of the tribe is less than 1.0.

The objectives of each quest depend on the time that the player plays in the world. Therefore, different players will have different goals. There are now 6 quests available for the tribes, which will be activated randomly for each tribe.

Types of quests.

Goals increase weekly and reach maximum values after a player plays in the world for 52 weeks.

Quest "spend resources". Spend resources somewhere in the game to complete this task. Actions: hiring troops, hiring nobles, improving buildings, hiring and training paladins, research, minting / saving resources. All actions are taken into account after their completion. Market Actions:

  1. Trade with a village merchant;
  2. Acceptance of proposals;
  3. Selling resources on a premium exchange;
  4. Sending resources to other players will be counted as soon as they arrive.
Items that complete construction instantly or add troops are not counted.

Tribal War: Tournaments

About tournaments. There are three types of tournaments with different rating systems. In team tournaments, the achievements of your tribe are taken into account, while in single-player tournaments, your achievements are personally taken into account.

League of players (based on rating). League of players based on your ranking. The higher your rating at the end of the round, the more points you get in the overall standings. Points per round are distributed as follows:

Also, a non-top 20 player who ends the round with a minimum number of points (26) will receive three tournament points.

Team tournaments. Team tournaments are for tribes. It is recommended that you create a team before the tournament begins. If you plan to create your own team, you need to reserve your abbreviated tribe name (tag) to participate in the tournament. You will have the opportunity to specify up to five people who can create a tribe with your tag.

While the tournament is in progress, no one else can create a tribe with the same tag. Once the round has begun and the team leader has created a tribe, he can start inviting players. To create your tribe in the rounds of a team tournament, you first need to reserve the abbreviated name of the tribe (tag). Points in the overall standings are awarded depending on the rating of the tribe in the round:

How to reserve the abbreviated name of the tribe? The head of the tribe must contact support and indicate the abbreviated name of the tribe (tag) that you want to register.

If a tribe exists in one of the game worlds, you must be its head in order to reserve a tag. You will have the opportunity to specify up to five people who can create a tribe with your tag.

Championship players. In the Championship you get points for various achievements. You can aim at one achievement or you can try your hand and earn a lot! You can win only one award in a category, and the more your achievement in a certain category, the more points you will earn. Team Awards:

Rewards for rating / points:

Capture rewards. Capturing your own village does not count!

Accuracy Awards:

Tribal War: Reports and Achievements

Reports. Reports contain a lot of useful information. You get them by conducting trading operations, making attacks, defending yourself, when you receive an invitation to the tribe, etc. Reports are sorted automatically into different groups. There are multi-colored dots near the attack and defense reports. Here is a little about their designation:

Sometimes you may want to delete some reports, or you may not want to receive certain types of reports at all. In the game there is the possibility of installing special filters, which can be found in the "Reports" section, the "Filter" subsection. After a certain time, reports are deleted automatically. In order to avoid deleting interesting and necessary reports, they must be archived, accessible to owners of premium accounts.

What are achievements for? For beauty. You can also get flags for them. Not all achievements are equally valuable and honorable. A sign in a wooden frame is the least valuable and it is easiest to get it; the sign in a gold edging has the highest value.

Rating. You get one point for each level of regular achievement. That is, for the sign "tree" you get 1 point in the ranking of achievements, and for the sign silver - 3. Daily achievement (for example, the Aggressor of the day) will bring you 4 points in the ranking of achievements.

List of achievements. In version 6.0, the following achievements were added:

In the settings you can specify whether your achievements should be visible to other players, it is also possible to separately disable the display of achievements from other worlds.

Display in profile. As mentioned earlier, by default, achievements are visible only to the player himself. In order for all the visitors of your profile to see your achievements, go to the "Achievements" menu in the "Profile" menu and check the boxes next to the achievements that you want to display.

By moving the cursor over the image of the achieved achievement, you can find out its status at the current time (for example, see the exact number of robbed villages, looted resources, etc.).

Tribal War: Flags

General information. Flags is a new game element that appeared in the Tribal War with the update of the game to version 8.5. They are certain bonuses. The account, which first started playing in worlds where, according to the conditions of the game, flags are present, at the initial stage does not have a single flag. They appear and accumulate as the game progresses and are added to the player’s flag storage.

Flags are tied to the game account, and not to the individual world of the player. Therefore, having a certain set in his storage, the player can use them in any world where flags are present. The flag vault icon is located in the upper right corner between the estate indicators and the paladin icon. This is what the empty flag repository looks like:

Why are flags given? You can get flags for:

What awards are given for flags? For receiving awards, a flag is also given:

  1. For the 1st level award (tree), the 1st level flag is given;
  2. For the 2nd level award (bronze), the 3rd level flag is given;
  3. For a reward of 3 levels (silver), a flag of 4 levels is given;
  4. For a level 4 award (gold), a level 5 flag is given;
  5. For a daily reward, a level 3 flag is given;
  6. For the "true friend" award, no flags are given.

Flag levels. Each type of flag has 9 levels:

Clearly, each level has its own color. The higher the level of the flag, the greater the bonus it has.

The use of flags. As soon as you get your first flag - no matter what - for you, a window for flags appears in the village overview. By clicking "raise flag" you go to the repository of your flags, where you can select your flag and install it in this village. At the same time, in the flag window in the overview of your village, instead of the inscription "Raise the flag", the flag set in the village and the type of bonus it gives to this village will be indicated.

Having set the flag, it cannot be removed from the village or exchanged for another one within 24 hours from the moment of installation. Only one flag can be set in each village, not more. It will be assigned to your village and bring it your bonus all the time until you change it or remove it. When you capture (lose) your village in which a flag was set, it does not go to the new owner, but goes back to your flag repository, since all the flags are linked to the player’s account.

In the world overview - if you play with flags in more than one world - there is an opportunity to see which flags in which worlds you have installed and used in villages. They are not duplicated for every world. This means that if you play in two or more worlds where there are flags and have (for example) a single flag of the first level for the production of resources, while installing it in the village of one world, then in another world you cannot install it in the village, Because he is already assigned to a village in a different game world.

Improvement of flags. Gradually, as you play, you will receive various flags. your flag repository will be filled with certain flags of various types and levels. Under certain conditions, your flags can be improved. It is necessary to collect three flags of the same type and level in the repository, by clicking on the upgrade arrow you will get from these three flags a flag similar in type to a level higher.

Flags trading. Within the tribe between the players trading (exchange) of flags is possible. It is necessary for the exchange between fellow tribesmen of flags of different types. Trade / exchange is allowed only with flags of equal levels. For example, you can change the flag for the production of resources of the 2nd level to any other flag you need only of the equivalent 2nd level. Players within the tribe can both accept exchange offers put forward by fellow tribesmen and create them themselves. To do this, in the flag repository, go to the "Trade" tab.

Buying flags. In the flag repository for 100 prem.points you can buy a set of any three flags of the 3.4 and 5 levels. The types of flags purchased are random, as in a draw. Also, when buying, there is a chance with a probability of 25% that you will receive one of the three flags purchased one level higher.

Types of flags and what they give

Production of resources. When this flag is set in the village, all buildings generating resources (sawmill, clay pit, iron mine) increase their productivity per hour by a percentage inherent in the level of this flag. For simplicity, we take the level of all buildings that extract resources the same and equal to 15. Let, according to the world’s settings, the basic production of resources per hour at this level is 373 units. We set the flag for the production of resources, which increases their production by 8%, which means that the bonus from it at the 15th level will be +30 units / hour. Then the performance of each of the buildings with the flag set increases to 403 units / hour.

The speed of recruitment. When this flag is set in the village, all the buildings that train your troops (barracks, stable, workshop) produce units faster. The learning speed is higher than the standard set by a percentage inherent in the level of this flag. Here is an example to illustrate the set of hatchets in the barracks of the 5th level. The standard training time for one hatchet in the barracks of this level is 0:07:19. By setting the flag to the recruitment speed of the 1st level troops (+ 6% to the recruitment speed), we can train the ax for 0:06:54.

Attack Power. When this flag is set, troops sent to attack from this village will have increased attack power by a percentage inherent in the level of this flag. Take an example: you send 100 hatchets and 50 light cavalry units to the attack. The total strength of such an attack sent from a village without a flag to the attack force will be 100 * 40 (the total attack force of a hundred hatchets) + 50 * 130 (the total attack force of fifty light cavalrymen) = 10500.

Set the flag on attack power of the 5th level (+6 to attack strength) and get the attack power of the above unit equal to (100 * 40 + 50 * 130) + 630 (6%) = 11130. The attack force of this unit increased due to the flag bonus , accordingly, such a detachment can knock out more troops in the enemy’s village and / or suffer less losses during the attack.

The power of defense. When this flag is set, all troops located in the village will have an increased defense force by a percentage inherent in the level of this flag. The principle of the influence of this flag on the troops is similar to the previous flag, it only increases the defense force of the troops in the village.

For example: there is an attack on your village, for the defense of the village there are 100 spearmen whose total defense against infantry will be equal to 1,500 and against cavalry 4,500 and 100 swordsmen whose total defense against infantry is 5,000 and against cavalry 2,500. Accordingly, the protection of the village will be 6500 and 7000 from infantry and cavalry, respectively. By setting the flag to defend Level 4, the force defending troops will be increased by 5%, i.e. it will become equal to 6825 against foot troops and 7350 against horse troops.

Luck. This flag balances the luck / failure of your troops when attacking towards zero by a percentage inherent in the level of this flag. The luck of the troops during the attack does not affect the outcome of the battle. The higher the success of the attack, the better the outcome of the battle for the attacking troops and, accordingly, the lower and more negative the percentage of luck, the more deplorable the outcome of the battle for the attacker. Therefore, this flag is useful in an attack, as it reduces the risk sector of an accidental battle outcome.

For example, you attacked the enemy and you received a report that the battle went with a fortune for your troops -10%. If you sent troops from the village where the flag for luck of the 2nd level was set (balancing by 8%), then this battle would have passed for your troops with luck of -2%, since the effect of the flag set in your village for luck would balance the outcome is 8%. Similarly, with a positive luck for your troops in battle, where they would fight + 10% luck, the action of the flag would balance it by + 2%. Therefore, we must remember that this flag does not increase luck for the better, but balances any result (negative and positive) to zero.

Since luck in battle is always considered from the point of view of the attacker, the flag also applies only to attacking troops. The fortune flag (whether it is set in the village of the attacker or the defender - it does not matter) does not affect the defense troops, since by default the defending troops always fight with the same neutral luck.

Number of population. When this flag is set in the estate, the population limit increases by a percentage inherent in the level of this flag. Take for example the estate of the last 30th level, which usually allows you to place a population of 24,000 in the village. Set a flag for the population of the 9th level in this village and the population limit of this village in the estate will increase by 10%. That is, we will be able to feed 26,400 people in the village, which will allow us to hire a large army in it.

Reduced coin value. When installing this flag in a village with a mansion, the cost of coins for hiring nobles will be lower by a percentage inherent in the level of this flag. It makes sense to set this flag only in the villages where you have built mansions, since it reduces the cost of coins in this village for hiring nobles. For example: when you install this type of flag of the 1st level, the cost of minting a coin in a mansion will decrease by 10%.

Carrying capacity. When installing this flag in the village, the carrying capacity of troops will increase by a percentage inherent in the level of this flag. One of the distinguishing characteristics of troops is their carrying capacity. It shows how many resources this or that unit can take. The flag for carrying capacity installed in the village improves this characteristic of units.

For example: a spearman is able to carry 25 units of resources. If you set a flag in the village for a carrying capacity of the 4th level (+ 5%), then the lancer of this village can take 26.3 units of resources. This flag is especially useful for successful farm villages, when there are a lot of resources in them, and your troops cannot take them completely.

Tribal War: Managers and assistants in the game

Account Manager is a premium premium account add-on designed to help manage your villages when you have a large account. Therefore, it is available only to players who have 5 or more villages. You can activate an account manager using premium points. To do this, go to the "Premium" menu in the game and go to the "Account Manager" tab.

Overview. The manager account overview screen provides you with information about the status of your manager account and what it is currently doing. Each block contains information about different parts of your account manager and you can drag them around the screen to set in the order that you like.

By clicking on the settings button, which is located in the upper left corner of each block, you can configure the number of records that will be displayed.

The last robberies. This widget can be used with the Military Advisor to easily rob just-robbed villages. Shown here are the barbarian villages that you recently attacked and robbed.

Overview of the village. In the village overview panel, colored dots show the status of your troop manager, village manager, and market manager. A green dot means that the manager is active in the village. A gray dot indicates that tasks have not yet been set and a yellow dot indicates that the manager is now paused. By clicking on the green or yellow dot, you can pause / restart the manager in the village, and by clicking on the gray dot you will be taken to the manager control window for the current village.

Building patterns. The block of building templates gives an overview of all your templates in the Village Manager. You can see the number of villages to which a certain template applies, how many of them are paused and the number of building levels that are already in the queue.

If there is no place in your estate or your warehouse is full, you will be notified here.

Notifications. In the notification screen, you can configure the account manager to send you an e-mail when a new attack is coming to you or you receive a new letter. To activate notifications, check the box "Enable notification of attacks." This will help you not to miss the attack.

The options are divided into two parts. The first part of the form controls the conditions under which you want to be notified of attacks.

In the second part, you can specify what you want to see in attack notifications.

Village Manager

The village manager is used to automate construction in the villages. You can specify the exact levels of buildings to which they will be built using templates. By default, when you open the village manager, you will be shown the village management screen. To go to the template management screen, click on Template Management.

The village manager will check the queue of buildings and add new tasks, if possible. Sometimes a manager needs a few minutes to start construction after you have assigned a template. The manager cannot ignore the conditions of buildings, population or resources. If the warehouse in the village is not large enough to build the next building in line, then it will try to build the next level of the warehouse. Similarly, if there is not enough space in the Manor, he will build the next level of the manor.

The village manager allows you to automatically process up to 50 construction orders in each village, after which it will pause, you will have to restart it.

System Templates. The game has three standard templates. They cannot be modified or deleted. System Templates:

  1. Resources - the template is focused on first building level 30 mines.
  2. Protective - for villages with defensive troops.
  3. Attacking - for villages with attacking troops.

Create your own template. You can create your own template if three system templates do not suit you. To do this, write the name of the template in the Create a template section and choose where you will start: changing an existing template, setting up an empty template, or simply copying an existing template.

View, rename and delete templates. Under the Create Template section, you will find a list of your templates. The building levels shown in the table are the target levels that will be achieved when the village manager finishes his work. You can click on the Pencil icon to rename the template or the Cross icon to remove it. Note that system templates cannot be deleted or renamed. To view or change the display order of a template, click on its name.

Editing templates. As on the previous page, the Summary reflects the target levels for each level. Under this, the Construction Line indicates the order in which the buildings will be improved. Entries in the Construction Line indicate the buildings to be improved, the number of levels to be built, and the level of the building to be after all improvements are completed. You can remove improvements from the queue by clicking on the Delete icon.

If you want to change the construction order, you can click on the Sort icon and drag the outfit. However, in this block your actions are not saved automatically, as in other blocks. Here you need to click the "Save" button to apply your changes! Also, you must click "Save" after you add new outfits to the queue. You can also allow the village manager to demolish buildings whose levels are higher than you set in the template. The village manager will only demolish buildings if your Town Hall is level 15 or higher and your village has 100% public confidence.

To add a new building to the queue, use the Add order block at the bottom of the page. The village manager will queue the buildings in the order in which they are displayed on this page. This means that if you add 20 levels of barracks at a time, then the village manager will build all 20 levels, and only then proceed with other tasks. If you added 2 levels of barracks, 2 levels of a forge and repeated these steps 20 times, then the village manager will improve the buildings in turn. An example of a construction line by template:

Assign templates and manage your villages. You can assign templates to specific villages and manage the basic operations of the village manager on the Village Management screen.

Assign and delete a template for a village. To assign a template to one or more villages, first select them by checking the boxes to the left of the villages. Then, make sure Use a template is selected in the Action drop-down menu, select a template and click Confirm. You can make sure that you have assigned a template to this village by looking at the Status column. There should be indicated Actively.

To remove the template, you need to do the same as described above, only you need to select Delete from the drop-down menu. Also, you can assign a template to the village from the Town Hall by clicking on the Village Manager and select the desired template from the list in the Change template section. Below is an example of a Village Manager, where the "Resources" template was assigned to one village and the village manager works in this village:

Pause \ continued work account manager. If you want to save resources in the village, then you can pause the manager without deleting the template. You can do this the same way you assigned a village template, just select Pause or Continue from the drop-down menu. You can also click Pause or Continue in the village status column.

Troop manager

The troop manager allows you to automate the process of recruiting troops by choosing the number and composition of troops that you want to recruit in a particular village. When you have enough resources, the troop manager will automatically train the troops for you. You can specify the number of troops specifically in each village, or you can create and save templates and assign them to villages in the future.

Using a troop manager to recruit troops. In the "Village Management" panel, which is located at the top of the troops manager screen, enter the number of troops you would like to build in one village. You can also set up a buffer if you want to reserve resources or population for other purposes. Once you have contributed the required number of troops, select the villages in which you want to train them, then click "Save" to start training troops.

If you created templates, you can apply these templates instead of manually adding the number of troops each time. In the top panel ("Village Management" panel), select the required template from the drop-down list. Then select your desired villages. Click Save to assign this template to selected villages. Usually it is necessary to wait a few minutes for the troops to start training, if you have the necessary resources and a place in the estate.

Buffer. You can reserve the population or resources and they will not be used by the troop manager. For example, if you set a population buffer of 100, then 100 places in the Manor will always be free and will not be used for hiring troops by a manager.

We create and edit our templates. To edit a template or make a new one, click on the template management link in the troop manager. You will be taken to the template editor.

Create a new template. Enter the desired number of troops that you want to have in the village and enter the name of the template in the "template name" field. Also, you can specify values in the buffer for this template. Once you have done this, click on "create a new template" to save the template.

Editing templates. To edit an existing template, click on the green edit icon next to the name of the template you want to edit in the template panel at the bottom of the screen. You will see that the information for this template has appeared on top. Adjust the values and buffer as you wish and then click save.

Template assignment to villages. When you have created the template, you must assign it to the village in order to start training the troops. You can do this from the main menu of the Troop Manager. In the upper panel (the "Village Management" panel), select the desired template from the drop-down menu. Then, select the villages to which you want to apply this template. Click the Save button to assign the template to the selected villages. To delete a template, select it and click delete.

Market manager

A market manager will help you build automatic trading routes between your villages so that resources are sent at a set time.

Creation of a new trade route. Please note that when you create a new trade route, the supplier is the village that you currently select. To create a new trade route, enter the recipient’s coordinates in the Destination or use the auxiliary menu Favorites, Your villages or History. Next, enter the amount of resources you want to send in the Resources field.

You can choose when to send resources. You can select any day of the week and must enter a time when to send resources. Resources will only be sent if there are enough resources and merchants in the village.

View and delete trade routes. When you have laid the trade routes, you can view their list at the bottom of the page. You can view the next scheduled dispatch time to make sure that you have the correct day and time. You can also edit trade routes. To delete a trade route, click on the delete link located next to the path name or select the desired trade routes and click the Delete button at the very bottom of the list.

Robbery Assistant

The Robbery Assistant will help you easily plunder neighboring barbarian villages. You can send attacks either directly from the card or from reports in the manager account overview. You can create two templates to customize different combinations of troops for robbery. For simplicity, they are named A and B.

Create a new template. To create a new template, click on the New template under the Edit templates section. A new block will appear on the right side of the page. You can write a description for your templates to make it easier to distinguish between them. When you enter the desired troop composition, click the Save button to add a new template.

Editing and deleting a template. If you need to change the description or composition of troops in the template, you can edit it by clicking on the description of the template in the Template editing section. If you want to delete the template and create it again, you can click on the red cross, which is located to the right of the template description.

Use of the Military Advisor on the map. When you make one or two templates, you can use the services of a Military Advisor on the map. Note that you must enable the Context Menu. By clicking on the barbarian village you should now see two new buttons called A and B. They correspond to the templates you created. To send an attack, simply click on the button and the troops will be sent without any confirmation.

Keep in mind that this only works for barbarian villages. It is impossible to attack the player’s village without entering the square and confirming the attack.

Using the Military Advisor from the Account Manager overview. You can also use the Military Advisor to send troops based on your reports. You can do this in the Last Robberies widget, which is located in the Overview. In this widget, you will see a list of recently received reports of attacks on barbarian villages and resource robberies. Like on the map, you can click on A or B to send troops according to your templates.

Also, you will see the C button, which has a special purpose and which does not apply to any of your templates. After pressing C, the manager will calculate the number of troops needed to take all the resources from this village, based on the latest scouts report. You will see a pop-up window that indicates the number of troops that you need to send. You can use the C button only if you recently attacked the village with scouts.

Article author: Nadezhda D.