Game Rules Guide
Know the rule before you move
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Game answers
The campaign is one fixed list, so you can plan ahead. Tasks 1 to 4 open it: the Rally Point, then your first oasis attack, your first barbarian camp attack and Journey level 1. Up to task 121 come Foundation and Growth: first fields and storage, Main Building and Marketplace, the Plus and Gold lessons, the military buildings with research and first training of each troop, the Hero's Mansion, scouting a barbarian camp, Town Hall, Embassy and Palace, settlers and your second village, a chief, the first troop upgrades, and fields up to level 10. Tasks 122 to 180 cover Specialization: clearing a level 2 barbarian camp, fields 11 to 15, the resource bonus buildings, Marketplace 20, the colony's military and trade buildings, troop training targets, every troop researched and trained, and upgrades to level 5. From task 181 come Mastery and Society & Combat: buildings to level 20, alliance tasks, your tribe's wall, upgrades to level 20, the colony's endgame buildings, Treasury 20, then demolishing six old buildings while taking two fields of each resource to level 20. Graduation follows, then the optional Conqueror's Path. Resource and Smart Time rewards are full until task 121, half until task 180 and a quarter after; Gold rewards keep their full amount. Tasks 1 to 189 are the same for everyone; later, a few tasks depend on your tribe or world, so your numbers may shift slightly.

