Navigation, zooming and filtering on the map
Find targets by dragging, zooming, and filters.
Collect resources, scout, raid NPC settlements, and send in inter-villages reinforcements.
Each order on the map is a decision between distance, walking time, target information, and the defense that will remain in the village. Planning the return time and what to do if the target changes before sending the unit down reduces losses.
Information first. Explore before attack in unknown player target; check level/reward balance at NPC and source points.
Calculate return time. Take into account not only the arrival but also the return; don't let the army stay on the road at the critical defensive moment.
Evacuating the village. Don't send the whole layout for addition or raid; leave enough troops against the unexpected attack.
Find targets by dragging, zooming, and filters.
Distance, unit speed, world speed and tactic together decide the outbound and return time.
Collect world resources with the carrying capacity of empty troops.
Try the battle force and loot order without the risk of a rival player.
Hunt the bandits around your villages in the 3D World; every victory sends a chest to your alliance.
Your agents can get in and out unnoticed, be spotted and escape, or be captured.
The server checks every battle march against stage, protection, alliance and diplomacy rules; a rejected order comes back with an error message on screen.
Once the result is known, casualties follow the power ratio while loot depends on the target's stock, carrying capacity and the repeat attack multiplier.
In worlds where the new battle rules are on, send a Plunder march to a player village instead of an Attack.
In worlds with the population rule every soldier and worker comes from the camp's idle population; cavalry also needs horses.
In worlds with the new combat rules, unit types that survive battles gain experience; 100 experience gives +10% power.
Plan a war campaign by controlling the protection and target status.
In a world where live battle is on, an attack sent from the 3D game to a player village and an NPC raid arriving at your village turn into a 2-minute clash in which you give orders.
In Ötüken Land – Season 3, an attack sent on a player village from an up-to-date 3D game is a 5-minute battle in front of the defender's real city; both sides command their own troops, and the server confirms the result by replaying the battle.
Return a walk open to recall before you reach your destination.
Send the empty soldiers to the garrison of the target village.
See the arrival time, get to the right village and ask for defensive support.
Contribute to personal and alliance dominance with NPC targets, player villages and capital battles.
Understand the outcome of siege damage on the village network and the player's season status.
In newly opened worlds an attacking army needs at least one Siege Master to damage a player village's buildings.
The 3D march that replaces the Byzantine Fortress event: with 50–500 soldiers you pass through Kara Orman, cross the river, break the fortress gate, defeat the Strategos in the courtyard and take the loot.
Every weekend, score points on the same theme as everyone in your world, claim tier rewards and win diamonds by reaching the top 10.
Every week, whoever kills the most enemy soldiers in player battles becomes Marshal, carries the title for a week and earns 5.000 diamonds; the week's top 10 receive diamonds.
Every evening at 18:00 and 20:00, up to 50 players at a time fight together with their own soldiers on the same battlefield against the Byzantine and Chinese armies; if the enemy commander falls, it is a victory.