This is everything you want to know about the new KvK Season of Conquest chapter: March of the Ages in Rise of Kingdoms!
March of the Ages (Season of Conquest)
Conflict and war is not simply confined to the old clash of barbarism versus civilization. We fight to recover our ancestors’ legacy from the barbarians but know that wisdom, deception, and trickery come by more advanced civilization too. Thus we exercise the utmost caution in all affairs.
March of the Ages Features
While clearing fog, scouts may come upon bastions. A commander and their troops are stationed at each garrison. This season, there are a total of 13 commanders waiting for governors to discover them.
Complete quests from Bastion commanders to gain Favor with them, along with an increase in Crystal Mine work speed.
Governors will need to build and consume Foundation Stones to teleport rather than through teleportation items on the “March of the Ages” map.
Governors can build Foundation Stones near Ancient Pagodas under coalition control, allowing city teleportation to its location once completed.
Governors can attack Ancient Pagodas once adjacent to coalition territory. Pagodas grant a boost to cities within near enough a certain radius.
Governors can build Forward Camps in coalition territory and garrison a certain number of troops there to help out in times of battle. Forward Camps play a large strategic role on the “March of the Ages” map.
Marching orders can dispatch troops to a Forward Camp. Marching Orders accumulate over time and cannot be sped up.
The Supply Radius is an area centered around a Governor’s city or Forward Camps for garrisoned troops. Governors should try to limit their engagements to within the Supply Radius as much as possible to ensure troops can continue to deal full damage.
Derelict Passes, which cannot be attacked or traversed, are creative and strategic ways around wherever they appear.
March of the Ages Map
Season of Conquest Features
In the “Strife of the Eight” Story, governors will experience some brand-new game content.
|After the season has begun, governors can build a new structure in their cities: crystal mines.|
|Working the Mines||You can ‘Work’ in the crystal mines to get crystals. Working the mines costs food, wood, stone, and gold.|
|Upgrade||Upgrading the crystal mine will increase the maximum amount of work which can be ordered. At the same time, completing quests given by commanders will increase the work speed.|
|Crystals||The crystals which can be mined here are a precious resource. Governors can use them to open up a whole new frontier of research.|
|Resource Protection||During the season, crystals cannot be plundered by attackers or sent as aid.|
|Reset||Crystals will be removed once the season is over. Crystal mines, the crystal research center, and any the effects of any research completed therein will be reset and removed.|
During the “Strife of the Eight” Story, governors will rally their strength and do battle together.
|Join Coalition||Governors can join a coalition along with their alliance (coalitions are created by alliance leaders). Alliances must be of the same camp to join the same coalition.|
|Coalition Features||Governors in the same coalition can join each other’s rallies and garrisons, reinforce and repair each other’s buildings, grant alliance help, etc.|
|Teleport||After the KvK “Past Glory” event is over, coalition members can teleport to any member alliance’s territory.|
|Reward Sharing||All coalition members will receive first occupation rewards for holy sites and passes.|
|Boosts||All coalition members will receive boost effects from holy sites and passes, and passes will be open to all member alliances.|
|Building Occupation||All coalition members will share the occupation bonuses from altars of darkness and ancient ruins.|
During the “Strife of the Eight” Story, governors can exchange season coins and conquest coins for a wide variety of prizes!
|Season Coins||Complete research projects in the crystal research center to earn season coins.|
|Conquest Coins||Complete enough Crusader Achievements to earn conquest coins.|
|Saved Coins||Unused season coins and conquest coins will automatically be saved for next season.|
In the “Strife of the Eight” Story, governors and their kingdoms will be grouped into different camps. Each camp must contain at least 1 kingdom. In order to guarantee balanced camps, the power of all kingdoms in each camp will be counted by the system, and these calculations will be used to arrange fair matchmaking!
|Fire Camp||Warriors, honoring their ancestors’ covenant, answer the king’s call. Gathering at the flame altar, they swear allegiance to the ancestors and the flame. They shall be a raging, inextinguishable fire.|
|Earth Camp||Pious warriors rallied to their kings at the earth altar, kissing the sacred land in an oath to restore their ancestors’ honor. Their knowledge of the land allows them to march effortlessly|
|Wind Camp||Kings lead their warriors toward the sanctum in the eye of the storm. Only those who pass the trials of the winds are worthy allies. For those that do, the blessings of the wind are well worth it|
|Water Camp||On the orders of their kings, the warriors gathered at the surge altar. Dreaming of huge waves each night, they are as relentless and unending as the sea itself|
|Camp Greenwood||Resolute kings and warriors have come to the Sanctum of Hope in order to collect the leaves from the surrounding area. Their long-lasting evergreen freshness brings hope of survival to those who gaze upon them, a reminder to look forward to a time of peace.|
|Camp Daybreak||Kings and warriors preparing for a long campaign will often first journey to the Shrine of Radiance. After several days spent in prayer, the dawn will finally rise on the day to set forth, shrouding them in bright light, an omen of glorious victories to come.|
|Camp Midnight||On the eve of expeditions, kings and warriors have come to the Sanctum of Courage. Here, the warriors learn to no longer fear the darkness, but to adapt to it. In the name of the shadow, the dark night will be their silent ally.|
|Camp Thunderbolt||Kings and warriors test their weapons at the Storm Altar. Having passed through thunder and lightning, their weapons and spirits will be mighty and unbreakable.|