Everything you need to know about Way of Citizen: how to install it as an app, what every building and unit costs and does, and how the commander works.
The main areas have their own detailed help pages with all numbers, requirements and formulas. They require a login because they also show your own values.
Way of Citizen runs entirely in the browser - no app store needed. But you can pin it to your home screen like an app, with its own icon and no browser bar. Just like you may have already done.
Your city manages five values, all visible at the top of the game header - population, food, and water additionally show their current limit.
All buildings with their base cost for level 1 (each further level costs 25% more) and what they do. Requirements show what you need to have built first.
| Name | Cost (Lvl. 1) | Requires | Benefit |
|---|---|---|---|
| ๐๏ธ Town Hall | ๐ฐ 150 | none | Unlocks more buildings and speeds up construction. From level 20 you can found another city. |
| ๐ Residential Building | ๐ฐ 100 | Town Hall 1 | Increases your city's maximum population. |
| ๐ช Trading House | ๐ฐ 200 | Town Hall 3, Residential Building 1 | A second income source alongside the farm, also supplies food and raises the marketplace trade capacity. Required for police station, customs office, city wall and marketplace. |
| ๐พ Farm | ๐ฐ 150 | Town Hall 2, Residential Building 1 | Produces food for your population โ if food runs short, the city starves and loses citizens. |
| ๐ Police Station | ๐ฐ 300 | Town Hall 3, Trading House 1, Residential Building 3 | Lowers your city's crime (โ8%/level) and thereby the ongoing gold loss from crime damage. Note: each level costs 30 gold upkeep per hour โ 1โ2 levels are enough early on. |
| ๐๏ธ Marketplace | ๐ฐ 180 | Town Hall 4, Residential Building 3, Farm 5 | Raises trade capacity, lowers food consumption and pays out gold automatically every night, growing with its level. |
| ๐ Customs Office | ๐ฐ 250 | Town Hall 6, Police Station 3, Residential Building 2, Trading House 2 | A trade bonus, and from here on trains customs officers who intercept incoming enemy diplomats (spies) before their mission even begins. |
| ๐ฆ Tax Office | ๐ฐ 2,000 | Town Hall 10, Residential Building 8 | Collects your citizens' taxes: +5% tax income per level, up to +100% at level 20. The more residents, the more it pays off. Upkeep only 5 gold per level. |
| ๐งฑ City Wall | ๐ฐ 400 | Town Hall 5, Police Station 4, Farm 2, Trading House 3 | A defense bonus independent of the army. Applies to every attack on your city, no matter which troop types the attacker sends. Also intercepts incoming spies as a third line of defense. |
| ๐ Vault | ๐ฐ 2,500 | Warehouse 5 | A safe reserve: 5,000 gold per level cannot be plundered, so 100,000 gold at level 20. Food, steel and water are protected by the warehouse. |
| ๐ก๏ธ Militia Depot | ๐ฐ 3,000 | Police Station 5, Residential Building 10 | Arms your citizens: in an attack, 1% of your residents per level help defend (1 defense each), so 20% at level 20. Those who fight can fall โ losses like your troops. You can switch the militia on and off at any time. |
| ๐ฏ Artillery Position | ๐ฐ 6,000 | Construction Yard 10, Weapons Factory 3 | Shells approaching attackers: 1% of the attacking troops per level fall before the battle, so 20% at level 20. The fallen do not fight and do not return. It does not hit drones or commanders. |
| ๐ก Early Warning Radar | ๐ฐ 3,000 | Construction Yard 4, Town Hall 10 | Shows what is heading for your city: first a rough troop count of approaching attacks, from level 5 the troop class, from level 10 the troops per class, from level 15 the exact units and at level 20 the balance of power. Also in the push notification. |
| ๐ฌ Warehouse | ๐ฐ 350 | Town Hall 7, City Wall 3 | Reduces how much gold and how many citizens a successful attacker loots (up to 30%). Also increases your food and steel storage. |
| โบ Barracks | ๐ฐ 500 | Town Hall 8, Police Station 2 | Raises the attack power of your entire army (+1%/level). |
| ๐๏ธ Embassy | ๐ฐ 800 | Town Hall 10, Residential Building 10 | Trains diplomats โ officially for trade and peace, but usable as spies against other cities too (see the Embassy tab). |
| ๐ฌ Research Lab | ๐ฐ 800 | Town Hall 3 | Unlocks research in the first place โ the higher the level, the more research lines are open. Every level additionally speeds up all research by 0.5%, in every city that has a lab. |
| ๐๏ธ Training Camp | ๐ฐ 250 | Town Hall 3 | A prerequisite for training army units. Muscle troops from level 1, Ranged from level 5, Recon from level 10. |
| ๐ญ Military Factory | ๐ฐ 800 | Town Hall 6, Barracks 3 | A prerequisite for heavy troops. Siege from level 1, Sabotage from level 5. |
| โ๏ธ Steel Mill | ๐ฐ 1,000 | Town Hall 14, Warehouse 6 | Produces steel - needed for mechanized units. Unlocks the Weapons Factory from level 3. |
| ๐ซ Weapons Factory | ๐ฐ 2,000 | Steel Mill 3, Town Hall 17, Military Factory 1 | A prerequisite for mechanized units, which cost steel in addition to gold. |
| ๐ข Command Center | ๐ฐ 6,000 | Town Hall 10, Barracks 5 | A prerequisite for recruiting a commander. |
| ๐ Equipment Shop | ๐ฐ 5,000 | Town Hall 12, Barracks 5 | Unlocks buying equipment for the commander (helmet, pistol, kevlar vest, steel-toe boots) โ expensive, but with noticeable combat and carrying capacity bonuses. |
| ๐ฟ World Wonder | ๐ฐ 50,000 | Town Hall 20, Embassy 5, Weapons Factory 6 | A one-off prestige building for cities that have already built out everything else: +50% population growth, -50% crime growth, fixed income (750 gold + 500 food), +1 gold/citizen, -0.25 food consumption/citizen, and counts strongly toward alliance sector control (see the map). |
| ๐ Rocket Launch Facility | ๐ฐ 3,400,000 | Town Hall 25, ๐ฌ Rocket Fuel 1 | Opens the space program: build the rocket engine here, then a rocket, and launch it. |
| ๐ฅ Rocket Engine | ๐ฐ 150,000 | Rocket Launch Facility 1 | Required for Rocket Science and building a rocket. |
| ๐ฐ๏ธ Rocket | ๐ฐ 500,000 | Rocket Launch Facility 1, Rocket Engine 1, ๐ฌ Rocket Science 2 | A launch-ready rocket - the launch itself costs additional gold and is a one-time event. |
| โ๏ธ Solar Collector | ๐ฐ 50,000 | none | Produces energy - needed by the Asteroid Mine, the Replicator, and the Teleporter. |
| โ๏ธ Quantum Reactor | ๐ฐ 500,000 | Solar Collector 10, ๐ฌ Energy Technology 3 | Generates 100 energy per level, uses 30 cooling water per level and hour and needs 15 colonists per level. The Quantum Technology research raises its output by up to 50 %. |
| โ๏ธ Asteroid Mine | ๐ฐ 80,000 | Solar Collector 1 | Mines large amounts of regular steel from asteroids โ 120 steel per level and hour, consumes energy and needs 10 colonists per level as crew. Can be sent back to Earth by rocket. |
| ๐ฝ๏ธ Replicator | ๐ฐ 90,000 | Solar Collector 1, ๐ฌ Energy Technology 1 | Replicates food from pure energy โ 80 food per level and hour, plus 8 colonists per level as crew. Makes the space station gradually independent of food deliveries from Earth. |
| ๐๏ธ Habitat | ๐ฐ 60,000 | none | Housing for colonists sent up by supply rocket. They are also the crew for every facility on the station โ without a habitat nothing keeps running. |
| ๐งฌ Research Station | ๐ฐ 200,000 | Habitat 1 | The space station's research department: unlocks powerful space-exclusive research (e.g. Imperialism). Not to be confused with the Research Lab on Earth. Each level also speeds up all your research by 3% (up to +15%), provided the station is fully crewed. |
| ๐ Teleporter | ๐ฐ 400,000 | ๐ฌ Energy Technology 3 | Instant resource transfer between the space station and ANY of your own cities - no more waiting for supply rockets, but costs energy per transfer. |
| ๐ ๏ธ Shipyard | ๐ฐ 250,000 | Solar Collector 3, Asteroid Mine 2 | Spaceships are built here. Needs energy and 15 colonists per level as crew; every level shortens ship build time by 2ย %. |
| ๐ Laser mining robot | ๐ฐ 70,000 | Solar Collector 4, Asteroid Mine 3, ๐ฌ Energy Technology 2 | Cuts gold out of the asteroids in orbit with lasers โ 2,500 gold per level and hour. The coldest rocks carry ice that vaporises while cutting and is captured: 40 water per level and hour as a by-product. Needs 20 energy and 18 colonists per level. |
| ๐ฐ๏ธ Satellite centre | ๐ฐ 400,000 | Solar Collector 12, Research Station 3 | Scans the troop movements of foreign Earth cities โ ongoing attacks, return flights and relocations. Every scan costs a lot of energy, every level extends the range on the world map and penetrates the enemy SDI defence better. Needs 25 energy and 10 colonists per level. |
| ๐ก๏ธ Deflector shield | ๐ฐ 150,000 | Solar Collector 5 | Energy shield around the space station โ the counterpart to the city wall. Each level adds +40 defence for the whole station and +5 % chance to shoot down an incoming spy probe. Needs 20 energy and 12 colonists per level. |
| ๐ฆ Inertial Storage | ๐ฐ 50,000 | none | Stores cargo floating freely in weightlessness instead of stacked โ each level adds 1 million storage for food, steel AND water. Level 1 is already in place when the space station is built; further levels cost steel from the asteroid mine. |
| ๐๏ธ Colony Hub | ๐ฐ 400,000 | none | Heart of the colony, like the town hall on Earth: unlocks the planet buildings and shortens construction time with every level. Plus basic supply per level: 2,000 water, 150 food, 20 energy and 200,000 storage. |
| ๐ซง Habitat Dome | ๐ฐ 250,000 | Colony Hub 1 | Pressurised domes for colonists: +400 housing per level. |
| ๐ฅฌ Hydroponic Garden | ๐ฐ 200,000 | Colony Hub 1 | Food without soil: 600 per level and hour, needs water and energy. |
| ๐ณ๏ธ Deep Well | ๐ฐ 200,000 | Colony Hub 1 | Pumps water from the planet crust: 1,500 per level and hour. |
| โจ๏ธ Geothermal Plant | ๐ฐ 300,000 | Colony Hub 2 | Energy from the planet's heat: 50 per level and hour for all consumers of the colony. |
| ๐ฅ Ore Smelter | ๐ฐ 350,000 | Colony Hub 3 | Smelts steel from planet rock: 400 per level and hour, needs energy. |
| โ๏ธ Ore Drill | ๐ฐ 500,000 | Colony Hub 5 | Mines Mars ore like any other resource: 80 per level and hour, needs energy. |
| โ๏ธ Transmutation Refinery | ๐ฐ 800,000 | Ore Drill 5 | Converts Mars ore into gold or steel free of charge โ you set the ratio with the slider on the planet. Up to 150 ore per level and hour, needs energy. |
| ๐น Colonial Exchange | ๐ฐ 400,000 | Habitat Dome 5 | Trading floor of the colonists: 1,500 gold per level and hour. |
| ๐๏ธ Silo Complex | ๐ฐ 300,000 | Colony Hub 3 | Storage of the colony: 500,000 more room for food, steel and water per level. |
| ๐ฌ Spaceport | ๐ฐ 600,000 | Colony Hub 8 | Builds the known spaceships on the planet โ counts like the station's shipyard for them. |
| ๐ก๏ธ Planetary Shield | ๐ฐ 500,000 | Spaceport 3 | Shield over the colony: +60 defence per level and +5% chance to shoot down enemy probes. Needs energy. |
| ๐ฏ Orbital Battery | ๐ฐ 700,000 | Planetary Shield 3 | Guns in orbit: +100 defence per level against attacks from space. Needs energy. |
| ๐ Terraformer | ๐ฐ 2,000,000 | Colony Hub 10 | Makes new land usable: +6 building slots per level (uses one itself, so +5 net). Needs a lot of energy. |
| ๐งซ Xeno Lab | ๐ฐ 1,000,000 | Colony Hub 6 | Studies alien life: +1% research speed per level for your whole empire. |
| ๐ฐ Well | ๐ฐ 120 | Town Hall 1 | Produces water for your population and your farms โ if water runs short, cities lose citizens just like in a famine. |
| ๐ง Water Tank | ๐ฐ 200 | Town Hall 1, Residential Building 1 | Increases water storage โ otherwise, production beyond capacity is lost. |
| ๐ Desalination Plant | ๐ฐ 900 | Town Hall 10, Warehouse 3, Water Tank 5, Marketplace 3 | A second water source alongside the well, for cities with high water demand. |
| ๐ ๏ธ Construction Yard | ๐ฐ 800 | Steel Mill 5 | Required for defense structures (barbed wire, NATO fence, tank trap, minefield). |
| ๐ Barbed Wire Barrier | ๐ฐ 600 | Construction Yard 1 | First, cheapest defense line. Works like the city wall against every attack, regardless of your own army. |
| ๐ซ NATO Fence | ๐ฐ 1,500 | Barbed Wire Barrier 5 | Reinforced security fence, builds on the Barbed Wire Barrier. Increases the defense bonus further (twice as much per level). |
| ๐บ Tank Trap | ๐ฐ 3,000 | NATO Fence 5 | Massive concrete barriers against armored attackers, builds on the NATO Fence. |
| ๐ฃ Minefield | ๐ฐ 5,000 | Tank Trap 5 | Final and strongest defense line, builds on the Tank Trap. |
| ๐ก SDI defence | ๐ฐ 25,000 | Construction Yard 3 | Ground-based radar defence against satellite reconnaissance from space. Each level gives a 6 % chance to block a scan of your troop movements (max. 90 %). From level 8 it can also trace the scanner and tell you who has been watching you. |
Attack and defense units form a rock-paper-scissors cycle (Muscle beats Ranged, Ranged beats Scout, Scout beats Siege, Siege beats Sabotage, Sabotage beats Mechanized, Mechanized beats Muscle). Looters, Tankers, Trucks, and the Commander stand outside this cycle.
| Name | Class | Role | Cost (Lvl. 1) | Attack | Defense | Upkeep | Requires | Benefit |
|---|---|---|---|---|---|---|---|---|
| ๐ฅ Thug Squad | Attack | ๐ฐ 500 + ๐พ150 + ๐ฅ1 | 5 | 2 | 0.07/h | Training Camp 1 | Melee attacker. Overruns Ranged defenders. | |
| ๐ก๏ธ Guard Militia | Defense | ๐ฐ 400 + ๐พ120 + ๐ฅ1 | 2 | 4 | 0.06/h | Training Camp 1 | Basic city guard. | |
| ๐ฏ Snipers | Attack | ๐ฐ 700 + ๐พ210 + ๐ฅ2 | 7 | 2 | 0.09/h | Training Camp 5, ๐ฌ Weapons Studies 5 | Hits Recon units from a distance before they can evade. | |
| ๐ญ Sharpshooter Post | Defense | ๐ฐ 550 + ๐พ165 + ๐ฅ1 | 3 | 6 | 0.08/h | Training Camp 5, ๐ฌ Siege Tactics 5 | Defends from an elevated position. | |
| ๐๏ธ Scouts | Attack | ๐ฐ 600 + ๐พ180 + ๐ฅ2 | 6 | 2 | 0.08/h | Training Camp 10, ๐ฌ Weapons Studies 10 | Fast enough to catch heavy siege troops by surprise. | |
| ๐ Border Patrol | Defense | ๐ฐ 500 + ๐พ150 + ๐ฅ1 | 2 | 5 | 0.07/h | Training Camp 10, ๐ฌ Siege Tactics 10 | Mobile defense unit. | |
| ๐ Looters | Attack | ๐ฐ 800 + ๐พ240 + ๐ฅ2 | 2 | 1 | 0.10/h | Training Camp 1, ๐ฌ Weapons Studies 1 | Weak combat power, but available early and with high carrying capacity for gold, food and steel from raided cities. Decent speed. | |
| ๐ฃ Demolition Experts | Attack | ๐ฐ 1,200 + ๐พ360 + ๐ฅ3 | 11 | 4 | 0.15/h | Military Factory 1, ๐ฌ Weapons Studies 1 | Heavy weapons, overwhelms saboteurs through sheer force. | |
| ๐งฑ Siege Breakers | Defense | ๐ฐ 900 + ๐พ270 + ๐ฅ2 | 4 | 9 | 0.13/h | Military Factory 1, ๐ฌ Siege Tactics 1 | Fortifications against heavy attacks. | |
| ๐ฅท Saboteurs | Attack | ๐ฐ 900 + ๐พ270 + ๐ฅ2 | 9 | 3 | 0.12/h | Military Factory 5, ๐ฌ Weapons Studies 5 | Infiltrates and cripples heavy cavalry. | |
| ๐ต๏ธ Watch Guard | Defense | ๐ฐ 750 + ๐พ225 + ๐ฅ2 | 4 | 8 | 0.10/h | Military Factory 5, ๐ฌ Siege Tactics 5 | Detects intruders early. | |
| ๐ Attack Helicopter | Attack | ๐ฐ 1,500 + ๐ฉ30 + ๐พ450 + ๐ฅ4 | 14 | 5 | 0.19/h | Weapons Factory 1, ๐ฌ Weapons Studies 10 | Fast air support, breaks through Muscle formations in a storming assault. | |
| ๐ Armored Personnel Carrier | Defense | ๐ฐ 1,100 + ๐ฉ20 + ๐พ330 + ๐ฅ3 | 6 | 12 | 0.15/h | Weapons Factory 1, ๐ฌ Siege Tactics 10 | Armored, mechanized defenders. | |
| ๐ Tanker Truck | Attack | ๐ฐ 1,400 + ๐พ420 + ๐ฅ4 | 3 | 2 | 0.18/h | Military Factory 1, ๐ฌ Weapons Studies 1 | Barely armed and no serious combat power, but relatively fast and with high water-carrying capacity โ lets you loot water from the target city in an attack. Without a tanker truck in the raiding party, the target city's water stays untouched. | |
| ๐ Truck | Attack | ๐ฐ 1,700 + ๐พ510 + ๐ฅ4 | 3 | 2 | 0.21/h | Military Factory 1, ๐ฌ Weapons Studies 1 | Weak combat stats, but fairly fast and with the highest cargo capacity in the fleet โ perfect for hauling off large amounts of gold, food and steel when raiding enemy cities. | |
| ๐ฉ๏ธ Tactical Combat Drone | Attack | ๐ฐ 2,800 + ๐ฉ150 + ๐พ840 + ๐ฅ7 | 22 | 2 | 0.33/h | Weapons Factory 3, ๐ฌ Weapons Studies 15 | Unmanned, on target extremely fast and with the highest attack value in the game. In exchange it is useless on defense, has the highest upkeep of any unit and almost no cargo space - someone else has to haul the loot home. It sits outside the rock-paper-scissors system: it counters no class and is countered by none. | |
| ๐๏ธ Commander | Attack | ๐ฐ 15,000 | 80 | 80 | 0.00/h | Command Center 1 | Elite lone fighter with high attack, defense, and carrying power. Sent on attacks like a regular troop or left home to defend. Dies for sure if his side loses a battle it was clearly outmatched in, and can then be revived cheaply. |
Diplomats (embassy) carry out covert missions against other cities; customs officers (customs office) intercept enemy diplomats entering your own border.
| Name | Cost (Lvl. 1) | Requires | Benefit |
|---|---|---|---|
| ๐๏ธ Diplomat | ๐ฐ 800 | Embassy | Officially a diplomat, actually usable for espionage missions. |
| ๐ Customs Officer | ๐ฐ 500 | Customs Office | Intercepts incoming enemy diplomats at the border. |
The commander is a single elite unit with high attack, defense, and carrying power. You can send him on an attack like a regular troop, or leave him home to defend. If his side loses a battle it was clearly outmatched in (less than half as strong as the opponent), he dies โ he can then be revived cheaply (takes 6 hours). Equipment from the equipment shop is kept even after death.
Purchasable in the equipment shop, affects the whole army, not just the commander.
| Name | Class | Cost (Lvl. 1) | Benefit |
|---|---|---|---|
| ๐ช Helmet | ๐ฉ Headgear | ๐ฐ 12,000 | +1% defense for the entire army |
| ๐ช Bronze Helmet | ๐ฉ Headgear | ๐ฐ 0 | +1.8% defense for the entire army - exclusive meteor shower find |
| ๐ช Damned Helm | ๐ฉ Headgear | ๐ฐ 0 | +2.3% defense for the whole army - craftable from Damnation loot |
| ๐ช Paladin Helm | ๐ฉ Headgear | ๐ฐ 0 | +2.6% defense for the whole army - exclusive 1st place reward from the Paladin Event |
| ๐ช Space Helmet | ๐ฉ Headgear | ๐ฐ 0 | +3.2% defense for the whole army - traded for Mars ore in the Space Program |
| ๐ช Storm Hood | ๐ฉ Headgear | ๐ฐ 0 | +0.3% gold income and +0.8% build speed in your commander's city โ from the Long Night |
| ๐ซ Pistol | โ๏ธ Weapons | ๐ฐ 18,000 | +1.5% attack for the entire army |
| ๐ซ Bronze Pistol | โ๏ธ Weapons | ๐ฐ 0 | +2.7% attack for the entire army - exclusive meteor shower find |
| ๐ซ Damned Pistol | โ๏ธ Weapons | ๐ฐ 0 | +3.5% attack for the whole army - craftable from Damnation loot |
| ๐ซ Paladin Pistol | โ๏ธ Weapons | ๐ฐ 0 | +4% attack for the whole army - exclusive 1st place reward from the Paladin Event |
| ๐ซ Space Pistol | โ๏ธ Weapons | ๐ฐ 0 | +4.8% attack for the whole army - traded for Mars ore in the Space Program |
| ๐ฆ Storm Lantern | โ๏ธ Weapons | ๐ฐ 0 | +0.7% gold income and +0.2% food โ trade even at night |
| ๐ฆบ Kevlar Vest | ๐ฆบ Vest | ๐ฐ 22,500 | +2% defense for the entire army |
| ๐ฆบ Bronze Kevlar Vest | ๐ฆบ Vest | ๐ฐ 0 | +3.5% defense for the entire army - exclusive meteor shower find |
| ๐ฆบ Damned Kevlar Vest | ๐ฆบ Vest | ๐ฐ 0 | +4.5% defense for the whole army - craftable from Damnation loot |
| ๐ฆบ Paladin Kevlar Vest | ๐ฆบ Vest | ๐ฐ 0 | +5.2% defense for the whole army - exclusive 1st place reward from the Paladin Event |
| ๐ฆบ Space Kevlar Vest | ๐ฆบ Vest | ๐ฐ 0 | +6.2% defense for the whole army - traded for Mars ore in the Space Program |
| ๐งฅ Oilskin Coat | ๐ฆบ Vest | ๐ฐ 0 | +0.5% gold, +0.3% food, +0.6% build speed โ the balanced piece of the set |
| ๐ฅพ Steel-Toe Boots | ๐ข Shoes | ๐ฐ 9,000 | +300 carrying capacity |
| ๐ฅพ Bronze Steel-Toe Boots | ๐ข Shoes | ๐ฐ 0 | +550 carrying capacity - exclusive meteor shower find |
| ๐ฅพ Damned Steel-Toe Boots | ๐ข Shoes | ๐ฐ 0 | +700 carrying capacity - craftable from Damnation loot |
| ๐ฅพ Paladin Steel-Toe Boots | ๐ข Shoes | ๐ฐ 0 | +800 carrying capacity - exclusive 1st place reward from the Paladin Event |
| ๐ฅพ Space Steel-Toe Boots | ๐ข Shoes | ๐ฐ 0 | +1000 carrying capacity - traded for Mars ore in the Space Program |
| ๐ฅพ Wading Boots | ๐ข Shoes | ๐ฐ 0 | +0.2% food and +1.0% build speed โ building even in the mud |
| ๐ Army Backpack | ๐ Backpack | ๐ฐ 15,000 | +500 carrying capacity |
| ๐ Bronze Army Backpack | ๐ Backpack | ๐ฐ 0 | +900 carrying capacity - exclusive meteor shower find |
| ๐ Damned Army Backpack | ๐ Backpack | ๐ฐ 0 | +1150 carrying capacity - craftable from Damnation loot |
| ๐ Paladin Army Backpack | ๐ Backpack | ๐ฐ 0 | +1300 carrying capacity - exclusive 1st place reward from the Paladin Event |
| ๐ Space Army Backpack | ๐ Backpack | ๐ฐ 0 | +1600 carrying capacity - traded for Mars ore in the Space Program |
| ๐ Emergency Ration Pack | ๐ Backpack | ๐ฐ 0 | +1.0% gold, +0.3% food, +0.6% build speed โ the strongest single piece |
| ๐ Crown of the Damned | ๐ฆ Miscellaneous | ๐ฐ 0 | +2% attack AND +2% defense for the whole army - exclusive single item, craftable only from Shards of the Damned Crown (top 3 in the world boss ranking) |
An overview of game mechanics that don't fit neatly into a table.
Way of Citizen has a lot more to offer:
On top of that: private messages & battle reports, daily quests and achievements with rewards, a war room for coordinated alliance attacks, a referral program with a premium reward for you and your friends, an optional premium subscription for convenience features, and a support ticket system for issues.