Section 04
Furnace, research order, the Fire Crystal age, and the walls you can't spend your way past.
Growth → Battle → Economy. Two nodes matter more than everything else combined.
| # | Node | Why |
|---|---|---|
| 01 | Tool Enhancement | Cuts research time. Every later project pays this back. Compounds over hundreds of upgrades. |
| 02 | Tooling Up | Cuts construction time. Same compounding logic. These two are the highest-ROI thing a free account can do. |
| 03 | Command Tactics | Extra march queue. Multiplies gathering, beast hunting and rally participation at once — the sleeper pick. |
| 04 | Training speed & capacity | Feeds every troop event you'll score in. |
| 05 | Healing speed & Infirmary | The difference between wounded and dead after SvS. |
| 06 | March / regiment size | Bigger rallies, more castle value. |
| 07 | Infantry Defense | First battle node worth having. A tanky front holds the line. |
| 08 | Lancer / Marksman Attack | After the front can survive being hit. |
| 09 | Gathering speed | Economy — only once timers are already short. Up to +242.5%, the largest single bonus in the game. |
| 10 | Resource production | Last. Raw output is the cheapest thing to fix. |
Every Furnace level needs the Embassy at one level below the target, plus one rotating second building (a troop camp or the Research Center) also at one level below. The pattern holds through 30 — so the Embassy is never optional, and pre-levelling the next blocker is always the efficient play.
| Furnace | Key prerequisite | Unlocks |
|---|---|---|
| 8 | Infantry Camp 7 | Embassy · Arena · Monument · Marksman Camp · Infirmary |
| 9 | Embassy 8 · Infirmary 1 | Storehouse · Research Center · Lancer Camp |
| 10 | Marksman Camp 9 · Research Center | Command Center · Shelters 7–8 · first Formation slot |
| 11 | Embassy 10 · Lancer Camp 10 | Enlistment Office · Tier 4 troops · meat costs begin |
| 13 | Embassy 12 + rotating | Drill Camp (hero XP engine) |
| 15 | Embassy 14 + rotating | Hero Gear |
| 16 | Embassy 15 + rotating | Frostfire Mine eligibility |
| 18 | Embassy 17 + rotating | Beast Cage (pets) |
| 19 | Embassy 18 + rotating | Labyrinth (via Command Center) · Daybreak Island dock |
| 20 | Embassy 19 + rotating | Mastery Forging |
| 22 | Embassy 21 + rotating | Chief Gear |
| 25 | Embassy 24 + rotating | Chief Gear Charms |
| 26 | Embassy 25 · Marksman Camp 25 | — |
| 27 | Embassy 26 · Lancer Camp 26 | — |
| 28 | Embassy 27 · Research Center 27 | — |
| 29 | Embassy 28 · Infantry Camp 28 | — |
| 30 | Embassy 29 · Marksman Camp 29 | Fire Crystal age · base cost 300M wood, 300M meat, 60M coal, 15M iron |
Begins at Furnace 30, once your state is old enough — usually around 60 days. Everything changes: the currencies, the costs, and what's worth doing.
Wood and meat are always identical and always by far the largest requirement:
| Stage | Wood | Meat | Coal | Iron |
|---|---|---|---|---|
| FC2 | 65.5M | 65.5M | 12.7M | 3.3M |
| FC5 | 84M | 84M | 16M | 4.2M |
| FC10 | 160M | 160M | 33M | 8.4M |
A consistent 1 : 1 : 0.2 : 0.05 ratio. Every player in your state hits this in the same order — wood and meat are a universal bottleneck, not a personal failing.
Furnace, Embassy, Command Center, Infirmary, and the three troop camps. The Crystal Laboratory produces additional Fire Crystals and later Refined Fire Crystals — check it daily. The War Academy introduces Fire Crystal Shards for T11 research.
The Furnace repeatedly requires the Embassy plus one other progression building, so the efficient play is preparing the next blocker before it blocks you rather than upgrading one building at a time.
Appears in the Fire Crystal age. Three branches — Helios Infantry, Lancer and Marksman — each five levels deep, each unlocking T11 for that troop type. Runs on Fire Crystal Shards and Refined Steel, roughly 13,400 shards per line.
Do one troop line at a time. Spreading across all three means none of them finish. Beyond T11 it gates T12 (Exalted), which needs the Academy around FC5–FC10 depending on the track.
At Fire Crystal Lv. 1 the old Suggestion Box becomes the Wish Station. Completing Wishes earns Wish Sigils, spent in the Wish Shop on materials for 9 entertainment facilities. Each finished facility produces daily rewards at random — Chief Gear, Chief Charm materials, pet and Expert development materials, Hero Gear — and higher FC Furnace levels increase that daily output.
All materials are collectible free through normal play. See the materials guide for the full loop.