Section 04

City Progression

Furnace, research order, the Fire Crystal age, and the walls you can't spend your way past.

The Furnace gates everything No building may exceed your Furnace level, and hero levels are capped by it too. If every hero on your roster sits at the same level, that's a wall — not a coincidence — and pouring XP in does nothing until the Furnace moves.

Research order

Growth → Battle → Economy. Two nodes matter more than everything else combined.

#NodeWhy
01Tool EnhancementCuts research time. Every later project pays this back. Compounds over hundreds of upgrades.
02Tooling UpCuts construction time. Same compounding logic. These two are the highest-ROI thing a free account can do.
03Command TacticsExtra march queue. Multiplies gathering, beast hunting and rally participation at once — the sleeper pick.
04Training speed & capacityFeeds every troop event you'll score in.
05Healing speed & InfirmaryThe difference between wounded and dead after SvS.
06March / regiment sizeBigger rallies, more castle value.
07Infantry DefenseFirst battle node worth having. A tanky front holds the line.
08Lancer / Marksman AttackAfter the front can survive being hit.
09Gathering speedEconomy — only once timers are already short. Up to +242.5%, the largest single bonus in the game.
10Resource productionLast. Raw output is the cheapest thing to fix.
The common mistake Blind-researching whatever's next. Spending resources and speedups on low-ROI tech is the most frequent way players stall — the tree is not meant to be completed in order.

Building priorities

Pause at Furnace 26 Before pushing to 30, level all three camps, clear your research backlog, and rebuild resources. People sprint the Furnace and arrive in the Fire Crystal age with tier-8 troops and an empty warehouse. Arrive with an army instead.

Furnace levels: prerequisites & unlocks

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.

FurnaceKey prerequisiteUnlocks
8Infantry Camp 7Embassy · Arena · Monument · Marksman Camp · Infirmary
9Embassy 8 · Infirmary 1Storehouse · Research Center · Lancer Camp
10Marksman Camp 9 · Research CenterCommand Center · Shelters 7–8 · first Formation slot
11Embassy 10 · Lancer Camp 10Enlistment Office · Tier 4 troops · meat costs begin
13Embassy 12 + rotatingDrill Camp (hero XP engine)
15Embassy 14 + rotatingHero Gear
16Embassy 15 + rotatingFrostfire Mine eligibility
18Embassy 17 + rotatingBeast Cage (pets)
19Embassy 18 + rotatingLabyrinth (via Command Center) · Daybreak Island dock
20Embassy 19 + rotatingMastery Forging
22Embassy 21 + rotatingChief Gear
25Embassy 24 + rotatingChief Gear Charms
26Embassy 25 · Marksman Camp 25
27Embassy 26 · Lancer Camp 26
28Embassy 27 · Research Center 27
29Embassy 28 · Infantry Camp 28
30Embassy 29 · Marksman Camp 29Fire Crystal age · base cost 300M wood, 300M meat, 60M coal, 15M iron
How to read this Prerequisites cascade — the Embassy has its own requirements, which have theirs. So the true cost of a Furnace level includes the whole chain beneath it. Before a push, level the Embassy and the next rotating building first, so the Furnace timer starts the moment you have resources instead of waiting behind a prerequisite you forgot. Costs and times shown anywhere are base values — your construction bonuses cut them substantially.

The Fire Crystal age

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.

Three rules

  1. Don't convert every Fire Crystal into shards. The War Academy needs crystals to raise its own FC level, and Helios research is gated behind that. Convert early and you'll hold shards you can't spend.
  2. Raising a camp's FC level upgrades every troop you already own — automatically, no retraining, no per-unit cost. Highest value per crystal in the whole age and the easiest thing to miss.
  3. Never start an FC upgrade you might cancel. Cancelling mid-way refunds only 50%.

What FC stages cost

Wood and meat are always identical and always by far the largest requirement:

StageWoodMeatCoalIron
FC265.5M65.5M12.7M3.3M
FC584M84M16M4.2M
FC10160M160M33M8.4M

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.

Which buildings take FC levels

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.

The War Academy

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.

Heroes and the Drill Camp

The Wish Station

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.