Kembali ke Awal Permainan
Awal PermainanWiki Game5 November 2026

City resource fields: capture, cultivate and harvest

Capture secures a field, cultivation fights the next-level garrison, and a timed harvest uses a charge rather than a marching formation.

Referensi berbahasa Inggris

Fields inside your 3D city are a production source other players cannot directly attack. They produce bound resources counted as city production, and provide no Ember Treasures Mine Power. To support construction and recruitment reliably, distinguish capture, cultivation and timed harvesting: each changes something different.

Unlock the field, then capture it

Chapter tasks gradually unlock city fields. A visible model does not prove that a field is usable: a locked field tells you which chapter to finish. Advance that task, select an unlocked field, compare its garrison with your formation, and use Capture to choose and deploy a team.

After winning and completing the capture, claim the first-capture resource reward from the field’s reward button. Captured city fields cannot be abandoned, so there is no need to free them as part of map-road planning. Although this battle happens inside the city, capture and cultivation consume hero stamina and soldiers. They are not the loss-free practice fights provided by Campaign.

Cultivation raises the field level

On an owned field, select Cultivate to fight the garrison one level above its current level. Victory raises the field by one level; defeat does not. Inspect the new defenders and your remaining troops each time. Capturing the present level does not mean the next level will be affordable in losses.

When a field reaches its current cap, repeated cultivation attempts will not remove that limit. Follow the prompt to the Academy’s city-field level-cap technology, complete the research, and then inspect the field again. Initial levels can differ between fields, so compare their displayed levels rather than assuming that position in the city indicates quality.

Timed harvesting needs charges, not troops

  1. Check that the harvesting feature is unlocked and select an owned field producing the resource you need. A high-level food field cannot solve a lumber shortage.
  2. Open the harvest window and inspect the field name, level, expected income and remaining charges. Expected income already includes applicable bonuses.
  3. Confirm to spend one charge and start the timer. No formation is dispatched. The corresponding resources are granted when the timer finishes.
  4. The same field cannot start another harvest while its timer is running. You can work on construction or recruitment instead of leaving a team waiting at the field.

Higher-level fields yield more from a harvest of the same resource, and the corresponding personal technology can increase that yield. Compare your owned fields of the required type before spending a charge. Charges replenish at scheduled times and have a storage cap: sitting at the cap wastes future replenishment. Conversely, using a charge on the wrong resource merely to spend it may leave the actual bottleneck unresolved.

Work backward from a resource shortage

For a building short of lumber, first check whether you can harvest a lumber field, then compare the levels of your owned lumber fields. Do not rush into a stronger garrison simply because the higher-level field is not yet yours. The resource-shortage panel’s harvest route locates the highest-level field of the corresponding type. If you have no charges, wait for replenishment or use existing stock and other production sources; repeatedly selecting the field will not reset charges.

Dibaca 4

This guide is for Cinder & Crowns, a free-to-play mobile 4X strategy game of alliance warfare and fairer competition, where coordination matters more than spending.

Discover the game

Panduan Terkait

Kembali ke Awal Permainan

IP Geolocation by DB-IP · CC BY 4.0