เนื้อหาอ้างอิงภาษาอังกฤษ
The inner city is an interactive layout. Many functions have a building entrance: some buildings show nearby action buttons, while others open their interface directly. Start with the problem you want to solve, find its building, then decide whether an upgrade is useful.
More armies is different from more soldiers per army
| Your goal | Building | What to check |
|---|---|---|
| Unlock another formation | Command Hall | The next army's requirements and season availability |
| Increase hero soldier capacity | Arsenal | Upgrade benefits and each hero's current cap |
| Recruit reserves or upgrade soldiers | Recruitment Camp | Tier, available reserves and recruitment or upgrade queues |
| Increase city durability | City Gate | Level benefits and whether the function is unlocked |
If you have sufficient reserves but cannot assign more soldiers, inspect carrying capacity and the Arsenal instead of recruiting more. If an army slot is locked, additional soldiers will not create it. These functions cooperate but control different limits.

Trace city development from the Stronghold
Select the Stronghold to inspect upgrade requirements or enter City Affairs. It gates other building development, so trace a blocked upgrade's prerequisites rather than levelling every building indiscriminately. Resources and an available construction slot are separate requirements.
The Academy opens technology research. Select a technology there and inspect its prerequisites and research queue. Construction and research queues must be checked separately; a free slot in one does not establish availability in the other. Follow the building and technology guide for execution.
Four buildings supply the four basic resources
The Lumberyard produces Wood, Stoneworks produces Stone, the Mill produces Food and Ironworks produces Iron. Inspect the relevant building's level and effects when facing a shortage, and check whether storage has reached its cap. The Warehouse manages storage and protection. Waiting at full storage does not restart production, and unbound-resource exposure must be assessed against protection.
Inner-city fields form another production route, using capture, cultivation and farming. Cultivating a field is different from upgrading a production building. Identify the missing resource first, then compare which development route addresses your bottleneck instead of investing in something already plentiful.
Heroes, equipment and two different trading entrances
The Hall of Heroes opens recruitment, the Blacksmith opens crafting and equipment processing, and the Alliance Hall connects Alliance functions. These buildings primarily serve as entrances; not every function entrance requires repeated building-level upgrades.
The Market opens system shops with their currencies and purchase limits. The Trading Post trades eligible goods with other players. Their stock, pricing and settlement differ. Visit the Market for system exchanges and the Trading Post to list your own goods. Missing shop tabs can depend on Alliance membership, season or other unlock conditions.
A visible model may not yet be usable
Some building models exist before their functions unlock. Seeing the City Gate, for example, does not establish that its controls are available. Unbuilt buildings can appear as foundations. Check the construction entrance and the current task's unlock objective to distinguish something you need to build from a function waiting on its prerequisites.
Visiting another player's city is view-only, and the view does not continuously update with every action they take. Confirm that you are in your own city before looking for building controls; a visit is not a broken construction interface.