Back to articles

Don't attack small towns - you will lose money and time

N
ninjaraki
Jul 8, 2026 · EN
98 28 4
Gold earned
0.0126 gold · 0.0001 from the game fund for every read and every like
I want to save you the mistake I made in my first week with the war module. I found a little town sitting on a pile of resources, marched an army over, won the battle, and felt like a genius. Ten days later my whole army was dead, the town was free again, and when I actually added everything up I had lost gold, not made it. Here is the math nobody shows you before your first attack. Start with the thing that surprised me most: when you occupy a town, your soldiers do not live forever. They live for as many days as the town is happy. That is the literal rule - the game sets their death clock to the town's happiness. A big, developed city can be happy enough to keep your troops alive for fifty, sixty, even seventy days. A small town is the exact opposite. Small towns sit right at the bottom of the happiness scale. The vast majority of them are stuck around ten happiness, which means the soldiers you send there will die in about ten days. Maybe eleven or twelve if you are lucky. That is the entire occupation. Ten days and they are gone for good. Now look at what you actually earn in those ten days. While you hold a town you take ten percent of everything it produces. That sounds great until you remember it is a SMALL town. Ten percent of almost nothing is almost nothing. A tiny town barely produces anything, so your cut is a thin trickle - and the trickle stops the second your last soldier dies and the town frees itself. So you lose from two directions at the same time. Your army dies fast because the town is unhappy, AND the reward is tiny because the town is small. Being small hurts you twice over. Then add the costs, because this is where it really turns red. Every soldier you send out costs a deploy fee of 0.0001 gold, paid straight to the game fund the moment they march. It is a tiny amount per soldier, but you pay it on every single soldier in the army, on every attack, and you never see it again. Here is the part that hurt the most to learn: troops you send to attack another town do not come home. There is no recall button. They march one way. If you win, the survivors stay and garrison that town until their happiness clock runs out, and then they die there. If you lose, they are wiped out on the spot. Either way that army is spent. You are not lending them to a raid, you are spending them permanently. And those soldiers were never free in the first place. You train them at your academy and you equip them, and both the training and the gear cost materials. If you want troops that feel free to field, you have to produce those materials yourself, which means building a whole vertical industry behind your academy - raw resources feeding into finished equipment, step by step. Most people never build that, so they buy troops or their inputs off the market at a real gold price. Send that expensive army at a ten-happiness town and you are setting money on fire for a ten-day trickle. So do the math before every attack. Add up the deploy fee for the whole force, plus what those soldiers cost you to make or to buy. Then look honestly at the target: how much does it really produce, and how many days will my troops even survive there? For a small town the answers are almost always "not much" and "not long." Attack big, happy, productive towns, where your soldiers live for months and where ten percent is genuinely worth taking. Leave the small towns alone. They are a trap that costs you both money and time - I paid for that lesson so that you would not have to.

Ready to Start Earning Real Gold?

Create Free Account
100% Free to Play

Comments (4)

Y
yeethernal
+51
Jul 8, 2026

This is a useful perspective, especially because it encourages players to think about the long-term cost of an occupation instead of only the excitement of winning the battle. One thing I'd add is that, since the war system is still relatively new, it's always worth treating conclusions as strategies rather than universal rules. As players gather more experience, there may be situations where occupying smaller towns is worthwhile depending on the circumstances. Evaluating each target before committing your soldiers is definitely the safest approach.

0
D
Dutton
+38
Jul 9, 2026

Thanks for sharing your insights. Your article perfectly highlights a common trap: when planning an offensive strategy, everything looks rewarding on paper, and you expect resources to just pour in. However, you overlooked the indirect costs. As you mentioned, you burned through infrastructure, energy, gold, and military units, all just to raid a beginner. Folks, we desperately need new players to grow the ecosystem. Just look at the market. High prices are suffocating us because of the game's current economic phase. We need beginners and production-focused players to stabilize the supply chain. Once the market hits surplus and players generate steady gold, they will naturally bring in affiliates by sharing their success and the game's monetization potential.If we keep predatory matchmaking or continuously raid newbies, it will backfire. We will end up with a hyper-inflated market, zero liquidity, and no consumer base. In real-world economics, this leads straight to STAGFLATION. If we want this simulator to thrive and scale up the player base, we must adapt our strategy and protect newcomers, at least until they hit a sustainable progression milestone. Good luck to all!

2
I
Irado88
+28
Jul 9, 2026

Congratulations on this article; it is very well put together. I must admit that I, too, found myself under occupation today—right from my very first days in the game—which completely disrupted my initial plans. Given how much this premature occupation hindered me, I decided to get rid of it as quickly as possible, and I succeeded. I certainly didn't want the extra expense and inconvenience, but in the end, it turned out that my aggressor lost more than he gained from this move.

0
H
hkatib
+23
Jul 10, 2026

It is completely understandable that being occupied by another player is inconvenient and frustrating, especially when you are actively managing your gameplay. As the owner of the city, you have full visibility over the specific points currently occupying your territory. To resolve this, you can navigate to the marketplace to acquire the necessary military units. For instance, if the attacking force possesses 100 points, you will require either one unit of 100 points (which results in mutual elimination) or two units with 100 attack points each (allowing one unit to survive and remain in your city). You have the option to wait out the remaining 13 days, or you can proactively resolve the issue by purchasing two units from the market. If you wish to submit feedback, please use the contact button located in the bottom-right corner to share your recommendations with the support team. Regarding your point about city size and attack immunity, a smaller city can still maintain high productivity. It might be more effective to propose a protection system based on a specific level threshold—such as granting attack immunity to players under level 10

0
D
Dutton Jul 12, 2026

Sir, this is the exact text I wrote and posted under Article 124. (If you modify the URL above, changing 117 to 124, you will reach that article and find this exact text, character for character, in the comments). My goal is not to make a personal accusation, but rather to point out a loophole that some users are exploiting to easily gain gold and energy. This involves copying other users' comments and pasting them wherever the topic seems to fit. They take original articles written by others on the same topic, run them through an AI tool, and just like that, the rewards start coming in. It is important to be helpful, but also original. Continuing to use this shortcut will eventually lead to conflicts with the original authors, and you might wonder why. Well, this is the reason. If you want to earn rewards and energy, please do it fairly and through your own work.

Articles