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	<id>https://wiki.aetherkingdoms.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Friso</id>
	<title>Aether Kingdoms Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aetherkingdoms.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Friso"/>
	<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/wiki/Special:Contributions/Friso"/>
	<updated>2026-04-20T06:31:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=79</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=79"/>
		<updated>2026-04-18T12:42:30Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* What is Aether Kingdoms? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their [[Kingdom]] and [[Empire]] to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months (depending on game speed), at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Account|Account, dual and sitter]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Districts]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Trade]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Loyalty and conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Tasks&amp;diff=78</id>
		<title>Tasks</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Tasks&amp;diff=78"/>
		<updated>2026-04-17T19:59:38Z</updated>

		<summary type="html">&lt;p&gt;Friso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Tasks}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tasks&#039;&#039;&#039; are tiered objectives that grant [[aether]], [[Resources#Culture|culture]], [[Resources#Science|science]], [[Aether#Builders|builders]], or [[Army|units]] as rewards.&lt;br /&gt;
&lt;br /&gt;
== Village ==&lt;br /&gt;
&lt;br /&gt;
=== Village Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Building !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Theater]] || 1 || 50 culture&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Library]] || 1 || 50 science&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Water Mill]] || 1 || 20 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Town Hall]] || 3 || 4 builders&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Rafters]] || 2 || 15 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Mineshaft]] || 2 || 15 aether&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Crane Engineer]] || 2 || 15 aether&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Bakery]] || 2 || 15 aether&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[Town Hall]] || 5 || 6 builders&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Theater]] || 5 || 150 culture&lt;br /&gt;
|-&lt;br /&gt;
| 11 || [[Library]] || 5 || 150 science&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warehouse ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1 builder&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 15 aether&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 7 || 4 builders&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 12 || 60 aether&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 12 builders&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 30 || 250 aether&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Food Cellar ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 10 aether&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 builders&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 7 || 30 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 12 || 8 builders&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 20 || 100 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 30 || 30 builders&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forester ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 1 builder&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 20 aether&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 80 science&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 9 || 4 builders&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || 50 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15 || 10 builders&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quarry ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 10 aether&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 2 builders&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 80 culture&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 9 || 30 aether&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || 5 builders&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15 || 60 aether&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Iron Mine ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 40 culture&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 50 science&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 30 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 9 || 100 culture&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || 150 science&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15 || 500 science&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 10 aether&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 2 builders&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 30 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 9 || 4 builders&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || 150 culture&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15 || 10 builders&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Army ==&lt;br /&gt;
&lt;br /&gt;
=== Army Unlocks ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Building !! Level !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Barracks]] || 1 || 20 × [[Militia]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Archery Range]] || 5 || 20 × [[Archers]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Barracks]] || 5 || 20 × [[Spearmen]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Stables]] || 5 || 15 × [[Horsemen]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Armory]] || 5 || 100 × [[Swordsmen]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Archery Range]] || 10 || 150 × [[Longbows]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Stables]] || 10 || 50 × [[Lancers]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Saddlemaker]] || 5 || 100 × [[Knights]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || [[Armory]] || 15 || 150 × [[Crossbowmen]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Saddlemaker]] || 10 || 100 × [[Cavalry Archers]]&lt;br /&gt;
|-&lt;br /&gt;
| 11 || [[Military Academy]] || 5 || 200 × [[Halberdiers]]&lt;br /&gt;
|-&lt;br /&gt;
| 12 || [[Military Academy]] || 10 || 100 × [[Cataphracts]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Army Size ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Units !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 || 20 aether&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 50 || 40 aether&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 100 || 100 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1,000 || 200 aether&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10,000 || 400 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 100,000 || 1,000 aether&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kingdom ==&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Tiles !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 20 aether&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 40 aether&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || 100 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 25 || 500 aether&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50 || 1,000 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 100 || 2,000 aether&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Settlements ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Settlements !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 20 aether&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 200 aether&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 500 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || 1,000 aether&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 15 || 1,500 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20 || 2,000 aether&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Village Tiers ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Towns/Cities !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1,200 culture&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2,000 culture&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5 || 3,500 culture&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 7 || 5,000 culture&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || 8,500 culture&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15 || 25,000 culture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Research !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 50 science&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 200 science&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 4 || 1,000 science&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 8 || 4,000 science&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 14 || 5,000 science&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 22 || 20,000 science&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== District ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Districts !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 400 culture&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 800 culture&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 || 1,000 culture&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 1,500 culture&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 2,500 culture&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 4,000 culture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
=== Events Completed ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Events !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 10 aether&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 20 || 20 × [[Militia]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 100 || 100 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1,000 || 500 aether&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2,500 || 1,000 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5,000 || 2,000 aether&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 7,500 || 4,000 aether&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 10,000 || 7,500 aether&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== PvE Kills ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Kills !! Reward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 100 || 20 × [[Archers]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 500 || 80 aether&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 5,000 || 150 aether&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 25,000 || 250 aether&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100,000 || 500 aether&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 200,000 || 1,000 aether&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Tasks]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=75</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=75"/>
		<updated>2026-04-17T13:14:43Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Village tiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[Districts|District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Village tiers&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Resource tiles !! Districts&lt;br /&gt;
|-&lt;br /&gt;
| Village || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Town || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| City || 8 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty [[districts]]:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
A village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Resources|population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade#Trade route|Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=74</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=74"/>
		<updated>2026-04-17T13:14:00Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Quick links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Account|Account, dual and sitter]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Districts]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Trade]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Loyalty and conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Kingdom&amp;diff=70</id>
		<title>Kingdom</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Kingdom&amp;diff=70"/>
		<updated>2026-04-12T22:28:35Z</updated>

		<summary type="html">&lt;p&gt;Friso: Created page with &amp;quot;= Kingdom =  Every player manages a Kingdom. Each kingdom exists by holding tiles on the map.  A kingdom can hold villages of different tiers and objectives.  = Owned tiles =  == Village ==  Villages are the main presence of a kingdom. In a village, a variety of resources is produced.  == Objectives ==  Objectives are held by a player. The owner of an objective can manage the standing reinforcements.  = Kingdom resources =  Resou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kingdom =&lt;br /&gt;
&lt;br /&gt;
Every player manages a Kingdom. Each kingdom exists by holding tiles on the map.&lt;br /&gt;
&lt;br /&gt;
A kingdom can hold [[village|villages]] of different tiers and [[prestige#objectives|objectives]].&lt;br /&gt;
&lt;br /&gt;
= Owned tiles =&lt;br /&gt;
&lt;br /&gt;
== Village ==&lt;br /&gt;
&lt;br /&gt;
Villages are the main presence of a kingdom. In a village, a variety of [[resources]] is produced.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
Objectives are held by a player. The owner of an objective can manage the standing reinforcements.&lt;br /&gt;
&lt;br /&gt;
= Kingdom resources =&lt;br /&gt;
&lt;br /&gt;
[[Resources#Account resources|Account resources]] are shared by the whole kingdom, instead of each village.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Culture&#039;&#039;&#039; is used to settle or tier up villages.&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039; is used to complete [[research]].&lt;br /&gt;
* &#039;&#039;&#039;[[Aether]]&#039;&#039;&#039; is a currency to spend on various bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Builders&#039;&#039;&#039; are bought with Aether and available across the Kingdom.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=69</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=69"/>
		<updated>2026-04-12T22:04:57Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Village Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Village tiers&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Resource tiles !! Districts&lt;br /&gt;
|-&lt;br /&gt;
| Village || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Town || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| City || 8 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty [[districts]]:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
A village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Resources|population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade#Trade route|Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=68</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=68"/>
		<updated>2026-04-12T21:50:37Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Quick links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Account|Account, dual and sitter]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Trade]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Loyalty and conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=67</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=67"/>
		<updated>2026-04-12T21:49:36Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This guide is intentionally vague about some concepts because the game is currently in beta. Being too specific may cause this article to become outdated quickly as mechanics evolve. For more information, refer to the Discord.&lt;br /&gt;
&lt;br /&gt;
= First steps =&lt;br /&gt;
&lt;br /&gt;
== The interface ==&lt;br /&gt;
&lt;br /&gt;
Once you have joined the game, you should familiarize yourself with the interface. At this stage, the following sections are most relevant:&lt;br /&gt;
&lt;br /&gt;
* Left side panel — displays current resources and hourly production&lt;br /&gt;
* Advisor (bottom-left) — access tasks: [[Tasks|Tasks]]&lt;br /&gt;
* Village view — upgrade resource fields: [[Village|Village]]&lt;br /&gt;
* Town view — upgrade buildings: [[Buildings|Buildings]]&lt;br /&gt;
* Map — view your position in the world: [[Map|Map]]&lt;br /&gt;
&lt;br /&gt;
A special mention goes to the [[Aether#Aether store|Aether Store]], where spending your Aether can provide a significant boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Important:&#039;&#039;&#039; [[Aether]] is an in-game currency. It &#039;&#039;&#039;cannot&#039;&#039;&#039; be purchased and can only be earned through gameplay. Real money &#039;&#039;&#039;does not&#039;&#039;&#039; provide any gameplay advantage.}}&lt;br /&gt;
&lt;br /&gt;
== First upgrades ==&lt;br /&gt;
&lt;br /&gt;
Your initial goal is to complete tasks quickly to earn Aether. This can then be used to buy resources and accelerate your development.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase &#039;&#039;all&#039;&#039; resources from the Aether Store. You may choose between focusing on a specific resource for higher individual rewards or distributing across all resources for a greater total. Excess resources can be used in trading events or at the [https://{{GameServer}}.aetherkingdoms.com/village/logistics/exchange Exchange].&lt;br /&gt;
&lt;br /&gt;
A basic upgrade path:&lt;br /&gt;
&lt;br /&gt;
# Warehouse level 1&lt;br /&gt;
# Food Cellar level 1&lt;br /&gt;
# Archery Range level 1&lt;br /&gt;
# Marketplace level 1&lt;br /&gt;
# Theater level 1&lt;br /&gt;
# Claim first tile at 40 population&lt;br /&gt;
# Library level 1&lt;br /&gt;
# Barracks level 1&lt;br /&gt;
# Upgrade Warehouse and Food Cellar to level 3 (provides net positive resources with Aether rewards; helps reach 80 population)&lt;br /&gt;
# Town Hall level 3&lt;br /&gt;
# Other level 1 buildings (except Water Mill) to reach 80 population&lt;br /&gt;
# Claim second tile at 80 population&lt;br /&gt;
&lt;br /&gt;
You can [[Village#Resource fields|claim a tile]] from the Village view by clicking &#039;&#039;&amp;quot;Claim Tile&amp;quot;&#039;&#039;. It is recommended to prioritize Hills, Mountains, or Forest tiles.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Participating in [[Events]] is one of the most effective ways to grow your kingdom.&lt;br /&gt;
&lt;br /&gt;
There are three types of events:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading&#039;&#039;&#039; (yellow background)&lt;br /&gt;
* &#039;&#039;&#039;Offensive&#039;&#039;&#039; (red background)&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039; (green background)&lt;br /&gt;
&lt;br /&gt;
To do combat events, you&#039;ll need [[army]].&lt;br /&gt;
&lt;br /&gt;
=== Trading events ===&lt;br /&gt;
&lt;br /&gt;
Require sending a specified amount of resources (any type). You may send resources in multiple steps, but failing to complete the event will result in losing the invested resources.&lt;br /&gt;
&lt;br /&gt;
Rewards may include Aether, culture, or science. Aether events are especially valuable and should be prioritized when you have excess resources (often food).&lt;br /&gt;
&lt;br /&gt;
=== Defensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; — troops wait until the timer ends before fighting (rewards: resources and Aether)&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — progressive combat against increasing enemies (rewards: resources)&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — immediate combat (rewards: resources and Aether)&lt;br /&gt;
&lt;br /&gt;
=== Offensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — enemies gathering; immediate combat for resources&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — enemies developing; immediate combat for resources and Aether (based on stage)&lt;br /&gt;
&lt;br /&gt;
It is recommended to prioritize Aether events at the highest stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Strategy&lt;br /&gt;
|-&lt;br /&gt;
! If you joined a new server&lt;br /&gt;
! If you joined an ongoing server&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Focus on offensive events&lt;br /&gt;
* Send 3–4× militia compared to enemy size&lt;br /&gt;
* Add 1× lancers once unlocked&lt;br /&gt;
&lt;br /&gt;
Example: Event size 15 → send ~45 militia&lt;br /&gt;
|&lt;br /&gt;
* Focus on resource events to catch up&lt;br /&gt;
* Build spearmen and longbows&lt;br /&gt;
* Send 10x spearmen + 10x longbows to defensive events&lt;br /&gt;
* Once available, send 5–7× lancers per event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Empire =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is fundamentally a team-based game. While PvP can be avoided early on, joining an [[Empire]] is strongly recommended. An empire is also necessary to gain [[prestige]] and compete for the win.&lt;br /&gt;
&lt;br /&gt;
To choose an empire:&lt;br /&gt;
* Check the map and look for nearby players&lt;br /&gt;
* Contact them directly, their leader, or via Discord&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Joining an empire is critical. There is no early raiding advantage, so you are generally safe at the beginning. Later, you may become a target due to expansion and conquest. Make sure to team up and build enough army! }}&lt;br /&gt;
&lt;br /&gt;
= Explore! =&lt;br /&gt;
&lt;br /&gt;
These are the core basics of the game. Additional mechanics and strategic decisions—such as balancing village tiers, research priorities, or army composition—are more subjective and are covered in other wiki articles.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Events&amp;diff=66</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Events&amp;diff=66"/>
		<updated>2026-04-12T21:49:10Z</updated>

		<summary type="html">&lt;p&gt;Friso: Created page with &amp;quot;= Events =  Instead of stealing resources from other players, you can boost your account production by completing events. Events reward resources for killing units (wood, stone, iron and food). Other events reward Aether, and sometimes culture or science. If you want to farm more resources than what your villages produce, you&amp;#039;ll have to complete events. There are currently 8 event types in Aether Kingdoms.  Events can be seen on the Map by the yellow, red or gree...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Events =&lt;br /&gt;
&lt;br /&gt;
Instead of stealing [[resources]] from other players, you can boost your account production by completing events. Events reward resources for killing units (wood, stone, iron and food). Other events reward Aether, and sometimes culture or science. If you want to farm more resources than what your villages produce, you&#039;ll have to complete events. There are currently 8 event types in Aether Kingdoms.&lt;br /&gt;
&lt;br /&gt;
Events can be seen on the [[Map]] by the yellow, red or green icon in the bottom right of a tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on a tile with an active event on the map will show the event screen.&lt;br /&gt;
&lt;br /&gt;
Native units killed at Objective tiles do not provide rewards. &lt;br /&gt;
&lt;br /&gt;
= Resource events =&lt;br /&gt;
&lt;br /&gt;
Resource events are completed by sending the required amount of resources to the event before the timer runs out.&lt;br /&gt;
&lt;br /&gt;
== Mining location == &lt;br /&gt;
&lt;br /&gt;
Send resources to an ongoing mining operation to get rewards. Mining operations that are completed have chance to discover an Aether deposit. The possible rewards from mining operations are Aether, culture and science. Make sure to clear out the mine before the miners clear out for an Incoming attack.&lt;br /&gt;
&lt;br /&gt;
== Aether deposit == &lt;br /&gt;
&lt;br /&gt;
A high-value mining operation that&#039;s only available to mine for a short while. A successful attempt can reveal an additional Aether deposit. The natives are already alerted from the previous mining operation. Failure to extract the Aether will result in an Incoming attack.&lt;br /&gt;
&lt;br /&gt;
== Point of Interest == &lt;br /&gt;
&lt;br /&gt;
This event functions similar to a Mining location, but with a higher chance to reward culture or science instead of Aether. Points of interest will only spawn when an area of the map is filled with other events. It doesn&#039;t lead to additional events.&lt;br /&gt;
&lt;br /&gt;
= Attack events =&lt;br /&gt;
&lt;br /&gt;
Attack events require your army to go to the location and face the natives as attacker.&lt;br /&gt;
&lt;br /&gt;
== Gathering forces ==&lt;br /&gt;
&lt;br /&gt;
Enemy troops gather spread out over several stages. You can clear the troops at each stage, but the event will only disappear if the final stage is cleared. If the event is not cleared, it will turn into a Native outpost.&lt;br /&gt;
&lt;br /&gt;
== Native outpost ==&lt;br /&gt;
&lt;br /&gt;
An outpost that becomes more defended over time (1 level of wall per stage). Clearing all troops at the outpost will complete the event. With each stage, the defenders will store more Aether in the outpost. A Native outpost might spawn events around it if it&#039;s not cleared out.&lt;br /&gt;
&lt;br /&gt;
= Defense events =&lt;br /&gt;
&lt;br /&gt;
Defense events require your armies to stand their ground and defend against aggressive natives.&lt;br /&gt;
&lt;br /&gt;
== Incoming attack ==&lt;br /&gt;
&lt;br /&gt;
Send troops here to defend the position against an incoming native attack. You work together with troops from other players, no matter their Empire, to defeat the native attack. Failing to defeat the natives will result in a bigger attack or a new Native outpost.&lt;br /&gt;
&lt;br /&gt;
== Gathering warband ==&lt;br /&gt;
&lt;br /&gt;
Aggressive forces are gathering in this location. They arrive in waves. You can reinforce the location to fight each wave. An undefended wave will join up with the next one, and the final wave rewards Aether based on the native army size left alive. Once fully arrived, they will set up a Native ambush.&lt;br /&gt;
&lt;br /&gt;
== Native ambush == &lt;br /&gt;
&lt;br /&gt;
The rough location of an ambush is known. All you can do is send an army to trigger the ambush and defend against the attackers. If you don&#039;t, it might spawn additional events.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=65</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=65"/>
		<updated>2026-04-12T21:42:55Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Science */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
There are multiple resources in Aether Kingdoms, divided in two types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village resources&#039;&#039;&#039; are bound to the individual [[village]] and are used to create things&lt;br /&gt;
* &#039;&#039;&#039;Kingdom resources&#039;&#039;&#039; are shared by the whole [[Kingdom]] and all have different uses&lt;br /&gt;
&lt;br /&gt;
Resources are produced by production buildings. The base production can be boosted by a % value through other buildings.&lt;br /&gt;
&lt;br /&gt;
= Village resources =&lt;br /&gt;
&lt;br /&gt;
Below is a quick overview of the resources you&#039;ll need to run a village:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wood, Stone, Iron and Food&#039;&#039;&#039;  are the four primary resources in the game. You can spend these resources to build and upgrade buildings or to train troops.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse and Food cellar&#039;&#039;&#039; The four basic resources are stored in the Warehouse (Wood, Stone, Iron) and the Food Cellar (Food).&lt;br /&gt;
* &#039;&#039;&#039;Industry&#039;&#039;&#039; is the output of your Village. Every building, unit or other queue item costs Industry to complete. The more Industry you have, the faster everything in the village is completed.&lt;br /&gt;
* &#039;&#039;&#039;Population&#039;&#039;&#039; is the number of citizens living in your Village. At certain population thresholds and Village tiers, you can claim new tiles to gain more resource production buildings.&lt;br /&gt;
* &#039;&#039;&#039;Consumption&#039;&#039;&#039; is determined by the total population and the army size in the village, eating a certain amount of food per hour.&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Your army will starve if you have a negative food production and the storage hits 0!}}&lt;br /&gt;
&lt;br /&gt;
= Account resources =&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Culture is used to expand your Kingdom. Every time you settle or upgrade a village, the tier of the Kingdom and so the culture cost increases.&lt;br /&gt;
&lt;br /&gt;
You can spend your culture in three ways. Spending culture is a one-time action:&lt;br /&gt;
&lt;br /&gt;
* Settle a village&lt;br /&gt;
* Upgrade a village to a town&lt;br /&gt;
* Upgrade a town to a city&lt;br /&gt;
&lt;br /&gt;
The first Village costs 2500 culture to settle, and it&#039;s advised to do that before tiering up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Culture cost per Kingdom tier&lt;br /&gt;
|-&lt;br /&gt;
! Total Tier !! Village !! Town !! City !! Total Tier !! Village !! Town !! City&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2,500 || 9,700 || 17,300 || 21 || 76,900 || 140,300 || 193,400&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6,000 || 13,900 || 21,900 || 22 || 80,900 || 151,200 || 210,700&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 9,500 || 18,200 || 26,700 || 23 || 84,900 || 162,900 || 229,500&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 13,100 || 22,600 || 31,800 || 24 || 88,900 || 175,300 || 249,800&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 16,700 || 27,300 || 37,200 || 25 || 93,000 || 188,600 || 271,900&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20,300 || 32,100 || 42,800 || 26 || 97,100 || 202,700 || 295,800&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 23,900 || 37,100 || 48,800 || 27 || 101,200 || 217,800 || 321,800&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 27,500 || 42,300 || 55,200 || 28 || 105,300 || 233,900 || 350,000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 31,200 || 47,700 || 61,900 || 29 || 109,500 || 251,100 || 380,600&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 34,800 || 53,400 || 69,100 || 30 || 113,700 || 269,500 || 413,800&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 38,500 || 59,400 || 76,800 || 31 || 117,900 || 289,200 || 449,900&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 42,300 || 65,700 || 85,000 || 32 || 122,200 || 310,300 || 489,000&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 46,000 || 72,300 || 93,800 || 33 || 126,500 || 332,900 || 531,600&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 49,800 || 79,200 || 103,300 || 34 || 130,800 || 357,000 || 577,900&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 53,600 || 86,500 || 113,400 || 35 || 135,200 || 382,900 || 628,200&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 57,400 || 94,200 || 124,400 || 36 || 139,600 || 410,600 || 682,800&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 61,300 || 102,400 || 136,200 || 37 || 144,000 || 440,300 || 742,200&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 65,100 || 111,100 || 148,800 || 38 || 148,500 || 472,200 || 806,700&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 69,000 || 120,200 || 162,600 || 39 || 153,000 || 506,300 || 876,800&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 73,000 || 129,900 || 177,400 || 40 || 157,500 || 543,000 || 953,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
&lt;br /&gt;
Science progresses the current research of your Kingdom. science is only produced when a research is active. If you have more Villages, Towns or Cities, research will cost more science.&lt;br /&gt;
&lt;br /&gt;
For every tier of your Kingdom the science cost of research increases by 11%.&lt;br /&gt;
&lt;br /&gt;
== Aether== &lt;br /&gt;
&lt;br /&gt;
[[Aether]] is gained by completing tasks and events. Aether can be spent on resources, units, an Industry boost and other useful things.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=64</id>
		<title>Army</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=64"/>
		<updated>2026-04-12T21:41:34Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Destroying or conquering a village */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Army =&lt;br /&gt;
&lt;br /&gt;
Armies in Aether Kingdoms are different for each faction. Each faction has unique units in each of four categories: melee, ranged, cavalry and special. The category describes their attack type, with special units having a unique purpose.&lt;br /&gt;
&lt;br /&gt;
== Unit Stats ==&lt;br /&gt;
&lt;br /&gt;
Units in Aether Kingdoms have the following stats:&lt;br /&gt;
&lt;br /&gt;
Unit stats icons&lt;br /&gt;
&lt;br /&gt;
* Attack. The attack power of the unit. During an attack, the category of unit (melee, ranged, cavalry) determines its attack type. Special units are counted as melee.&lt;br /&gt;
* Melee defense. The defensive power of the unit against melee attackers.&lt;br /&gt;
* Cavalry defense. The defensive power of the unit against cavalry attackers.&lt;br /&gt;
* Ranged defense. The defensive power of the unit against ranged attackers.&lt;br /&gt;
* Speed. How many fields the unit can travel per hour.&lt;br /&gt;
* Consumption. How much food the unit eats per hour.&lt;br /&gt;
&lt;br /&gt;
== Training units ==&lt;br /&gt;
&lt;br /&gt;
You can train troops on the Army page. Here you can select the unit you want to train and the amount to train. If you have enough resources and fewer than 5 items in the queue, you can train troops.&lt;br /&gt;
&lt;br /&gt;
== Buying units ==&lt;br /&gt;
&lt;br /&gt;
Instead of paying with resources, you can buy units with Aether earned from events. The cost of units starts higher and goes down as the server progresses. Buying units bypasses the building time and the need to balance resources, but is 1.5x as expensive as buying resources with Aether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Aether]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Human units ==&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Militia&#039;&#039;&#039;. A cheap all-rounder for the early game. Used later in the game as cheap filler for fakes.&lt;br /&gt;
* &#039;&#039;&#039;Spearman&#039;&#039;&#039;. A tier 1 defensive unit that excels in cavalry defense. Spearman are easy to mass due to their low cost and requirements.&lt;br /&gt;
* &#039;&#039;&#039;Swordsman&#039;&#039;&#039;. Swordsman are tier 2 units that require no specific district to train. This makes them great support for specialised units trained in different cities.&lt;br /&gt;
* &#039;&#039;&#039;Halberdier&#039;&#039;&#039;. The Halberdier is a defensive specialist. It excels are cavalry defense and holds its own against an equal number of infantry.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archer&#039;&#039;&#039;. Archers are the basic ranged unit, providing good attack for its cost but expensive to feed in large quantities.&lt;br /&gt;
* &#039;&#039;&#039;Longbow&#039;&#039;&#039;. Longbow provide good infantry defense for a reasonable price. They can be built at tier 2 without specialty districts.&lt;br /&gt;
* &#039;&#039;&#039;Cavalry Archer&#039;&#039;&#039;. Cavalry archers are the offensive ranged units, while also functioning as a hybrid defender. Requiring a Military district and a city, they are not the easiest to produce but will round out any army.&lt;br /&gt;
* &#039;&#039;&#039;Crossbow&#039;&#039;&#039;. Crossbows are the late-game defensive ranged specialists. They bring a lot of firepower, without the need for a specific district.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horseman&#039;&#039;&#039;. The Horseman is an early game cavalry unit that runs over everything but the Spearman. With their speed they&#039;re also great at farming. Horseman are strong for their cost, but expensive to feed in large numbers.&lt;br /&gt;
* &#039;&#039;&#039;Lancer&#039;&#039;&#039;. Lancers are the defensive cavalry unit, unlocked at tier 2. With their high speed, they are essential when a rapid defensive response is required.&lt;br /&gt;
* &#039;&#039;&#039;Knight&#039;&#039;&#039;. Knights are capable fighters that available at tier 2. They are great at breaking enemy lines when attacking, while being cheaper than the Cataphract.&lt;br /&gt;
* &#039;&#039;&#039;Cataphract&#039;&#039;&#039;. If you want a force that strikes fear into your enemies, then look no further. The Cataphract is the strongest unit in Aether Kingdoms, but also the most expensive.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;. The Scout is a very weak unit, but with a special purpose. Attacking a village or event with only scouts will do no damage but give you information about the target instead. Defensive scouts protect against scouting attacks.&lt;br /&gt;
* &#039;&#039;&#039;Settlers&#039;&#039;&#039;. To claim new lands you need to settle a new village. You do this by sending out Settlers to your desired location. You need 1 Settlers unit and enough culture to send them out.&lt;br /&gt;
* &#039;&#039;&#039;Noble&#039;&#039;&#039;. To conquer a village from another Kingdom, you will need a Noble to lower the loyalty of that village. Each surviving Noble in an attack lowers the loyalty by 30 points. Reducing the loyalty to 0 will change ownership of the village to the attacking Kingdom.&lt;br /&gt;
&lt;br /&gt;
= Moving armies =&lt;br /&gt;
&lt;br /&gt;
To move your armies in Aether Kingdom, you&#039;ll have to navigate to the Send Troops page. There are two ways to get there:&lt;br /&gt;
&lt;br /&gt;
# Navigate to the Village Army page and select the Send troops tab.&lt;br /&gt;
# Click on a map tile, like a village or event, and click the Send troops link.&lt;br /&gt;
&lt;br /&gt;
There are 6 types of movement in the game, but you&#039;ll only be able to select 3 most of the time. The types are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039;. Move troops between your own villages. When you move troops they change their home village when they arrive and you can send them from the new village.&lt;br /&gt;
* &#039;&#039;&#039;Reinforce&#039;&#039;&#039;. Send troops to defend any village that belongs to yourself or your Empire. The reinforced troops consume food if they stand in a village. If they stand at an objective or event, they consume food from the home village.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;. Send troops to attack a village or event. To attack a village, you&#039;ll need to send an army of at least the target village&#039;s population in size. If you win and have any surviving Nobles, you&#039;ll lower the loyalty of the village. Attacks on player-owned [[Prestige#Objectives|Objectives]] have a speed of 3.&lt;br /&gt;
* &#039;&#039;&#039;Siege&#039;&#039;&#039;. Sending a siege attack on a village allows you to damage the city if you have a Siege Workshop. Sending a siege attack requires a Military district in the Town or City. Siege attacks have a fixed speed of 3.&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;. Attacking a village with only Scouts will show as a scouting attack. The more scouts survive, the more you learn about the target. You can scout the wall level, army size, food in storage and districts a village has.&lt;br /&gt;
* &#039;&#039;&#039;Settle&#039;&#039;&#039;. When you have enough culture, you can select the settle option to open the Send Troops page with a settle movement type. You can only validate and confirm the settle option.&lt;br /&gt;
&lt;br /&gt;
= Starvation =&lt;br /&gt;
&lt;br /&gt;
Troops in Aether Kingdoms consume food every hour. When you have more troops than you can feed from a village, they will start consuming your storage. When the storage is empty, units will start starving.&lt;br /&gt;
&lt;br /&gt;
Units starve in the following order:&lt;br /&gt;
&lt;br /&gt;
# Reinforcements&lt;br /&gt;
# Own village units&lt;br /&gt;
# Returning troops&lt;br /&gt;
# Outgoing troops&lt;br /&gt;
# Troops defending an event or objective&lt;br /&gt;
&lt;br /&gt;
If no food is delivered to a village where starvation occurs, the army will die over 24 hours. Plan carefully to avoid starvation when making the biggest army you can.&lt;br /&gt;
&lt;br /&gt;
Starvation is calculated by the server that a starving unit is worth 24 times its hourly food consumption. This food is then consumed by the remaining units, until the next one starves. This continues until the net food production is no longer negative, or no army is remaining.&lt;br /&gt;
&lt;br /&gt;
= Siege =&lt;br /&gt;
&lt;br /&gt;
Siege damage is done if the attacker wins the battle. To set up an attack to do siege damage, you need a Siege Workshop. This requires a Military District, so you&#039;ll need at least a Town. A Siege Academy, unlocked through the research tree, increases the siege damage you&#039;ll do. Doing siege damage requires at least the population of the village in attacking army size.&lt;br /&gt;
&lt;br /&gt;
== Siege damage ==&lt;br /&gt;
&lt;br /&gt;
What you need to know about siege attacks:&lt;br /&gt;
&lt;br /&gt;
* The speed is always 3 fields per hour (on x1 speed)&lt;br /&gt;
* The minimum army size to send the attack is 100 for a Village, 200 for Town and 300 for City&lt;br /&gt;
* The minimum army size to do damage is the population of the target&lt;br /&gt;
* The number of targets you can damage depends on the Siege Workshop&lt;br /&gt;
* The amount of damage you do depends on the Siege Academy&lt;br /&gt;
* If you meet the requirements to do damage, you get a damage roll on the Walls for the maximum number of targets&lt;br /&gt;
* Wall damage will also happen if requirements are met, but you have no targets selected&lt;br /&gt;
* If a target building doesn&#039;t exist, a random building is selected&lt;br /&gt;
* If no target is selected, no damage is done&lt;br /&gt;
&lt;br /&gt;
== Siege workshop ==&lt;br /&gt;
&lt;br /&gt;
Depending on the level of the Siege Workshop, you can select 0 to 5 targets. An additional target is unlocked at levels 1, 5, 10, 15 and 20.&lt;br /&gt;
&lt;br /&gt;
For each available target, you also get a roll to damage the defender&#039;s Walls.&lt;br /&gt;
&lt;br /&gt;
If you select a target that doesn&#039;t exist in the village, a random building will be selected to receive siege damage. &lt;br /&gt;
&lt;br /&gt;
== Siege academy ==&lt;br /&gt;
&lt;br /&gt;
The Siege Academy can be built in a village with a Military District after researching Craftsmanship. The Siege Academy increases the damage of your siege attacks every level.&lt;br /&gt;
&lt;br /&gt;
* Without a Siege Academy each target is hit for 0-10 damage&lt;br /&gt;
* For every odd level (1,3,5,7,9) you gain +1 maximum damage&lt;br /&gt;
* For every even level (2,4,6,8,10) you gain +1 minimum damage&lt;br /&gt;
* The maximum damage is 5-15 per hit with Siege Academy 10&lt;br /&gt;
&lt;br /&gt;
= Loyalty and conquest =&lt;br /&gt;
&lt;br /&gt;
Each village has loyalty to their Kingdom. By attacking with a Noble, you can lower the loyalty of the village to convince it to join your Kingdom instead. When the loyalty of a village hits 0, the attacker conquers it.&lt;br /&gt;
&lt;br /&gt;
Each surviving Noble will lower the loyalty of the village by 30. The more Nobles survive in an attack, the more the loyalty will be lowered.&lt;br /&gt;
&lt;br /&gt;
In order for a Noble to lower the loyalty of a settlement, you must have enough culture for that tier (Village/Town/City). Unlike building up yourself, you can skip the intermediate tiers when conquering. When a settlement is conquered, you will lose 1 Noble to become the new ruler of the settlement. All buildings also lose 1 level.&lt;br /&gt;
&lt;br /&gt;
A village starts with 100 loyalty by default. A Town has 200 loyalty and a City 300. If the loyalty is below the maximum, it will increase with 1% of the maximum per hour, so 1 per hour for a village, 2/hr for a town and 3/hr for a city.&lt;br /&gt;
&lt;br /&gt;
Tiering up a village or a town will increase the maximum loyalty, but not the current loyalty. Keep this in mind, as you will be most vulnerable to conquest right after tiering up.&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Tip:&#039;&#039;&#039; You can disguise conquest as a siege attack. A siege always has a speed of 3 fields per hour, regardless of the unit types sent.}}&lt;br /&gt;
&lt;br /&gt;
= What happens to the destroyed/conquered village =&lt;br /&gt;
&lt;br /&gt;
A village is destroyed when it has no buildings remaining, or conquered when its loyalty reaches 0.&lt;br /&gt;
&lt;br /&gt;
* All merchants and army from the village disappear. These are troops reinforcing other locations, armies on the move, armies returning home, and whatever else. The same goes for all incoming and outgoing merchants.&lt;br /&gt;
* Incoming troops and resources from the Aether store disappear. No refunds.&lt;br /&gt;
* Incoming armies from other players will bounce off the target, whether it&#039;s conquered or disappeared. This does not apply for attacks landing in the same second.&lt;br /&gt;
* Incoming merchants bounce of the target and refund the village of origin the resources upon arrival at the target location.&lt;br /&gt;
* Culture from settlers on the way is refunded.&lt;br /&gt;
&lt;br /&gt;
If you last village is destroyed or conquered, you can select a new spawn location. You keep your [[aether]], [[research]] and [[Resources#Culture|culture]], but will otherwise be reset as if you&#039;re a new player. If you have very little culture, you will get a boost up to what a new player would receive.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=63</id>
		<title>Army</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=63"/>
		<updated>2026-04-12T21:40:48Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Starvation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Army =&lt;br /&gt;
&lt;br /&gt;
Armies in Aether Kingdoms are different for each faction. Each faction has unique units in each of four categories: melee, ranged, cavalry and special. The category describes their attack type, with special units having a unique purpose.&lt;br /&gt;
&lt;br /&gt;
== Unit Stats ==&lt;br /&gt;
&lt;br /&gt;
Units in Aether Kingdoms have the following stats:&lt;br /&gt;
&lt;br /&gt;
Unit stats icons&lt;br /&gt;
&lt;br /&gt;
* Attack. The attack power of the unit. During an attack, the category of unit (melee, ranged, cavalry) determines its attack type. Special units are counted as melee.&lt;br /&gt;
* Melee defense. The defensive power of the unit against melee attackers.&lt;br /&gt;
* Cavalry defense. The defensive power of the unit against cavalry attackers.&lt;br /&gt;
* Ranged defense. The defensive power of the unit against ranged attackers.&lt;br /&gt;
* Speed. How many fields the unit can travel per hour.&lt;br /&gt;
* Consumption. How much food the unit eats per hour.&lt;br /&gt;
&lt;br /&gt;
== Training units ==&lt;br /&gt;
&lt;br /&gt;
You can train troops on the Army page. Here you can select the unit you want to train and the amount to train. If you have enough resources and fewer than 5 items in the queue, you can train troops.&lt;br /&gt;
&lt;br /&gt;
== Buying units ==&lt;br /&gt;
&lt;br /&gt;
Instead of paying with resources, you can buy units with Aether earned from events. The cost of units starts higher and goes down as the server progresses. Buying units bypasses the building time and the need to balance resources, but is 1.5x as expensive as buying resources with Aether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Aether]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Human units ==&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Militia&#039;&#039;&#039;. A cheap all-rounder for the early game. Used later in the game as cheap filler for fakes.&lt;br /&gt;
* &#039;&#039;&#039;Spearman&#039;&#039;&#039;. A tier 1 defensive unit that excels in cavalry defense. Spearman are easy to mass due to their low cost and requirements.&lt;br /&gt;
* &#039;&#039;&#039;Swordsman&#039;&#039;&#039;. Swordsman are tier 2 units that require no specific district to train. This makes them great support for specialised units trained in different cities.&lt;br /&gt;
* &#039;&#039;&#039;Halberdier&#039;&#039;&#039;. The Halberdier is a defensive specialist. It excels are cavalry defense and holds its own against an equal number of infantry.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archer&#039;&#039;&#039;. Archers are the basic ranged unit, providing good attack for its cost but expensive to feed in large quantities.&lt;br /&gt;
* &#039;&#039;&#039;Longbow&#039;&#039;&#039;. Longbow provide good infantry defense for a reasonable price. They can be built at tier 2 without specialty districts.&lt;br /&gt;
* &#039;&#039;&#039;Cavalry Archer&#039;&#039;&#039;. Cavalry archers are the offensive ranged units, while also functioning as a hybrid defender. Requiring a Military district and a city, they are not the easiest to produce but will round out any army.&lt;br /&gt;
* &#039;&#039;&#039;Crossbow&#039;&#039;&#039;. Crossbows are the late-game defensive ranged specialists. They bring a lot of firepower, without the need for a specific district.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horseman&#039;&#039;&#039;. The Horseman is an early game cavalry unit that runs over everything but the Spearman. With their speed they&#039;re also great at farming. Horseman are strong for their cost, but expensive to feed in large numbers.&lt;br /&gt;
* &#039;&#039;&#039;Lancer&#039;&#039;&#039;. Lancers are the defensive cavalry unit, unlocked at tier 2. With their high speed, they are essential when a rapid defensive response is required.&lt;br /&gt;
* &#039;&#039;&#039;Knight&#039;&#039;&#039;. Knights are capable fighters that available at tier 2. They are great at breaking enemy lines when attacking, while being cheaper than the Cataphract.&lt;br /&gt;
* &#039;&#039;&#039;Cataphract&#039;&#039;&#039;. If you want a force that strikes fear into your enemies, then look no further. The Cataphract is the strongest unit in Aether Kingdoms, but also the most expensive.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;. The Scout is a very weak unit, but with a special purpose. Attacking a village or event with only scouts will do no damage but give you information about the target instead. Defensive scouts protect against scouting attacks.&lt;br /&gt;
* &#039;&#039;&#039;Settlers&#039;&#039;&#039;. To claim new lands you need to settle a new village. You do this by sending out Settlers to your desired location. You need 1 Settlers unit and enough culture to send them out.&lt;br /&gt;
* &#039;&#039;&#039;Noble&#039;&#039;&#039;. To conquer a village from another Kingdom, you will need a Noble to lower the loyalty of that village. Each surviving Noble in an attack lowers the loyalty by 30 points. Reducing the loyalty to 0 will change ownership of the village to the attacking Kingdom.&lt;br /&gt;
&lt;br /&gt;
= Moving armies =&lt;br /&gt;
&lt;br /&gt;
To move your armies in Aether Kingdom, you&#039;ll have to navigate to the Send Troops page. There are two ways to get there:&lt;br /&gt;
&lt;br /&gt;
# Navigate to the Village Army page and select the Send troops tab.&lt;br /&gt;
# Click on a map tile, like a village or event, and click the Send troops link.&lt;br /&gt;
&lt;br /&gt;
There are 6 types of movement in the game, but you&#039;ll only be able to select 3 most of the time. The types are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039;. Move troops between your own villages. When you move troops they change their home village when they arrive and you can send them from the new village.&lt;br /&gt;
* &#039;&#039;&#039;Reinforce&#039;&#039;&#039;. Send troops to defend any village that belongs to yourself or your Empire. The reinforced troops consume food if they stand in a village. If they stand at an objective or event, they consume food from the home village.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;. Send troops to attack a village or event. To attack a village, you&#039;ll need to send an army of at least the target village&#039;s population in size. If you win and have any surviving Nobles, you&#039;ll lower the loyalty of the village. Attacks on player-owned [[Prestige#Objectives|Objectives]] have a speed of 3.&lt;br /&gt;
* &#039;&#039;&#039;Siege&#039;&#039;&#039;. Sending a siege attack on a village allows you to damage the city if you have a Siege Workshop. Sending a siege attack requires a Military district in the Town or City. Siege attacks have a fixed speed of 3.&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;. Attacking a village with only Scouts will show as a scouting attack. The more scouts survive, the more you learn about the target. You can scout the wall level, army size, food in storage and districts a village has.&lt;br /&gt;
* &#039;&#039;&#039;Settle&#039;&#039;&#039;. When you have enough culture, you can select the settle option to open the Send Troops page with a settle movement type. You can only validate and confirm the settle option.&lt;br /&gt;
&lt;br /&gt;
= Starvation =&lt;br /&gt;
&lt;br /&gt;
Troops in Aether Kingdoms consume food every hour. When you have more troops than you can feed from a village, they will start consuming your storage. When the storage is empty, units will start starving.&lt;br /&gt;
&lt;br /&gt;
Units starve in the following order:&lt;br /&gt;
&lt;br /&gt;
# Reinforcements&lt;br /&gt;
# Own village units&lt;br /&gt;
# Returning troops&lt;br /&gt;
# Outgoing troops&lt;br /&gt;
# Troops defending an event or objective&lt;br /&gt;
&lt;br /&gt;
If no food is delivered to a village where starvation occurs, the army will die over 24 hours. Plan carefully to avoid starvation when making the biggest army you can.&lt;br /&gt;
&lt;br /&gt;
Starvation is calculated by the server that a starving unit is worth 24 times its hourly food consumption. This food is then consumed by the remaining units, until the next one starves. This continues until the net food production is no longer negative, or no army is remaining.&lt;br /&gt;
&lt;br /&gt;
= Siege =&lt;br /&gt;
&lt;br /&gt;
Siege damage is done if the attacker wins the battle. To set up an attack to do siege damage, you need a Siege Workshop. This requires a Military District, so you&#039;ll need at least a Town. A Siege Academy, unlocked through the research tree, increases the siege damage you&#039;ll do. Doing siege damage requires at least the population of the village in attacking army size.&lt;br /&gt;
&lt;br /&gt;
== Siege damage ==&lt;br /&gt;
&lt;br /&gt;
What you need to know about siege attacks:&lt;br /&gt;
&lt;br /&gt;
* The speed is always 3 fields per hour (on x1 speed)&lt;br /&gt;
* The minimum army size to send the attack is 100 for a Village, 200 for Town and 300 for City&lt;br /&gt;
* The minimum army size to do damage is the population of the target&lt;br /&gt;
* The number of targets you can damage depends on the Siege Workshop&lt;br /&gt;
* The amount of damage you do depends on the Siege Academy&lt;br /&gt;
* If you meet the requirements to do damage, you get a damage roll on the Walls for the maximum number of targets&lt;br /&gt;
* Wall damage will also happen if requirements are met, but you have no targets selected&lt;br /&gt;
* If a target building doesn&#039;t exist, a random building is selected&lt;br /&gt;
* If no target is selected, no damage is done&lt;br /&gt;
&lt;br /&gt;
== Siege workshop ==&lt;br /&gt;
&lt;br /&gt;
Depending on the level of the Siege Workshop, you can select 0 to 5 targets. An additional target is unlocked at levels 1, 5, 10, 15 and 20.&lt;br /&gt;
&lt;br /&gt;
For each available target, you also get a roll to damage the defender&#039;s Walls.&lt;br /&gt;
&lt;br /&gt;
If you select a target that doesn&#039;t exist in the village, a random building will be selected to receive siege damage. &lt;br /&gt;
&lt;br /&gt;
== Siege academy ==&lt;br /&gt;
&lt;br /&gt;
The Siege Academy can be built in a village with a Military District after researching Craftsmanship. The Siege Academy increases the damage of your siege attacks every level.&lt;br /&gt;
&lt;br /&gt;
* Without a Siege Academy each target is hit for 0-10 damage&lt;br /&gt;
* For every odd level (1,3,5,7,9) you gain +1 maximum damage&lt;br /&gt;
* For every even level (2,4,6,8,10) you gain +1 minimum damage&lt;br /&gt;
* The maximum damage is 5-15 per hit with Siege Academy 10&lt;br /&gt;
&lt;br /&gt;
= Loyalty and conquest =&lt;br /&gt;
&lt;br /&gt;
Each village has loyalty to their Kingdom. By attacking with a Noble, you can lower the loyalty of the village to convince it to join your Kingdom instead. When the loyalty of a village hits 0, the attacker conquers it.&lt;br /&gt;
&lt;br /&gt;
Each surviving Noble will lower the loyalty of the village by 30. The more Nobles survive in an attack, the more the loyalty will be lowered.&lt;br /&gt;
&lt;br /&gt;
In order for a Noble to lower the loyalty of a settlement, you must have enough culture for that tier (Village/Town/City). Unlike building up yourself, you can skip the intermediate tiers when conquering. When a settlement is conquered, you will lose 1 Noble to become the new ruler of the settlement. All buildings also lose 1 level.&lt;br /&gt;
&lt;br /&gt;
A village starts with 100 loyalty by default. A Town has 200 loyalty and a City 300. If the loyalty is below the maximum, it will increase with 1% of the maximum per hour, so 1 per hour for a village, 2/hr for a town and 3/hr for a city.&lt;br /&gt;
&lt;br /&gt;
Tiering up a village or a town will increase the maximum loyalty, but not the current loyalty. Keep this in mind, as you will be most vulnerable to conquest right after tiering up.&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Tip:&#039;&#039;&#039; You can disguise conquest as a siege attack. A siege always has a speed of 3 fields per hour, regardless of the unit types sent.}}&lt;br /&gt;
&lt;br /&gt;
= Destroying or conquering a village =&lt;br /&gt;
&lt;br /&gt;
A village is destroyed when it has no buildings remaining, or conquered when its loyalty reaches 0.&lt;br /&gt;
&lt;br /&gt;
* All merchants and army from the village disappear. These are troops reinforcing other locations, armies on the move, armies returning home, and whatever else. The same goes for all incoming and outgoing merchants.&lt;br /&gt;
* Incoming troops and resources from the Aether store disappear. No refunds.&lt;br /&gt;
* Incoming armies from other players will bounce off the target, whether it&#039;s conquered or disappeared. This does not apply for attacks landing in the same second.&lt;br /&gt;
* Incoming merchants bounce of the target and refund the village of origin the resources upon arrival at the target location.&lt;br /&gt;
* Culture from settlers on the way is refunded.&lt;br /&gt;
&lt;br /&gt;
If you last village is destroyed or conquered, you can select a new spawn location. You keep your [[aether]], [[research]] and [[Resources#Culture|culture]], but will otherwise be reset as if you&#039;re a new player. If you have very little culture, you will get a boost up to what a new player would receive.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=62</id>
		<title>Army</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=62"/>
		<updated>2026-04-12T21:38:21Z</updated>

		<summary type="html">&lt;p&gt;Friso: Added army&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Army =&lt;br /&gt;
&lt;br /&gt;
Armies in Aether Kingdoms are different for each faction. Each faction has unique units in each of four categories: melee, ranged, cavalry and special. The category describes their attack type, with special units having a unique purpose.&lt;br /&gt;
&lt;br /&gt;
== Unit Stats ==&lt;br /&gt;
&lt;br /&gt;
Units in Aether Kingdoms have the following stats:&lt;br /&gt;
&lt;br /&gt;
Unit stats icons&lt;br /&gt;
&lt;br /&gt;
* Attack. The attack power of the unit. During an attack, the category of unit (melee, ranged, cavalry) determines its attack type. Special units are counted as melee.&lt;br /&gt;
* Melee defense. The defensive power of the unit against melee attackers.&lt;br /&gt;
* Cavalry defense. The defensive power of the unit against cavalry attackers.&lt;br /&gt;
* Ranged defense. The defensive power of the unit against ranged attackers.&lt;br /&gt;
* Speed. How many fields the unit can travel per hour.&lt;br /&gt;
* Consumption. How much food the unit eats per hour.&lt;br /&gt;
&lt;br /&gt;
== Training units ==&lt;br /&gt;
&lt;br /&gt;
You can train troops on the Army page. Here you can select the unit you want to train and the amount to train. If you have enough resources and fewer than 5 items in the queue, you can train troops.&lt;br /&gt;
&lt;br /&gt;
== Buying units ==&lt;br /&gt;
&lt;br /&gt;
Instead of paying with resources, you can buy units with Aether earned from events. The cost of units starts higher and goes down as the server progresses. Buying units bypasses the building time and the need to balance resources, but is 1.5x as expensive as buying resources with Aether.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Aether]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Human units ==&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Militia&#039;&#039;&#039;. A cheap all-rounder for the early game. Used later in the game as cheap filler for fakes.&lt;br /&gt;
* &#039;&#039;&#039;Spearman&#039;&#039;&#039;. A tier 1 defensive unit that excels in cavalry defense. Spearman are easy to mass due to their low cost and requirements.&lt;br /&gt;
* &#039;&#039;&#039;Swordsman&#039;&#039;&#039;. Swordsman are tier 2 units that require no specific district to train. This makes them great support for specialised units trained in different cities.&lt;br /&gt;
* &#039;&#039;&#039;Halberdier&#039;&#039;&#039;. The Halberdier is a defensive specialist. It excels are cavalry defense and holds its own against an equal number of infantry.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archer&#039;&#039;&#039;. Archers are the basic ranged unit, providing good attack for its cost but expensive to feed in large quantities.&lt;br /&gt;
* &#039;&#039;&#039;Longbow&#039;&#039;&#039;. Longbow provide good infantry defense for a reasonable price. They can be built at tier 2 without specialty districts.&lt;br /&gt;
* &#039;&#039;&#039;Cavalry Archer&#039;&#039;&#039;. Cavalry archers are the offensive ranged units, while also functioning as a hybrid defender. Requiring a Military district and a city, they are not the easiest to produce but will round out any army.&lt;br /&gt;
* &#039;&#039;&#039;Crossbow&#039;&#039;&#039;. Crossbows are the late-game defensive ranged specialists. They bring a lot of firepower, without the need for a specific district.&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Horseman&#039;&#039;&#039;. The Horseman is an early game cavalry unit that runs over everything but the Spearman. With their speed they&#039;re also great at farming. Horseman are strong for their cost, but expensive to feed in large numbers.&lt;br /&gt;
* &#039;&#039;&#039;Lancer&#039;&#039;&#039;. Lancers are the defensive cavalry unit, unlocked at tier 2. With their high speed, they are essential when a rapid defensive response is required.&lt;br /&gt;
* &#039;&#039;&#039;Knight&#039;&#039;&#039;. Knights are capable fighters that available at tier 2. They are great at breaking enemy lines when attacking, while being cheaper than the Cataphract.&lt;br /&gt;
* &#039;&#039;&#039;Cataphract&#039;&#039;&#039;. If you want a force that strikes fear into your enemies, then look no further. The Cataphract is the strongest unit in Aether Kingdoms, but also the most expensive.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;. The Scout is a very weak unit, but with a special purpose. Attacking a village or event with only scouts will do no damage but give you information about the target instead. Defensive scouts protect against scouting attacks.&lt;br /&gt;
* &#039;&#039;&#039;Settlers&#039;&#039;&#039;. To claim new lands you need to settle a new village. You do this by sending out Settlers to your desired location. You need 1 Settlers unit and enough culture to send them out.&lt;br /&gt;
* &#039;&#039;&#039;Noble&#039;&#039;&#039;. To conquer a village from another Kingdom, you will need a Noble to lower the loyalty of that village. Each surviving Noble in an attack lowers the loyalty by 30 points. Reducing the loyalty to 0 will change ownership of the village to the attacking Kingdom.&lt;br /&gt;
&lt;br /&gt;
= Moving armies =&lt;br /&gt;
&lt;br /&gt;
To move your armies in Aether Kingdom, you&#039;ll have to navigate to the Send Troops page. There are two ways to get there:&lt;br /&gt;
&lt;br /&gt;
# Navigate to the Village Army page and select the Send troops tab.&lt;br /&gt;
# Click on a map tile, like a village or event, and click the Send troops link.&lt;br /&gt;
&lt;br /&gt;
There are 6 types of movement in the game, but you&#039;ll only be able to select 3 most of the time. The types are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039;. Move troops between your own villages. When you move troops they change their home village when they arrive and you can send them from the new village.&lt;br /&gt;
* &#039;&#039;&#039;Reinforce&#039;&#039;&#039;. Send troops to defend any village that belongs to yourself or your Empire. The reinforced troops consume food if they stand in a village. If they stand at an objective or event, they consume food from the home village.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;. Send troops to attack a village or event. To attack a village, you&#039;ll need to send an army of at least the target village&#039;s population in size. If you win and have any surviving Nobles, you&#039;ll lower the loyalty of the village. Attacks on player-owned [[Prestige#Objectives|Objectives]] have a speed of 3.&lt;br /&gt;
* &#039;&#039;&#039;Siege&#039;&#039;&#039;. Sending a siege attack on a village allows you to damage the city if you have a Siege Workshop. Sending a siege attack requires a Military district in the Town or City. Siege attacks have a fixed speed of 3.&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;. Attacking a village with only Scouts will show as a scouting attack. The more scouts survive, the more you learn about the target. You can scout the wall level, army size, food in storage and districts a village has.&lt;br /&gt;
* &#039;&#039;&#039;Settle&#039;&#039;&#039;. When you have enough culture, you can select the settle option to open the Send Troops page with a settle movement type. You can only validate and confirm the settle option.&lt;br /&gt;
&lt;br /&gt;
= Starvation =&lt;br /&gt;
&lt;br /&gt;
Troops in Aether Kingdoms consume food every hour. When you have more troops than you can feed from a village, they will start consuming your storage. When the storage is empty, units will start starving.&lt;br /&gt;
&lt;br /&gt;
Units starve in the following order:&lt;br /&gt;
&lt;br /&gt;
# Reinforcements&lt;br /&gt;
# Own village units&lt;br /&gt;
# Returning troops&lt;br /&gt;
# Outgoing troops&lt;br /&gt;
# Troops defending an event or objective&lt;br /&gt;
&lt;br /&gt;
If no food is delivered to a village where starvation occurs, the army will die over 24 hours. Plan carefully to avoid starvation when making the biggest army you can.&lt;br /&gt;
&lt;br /&gt;
= Siege =&lt;br /&gt;
&lt;br /&gt;
Siege damage is done if the attacker wins the battle. To set up an attack to do siege damage, you need a Siege Workshop. This requires a Military District, so you&#039;ll need at least a Town. A Siege Academy, unlocked through the research tree, increases the siege damage you&#039;ll do. Doing siege damage requires at least the population of the village in attacking army size.&lt;br /&gt;
&lt;br /&gt;
== Siege damage ==&lt;br /&gt;
&lt;br /&gt;
What you need to know about siege attacks:&lt;br /&gt;
&lt;br /&gt;
* The speed is always 3 fields per hour (on x1 speed)&lt;br /&gt;
* The minimum army size to send the attack is 100 for a Village, 200 for Town and 300 for City&lt;br /&gt;
* The minimum army size to do damage is the population of the target&lt;br /&gt;
* The number of targets you can damage depends on the Siege Workshop&lt;br /&gt;
* The amount of damage you do depends on the Siege Academy&lt;br /&gt;
* If you meet the requirements to do damage, you get a damage roll on the Walls for the maximum number of targets&lt;br /&gt;
* Wall damage will also happen if requirements are met, but you have no targets selected&lt;br /&gt;
* If a target building doesn&#039;t exist, a random building is selected&lt;br /&gt;
* If no target is selected, no damage is done&lt;br /&gt;
&lt;br /&gt;
== Siege workshop ==&lt;br /&gt;
&lt;br /&gt;
Depending on the level of the Siege Workshop, you can select 0 to 5 targets. An additional target is unlocked at levels 1, 5, 10, 15 and 20.&lt;br /&gt;
&lt;br /&gt;
For each available target, you also get a roll to damage the defender&#039;s Walls.&lt;br /&gt;
&lt;br /&gt;
If you select a target that doesn&#039;t exist in the village, a random building will be selected to receive siege damage. &lt;br /&gt;
&lt;br /&gt;
== Siege academy ==&lt;br /&gt;
&lt;br /&gt;
The Siege Academy can be built in a village with a Military District after researching Craftsmanship. The Siege Academy increases the damage of your siege attacks every level.&lt;br /&gt;
&lt;br /&gt;
* Without a Siege Academy each target is hit for 0-10 damage&lt;br /&gt;
* For every odd level (1,3,5,7,9) you gain +1 maximum damage&lt;br /&gt;
* For every even level (2,4,6,8,10) you gain +1 minimum damage&lt;br /&gt;
* The maximum damage is 5-15 per hit with Siege Academy 10&lt;br /&gt;
&lt;br /&gt;
= Loyalty and conquest =&lt;br /&gt;
&lt;br /&gt;
Each village has loyalty to their Kingdom. By attacking with a Noble, you can lower the loyalty of the village to convince it to join your Kingdom instead. When the loyalty of a village hits 0, the attacker conquers it.&lt;br /&gt;
&lt;br /&gt;
Each surviving Noble will lower the loyalty of the village by 30. The more Nobles survive in an attack, the more the loyalty will be lowered.&lt;br /&gt;
&lt;br /&gt;
In order for a Noble to lower the loyalty of a settlement, you must have enough culture for that tier (Village/Town/City). Unlike building up yourself, you can skip the intermediate tiers when conquering. When a settlement is conquered, you will lose 1 Noble to become the new ruler of the settlement. All buildings also lose 1 level.&lt;br /&gt;
&lt;br /&gt;
A village starts with 100 loyalty by default. A Town has 200 loyalty and a City 300. If the loyalty is below the maximum, it will increase with 1% of the maximum per hour, so 1 per hour for a village, 2/hr for a town and 3/hr for a city.&lt;br /&gt;
&lt;br /&gt;
Tiering up a village or a town will increase the maximum loyalty, but not the current loyalty. Keep this in mind, as you will be most vulnerable to conquest right after tiering up.&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Tip:&#039;&#039;&#039; You can disguise conquest as a siege attack. A siege always has a speed of 3 fields per hour, regardless of the unit types sent.}}&lt;br /&gt;
&lt;br /&gt;
= Destroying or conquering a village =&lt;br /&gt;
&lt;br /&gt;
A village is destroyed when it has no buildings remaining, or conquered when its loyalty reaches 0.&lt;br /&gt;
&lt;br /&gt;
* All merchants and army from the village disappear. These are troops reinforcing other locations, armies on the move, armies returning home, and whatever else. The same goes for all incoming and outgoing merchants.&lt;br /&gt;
* Incoming troops and resources from the Aether store disappear. No refunds.&lt;br /&gt;
* Incoming armies from other players will bounce off the target, whether it&#039;s conquered or disappeared. This does not apply for attacks landing in the same second.&lt;br /&gt;
* Incoming merchants bounce of the target and refund the village of origin the resources upon arrival at the target location.&lt;br /&gt;
* Culture from settlers on the way is refunded.&lt;br /&gt;
&lt;br /&gt;
If you last village is destroyed or conquered, you can select a new spawn location. You keep your [[aether]], [[research]] and [[Resources#Culture|culture]], but will otherwise be reset as if you&#039;re a new player. If you have very little culture, you will get a boost up to what a new player would receive.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=61</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=61"/>
		<updated>2026-04-12T21:12:21Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This guide is intentionally vague about some concepts because the game is currently in beta. Being too specific may cause this article to become outdated quickly as mechanics evolve. For more information, refer to the Discord.&lt;br /&gt;
&lt;br /&gt;
= First steps =&lt;br /&gt;
&lt;br /&gt;
== The interface ==&lt;br /&gt;
&lt;br /&gt;
Once you have joined the game, you should familiarize yourself with the interface. At this stage, the following sections are most relevant:&lt;br /&gt;
&lt;br /&gt;
* Left side panel — displays current resources and hourly production&lt;br /&gt;
* Advisor (bottom-left) — access tasks: [[Tasks|Tasks]]&lt;br /&gt;
* Village view — upgrade resource fields: [[Village|Village]]&lt;br /&gt;
* Town view — upgrade buildings: [[Buildings|Buildings]]&lt;br /&gt;
* Map — view your position in the world: [[Map|Map]]&lt;br /&gt;
&lt;br /&gt;
A special mention goes to the [[Aether#Aether store|Aether Store]], where spending your Aether can provide a significant boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Important:&#039;&#039;&#039; [[Aether]] is an in-game currency. It &#039;&#039;&#039;cannot&#039;&#039;&#039; be purchased and can only be earned through gameplay. Real money &#039;&#039;&#039;does not&#039;&#039;&#039; provide any gameplay advantage.}}&lt;br /&gt;
&lt;br /&gt;
== First upgrades ==&lt;br /&gt;
&lt;br /&gt;
Your initial goal is to complete tasks quickly to earn Aether. This can then be used to buy resources and accelerate your development.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase &#039;&#039;all&#039;&#039; resources from the Aether Store. You may choose between focusing on a specific resource for higher individual rewards or distributing across all resources for a greater total. Excess resources can be used in trading events or at the [https://{{GameServer}}.aetherkingdoms.com/village/logistics/exchange Exchange].&lt;br /&gt;
&lt;br /&gt;
A basic upgrade path:&lt;br /&gt;
&lt;br /&gt;
# Warehouse level 1&lt;br /&gt;
# Food Cellar level 1&lt;br /&gt;
# Archery Range level 1&lt;br /&gt;
# Marketplace level 1&lt;br /&gt;
# Theater level 1&lt;br /&gt;
# Claim first tile at 40 population&lt;br /&gt;
# Library level 1&lt;br /&gt;
# Barracks level 1&lt;br /&gt;
# Upgrade Warehouse and Food Cellar to level 3 (provides net positive resources with Aether rewards; helps reach 80 population)&lt;br /&gt;
# Town Hall level 3&lt;br /&gt;
# Other level 1 buildings (except Water Mill) to reach 80 population&lt;br /&gt;
# Claim second tile at 80 population&lt;br /&gt;
&lt;br /&gt;
You can [[Village#Resource fields|claim a tile]] from the Village view by clicking &#039;&#039;&amp;quot;Claim Tile&amp;quot;&#039;&#039;. It is recommended to prioritize Hills, Mountains, or Forest tiles.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Participating in events is one of the most effective ways to grow your kingdom.&lt;br /&gt;
&lt;br /&gt;
There are three types of events:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading&#039;&#039;&#039; (yellow background)&lt;br /&gt;
* &#039;&#039;&#039;Offensive&#039;&#039;&#039; (red background)&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039; (green background)&lt;br /&gt;
&lt;br /&gt;
To do combat events, you&#039;ll need [[army]].&lt;br /&gt;
&lt;br /&gt;
=== Trading events ===&lt;br /&gt;
&lt;br /&gt;
Require sending a specified amount of resources (any type). You may send resources in multiple steps, but failing to complete the event will result in losing the invested resources.&lt;br /&gt;
&lt;br /&gt;
Rewards may include Aether, culture, or science. Aether events are especially valuable and should be prioritized when you have excess resources (often food).&lt;br /&gt;
&lt;br /&gt;
=== Defensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; — troops wait until the timer ends before fighting (rewards: resources and Aether)&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — progressive combat against increasing enemies (rewards: resources)&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — immediate combat (rewards: resources and Aether)&lt;br /&gt;
&lt;br /&gt;
=== Offensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — enemies gathering; immediate combat for resources&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — enemies developing; immediate combat for resources and Aether (based on stage)&lt;br /&gt;
&lt;br /&gt;
It is recommended to prioritize Aether events at the highest stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Strategy&lt;br /&gt;
|-&lt;br /&gt;
! If you joined a new server&lt;br /&gt;
! If you joined an ongoing server&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Focus on offensive events&lt;br /&gt;
* Send 3–4× militia compared to enemy size&lt;br /&gt;
* Add 1× lancers once unlocked&lt;br /&gt;
&lt;br /&gt;
Example: Event size 15 → send ~45 militia&lt;br /&gt;
|&lt;br /&gt;
* Focus on resource events to catch up&lt;br /&gt;
* Build spearmen and longbows&lt;br /&gt;
* Send 10x spearmen + 10x longbows to defensive events&lt;br /&gt;
* Once available, send 5–7× lancers per event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Empire =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is fundamentally a team-based game. While PvP can be avoided early on, joining an [[Empire]] is strongly recommended. An empire is also necessary to gain [[prestige]] and compete for the win.&lt;br /&gt;
&lt;br /&gt;
To choose an empire:&lt;br /&gt;
* Check the map and look for nearby players&lt;br /&gt;
* Contact them directly, their leader, or via Discord&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Joining an empire is critical. There is no early raiding advantage, so you are generally safe at the beginning. Later, you may become a target due to expansion and conquest. Make sure to team up and build enough army! }}&lt;br /&gt;
&lt;br /&gt;
= Explore! =&lt;br /&gt;
&lt;br /&gt;
These are the core basics of the game. Additional mechanics and strategic decisions—such as balancing village tiers, research priorities, or army composition—are more subjective and are covered in other wiki articles.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=60</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=60"/>
		<updated>2026-04-12T21:11:26Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Quick links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Account|Account, dual and sitter]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Loyalty and conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=59</id>
		<title>Army</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Army&amp;diff=59"/>
		<updated>2026-04-12T21:10:49Z</updated>

		<summary type="html">&lt;p&gt;Friso: Created page with &amp;quot;= Army =  = Siege =  Siege damage is done if the attacker wins the battle. To set up an attack to do siege damage, you need a Siege Workshop. This requires a Military District, so you&amp;#039;ll need at least a Town. A Siege Academy, unlocked through the research tree, increases the siege damage you&amp;#039;ll do. Doing siege damage requires at least the population of the village in attacking army size.  == Siege damage ==  What you need to know about siege attacks:  * The speed is alwa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Army =&lt;br /&gt;
&lt;br /&gt;
= Siege =&lt;br /&gt;
&lt;br /&gt;
Siege damage is done if the attacker wins the battle. To set up an attack to do siege damage, you need a Siege Workshop. This requires a Military District, so you&#039;ll need at least a Town. A Siege Academy, unlocked through the research tree, increases the siege damage you&#039;ll do. Doing siege damage requires at least the population of the village in attacking army size.&lt;br /&gt;
&lt;br /&gt;
== Siege damage ==&lt;br /&gt;
&lt;br /&gt;
What you need to know about siege attacks:&lt;br /&gt;
&lt;br /&gt;
* The speed is always 3 fields per hour (on x1 speed)&lt;br /&gt;
* The minimum army size to send the attack is 100 for a Village, 200 for Town and 300 for City&lt;br /&gt;
* The minimum army size to do damage is the population of the target&lt;br /&gt;
* The number of targets you can damage depends on the Siege Workshop&lt;br /&gt;
* The amount of damage you do depends on the Siege Academy&lt;br /&gt;
* If you meet the requirements to do damage, you get a damage roll on the Walls for the maximum number of targets&lt;br /&gt;
* Wall damage will also happen if requirements are met, but you have no targets selected&lt;br /&gt;
* If a target building doesn&#039;t exist, a random building is selected&lt;br /&gt;
* If no target is selected, no damage is done&lt;br /&gt;
&lt;br /&gt;
== Siege workshop ==&lt;br /&gt;
&lt;br /&gt;
Depending on the level of the Siege Workshop, you can select 0 to 5 targets. An additional target is unlocked at levels 1, 5, 10, 15 and 20.&lt;br /&gt;
&lt;br /&gt;
For each available target, you also get a roll to damage the defender&#039;s Walls.&lt;br /&gt;
&lt;br /&gt;
If you select a target that doesn&#039;t exist in the village, a random building will be selected to receive siege damage. &lt;br /&gt;
&lt;br /&gt;
== Siege academy ==&lt;br /&gt;
&lt;br /&gt;
The Siege Academy can be built in a village with a Military District after researching Craftsmanship. The Siege Academy increases the damage of your siege attacks every level.&lt;br /&gt;
&lt;br /&gt;
* Without a Siege Academy each target is hit for 0-10 damage&lt;br /&gt;
* For every odd level (1,3,5,7,9) you gain +1 maximum damage&lt;br /&gt;
* For every even level (2,4,6,8,10) you gain +1 minimum damage&lt;br /&gt;
* The maximum damage is 5-15 per hit with Siege Academy 10&lt;br /&gt;
&lt;br /&gt;
= Loyalty and conquest =&lt;br /&gt;
&lt;br /&gt;
Each village has loyalty to their Kingdom. By attacking with a Noble, you can lower the loyalty of the village to convince it to join your Kingdom instead. When the loyalty of a village hits 0, the attacker conquers it.&lt;br /&gt;
&lt;br /&gt;
Each surviving Noble will lower the loyalty of the village by 30. The more Nobles survive in an attack, the more the loyalty will be lowered.&lt;br /&gt;
&lt;br /&gt;
In order for a Noble to lower the loyalty of a settlement, you must have enough culture for that tier (Village/Town/City). Unlike building up yourself, you can skip the intermediate tiers when conquering. When a settlement is conquered, you will lose 1 Noble to become the new ruler of the settlement. All buildings also lose 1 level.&lt;br /&gt;
&lt;br /&gt;
A village starts with 100 loyalty by default. A Town has 200 loyalty and a City 300. If the loyalty is below the maximum, it will increase with 1% of the maximum per hour, so 1 per hour for a village, 2/hr for a town and 3/hr for a city.&lt;br /&gt;
&lt;br /&gt;
Tiering up a village or a town will increase the maximum loyalty, but not the current loyalty. Keep this in mind, as you will be most vulnerable to conquest right after tiering up.&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Tip:&#039;&#039;&#039; You can disguise conquest as a siege attack. A siege always has a speed of 3 fields per hour, regardless of the unit types sent.}}&lt;br /&gt;
&lt;br /&gt;
= Destroying or conquering a village =&lt;br /&gt;
&lt;br /&gt;
A village is destroyed when it has no buildings remaining, or conquered when its loyalty reaches 0.&lt;br /&gt;
&lt;br /&gt;
* All merchants and army from the village disappear. These are troops reinforcing other locations, armies on the move, armies returning home, and whatever else. The same goes for all incoming and outgoing merchants.&lt;br /&gt;
* Incoming troops and resources from the Aether store disappear. No refunds.&lt;br /&gt;
* Incoming armies from other players will bounce off the target, whether it&#039;s conquered or disappeared. This does not apply for attacks landing in the same second.&lt;br /&gt;
* Incoming merchants bounce of the target and refund the village of origin the resources upon arrival at the target location.&lt;br /&gt;
* Culture from settlers on the way is refunded.&lt;br /&gt;
&lt;br /&gt;
If you last village is destroyed or conquered, you can select a new spawn location. You keep your [[aether]], [[research]] and [[Resources#Culture|culture]], but will otherwise be reset as if you&#039;re a new player. If you have very little culture, you will get a boost up to what a new player would receive.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Prestige&amp;diff=58</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Prestige&amp;diff=58"/>
		<updated>2026-04-12T21:00:15Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Prestige =&lt;br /&gt;
&lt;br /&gt;
Each server in Aether Kingdoms revolves around gaining prestige as an [[empire]]. The first empire to 250 prestige wins the game.&lt;br /&gt;
&lt;br /&gt;
Prestige is earned through achieving milestones and by holding on to objectives.&lt;br /&gt;
&lt;br /&gt;
= Milestones =&lt;br /&gt;
&lt;br /&gt;
Milestones offer a passive way to earn prestige. Having the whole team engage in all aspects of the game ensures that milestones can be completed.&lt;br /&gt;
&lt;br /&gt;
Each milestone has 5 stages, with each tier giving increased prestige when achieved. For the different stages it&#039;s: 1, 2 (or 3 in total), 3 (6), 4 (10) and 5 (15) prestige. Especially the later tiers require a dedicated effort.&lt;br /&gt;
&lt;br /&gt;
There are 8 milestones to earn progress on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Milestones and goals per tier&lt;br /&gt;
|-&lt;br /&gt;
! Milestone !! 1 !! 2 !! 3 !! 4 !! 5&lt;br /&gt;
|-&lt;br /&gt;
| Weekly top 10 medals || 1 || 5 || 10 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
| PvP attacker kills || 10k || 100k || 500k || 1 million || 2.5 million&lt;br /&gt;
|-&lt;br /&gt;
| PvP defender kills || 10k || 100k || 500k || 1 million || 2.5 million&lt;br /&gt;
|-&lt;br /&gt;
| Land owned || 2000 || 7500 || 15000 || 30000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| PvE attacker kills || 20k || 200k || 1 million || 2 million || 5 million&lt;br /&gt;
|-&lt;br /&gt;
| PvE defender kills || 10k || 100k || 250k || 500k || 1 million&lt;br /&gt;
|-&lt;br /&gt;
| Resources won || 10 million || 50 million || 100 million || 250 million || 500 million&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Objectives =&lt;br /&gt;
&lt;br /&gt;
Objectives are the second way to gain prestige as an empire. Milestones alone are not enough to win, so you&#039;ll need to capture and hold objectives. Player-held objectives have a wall level 10, whereas neutral objectives have no walls.&lt;br /&gt;
&lt;br /&gt;
There a 3 types of objectives in Aether Kingdoms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Natural Landmark&#039;&#039;&#039;. Claim Natural Landmarks on the Map by defeating the spawned defenders. A natural landmark generates 1 Prestige every week. They spawn after 8 weeks on a 1 speed server.&lt;br /&gt;
* &#039;&#039;&#039;Monument&#039;&#039;&#039;. Capture a building site and supply resources to construct a Monument. On first completion, a Monument gives 10 Prestige and an additional 5 Prestige per week. If a completed monument is captured, it will be damaged and costs resources to restore. Monuments spawn after 12 weeks on a 1 speed server, and activate to be built 2 weeks later.&lt;br /&gt;
* &#039;&#039;&#039;Native Artifact&#039;&#039;&#039;. Native Artifacts appear late in the game and give 1 Prestige every day. Capturing and holding on to them can be the difference between a swift victory or a loss. They spawn after 20 weeks on a x1 speed server.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not uncommon for the game to end before the Native Artifacts spawn.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=57</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=57"/>
		<updated>2026-04-12T19:28:25Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Quick links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Account|Account, dual and sitter]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=56</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=56"/>
		<updated>2026-04-12T19:27:34Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Resource fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Village tiers&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Resource tiles !! Districts&lt;br /&gt;
|-&lt;br /&gt;
| Village || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Town || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| City || 8 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty [[districts]]:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
A village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Resources|population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=55</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=55"/>
		<updated>2026-04-12T19:27:01Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Resource fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Village tiers&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Resource tiles !! Districts&lt;br /&gt;
|-&lt;br /&gt;
| Village || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Town || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| City || 8 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty [[districts]]:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
A village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=54</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=54"/>
		<updated>2026-04-12T19:26:21Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Village tiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Village tiers&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Resource tiles !! Districts&lt;br /&gt;
|-&lt;br /&gt;
| Village || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Town || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| City || 8 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty [[districts]]:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=53</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=53"/>
		<updated>2026-04-12T19:26:00Z</updated>

		<summary type="html">&lt;p&gt;Friso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Village tiers&lt;br /&gt;
|-&lt;br /&gt;
! Tier !! Resource tiles !! Districts&lt;br /&gt;
|-&lt;br /&gt;
| Village || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Town || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| City || 8 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading unlocks higher building level, many of the new tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty [[districts]]:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=52</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=52"/>
		<updated>2026-04-12T19:23:05Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* The interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This guide is intentionally vague about some concepts because the game is currently in beta. Being too specific may cause this article to become outdated quickly as mechanics evolve. For more information, refer to the Discord.&lt;br /&gt;
&lt;br /&gt;
= First steps =&lt;br /&gt;
&lt;br /&gt;
== The interface ==&lt;br /&gt;
&lt;br /&gt;
Once you have joined the game, you should familiarize yourself with the interface. At this stage, the following sections are most relevant:&lt;br /&gt;
&lt;br /&gt;
* Left side panel — displays current resources and hourly production&lt;br /&gt;
* Advisor (bottom-left) — access tasks: [[Tasks|Tasks]]&lt;br /&gt;
* Village view — upgrade resource fields: [[Village|Village]]&lt;br /&gt;
* Town view — upgrade buildings: [[Buildings|Buildings]]&lt;br /&gt;
* Map — view your position in the world: [[Map|Map]]&lt;br /&gt;
&lt;br /&gt;
A special mention goes to the [[Aether#Aether store|Aether Store]], where spending your Aether can provide a significant boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Important:&#039;&#039;&#039; [[Aether]] is an in-game currency. It &#039;&#039;&#039;cannot&#039;&#039;&#039; be purchased and can only be earned through gameplay. Real money &#039;&#039;&#039;does not&#039;&#039;&#039; provide any gameplay advantage.}}&lt;br /&gt;
&lt;br /&gt;
== First upgrades ==&lt;br /&gt;
&lt;br /&gt;
Your initial goal is to complete tasks quickly to earn Aether. This can then be used to buy resources and accelerate your development.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase &#039;&#039;all&#039;&#039; resources from the Aether Store. You may choose between focusing on a specific resource for higher individual rewards or distributing across all resources for a greater total. Excess resources can be used in trading events or at the [https://{{GameServer}}.aetherkingdoms.com/village/logistics/exchange Exchange].&lt;br /&gt;
&lt;br /&gt;
A basic upgrade path:&lt;br /&gt;
&lt;br /&gt;
# Warehouse level 1&lt;br /&gt;
# Food Cellar level 1&lt;br /&gt;
# Archery Range level 1&lt;br /&gt;
# Marketplace level 1&lt;br /&gt;
# Theater level 1&lt;br /&gt;
# Claim first tile at 40 population&lt;br /&gt;
# Library level 1&lt;br /&gt;
# Barracks level 1&lt;br /&gt;
# Upgrade Warehouse and Food Cellar to level 3 (provides net positive resources with Aether rewards; helps reach 80 population)&lt;br /&gt;
# Town Hall level 3&lt;br /&gt;
# Other level 1 buildings (except Water Mill) to reach 80 population&lt;br /&gt;
# Claim second tile at 80 population&lt;br /&gt;
&lt;br /&gt;
You can [[Village#Resource fields|claim a tile]] from the Village view by clicking &#039;&#039;&amp;quot;Claim Tile&amp;quot;&#039;&#039;. It is recommended to prioritize Hills, Mountains, or Forest tiles.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Participating in events is one of the most effective ways to grow your kingdom.&lt;br /&gt;
&lt;br /&gt;
There are three types of events:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading&#039;&#039;&#039; (yellow background)&lt;br /&gt;
* &#039;&#039;&#039;Offensive&#039;&#039;&#039; (red background)&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039; (green background)&lt;br /&gt;
&lt;br /&gt;
=== Trading events ===&lt;br /&gt;
&lt;br /&gt;
Require sending a specified amount of resources (any type). You may send resources in multiple steps, but failing to complete the event will result in losing the invested resources.&lt;br /&gt;
&lt;br /&gt;
Rewards may include Aether, culture, or science. Aether events are especially valuable and should be prioritized when you have excess resources (often food).&lt;br /&gt;
&lt;br /&gt;
=== Defensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; — troops wait until the timer ends before fighting (rewards: resources and Aether)&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — progressive combat against increasing enemies (rewards: resources)&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — immediate combat (rewards: resources and Aether)&lt;br /&gt;
&lt;br /&gt;
=== Offensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — enemies gathering; immediate combat for resources&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — enemies developing; immediate combat for resources and Aether (based on stage)&lt;br /&gt;
&lt;br /&gt;
It is recommended to prioritize Aether events at the highest stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Strategy&lt;br /&gt;
|-&lt;br /&gt;
! If you joined a new server&lt;br /&gt;
! If you joined an ongoing server&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Focus on offensive events&lt;br /&gt;
* Send 3–4× militia compared to enemy size&lt;br /&gt;
* Add 1× lancers once unlocked&lt;br /&gt;
&lt;br /&gt;
Example: Event size 15 → send ~45 militia&lt;br /&gt;
|&lt;br /&gt;
* Focus on resource events to catch up&lt;br /&gt;
* Build spearmen and longbows&lt;br /&gt;
* Send 10x spearmen + 10x longbows to defensive events&lt;br /&gt;
* Once available, send 5–7× lancers per event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Empire =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is fundamentally a team-based game. While PvP can be avoided early on, joining an [[Empire]] is strongly recommended. An empire is also necessary to gain [[prestige]] and compete for the win.&lt;br /&gt;
&lt;br /&gt;
To choose an empire:&lt;br /&gt;
* Check the map and look for nearby players&lt;br /&gt;
* Contact them directly, their leader, or via Discord&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Joining an empire is critical. There is no early raiding advantage, so you are generally safe at the beginning. Later, you may become a target due to expansion and conquest. Make sure to team up and build enough army! }}&lt;br /&gt;
&lt;br /&gt;
= Explore! =&lt;br /&gt;
&lt;br /&gt;
These are the core basics of the game. Additional mechanics and strategic decisions—such as balancing village tiers, research priorities, or army composition—are more subjective and are covered in other wiki articles.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=51</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=51"/>
		<updated>2026-04-12T19:19:32Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This guide is intentionally vague about some concepts because the game is currently in beta. Being too specific may cause this article to become outdated quickly as mechanics evolve. For more information, refer to the Discord.&lt;br /&gt;
&lt;br /&gt;
= First steps =&lt;br /&gt;
&lt;br /&gt;
== The interface ==&lt;br /&gt;
&lt;br /&gt;
Once you have joined the game, you should familiarize yourself with the interface. At this stage, the following sections are most relevant:&lt;br /&gt;
&lt;br /&gt;
* Left side panel — displays current resources and hourly production&lt;br /&gt;
* Advisor (bottom-left) — access tasks: [[Tasks|Tasks]]&lt;br /&gt;
* Village view — upgrade resource fields: [[Village|Village]]&lt;br /&gt;
* Town view — upgrade buildings: [[Town|Town]]&lt;br /&gt;
* Map — view your position in the world: [[Map|Map]]&lt;br /&gt;
&lt;br /&gt;
A special mention goes to the [[Aether#Aether store|Aether Store]], where spending your Aether can provide a significant boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Important:&#039;&#039;&#039; [[Aether]] is an in-game currency. It &#039;&#039;&#039;cannot&#039;&#039;&#039; be purchased and can only be earned through gameplay. Real money &#039;&#039;&#039;does not&#039;&#039;&#039; provide any gameplay advantage.}}&lt;br /&gt;
&lt;br /&gt;
== First upgrades ==&lt;br /&gt;
&lt;br /&gt;
Your initial goal is to complete tasks quickly to earn Aether. This can then be used to buy resources and accelerate your development.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase &#039;&#039;all&#039;&#039; resources from the Aether Store. You may choose between focusing on a specific resource for higher individual rewards or distributing across all resources for a greater total. Excess resources can be used in trading events or at the [https://{{GameServer}}.aetherkingdoms.com/village/logistics/exchange Exchange].&lt;br /&gt;
&lt;br /&gt;
A basic upgrade path:&lt;br /&gt;
&lt;br /&gt;
# Warehouse level 1&lt;br /&gt;
# Food Cellar level 1&lt;br /&gt;
# Archery Range level 1&lt;br /&gt;
# Marketplace level 1&lt;br /&gt;
# Theater level 1&lt;br /&gt;
# Claim first tile at 40 population&lt;br /&gt;
# Library level 1&lt;br /&gt;
# Barracks level 1&lt;br /&gt;
# Upgrade Warehouse and Food Cellar to level 3 (provides net positive resources with Aether rewards; helps reach 80 population)&lt;br /&gt;
# Town Hall level 3&lt;br /&gt;
# Other level 1 buildings (except Water Mill) to reach 80 population&lt;br /&gt;
# Claim second tile at 80 population&lt;br /&gt;
&lt;br /&gt;
You can [[Village#Resource fields|claim a tile]] from the Village view by clicking &#039;&#039;&amp;quot;Claim Tile&amp;quot;&#039;&#039;. It is recommended to prioritize Hills, Mountains, or Forest tiles.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Participating in events is one of the most effective ways to grow your kingdom.&lt;br /&gt;
&lt;br /&gt;
There are three types of events:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading&#039;&#039;&#039; (yellow background)&lt;br /&gt;
* &#039;&#039;&#039;Offensive&#039;&#039;&#039; (red background)&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039; (green background)&lt;br /&gt;
&lt;br /&gt;
=== Trading events ===&lt;br /&gt;
&lt;br /&gt;
Require sending a specified amount of resources (any type). You may send resources in multiple steps, but failing to complete the event will result in losing the invested resources.&lt;br /&gt;
&lt;br /&gt;
Rewards may include Aether, culture, or science. Aether events are especially valuable and should be prioritized when you have excess resources (often food).&lt;br /&gt;
&lt;br /&gt;
=== Defensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; — troops wait until the timer ends before fighting (rewards: resources and Aether)&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — progressive combat against increasing enemies (rewards: resources)&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — immediate combat (rewards: resources and Aether)&lt;br /&gt;
&lt;br /&gt;
=== Offensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — enemies gathering; immediate combat for resources&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — enemies developing; immediate combat for resources and Aether (based on stage)&lt;br /&gt;
&lt;br /&gt;
It is recommended to prioritize Aether events at the highest stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Strategy&lt;br /&gt;
|-&lt;br /&gt;
! If you joined a new server&lt;br /&gt;
! If you joined an ongoing server&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Focus on offensive events&lt;br /&gt;
* Send 3–4× militia compared to enemy size&lt;br /&gt;
* Add 1× lancers once unlocked&lt;br /&gt;
&lt;br /&gt;
Example: Event size 15 → send ~45 militia&lt;br /&gt;
|&lt;br /&gt;
* Focus on resource events to catch up&lt;br /&gt;
* Build spearmen and longbows&lt;br /&gt;
* Send 10x spearmen + 10x longbows to defensive events&lt;br /&gt;
* Once available, send 5–7× lancers per event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Empire =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is fundamentally a team-based game. While PvP can be avoided early on, joining an [[Empire]] is strongly recommended. An empire is also necessary to gain [[prestige]] and compete for the win.&lt;br /&gt;
&lt;br /&gt;
To choose an empire:&lt;br /&gt;
* Check the map and look for nearby players&lt;br /&gt;
* Contact them directly, their leader, or via Discord&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Joining an empire is critical. There is no early raiding advantage, so you are generally safe at the beginning. Later, you may become a target due to expansion and conquest. Make sure to team up and build enough army! }}&lt;br /&gt;
&lt;br /&gt;
= Explore! =&lt;br /&gt;
&lt;br /&gt;
These are the core basics of the game. Additional mechanics and strategic decisions—such as balancing village tiers, research priorities, or army composition—are more subjective and are covered in other wiki articles.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Prestige&amp;diff=50</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Prestige&amp;diff=50"/>
		<updated>2026-04-12T19:18:23Z</updated>

		<summary type="html">&lt;p&gt;Friso: Created page with &amp;quot;= Prestige =  Each server in Aether Kingdoms revolves around gaining prestige as an empire. The first empire to 250 prestige wins the game.  Prestige is earned through achieving milestones and by holding on to objectives.  = Milestones =  Milestones offer a passive way to earn prestige. Having the whole team engage in all aspects of the game ensures that milestones can be completed.  Each milestone has 5 stages, with each tier giving increased prestige when achieved....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Prestige =&lt;br /&gt;
&lt;br /&gt;
Each server in Aether Kingdoms revolves around gaining prestige as an [[empire]]. The first empire to 250 prestige wins the game.&lt;br /&gt;
&lt;br /&gt;
Prestige is earned through achieving milestones and by holding on to objectives.&lt;br /&gt;
&lt;br /&gt;
= Milestones =&lt;br /&gt;
&lt;br /&gt;
Milestones offer a passive way to earn prestige. Having the whole team engage in all aspects of the game ensures that milestones can be completed.&lt;br /&gt;
&lt;br /&gt;
Each milestone has 5 stages, with each tier giving increased prestige when achieved. For the different stages it&#039;s: 1, 2 (or 3 in total), 3 (6), 4 (10) and 5 (15) prestige. Especially the later tiers require a dedicated effort.&lt;br /&gt;
&lt;br /&gt;
There are 8 milestones to earn progress on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Milestones and goals per tier&lt;br /&gt;
|-&lt;br /&gt;
! Milestone !! 1 !! 2 !! 3 !! 4 !! 5&lt;br /&gt;
|-&lt;br /&gt;
| Weekly top 10 medals || 1 || 5 || 10 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
| PvP attacker kills || 10k || 100k || 500k || 1 million || 2.5 million&lt;br /&gt;
|-&lt;br /&gt;
| PvP defender kills || 10k || 100k || 500k || 1 million || 2.5 million&lt;br /&gt;
|-&lt;br /&gt;
| Land owned || 2000 || 7500 || 15000 || 30000 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| PvE attacker kills || 20k || 200k || 1 million || 2 million || 5 million&lt;br /&gt;
|-&lt;br /&gt;
| PvE defender kills || 10k || 100k || 250k || 500k || 1 million&lt;br /&gt;
|-&lt;br /&gt;
| Resources won || 10 million || 50 million || 100 million || 250 million || 500 million&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Objectives =&lt;br /&gt;
&lt;br /&gt;
Objectives are the second way to gain prestige as an empire. Milestones alone are not enough to win, so you&#039;ll need to capture and hold objectives.&lt;br /&gt;
&lt;br /&gt;
There a 3 types of objectives in Aether Kingdoms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Natural Landmark&#039;&#039;&#039;. Claim Natural Landmarks on the Map by defeating the spawned defenders. A natural landmark generates 1 Prestige every week. They spawn after 8 weeks on a 1 speed server. Player-held landmarks have a wall level 10.&lt;br /&gt;
* &#039;&#039;&#039;Monument&#039;&#039;&#039;. Capture a building site and supply resources to construct a Monument. On first completion, a Monument gives 10 Prestige and an additional 5 Prestige per week. If a completed monument is captured, it will be damaged and costs resources to restore. Monuments spawn after 12 weeks on a 1 speed server, and activate to be built 2 weeks later. Player-held monuments have a wall level 10.&lt;br /&gt;
* &#039;&#039;&#039;Native Artifact&#039;&#039;&#039;. Native Artifacts appear late in the game and give 1 Prestige every day. Capturing and holding on to them can be the difference between a swift victory or a loss. They spawn after 20 weeks on a 1 speed server. A player-held native artifact has a wall level 10.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not uncommon for the game to end before the Native Artifacts spawn.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=49</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=49"/>
		<updated>2026-04-12T18:31:38Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Science */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
There are multiple resources in Aether Kingdoms, divided in two types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village resources&#039;&#039;&#039; are bound to the individual [[village]] and are used to create things&lt;br /&gt;
* &#039;&#039;&#039;Kingdom resources&#039;&#039;&#039; are shared by the whole [[Kingdom]] and all have different uses&lt;br /&gt;
&lt;br /&gt;
Resources are produced by production buildings. The base production can be boosted by a % value through other buildings.&lt;br /&gt;
&lt;br /&gt;
= Village resources =&lt;br /&gt;
&lt;br /&gt;
Below is a quick overview of the resources you&#039;ll need to run a village:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wood, Stone, Iron and Food&#039;&#039;&#039;  are the four primary resources in the game. You can spend these resources to build and upgrade buildings or to train troops.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse and Food cellar&#039;&#039;&#039; The four basic resources are stored in the Warehouse (Wood, Stone, Iron) and the Food Cellar (Food).&lt;br /&gt;
* &#039;&#039;&#039;Industry&#039;&#039;&#039; is the output of your Village. Every building, unit or other queue item costs Industry to complete. The more Industry you have, the faster everything in the village is completed.&lt;br /&gt;
* &#039;&#039;&#039;Population&#039;&#039;&#039; is the number of citizens living in your Village. At certain population thresholds and Village tiers, you can claim new tiles to gain more resource production buildings.&lt;br /&gt;
* &#039;&#039;&#039;Consumption&#039;&#039;&#039; is determined by the total population and the army size in the village, eating a certain amount of food per hour.&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Your army will starve if you have a negative food production and the storage hits 0!}}&lt;br /&gt;
&lt;br /&gt;
= Account resources =&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Culture is used to expand your Kingdom. Every time you settle or upgrade a village, the tier of the Kingdom and so the culture cost increases.&lt;br /&gt;
&lt;br /&gt;
You can spend your culture in three ways. Spending culture is a one-time action:&lt;br /&gt;
&lt;br /&gt;
* Settle a village&lt;br /&gt;
* Upgrade a village to a town&lt;br /&gt;
* Upgrade a town to a city&lt;br /&gt;
&lt;br /&gt;
The first Village costs 2500 culture to settle, and it&#039;s advised to do that before tiering up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Culture cost per Kingdom tier&lt;br /&gt;
|-&lt;br /&gt;
! Total Tier !! Village !! Town !! City !! Total Tier !! Village !! Town !! City&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2,500 || 9,700 || 17,300 || 21 || 76,900 || 140,300 || 193,400&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6,000 || 13,900 || 21,900 || 22 || 80,900 || 151,200 || 210,700&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 9,500 || 18,200 || 26,700 || 23 || 84,900 || 162,900 || 229,500&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 13,100 || 22,600 || 31,800 || 24 || 88,900 || 175,300 || 249,800&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 16,700 || 27,300 || 37,200 || 25 || 93,000 || 188,600 || 271,900&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20,300 || 32,100 || 42,800 || 26 || 97,100 || 202,700 || 295,800&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 23,900 || 37,100 || 48,800 || 27 || 101,200 || 217,800 || 321,800&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 27,500 || 42,300 || 55,200 || 28 || 105,300 || 233,900 || 350,000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 31,200 || 47,700 || 61,900 || 29 || 109,500 || 251,100 || 380,600&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 34,800 || 53,400 || 69,100 || 30 || 113,700 || 269,500 || 413,800&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 38,500 || 59,400 || 76,800 || 31 || 117,900 || 289,200 || 449,900&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 42,300 || 65,700 || 85,000 || 32 || 122,200 || 310,300 || 489,000&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 46,000 || 72,300 || 93,800 || 33 || 126,500 || 332,900 || 531,600&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 49,800 || 79,200 || 103,300 || 34 || 130,800 || 357,000 || 577,900&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 53,600 || 86,500 || 113,400 || 35 || 135,200 || 382,900 || 628,200&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 57,400 || 94,200 || 124,400 || 36 || 139,600 || 410,600 || 682,800&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 61,300 || 102,400 || 136,200 || 37 || 144,000 || 440,300 || 742,200&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 65,100 || 111,100 || 148,800 || 38 || 148,500 || 472,200 || 806,700&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 69,000 || 120,200 || 162,600 || 39 || 153,000 || 506,300 || 876,800&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 73,000 || 129,900 || 177,400 || 40 || 157,500 || 543,000 || 953,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
&lt;br /&gt;
Science progresses the current research of your Kingdom. science is only produced when a research is active. If you have more Villages, Towns or Cities, research will cost more science.&lt;br /&gt;
&lt;br /&gt;
For every tier of your Kingdom the science cost of research increases by 5%.&lt;br /&gt;
&lt;br /&gt;
== Aether== &lt;br /&gt;
&lt;br /&gt;
[[Aether]] is gained by completing tasks and events. Aether can be spent on resources, units, an Industry boost and other useful things.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=48</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=48"/>
		<updated>2026-04-12T18:30:33Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
There are multiple resources in Aether Kingdoms, divided in two types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village resources&#039;&#039;&#039; are bound to the individual [[village]] and are used to create things&lt;br /&gt;
* &#039;&#039;&#039;Kingdom resources&#039;&#039;&#039; are shared by the whole [[Kingdom]] and all have different uses&lt;br /&gt;
&lt;br /&gt;
Resources are produced by production buildings. The base production can be boosted by a % value through other buildings.&lt;br /&gt;
&lt;br /&gt;
= Village resources =&lt;br /&gt;
&lt;br /&gt;
Below is a quick overview of the resources you&#039;ll need to run a village:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wood, Stone, Iron and Food&#039;&#039;&#039;  are the four primary resources in the game. You can spend these resources to build and upgrade buildings or to train troops.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse and Food cellar&#039;&#039;&#039; The four basic resources are stored in the Warehouse (Wood, Stone, Iron) and the Food Cellar (Food).&lt;br /&gt;
* &#039;&#039;&#039;Industry&#039;&#039;&#039; is the output of your Village. Every building, unit or other queue item costs Industry to complete. The more Industry you have, the faster everything in the village is completed.&lt;br /&gt;
* &#039;&#039;&#039;Population&#039;&#039;&#039; is the number of citizens living in your Village. At certain population thresholds and Village tiers, you can claim new tiles to gain more resource production buildings.&lt;br /&gt;
* &#039;&#039;&#039;Consumption&#039;&#039;&#039; is determined by the total population and the army size in the village, eating a certain amount of food per hour.&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Your army will starve if you have a negative food production and the storage hits 0!}}&lt;br /&gt;
&lt;br /&gt;
= Account resources =&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Culture is used to expand your Kingdom. Every time you settle or upgrade a village, the tier of the Kingdom and so the culture cost increases.&lt;br /&gt;
&lt;br /&gt;
You can spend your culture in three ways. Spending culture is a one-time action:&lt;br /&gt;
&lt;br /&gt;
* Settle a village&lt;br /&gt;
* Upgrade a village to a town&lt;br /&gt;
* Upgrade a town to a city&lt;br /&gt;
&lt;br /&gt;
The first Village costs 2500 culture to settle, and it&#039;s advised to do that before tiering up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Culture cost per Kingdom tier&lt;br /&gt;
|-&lt;br /&gt;
! Total Tier !! Village !! Town !! City !! Total Tier !! Village !! Town !! City&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2,500 || 9,700 || 17,300 || 21 || 76,900 || 140,300 || 193,400&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6,000 || 13,900 || 21,900 || 22 || 80,900 || 151,200 || 210,700&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 9,500 || 18,200 || 26,700 || 23 || 84,900 || 162,900 || 229,500&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 13,100 || 22,600 || 31,800 || 24 || 88,900 || 175,300 || 249,800&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 16,700 || 27,300 || 37,200 || 25 || 93,000 || 188,600 || 271,900&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20,300 || 32,100 || 42,800 || 26 || 97,100 || 202,700 || 295,800&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 23,900 || 37,100 || 48,800 || 27 || 101,200 || 217,800 || 321,800&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 27,500 || 42,300 || 55,200 || 28 || 105,300 || 233,900 || 350,000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 31,200 || 47,700 || 61,900 || 29 || 109,500 || 251,100 || 380,600&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 34,800 || 53,400 || 69,100 || 30 || 113,700 || 269,500 || 413,800&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 38,500 || 59,400 || 76,800 || 31 || 117,900 || 289,200 || 449,900&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 42,300 || 65,700 || 85,000 || 32 || 122,200 || 310,300 || 489,000&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 46,000 || 72,300 || 93,800 || 33 || 126,500 || 332,900 || 531,600&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 49,800 || 79,200 || 103,300 || 34 || 130,800 || 357,000 || 577,900&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 53,600 || 86,500 || 113,400 || 35 || 135,200 || 382,900 || 628,200&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 57,400 || 94,200 || 124,400 || 36 || 139,600 || 410,600 || 682,800&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 61,300 || 102,400 || 136,200 || 37 || 144,000 || 440,300 || 742,200&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 65,100 || 111,100 || 148,800 || 38 || 148,500 || 472,200 || 806,700&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 69,000 || 120,200 || 162,600 || 39 || 153,000 || 506,300 || 876,800&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 73,000 || 129,900 || 177,400 || 40 || 157,500 || 543,000 || 953,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
&lt;br /&gt;
Science progresses the current research of your Kingdom. Science is only produced when a research is active. If you have more Villages, Towns or Cities, research will cost more Science.&lt;br /&gt;
&lt;br /&gt;
== Aether== &lt;br /&gt;
&lt;br /&gt;
[[Aether]] is gained by completing tasks and events. Aether can be spent on resources, units, an Industry boost and other useful things.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=47</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=47"/>
		<updated>2026-04-12T18:28:01Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
There are multiple resources in Aether Kingdoms, divided in two types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village resources&#039;&#039;&#039; are bound to the individual [[village]] and are used to create things&lt;br /&gt;
* &#039;&#039;&#039;Kingdom resources&#039;&#039;&#039; are shared by the whole [[Kingdom]] and all have different uses&lt;br /&gt;
&lt;br /&gt;
Resources are produced by production buildings. The base production can be boosted by a % value through other buildings.&lt;br /&gt;
&lt;br /&gt;
= Village resources =&lt;br /&gt;
&lt;br /&gt;
Below is a quick overview of the resources you&#039;ll need to run a village:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wood, Stone, Iron and Food&#039;&#039;&#039;  are the four primary resources in the game. You can spend these resources to build and upgrade buildings or to train troops.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse and Food cellar&#039;&#039;&#039; The four basic resources are stored in the Warehouse (Wood, Stone, Iron) and the Food Cellar (Food).&lt;br /&gt;
* &#039;&#039;&#039;Industry&#039;&#039;&#039; is the output of your Village. Every building, unit or other queue item costs Industry to complete. The more Industry you have, the faster everything in the village is completed.&lt;br /&gt;
* &#039;&#039;&#039;Population&#039;&#039;&#039; is the number of citizens living in your Village. At certain population thresholds and Village tiers, you can claim new tiles to gain more resource production buildings.&lt;br /&gt;
* &#039;&#039;&#039;Consumption&#039;&#039;&#039; is determined by the total population and the army size in the village, eating a certain amount of food per hour.&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Your army will starve if you have a negative food production and the storage hits 0!}}&lt;br /&gt;
&lt;br /&gt;
= Account resources =&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Culture is used to expand your Kingdom. Every time you settle or upgrade a village, the tier of the Kingdom and so the culture cost increases.&lt;br /&gt;
&lt;br /&gt;
You can spend your culture in three ways. Spending culture is a one-time action:&lt;br /&gt;
&lt;br /&gt;
* Settle a village&lt;br /&gt;
* Upgrade a village to a town&lt;br /&gt;
* Upgrade a town to a city&lt;br /&gt;
&lt;br /&gt;
The first Village costs 2500 culture to settle, and it&#039;s advised to do that before tiering up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Culture cost per Kingdom tier&lt;br /&gt;
|-&lt;br /&gt;
! Total Tier !! Village !! Town !! City !! Total Tier !! Village !! Town !! City&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2,500.00 || 9,700.00 || 17,300.00 || 21 || 76,900.00 || 140,300.00 || 193,400.00&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6,000.00 || 13,900.00 || 21,900.00 || 22 || 80,900.00 || 151,200.00 || 210,700.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 9,500.00 || 18,200.00 || 26,700.00 || 23 || 84,900.00 || 162,900.00 || 229,500.00&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 13,100.00 || 22,600.00 || 31,800.00 || 24 || 88,900.00 || 175,300.00 || 249,800.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 16,700.00 || 27,300.00 || 37,200.00 || 25 || 93,000.00 || 188,600.00 || 271,900.00&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20,300.00 || 32,100.00 || 42,800.00 || 26 || 97,100.00 || 202,700.00 || 295,800.00&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 23,900.00 || 37,100.00 || 48,800.00 || 27 || 101,200.00 || 217,800.00 || 321,800.00&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 27,500.00 || 42,300.00 || 55,200.00 || 28 || 105,300.00 || 233,900.00 || 350,000.00&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 31,200.00 || 47,700.00 || 61,900.00 || 29 || 109,500.00 || 251,100.00 || 380,600.00&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 34,800.00 || 53,400.00 || 69,100.00 || 30 || 113,700.00 || 269,500.00 || 413,800.00&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 38,500.00 || 59,400.00 || 76,800.00 || 31 || 117,900.00 || 289,200.00 || 449,900.00&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 42,300.00 || 65,700.00 || 85,000.00 || 32 || 122,200.00 || 310,300.00 || 489,000.00&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 46,000.00 || 72,300.00 || 93,800.00 || 33 || 126,500.00 || 332,900.00 || 531,600.00&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 49,800.00 || 79,200.00 || 103,300.00 || 34 || 130,800.00 || 357,000.00 || 577,900.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 53,600.00 || 86,500.00 || 113,400.00 || 35 || 135,200.00 || 382,900.00 || 628,200.00&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 57,400.00 || 94,200.00 || 124,400.00 || 36 || 139,600.00 || 410,600.00 || 682,800.00&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 61,300.00 || 102,400.00 || 136,200.00 || 37 || 144,000.00 || 440,300.00 || 742,200.00&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 65,100.00 || 111,100.00 || 148,800.00 || 38 || 148,500.00 || 472,200.00 || 806,700.00&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 69,000.00 || 120,200.00 || 162,600.00 || 39 || 153,000.00 || 506,300.00 || 876,800.00&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 73,000.00 || 129,900.00 || 177,400.00 || 40 || 157,500.00 || 543,000.00 || 953,000.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
&lt;br /&gt;
Science progresses the current research of your Kingdom. Science is only produced when a research is active. If you have more Villages, Towns or Cities, research will cost more Science.&lt;br /&gt;
&lt;br /&gt;
== Aether== &lt;br /&gt;
&lt;br /&gt;
[[Aether]] is gained by completing tasks and events. Aether can be spent on resources, units, an Industry boost and other useful things.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=46</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=46"/>
		<updated>2026-04-12T18:26:14Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
There are multiple resources in Aether Kingdoms, divided in two types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village resources&#039;&#039;&#039; are bound to the individual [[village]] and are used to create things&lt;br /&gt;
* &#039;&#039;&#039;Kingdom resources&#039;&#039;&#039; are shared by the whole [[Kingdom]] and all have different uses&lt;br /&gt;
&lt;br /&gt;
Resources are produced by production buildings. The base production can be boosted by a % value through other buildings.&lt;br /&gt;
&lt;br /&gt;
= Village resources =&lt;br /&gt;
&lt;br /&gt;
Below is a quick overview of the resources you&#039;ll need to run a village:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wood, Stone, Iron and Food&#039;&#039;&#039;  are the four primary resources in the game. You can spend these resources to build and upgrade buildings or to train troops.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse and Food cellar&#039;&#039;&#039; The four basic resources are stored in the Warehouse (Wood, Stone, Iron) and the Food Cellar (Food).&lt;br /&gt;
* &#039;&#039;&#039;Industry&#039;&#039;&#039; is the output of your Village. Every building, unit or other queue item costs Industry to complete. The more Industry you have, the faster everything in the village is completed.&lt;br /&gt;
* &#039;&#039;&#039;Population&#039;&#039;&#039; is the number of citizens living in your Village. At certain population thresholds and Village tiers, you can claim new tiles to gain more resource production buildings.&lt;br /&gt;
* &#039;&#039;&#039;Consumption&#039;&#039;&#039; is determined by the total population and the army size in the village, eating a certain amount of food per hour.&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Your army will starve if you have a negative food production and the storage hits 0!}}&lt;br /&gt;
&lt;br /&gt;
= Account resources =&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Culture is used to expand your Kingdom. Every time you settle or upgrade a village, the tier of the Kingdom and so the culture cost increases.&lt;br /&gt;
&lt;br /&gt;
You can spend your culture in three ways. Spending culture is a one-time action:&lt;br /&gt;
&lt;br /&gt;
* Settle a village&lt;br /&gt;
* Upgrade a village to a town&lt;br /&gt;
* Upgrade a town to a city&lt;br /&gt;
&lt;br /&gt;
The first Village costs 2500 culture to settle, and it&#039;s advised to do that before tiering up.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Culture cost per Kingdom tier&lt;br /&gt;
|-&lt;br /&gt;
! Total Tier !! Village !! Town !! City&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2,500 || 9,700 || 17,300&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6,000 || 13,900 || 21,900&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 9,500 || 18,200 || 26,700&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 13,100 || 22,600 || 31,800&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 16,700 || 27,300 || 37,200&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 20,300 || 32,100 || 42,800&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 23,900 || 37,100 || 48,800&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 27,500 || 42,300 || 55,200&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 31,200 || 47,700 || 61,900&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 34,800 || 53,400 || 69,100&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 38,500 || 59,400 || 76,800&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 42,300 || 65,700 || 85,000&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 46,000 || 72,300 || 93,800&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 49,800 || 79,200 || 103,300&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 53,600 || 86,500 || 113,400&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 57,400 || 94,200 || 124,400&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 61,300 || 102,400 || 136,200&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 65,100 || 111,100 || 148,800&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 69,000 || 120,200 || 162,600&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 73,000 || 129,900 || 177,400&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 76,900 || 140,300 || 193,400&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 80,900 || 151,200 || 210,700&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 84,900 || 162,900 || 229,500&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 88,900 || 175,300 || 249,800&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 93,000 || 188,600 || 271,900&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 97,100 || 202,700 || 295,800&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 101,200 || 217,800 || 321,800&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 105,300 || 233,900 || 350,000&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 109,500 || 251,100 || 380,600&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 113,700 || 269,500 || 413,800&lt;br /&gt;
|-&lt;br /&gt;
| 31 || 117,900 || 289,200 || 449,900&lt;br /&gt;
|-&lt;br /&gt;
| 32 || 122,200 || 310,300 || 489,000&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 126,500 || 332,900 || 531,600&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 130,800 || 357,000 || 577,900&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 135,200 || 382,900 || 628,200&lt;br /&gt;
|-&lt;br /&gt;
| 36 || 139,600 || 410,600 || 682,800&lt;br /&gt;
|-&lt;br /&gt;
| 37 || 144,000 || 440,300 || 742,200&lt;br /&gt;
|-&lt;br /&gt;
| 38 || 148,500 || 472,200 || 806,700&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 153,000 || 506,300 || 876,800&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 157,500 || 543,000 || 953,000&lt;br /&gt;
|-&lt;br /&gt;
| 41 || 162,100 || 582,300 || 1,035,800&lt;br /&gt;
|-&lt;br /&gt;
| 42 || 166,700 || 624,400 || 1,125,700&lt;br /&gt;
|-&lt;br /&gt;
| 43 || 171,300 || 669,600 || 1,223,400&lt;br /&gt;
|-&lt;br /&gt;
| 44 || 176,000 || 718,100 || 1,329,500&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 180,700 || 770,200 || 1,444,800&lt;br /&gt;
|-&lt;br /&gt;
| 46 || 185,400 || 826,000 || 1,570,000&lt;br /&gt;
|-&lt;br /&gt;
| 47 || 190,200 || 886,000 || 1,705,900&lt;br /&gt;
|-&lt;br /&gt;
| 48 || 195,000 || 950,300 || 1,853,500&lt;br /&gt;
|-&lt;br /&gt;
| 49 || 199,900 || 1,019,300 || 2,013,800&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 204,800 || 1,093,300 || 2,187,700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
&lt;br /&gt;
Science progresses the current research of your Kingdom. Science is only produced when a research is active. If you have more Villages, Towns or Cities, research will cost more Science.&lt;br /&gt;
&lt;br /&gt;
== Aether== &lt;br /&gt;
&lt;br /&gt;
[[Aether]] is gained by completing tasks and events. Aether can be spent on resources, units, an Industry boost and other useful things.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=45</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=45"/>
		<updated>2026-04-12T18:21:43Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Quick links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=44</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=44"/>
		<updated>2026-04-12T18:21:09Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty [[districts]]:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=43</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Resources&amp;diff=43"/>
		<updated>2026-04-12T15:59:59Z</updated>

		<summary type="html">&lt;p&gt;Friso: Created page with &amp;quot;= Resources =  There are multiple resources in Aether Kingdoms, divided in two types:  * &amp;#039;&amp;#039;&amp;#039;Village resources&amp;#039;&amp;#039;&amp;#039; are bound to the individual village and are used to create things * &amp;#039;&amp;#039;&amp;#039;Kingdom resources&amp;#039;&amp;#039;&amp;#039; are shared by the whole Kingdom and all have different uses  Resources are produced by production buildings. The base production can be boosted by a % value through other buildings.  = Village resources =  Below is a quick overview of the resources you&amp;#039;ll need t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
There are multiple resources in Aether Kingdoms, divided in two types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village resources&#039;&#039;&#039; are bound to the individual [[village]] and are used to create things&lt;br /&gt;
* &#039;&#039;&#039;Kingdom resources&#039;&#039;&#039; are shared by the whole [[Kingdom]] and all have different uses&lt;br /&gt;
&lt;br /&gt;
Resources are produced by production buildings. The base production can be boosted by a % value through other buildings.&lt;br /&gt;
&lt;br /&gt;
= Village resources =&lt;br /&gt;
&lt;br /&gt;
Below is a quick overview of the resources you&#039;ll need to run a village:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wood, Stone, Iron and Food&#039;&#039;&#039;  are the four primary resources in the game. You can spend these resources to build and upgrade buildings or to train troops.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse and Food cellar&#039;&#039;&#039; The four basic resources are stored in the Warehouse (Wood, Stone, Iron) and the Food Cellar (Food).&lt;br /&gt;
* &#039;&#039;&#039;Industry&#039;&#039;&#039; is the output of your Village. Every building, unit or other queue item costs Industry to complete. The more Industry you have, the faster everything in the village is completed.&lt;br /&gt;
* &#039;&#039;&#039;Population&#039;&#039;&#039; is the number of citizens living in your Village. At certain population thresholds and Village tiers, you can claim new tiles to gain more resource production buildings.&lt;br /&gt;
* &#039;&#039;&#039;Consumption&#039;&#039;&#039; is determined by the total population and the army size in the village, eating a certain amount of food per hour.&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Your army will starve if you have a negative food production and the storage hits 0!}}&lt;br /&gt;
&lt;br /&gt;
= Account resources =&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Culture is used to create new Villages, tier up Villages to Towns, and Towns to Cities. With each tier, the Culture costs for the next Village, Town or City is increased.&lt;br /&gt;
&lt;br /&gt;
The first Village costs 2500 culture to settle, and it&#039;s advised to do that before tiering up.&lt;br /&gt;
&lt;br /&gt;
== Science ==&lt;br /&gt;
&lt;br /&gt;
Science progresses the current research of your Kingdom. Science is only produced when a research is active. If you have more Villages, Towns or Cities, research will cost more Science.&lt;br /&gt;
&lt;br /&gt;
== Aether== &lt;br /&gt;
&lt;br /&gt;
[[Aether]] is gained by completing tasks and events. Aether can be spent on resources, units, an Industry boost and other useful things.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=42</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=42"/>
		<updated>2026-04-12T15:46:32Z</updated>

		<summary type="html">&lt;p&gt;Friso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty districts:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=41</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=41"/>
		<updated>2026-04-12T15:45:54Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Quick links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting started]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=40</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=40"/>
		<updated>2026-04-12T15:45:24Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Quick links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting started]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Culture]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Tasks]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Map&amp;diff=39</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Map&amp;diff=39"/>
		<updated>2026-04-12T15:44:52Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Army movements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Map =&lt;br /&gt;
&lt;br /&gt;
The map is the game board of Aether Kingdoms. The map consists of tiles with an X and Y coordinate, written as (X|Y) in the game.&lt;br /&gt;
&lt;br /&gt;
A new map is randomly generated for every game server, so it&#039;s always different.&lt;br /&gt;
&lt;br /&gt;
= Tiles =&lt;br /&gt;
&lt;br /&gt;
Each tile on the map has a number of resource fields and can be claimed by a neighboring [[village]]. If a village is settled on a tile, its resource fields change to the default of a village. The tile is reset when the village is destroyed.&lt;br /&gt;
&lt;br /&gt;
Every tile can be owned by a [[kingdom]], an [[events|event]] can spawn on it, or an [[objectives|objective]]. Tiles with an event or objective can&#039;t be claimed from a village.&lt;br /&gt;
&lt;br /&gt;
There are currently:&lt;br /&gt;
* 9 resource tiles&lt;br /&gt;
* 3 settlement types: village, town and city. Settlements grow on the map based on the [[village#Resource fields|available tiles]].&lt;br /&gt;
* 10 objective tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of map tiles&lt;br /&gt;
|-&lt;br /&gt;
!  !! Tile  !! Resource fields !! Can be settled&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 1 wood, 1 stone, 1 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Town || 1 wood, 1 stone, 1 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || City || 1 wood, 1 stone, 1 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Plains || 0 wood, 0 stone, 0 iron, 4 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Woodlands || 2 wood, 0 stone, 0 iron, 2 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Hills || 1 wood, 2 stone, 1 iron, 1 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Forest || 3 wood, 0 stone, 0 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Marshlands || 0 wood, 0 stone, 1 iron, 3 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Swamp || 2 wood, 0 stone, 1 iron, 1 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Water || 0 wood, 1 stone, 0 iron, 3 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Rocky plains || 0 wood, 3 stone, 1 iron, 1 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mountains || 0 wood, 2 stone, 4 iron, 0 food || -&lt;br /&gt;
|-&lt;br /&gt;
| - || Objectives || can&#039;t be claimed by a village || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Owned tiles ==&lt;br /&gt;
&lt;br /&gt;
Player-owned tiles will have different colored borders on the map:&lt;br /&gt;
&lt;br /&gt;
* Yellow: Part of your Kingdom&lt;br /&gt;
* Blue: Owned by a Kingdom in your Empire&lt;br /&gt;
* Red: Owned by a Kingdom from another Empire than yours&lt;br /&gt;
* Grey: Owned by a Kingdom not part of an Empire&lt;br /&gt;
&lt;br /&gt;
== Events on the map ==&lt;br /&gt;
&lt;br /&gt;
Locations that have an on-going event will show this with an icon in the bottom right of the tile.&lt;br /&gt;
&lt;br /&gt;
See: [[events]]&lt;br /&gt;
&lt;br /&gt;
= Kingdom activity =&lt;br /&gt;
&lt;br /&gt;
A boots icon on the top left of the tile means you have activity from/to that tile. If the background is white, the activity is from the current village. If the icon is faded, they are from another village.&lt;br /&gt;
&lt;br /&gt;
The activities that show the icon are:&lt;br /&gt;
&lt;br /&gt;
* Troops underway&lt;br /&gt;
* Troops reinforcing that location&lt;br /&gt;
* Merchants underway to events, not to villages&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=38</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=38"/>
		<updated>2026-04-12T15:43:33Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Village */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[Culture]] and [[Science]] through [[Industry]].&lt;br /&gt;
&lt;br /&gt;
= Buildings =&lt;br /&gt;
&lt;br /&gt;
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.&lt;br /&gt;
&lt;br /&gt;
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you&#039;ll be able to add 1 of 4 specialty districts:&lt;br /&gt;
&lt;br /&gt;
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.&lt;br /&gt;
* Industrial: increase the Production output of the village (how fast things are made).&lt;br /&gt;
* Culture: boost the Culture production of the village.&lt;br /&gt;
* Research: boost the Science production of the village.&lt;br /&gt;
&lt;br /&gt;
Districts are permanent and you can have no more than 2 per village at the city tier.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=37</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Main_Page&amp;diff=37"/>
		<updated>2026-04-12T15:39:45Z</updated>

		<summary type="html">&lt;p&gt;Friso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Aether Kingdoms Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the official wiki for Aether Kingdoms (https://www.aetherkingdoms.com).&lt;br /&gt;
&lt;br /&gt;
= What is Aether Kingdoms? =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is a browser-based real-time strategy game. The game is played in real time with other players, where everyone competes by building and expanding their empire to dominate the server.&lt;br /&gt;
&lt;br /&gt;
Each server lasts between 4 and 6 months, at the end of which only one winning empire will emerge.&lt;br /&gt;
&lt;br /&gt;
= How do you play the game? =&lt;br /&gt;
&lt;br /&gt;
You can register at https://www.aetherkingdoms.com. Once you join a server, you will be assigned a starting village and can begin growing your kingdom.&lt;br /&gt;
&lt;br /&gt;
If you are new to this genre, you can consult the [[Getting_Started|Getting Started]] guide.&lt;br /&gt;
&lt;br /&gt;
You can also join the [https://discord.gg/S5xbTB6nNz Discord] to ask for help and connect with other players.&lt;br /&gt;
&lt;br /&gt;
= Quick links =&lt;br /&gt;
&lt;br /&gt;
* [[Getting started]]&lt;br /&gt;
* [[Kingdom]]&lt;br /&gt;
* [[Village]]&lt;br /&gt;
* [[Culture]]&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[Aether]]&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[Empire]]&lt;br /&gt;
* [[Prestige]]&lt;br /&gt;
* [[Army#Siege|Siege]]&lt;br /&gt;
* [[Army#Conquest|Conquest]]&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Map&amp;diff=36</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Map&amp;diff=36"/>
		<updated>2026-04-12T15:34:28Z</updated>

		<summary type="html">&lt;p&gt;Friso: Created page with &amp;quot;= Map =  The map is the game board of Aether Kingdoms. The map consists of tiles with an X and Y coordinate, written as (X|Y) in the game.  A new map is randomly generated for every game server, so it&amp;#039;s always different.  = Tiles =  Each tile on the map has a number of resource fields and can be claimed by a neighboring village. If a village is settled on a tile, its resource fields change to the default of a village. The tile is reset when the village is destroyed....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Map =&lt;br /&gt;
&lt;br /&gt;
The map is the game board of Aether Kingdoms. The map consists of tiles with an X and Y coordinate, written as (X|Y) in the game.&lt;br /&gt;
&lt;br /&gt;
A new map is randomly generated for every game server, so it&#039;s always different.&lt;br /&gt;
&lt;br /&gt;
= Tiles =&lt;br /&gt;
&lt;br /&gt;
Each tile on the map has a number of resource fields and can be claimed by a neighboring [[village]]. If a village is settled on a tile, its resource fields change to the default of a village. The tile is reset when the village is destroyed.&lt;br /&gt;
&lt;br /&gt;
Every tile can be owned by a [[kingdom]], an [[events|event]] can spawn on it, or an [[objectives|objective]]. Tiles with an event or objective can&#039;t be claimed from a village.&lt;br /&gt;
&lt;br /&gt;
There are currently:&lt;br /&gt;
* 9 resource tiles&lt;br /&gt;
* 3 settlement types: village, town and city. Settlements grow on the map based on the [[village#Resource fields|available tiles]].&lt;br /&gt;
* 10 objective tiles&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of map tiles&lt;br /&gt;
|-&lt;br /&gt;
!  !! Tile  !! Resource fields !! Can be settled&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 1 wood, 1 stone, 1 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Town || 1 wood, 1 stone, 1 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || City || 1 wood, 1 stone, 1 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Plains || 0 wood, 0 stone, 0 iron, 4 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Woodlands || 2 wood, 0 stone, 0 iron, 2 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Hills || 1 wood, 2 stone, 1 iron, 1 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Forest || 3 wood, 0 stone, 0 iron, 2 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Marshlands || 0 wood, 0 stone, 1 iron, 3 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Swamp || 2 wood, 0 stone, 1 iron, 1 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Water || 0 wood, 1 stone, 0 iron, 3 food || -&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Rocky plains || 0 wood, 3 stone, 1 iron, 1 food || Yes&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Mountains || 0 wood, 2 stone, 4 iron, 0 food || -&lt;br /&gt;
|-&lt;br /&gt;
| - || Objectives || can&#039;t be claimed by a village || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Owned tiles ==&lt;br /&gt;
&lt;br /&gt;
Player-owned tiles will have different colored borders on the map:&lt;br /&gt;
&lt;br /&gt;
* Yellow: Part of your Kingdom&lt;br /&gt;
* Blue: Owned by a Kingdom in your Empire&lt;br /&gt;
* Red: Owned by a Kingdom from another Empire than yours&lt;br /&gt;
* Grey: Owned by a Kingdom not part of an Empire&lt;br /&gt;
&lt;br /&gt;
== Events on the map ==&lt;br /&gt;
&lt;br /&gt;
Locations that have an on-going event will show this with an icon in the bottom right of the tile.&lt;br /&gt;
&lt;br /&gt;
See: [[events]]&lt;br /&gt;
&lt;br /&gt;
== Army movements ==&lt;br /&gt;
&lt;br /&gt;
A boots icon on the top left of the tile means you have activity from/to that tile. If the background is white, the activity is from the current village. If the icon is faded, they are from another village.&lt;br /&gt;
&lt;br /&gt;
The activities that show the icon are:&lt;br /&gt;
&lt;br /&gt;
* Troops underway&lt;br /&gt;
* Troops reinforcing that location&lt;br /&gt;
* Merchants underway to events, not to villages&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Aether&amp;diff=35</id>
		<title>Aether</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Aether&amp;diff=35"/>
		<updated>2026-04-10T14:32:34Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Aether store */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Aether =&lt;br /&gt;
&lt;br /&gt;
By doing events and completing Kingdom tasks in Aether Kingdoms you have an opportunity to earn Aether. Aether is the bonus currency that you can spend to buy resources, units and speed up building. Aether is only earned in-game.&lt;br /&gt;
&lt;br /&gt;
== Earning Aether ==&lt;br /&gt;
&lt;br /&gt;
Aether can be earned in two ways:&lt;br /&gt;
&lt;br /&gt;
* [[Tasks]]: Each Kingdom has tasks that they can complete as their account progresses. These tasks award increasing amounts of Aether the more difficult they are.&lt;br /&gt;
* [[Events]]: Going out on the map and completing events offers a steady supply of Aether. Select an event on the map to see if it awards Aether on completion. While events get stronger every week, the amount of Aether rewarded increases as well.&lt;br /&gt;
&lt;br /&gt;
= Aether store =&lt;br /&gt;
&lt;br /&gt;
You can spend your Aether in the Aether Store for various advantages. The benefits that change over time are relative to the server speed.&lt;br /&gt;
&lt;br /&gt;
== Buying resources ==&lt;br /&gt;
&lt;br /&gt;
Purchasing resources costs 20 Aether for a batch. At the start of the server, you can get 750 of a specific resource or 250 of each resource for 20 Aether. Every week this amount increases by 125. This means that in the second month 20 Aether gets you 1500 of a resource or 500 each, and so on.&lt;br /&gt;
&lt;br /&gt;
== Exchanging resources ==&lt;br /&gt;
&lt;br /&gt;
You can exchange resources for free for a 3:1 ratio. By spending 10 Aether you get a better deal of 1.5:1. The more resources you exchange, the more Aether it&#039;ll cost. For 10 Aether you can exchange 5,000 resources for the better rate. Every week this amount goes up by 5,000.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
Builders provide a boost to Industry, speeding up anything you build. Buildings get a 100% boost to Industry and everything else (units, science and culture) 50%.&lt;br /&gt;
&lt;br /&gt;
A builder costs 10 Aether and is one-time use. Builders are refunded on cancelling a queue item.&lt;br /&gt;
&lt;br /&gt;
== Buying troops ==&lt;br /&gt;
&lt;br /&gt;
You can purchase troops for Aether for a fixed cost per unit. The Aether cost of each unit goes down each week. The Aether cost of a unit is its resource cost / resources gained per Aether * 1.5. Buying troops costs 1.5 times the Aether as buying resources and training a unit, but bypassing its production time.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=34</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=34"/>
		<updated>2026-04-08T18:44:23Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This guide is intentionally vague about some concepts because the game is currently in beta. Being too specific may cause this article to become outdated quickly as mechanics evolve. For more information, refer to the Discord.&lt;br /&gt;
&lt;br /&gt;
= First steps =&lt;br /&gt;
&lt;br /&gt;
== The interface ==&lt;br /&gt;
&lt;br /&gt;
Once you have joined the game, you should familiarize yourself with the interface. At this stage, the following sections are most relevant:&lt;br /&gt;
&lt;br /&gt;
* Left side panel — displays current resources and hourly production&lt;br /&gt;
* Advisor (bottom-left) — access tasks: [[Tasks|Tasks]]&lt;br /&gt;
* Village view — upgrade resource fields: [[Village|Village]]&lt;br /&gt;
* Town view — upgrade buildings: [[Town|Town]]&lt;br /&gt;
* Map — view your position in the world: [[Map|Map]]&lt;br /&gt;
&lt;br /&gt;
A special mention goes to the [[Aether#Aether store|Aether Store]], where spending your Aether can provide a significant boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Important:&#039;&#039;&#039; [[Aether]] is an in-game currency. It &#039;&#039;&#039;cannot&#039;&#039;&#039; be purchased and can only be earned through gameplay. Real money &#039;&#039;&#039;does not&#039;&#039;&#039; provide any gameplay advantage.}}&lt;br /&gt;
&lt;br /&gt;
== First upgrades ==&lt;br /&gt;
&lt;br /&gt;
Your initial goal is to complete tasks quickly to earn Aether. This can then be used to buy resources and accelerate your development.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase &#039;&#039;all&#039;&#039; resources from the Aether Store. You may choose between focusing on a specific resource for higher individual rewards or distributing across all resources for a greater total. Excess resources can be used in trading events or at the [https://{{GameServer}}.aetherkingdoms.com/village/logistics/exchange Exchange].&lt;br /&gt;
&lt;br /&gt;
A basic upgrade path:&lt;br /&gt;
&lt;br /&gt;
# Warehouse level 1&lt;br /&gt;
# Food Cellar level 1&lt;br /&gt;
# Archery Range level 1&lt;br /&gt;
# Marketplace level 1&lt;br /&gt;
# Theater level 1&lt;br /&gt;
# Claim first tile at 40 population&lt;br /&gt;
# Library level 1&lt;br /&gt;
# Barracks level 1&lt;br /&gt;
# Upgrade Warehouse and Food Cellar to level 3 (provides net positive resources with Aether rewards; helps reach 80 population)&lt;br /&gt;
# Town Hall level 3&lt;br /&gt;
# Other level 1 buildings (except Water Mill) to reach 80 population&lt;br /&gt;
# Claim second tile at 80 population&lt;br /&gt;
&lt;br /&gt;
You can [[Village#Resource fields|claim a tile]] from the Village view by clicking &#039;&#039;&amp;quot;Claim Tile&amp;quot;&#039;&#039;. It is recommended to prioritize Hills, Mountains, or Forest tiles.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Participating in events is one of the most effective ways to grow your kingdom.&lt;br /&gt;
&lt;br /&gt;
There are three types of events:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading&#039;&#039;&#039; (yellow background)&lt;br /&gt;
* &#039;&#039;&#039;Offensive&#039;&#039;&#039; (red background)&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039; (green background)&lt;br /&gt;
&lt;br /&gt;
=== Trading events ===&lt;br /&gt;
&lt;br /&gt;
Require sending a specified amount of resources (any type). You may send resources in multiple steps, but failing to complete the event will result in losing the invested resources.&lt;br /&gt;
&lt;br /&gt;
Rewards may include Aether, culture, or science. Aether events are especially valuable and should be prioritized when you have excess resources (often food).&lt;br /&gt;
&lt;br /&gt;
=== Defensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; — troops wait until the timer ends before fighting (rewards: resources and Aether)&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — progressive combat against increasing enemies (rewards: resources)&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — immediate combat (rewards: resources and Aether)&lt;br /&gt;
&lt;br /&gt;
=== Offensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — enemies gathering; immediate combat for resources&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — enemies developing; immediate combat for resources and Aether (based on stage)&lt;br /&gt;
&lt;br /&gt;
It is recommended to prioritize Aether events at the highest stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Strategy&lt;br /&gt;
|-&lt;br /&gt;
! If you joined a new server&lt;br /&gt;
! If you joined an ongoing server&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Focus on offensive events&lt;br /&gt;
* Send 3–4× militia compared to enemy size&lt;br /&gt;
* Add 1× lancers once unlocked&lt;br /&gt;
&lt;br /&gt;
Example: Event size 15 → send ~45 militia&lt;br /&gt;
|&lt;br /&gt;
* Focus on resource events to catch up&lt;br /&gt;
* Build spearmen and longbows&lt;br /&gt;
* Send 10x spearmen + 10x longbows to defensive events&lt;br /&gt;
* Once available, send 5–7× lancers per event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Empire =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is fundamentally a team-based game. While PvP can be avoided early on, joining an [[Empire]] is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
To choose an empire:&lt;br /&gt;
* Check the map and look for nearby players&lt;br /&gt;
* Contact them directly, their leader, or via Discord&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Joining an empire is critical. There is no early raiding advantage, so you are generally safe at the beginning. Later, you may become a target due to expansion and conquest. Make sure to team up and build enough army! }}&lt;br /&gt;
&lt;br /&gt;
= Explore! =&lt;br /&gt;
&lt;br /&gt;
These are the core basics of the game. Additional mechanics and strategic decisions—such as balancing village tiers, research priorities, or army composition—are more subjective and are covered in other wiki articles.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=33</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=33"/>
		<updated>2026-04-08T18:43:17Z</updated>

		<summary type="html">&lt;p&gt;Friso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This guide is intentionally vague about some concepts because the game is currently in beta. Being too specific may cause this article to become outdated quickly as mechanics evolve. For more information, refer to the Discord.&lt;br /&gt;
&lt;br /&gt;
= First steps =&lt;br /&gt;
&lt;br /&gt;
== The interface ==&lt;br /&gt;
&lt;br /&gt;
Once you have joined the game, you should familiarize yourself with the interface. At this stage, the following sections are most relevant:&lt;br /&gt;
&lt;br /&gt;
* Left side panel — displays current resources and hourly production&lt;br /&gt;
* Advisor (bottom-left) — access tasks: [[Tasks|Tasks]]&lt;br /&gt;
* Village view — upgrade resource fields: [[Village|Village]]&lt;br /&gt;
* Town view — upgrade buildings: [[Town|Town]]&lt;br /&gt;
* Map — view your position in the world: [[Map|Map]]&lt;br /&gt;
&lt;br /&gt;
A special mention goes to the [[Aether#Aether store|Aether Store]], where spending your Aether can provide a significant boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&#039;&#039;&#039;Important:&#039;&#039;&#039; [[Aether]] is an in-game currency. It &#039;&#039;&#039;cannot&#039;&#039;&#039; be purchased and can only be earned through gameplay. Real money &#039;&#039;&#039;does not&#039;&#039;&#039; provide any gameplay advantage.}}&lt;br /&gt;
&lt;br /&gt;
== First upgrades ==&lt;br /&gt;
&lt;br /&gt;
Your initial goal is to complete tasks quickly to earn Aether. This can then be used to buy resources and accelerate your development.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase &#039;&#039;all&#039;&#039; resources from the Aether Store. You may choose between focusing on a specific resource for higher individual rewards or distributing across all resources for a greater total. Excess resources can be used in trading events or at the [https://{{GameServer}}.aetherkingdoms.com/village/logistics/exchange Exchange].&lt;br /&gt;
&lt;br /&gt;
A basic upgrade path:&lt;br /&gt;
&lt;br /&gt;
# Warehouse level 1&lt;br /&gt;
# Food Cellar level 1&lt;br /&gt;
# Archery Range level 1&lt;br /&gt;
# Marketplace level 1&lt;br /&gt;
# Theater level 1&lt;br /&gt;
# Claim first tile at 40 population&lt;br /&gt;
# Library level 1&lt;br /&gt;
# Barracks level 1&lt;br /&gt;
# Upgrade Warehouse and Food Cellar to level 3 (provides net positive resources with Aether rewards; helps reach 80 population)&lt;br /&gt;
# Town Hall level 3&lt;br /&gt;
# Other level 1 buildings (except Water Mill) to reach 80 population&lt;br /&gt;
# Claim second tile at 80 population&lt;br /&gt;
&lt;br /&gt;
You can [[Village#Resource fields|claim a tile]] from the Village view by clicking &#039;&#039;&amp;quot;Claim Tile&amp;quot;&#039;&#039;. It is recommended to prioritize Hills, Mountains, or Forest tiles.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Participating in events is one of the most effective ways to grow your kingdom.&lt;br /&gt;
&lt;br /&gt;
There are three types of events:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading&#039;&#039;&#039; (yellow background)&lt;br /&gt;
* &#039;&#039;&#039;Offensive&#039;&#039;&#039; (red background)&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039; (green background)&lt;br /&gt;
&lt;br /&gt;
=== Trading events ===&lt;br /&gt;
&lt;br /&gt;
Require sending a specified amount of resources (any type). You may send resources in multiple steps, but failing to complete the event will result in losing the invested resources.&lt;br /&gt;
&lt;br /&gt;
Rewards may include Aether, culture, or science. Aether events are especially valuable and should be prioritized when you have excess resources (often food).&lt;br /&gt;
&lt;br /&gt;
=== Defensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; — troops wait until the timer ends before fighting (rewards: resources and Aether)&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — progressive combat against increasing enemies (rewards: resources)&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — immediate combat (rewards: resources and Aether)&lt;br /&gt;
&lt;br /&gt;
=== Offensive events ===&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — enemies gathering; immediate combat for resources&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — enemies developing; immediate combat for resources and Aether (based on stage)&lt;br /&gt;
&lt;br /&gt;
It is recommended to prioritize Aether events at the highest stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Strategy&lt;br /&gt;
|-&lt;br /&gt;
! If you joined a new server&lt;br /&gt;
! If you joined an ongoing server&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Focus on offensive events&lt;br /&gt;
* Send 3–4× militia compared to enemy size&lt;br /&gt;
* Add 1× lancers once unlocked&lt;br /&gt;
&lt;br /&gt;
Example: Event size 15 → send ~45 militia&lt;br /&gt;
|&lt;br /&gt;
* Focus on resource events to catch up&lt;br /&gt;
* Build spearmen and longbows&lt;br /&gt;
* Send 10x spearmen + 10x longbows to defensive events&lt;br /&gt;
* Once available, send 5–7× lancers per event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Empire =&lt;br /&gt;
&lt;br /&gt;
Aether Kingdoms is fundamentally a team-based game. While PvP can be avoided early on, joining an [[Empire]] is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
To choose an empire:&lt;br /&gt;
* Check the map and look for nearby players&lt;br /&gt;
* Contact them directly, their leader, or via Discord&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Important:&#039;&#039;&#039; Joining an empire is critical. There is no early raiding advantage, so you are generally safe at the beginning. Later, you may become a target due to expansion and conquest. Make sure to build enough army! }}&lt;br /&gt;
&lt;br /&gt;
= Explore! =&lt;br /&gt;
&lt;br /&gt;
These are the core basics of the game. Additional mechanics and strategic decisions—such as balancing village tiers, research priorities, or army composition—are more subjective and are covered in other wiki articles.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Aether&amp;diff=32</id>
		<title>Aether</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Aether&amp;diff=32"/>
		<updated>2026-04-07T22:41:34Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Earning Aether */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Aether =&lt;br /&gt;
&lt;br /&gt;
By doing events and completing Kingdom tasks in Aether Kingdoms you have an opportunity to earn Aether. Aether is the bonus currency that you can spend to buy resources, units and speed up building. Aether is only earned in-game.&lt;br /&gt;
&lt;br /&gt;
== Earning Aether ==&lt;br /&gt;
&lt;br /&gt;
Aether can be earned in two ways:&lt;br /&gt;
&lt;br /&gt;
* [[Tasks]]: Each Kingdom has tasks that they can complete as their account progresses. These tasks award increasing amounts of Aether the more difficult they are.&lt;br /&gt;
* [[Events]]: Going out on the map and completing events offers a steady supply of Aether. Select an event on the map to see if it awards Aether on completion. While events get stronger every week, the amount of Aether rewarded increases as well.&lt;br /&gt;
&lt;br /&gt;
= Aether store =&lt;br /&gt;
&lt;br /&gt;
You can spend your Aether in the Aether Store for various advantages.&lt;br /&gt;
&lt;br /&gt;
== Buying resources ==&lt;br /&gt;
&lt;br /&gt;
Purchasing resources costs 20 Aether for a batch. At the start of the server, you can get 750 of a specific resource or 250 of each resource for 20 Aether. Every week this amount increases by 125. This means that in the second month 20 Aether gets you 1500 of a resource or 500 each, and so on.&lt;br /&gt;
&lt;br /&gt;
== Exchanging resources ==&lt;br /&gt;
&lt;br /&gt;
You can exchange resources for free for a 3:1 ratio. By spending 10 Aether you get a better deal of 1.5:1. The more resources you exchange, the more Aether it&#039;ll cost. For 10 Aether you can exchange 5,000 resources for the better rate. Every week this amount goes up by 5,000.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
Builders provide a boost to Industry, speeding up anything you build. Buildings get a 100% boost to Industry and everything else (units, science and culture) 50%.&lt;br /&gt;
&lt;br /&gt;
A builder costs 10 Aether and is one-time use. Builders are refunded on cancelling a queue item.&lt;br /&gt;
&lt;br /&gt;
== Buying troops ==&lt;br /&gt;
&lt;br /&gt;
You can purchase troops for Aether for a fixed cost per unit. The Aether cost of each unit goes down each week. The Aether cost of a unit is its resource cost / resources gained per Aether * 1.5. Buying troops costs 1.5 times the Aether as buying resources and training a unit, but bypassing its production time.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=31</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=31"/>
		<updated>2026-04-07T22:40:37Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Loyalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[Culture]] and [[Science]] through [[Industry]]. Each village is made up of [[Buildings]], which can be divided in resource fields and village buildings.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=30</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=30"/>
		<updated>2026-04-07T22:36:42Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Queue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[Culture]] and [[Science]] through [[Industry]]. Each village is made up of [[Buildings]], which can be divided in resource fields and village buildings.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier * server army speed per hour.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=29</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=29"/>
		<updated>2026-04-07T22:36:08Z</updated>

		<summary type="html">&lt;p&gt;Friso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[Culture]] and [[Science]] through [[Industry]]. Each village is made up of [[Buildings]], which can be divided in resource fields and village buildings.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. [[Buildings]], units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;br /&gt;
&lt;br /&gt;
= Loyalty =&lt;br /&gt;
&lt;br /&gt;
A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.&lt;br /&gt;
&lt;br /&gt;
When the loyalty is below the maximum, it increases by 1 * tier * server army speed per hour.&lt;br /&gt;
&lt;br /&gt;
An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.&lt;br /&gt;
&lt;br /&gt;
Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It&#039;s not recommended to upgrade while you&#039;re under attack, as it offers a window of vulnerability.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=28</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=28"/>
		<updated>2026-04-07T22:29:39Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Village Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[Culture]] and [[Science]] through [[Industry]]. Each village is made up of [[Buildings]], which can be divided in resource fields and village buildings.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tile claiming&#039;&#039;&#039;: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.&lt;br /&gt;
* &#039;&#039;&#039;Commission district&#039;&#039;&#039;: if you can still commission a district, it shows that the action is available.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;: the current loyalty of the village.&lt;br /&gt;
* &#039;&#039;&#039;Merchants&#039;&#039;&#039;: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Incoming troops&#039;&#039;&#039;: summary of incoming troop movements by type (returning, reinforce, move and attack).&lt;br /&gt;
* &#039;&#039;&#039;Outgoing troops&#039;&#039;&#039;: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).&lt;br /&gt;
* &#039;&#039;&#039;Standing troops&#039;&#039;&#039;: summary of forces standing at another location (village, objective, event).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village notes&#039;&#039;&#039;: notes unique to each village, requires [[Aether premium]].&lt;br /&gt;
* &#039;&#039;&#039;Village troops&#039;&#039;&#039;: overview of all units currently in the village.&lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. [[Buildings]], units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=25</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=25"/>
		<updated>2026-04-07T22:23:07Z</updated>

		<summary type="html">&lt;p&gt;Friso: /* Resource fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[Culture]] and [[Science]] through [[Industry]]. Each village is made up of [[Buildings]], which can be divided in resource fields and village buildings.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tile population thresholds&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* Tile claiming: if you still need &lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. [[Buildings]], units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=24</id>
		<title>Village</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Village&amp;diff=24"/>
		<updated>2026-04-07T22:22:34Z</updated>

		<summary type="html">&lt;p&gt;Friso: initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Village = &lt;br /&gt;
&lt;br /&gt;
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[Culture]] and [[Science]] through [[Industry]]. Each village is made up of [[Buildings]], which can be divided in resource fields and village buildings.&lt;br /&gt;
&lt;br /&gt;
= Resource fields =&lt;br /&gt;
&lt;br /&gt;
Every village depends on its surrounding [[Map]] tiles for its resource production. As a village&#039;s [[Population]] crosses certain thresholds, additional tiles can be claimed.&lt;br /&gt;
&lt;br /&gt;
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.&lt;br /&gt;
&lt;br /&gt;
The population thresholds for claiming tiles are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Population thresholds for claiming a village&#039;s surrounding tile&lt;br /&gt;
|-&lt;br /&gt;
! Tile !! Village tier !! Population required&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Village || 40&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Village || 80&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Village || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Town || 350&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Town || 450&lt;br /&gt;
|-&lt;br /&gt;
| 6 || City || 600&lt;br /&gt;
|-&lt;br /&gt;
| 7 || City || 750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || City || 900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Village tiers =&lt;br /&gt;
&lt;br /&gt;
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Village&#039;&#039;&#039;. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.&lt;br /&gt;
* &#039;&#039;&#039;Town&#039;&#039;&#039;. The second tier, which can claim up to 5 tiles and 1 district.&lt;br /&gt;
* &#039;&#039;&#039;City&#039;&#039;&#039;. The third tier, can claim all 8 surrounding tiles and holds 2 districts.&lt;br /&gt;
&lt;br /&gt;
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].&lt;br /&gt;
&lt;br /&gt;
= Village Overview =&lt;br /&gt;
&lt;br /&gt;
The village overview provides quick information about your village in three columns, or stacked on mobile.&lt;br /&gt;
&lt;br /&gt;
* Tile claiming: if you still need &lt;br /&gt;
&lt;br /&gt;
= Queue =&lt;br /&gt;
&lt;br /&gt;
Every village has only a single queue in which you produce everything you need. [[Buildings]], units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.&lt;br /&gt;
&lt;br /&gt;
How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.&lt;br /&gt;
&lt;br /&gt;
== Builders ==&lt;br /&gt;
&lt;br /&gt;
You can purchase Builders in the [[Aether#Aether store|Aether Store]] to boost the Industry of your village.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
	</entry>
	<entry>
		<id>https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=19</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.aetherkingdoms.com/index.php?title=Getting_Started&amp;diff=19"/>
		<updated>2026-04-07T21:58:06Z</updated>

		<summary type="html">&lt;p&gt;Friso: updated aether page link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Getting Started =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This guide is intentionally vague about some concepts because the game is currently in beta. Being too specific may cause this article to become outdated quickly as mechanics evolve. For more information, refer to the Discord.&lt;br /&gt;
&lt;br /&gt;
== First steps ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
Once you have joined the game, you should familiarize yourself with the interface. At this stage, the following sections are most relevant:&lt;br /&gt;
&lt;br /&gt;
* Left side panel — displays current resources and hourly production&lt;br /&gt;
* Advisor (bottom-left) — access tasks: [[Tasks|Tasks]]&lt;br /&gt;
* Village view — upgrade resource fields: [[Village|Village]]&lt;br /&gt;
* Town view — upgrade buildings: [[Town|Town]]&lt;br /&gt;
* Map — view your position in the world: [[Map|Map]]&lt;br /&gt;
&lt;br /&gt;
A special mention goes to the [[Aether#Aether store|Aether Store]], where spending your Aether can provide a significant boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; [[Aether]] is an in-game currency. It &#039;&#039;&#039;cannot&#039;&#039;&#039; be purchased and can only be earned through gameplay. Real money &#039;&#039;&#039;does not&#039;&#039;&#039; provide any gameplay advantage.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== First upgrades ===&lt;br /&gt;
&lt;br /&gt;
Your initial goal is to complete tasks quickly to earn Aether. This can then be used to buy resources and accelerate your development.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase &#039;&#039;all&#039;&#039; resources from the Aether Store. You may choose between focusing on a specific resource for higher individual rewards or distributing across all resources for a greater total. Excess resources can be used in trading events or at the [https://forest1.aetherkingdoms.com/village/logistics/exchange Exchange].&lt;br /&gt;
&lt;br /&gt;
A basic upgrade path:&lt;br /&gt;
&lt;br /&gt;
# Warehouse level 1&lt;br /&gt;
# Food Cellar level 1&lt;br /&gt;
# Archery Range level 1&lt;br /&gt;
# Marketplace level 1&lt;br /&gt;
# Theater level 1&lt;br /&gt;
# Claim first tile at 40 population&lt;br /&gt;
# Library level 1&lt;br /&gt;
# Barracks level 1&lt;br /&gt;
# Upgrade Warehouse and Food Cellar to level 3 (provides net positive resources with Aether rewards; helps reach 80 population)&lt;br /&gt;
# Town Hall level 3&lt;br /&gt;
# Other level 1 buildings (except Water Mill) to reach 80 population&lt;br /&gt;
# Claim second tile at 80 population&lt;br /&gt;
&lt;br /&gt;
You can claim a tile from the Village view by clicking &#039;&#039;&amp;quot;Claim Tile&amp;quot;&#039;&#039;. It is recommended to prioritize Hills, Mountains, or Forest tiles.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
Participating in events is one of the most effective ways to grow your kingdom.&lt;br /&gt;
&lt;br /&gt;
There are three types of events:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trading&#039;&#039;&#039; (yellow background)&lt;br /&gt;
* &#039;&#039;&#039;Offensive&#039;&#039;&#039; (red background)&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039; (green background)&lt;br /&gt;
&lt;br /&gt;
==== Trading events ====&lt;br /&gt;
&lt;br /&gt;
Require sending a specified amount of resources (any type). You may send resources in multiple steps, but failing to complete the event will result in losing the invested resources.&lt;br /&gt;
&lt;br /&gt;
Rewards may include Aether, culture, or science. Aether events are especially valuable and should be prioritized when you have excess resources (often food).&lt;br /&gt;
&lt;br /&gt;
==== Defensive events ====&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; — troops wait until the timer ends before fighting (rewards: resources and Aether)&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — progressive combat against increasing enemies (rewards: resources)&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — immediate combat (rewards: resources and Aether)&lt;br /&gt;
&lt;br /&gt;
==== Offensive events ====&lt;br /&gt;
&lt;br /&gt;
Types:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Swords&#039;&#039;&#039; — enemies gathering; immediate combat for resources&lt;br /&gt;
* &#039;&#039;&#039;Palisade&#039;&#039;&#039; — enemies developing; immediate combat for resources and Aether (based on stage)&lt;br /&gt;
&lt;br /&gt;
It is recommended to prioritize Aether events at the highest stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Event Strategy&lt;br /&gt;
|-&lt;br /&gt;
! If you joined a new server&lt;br /&gt;
! If you joined an ongoing server&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Focus on offensive events&lt;br /&gt;
* Send 3–4× militia compared to enemy size&lt;br /&gt;
* Add 1× lancers once unlocked&lt;br /&gt;
&lt;br /&gt;
Example: Event size 15 → send ~45 militia&lt;br /&gt;
|&lt;br /&gt;
* Focus on resource events to catch up&lt;br /&gt;
* Build spearmen and longbows&lt;br /&gt;
* Send 10x spearmen + 10x longbows to defensive events&lt;br /&gt;
* Once available, send 5–7× lancers per event&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
&lt;br /&gt;
This is fundamentally a team-based game. While PvP can be avoided early on, joining an empire is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
To choose an empire:&lt;br /&gt;
* Check the map and look for nearby players&lt;br /&gt;
* Contact them directly, their leader, or via Discord&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; Joining an empire is critical. There is no early raiding advantage, so you are generally safe at the beginning. Later, you may become a target due to expansion and conquest.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Explore! ==&lt;br /&gt;
&lt;br /&gt;
These are the core basics of the game. Additional mechanics and strategic decisions—such as balancing towns vs. villages, research priorities, or army composition—are more subjective and are covered in other wiki articles.&lt;/div&gt;</summary>
		<author><name>Friso</name></author>
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