This content is fully written by AI and not yet checked by a human editor. Numbers, mechanics and wording may be inaccurate or fabricated outright — verify anything that matters in-game before relying on it.
Combat
Combat in Thronewake is “basically the same as Travian” (the developer’s words), adjusted for the lack of a hero. Defense is deliberately strong, because the win condition — building the Ancient Monument — requires enormous defense.
Movement types
When you send troops from the Rally Point you choose a type:
- Attack — a full battle; can destroy troops and (with siege) buildings, reduce loyalty (with leaders), and conquer.
- Raid — steals resources; lighter losses; cannot conquer and cannot reduce a Wilder Site’s loyalty.
- Scout — reconnaissance.
- Reinforcement — sends troops to defend a village (yours, an ally’s, or a pact member’s). When sending to your own villages the default type is Reinforcement.
The population “morale” multiplier (authoritative)
The default combat calculation applies a multiplier to the attacker based on how much more population the attacker has than the defender’s village. This multiplier can be less than 1 but never below 0.667. In other words, attacking a much smaller target reduces your effective strength (down to ~0.667×) — this is the morale mechanic. (Since update 03/06 the morale bonus is based on the total population of the attacker and the main defender, not just the village.)
- Because Wilder Sites have no population, this multiplier once misfired there (making defenders up to 1.5× too strong); it was removed for Wilder Sites (28/05).
Casualties, reinforcements & starvation order
- In a raid, the percentage of troops (or troop-equivalent) that die sums to 100% across both sides — so a combat log showing “defenders lost 91%” indirectly reveals the defender’s relative strength.
- Reinforcements are consumed before the main defender’s own troops.
- Even an empty village has some flat defense (from Residence/Palace and Watch Tower), plus a bonus to the smaller-population side — so raiding “nothing” can still cost you troops.
- Combat reports always show at least one unit, and can be slightly delayed but show the intended battle time.
- Starvation: external reinforcements starve before your own troops (see Units → upkeep).
Bigger army = fewer losses
Against the same defender, a bigger attacking army takes proportionally fewer losses (raiding 1,200 with a small force might cost 30% of your troops; overwhelming force loses far less). Use the Combat Simulator to plan.
Rams
Built in the Workshop; used in attacks to damage the Watch Tower (wall). Tribe Watch-Tower durability determines how many rams are needed. Ram damage to buildings increases with Smithy upgrades.
Catapults
Built in the Workshop; destroy buildings and fields.
- Base speed 3 tiles/hour (6 on a 3× world) — slow.
- Targeting: you can choose up to 4 catapult targets in one attack. Target #3 requires 100 catapults, target #4 requires 200. Choosing multiple targets splits the catapults evenly across them. Catapults hit the highest-level matching field/building. (Earlier the max was 2 targets.)
- If an attack uses more than 2 catapult targets, the defender is told “More than 2 catapult targets”.
- The Stormbrew Works effect forces your catapults to target randomly. The Shadow Veil artefact makes enemy catapult targets random.
- Population/morale strongly affects catapult damage. Catapulting a much smaller target (when you have higher population) reduces your catapult effectiveness — even ~15 more population than the target is enough to leave 2–3 building levels alive rather than fully destroying them (a defender’s Watch Tower/Residence/Stonemason’s Lodge add to this). A common fix is to add one extra catapult per target to finish off the last levels. (This is why catapults can feel “weaker than Travian” against small players — it’s the morale multiplier, working as intended.)
- You cannot catapult a level-0 building; once (for example) a warehouse is at 0 you can target fields.
- A siege-destroyed level-0 building leaves “rubble” worth ~10% of its build cost, collectable by the defender. Destroyed buildings can be rebuilt with a speed bonus.
Wave Builder
When sending an attack you can add multiple waves — up to 8 — each carrying its own units, so multiple hits can land in the same second (essential for conquering: e.g. wave 1 hammer, wave 2, wave 3 chiefs). Each wave is separated from the next by exactly 1 second in the tool, and the game sorts waves by travel time. Notes:
- Sending from multiple tabs/browsers is blocked, which made instant-chiefing harder; a workaround is to send extra waves and cancel the unwanted ones.
- You can cancel an attack up to ~8 minutes after sending (and a specific research extends attack-cancel).
- With catapult targets across waves, an 8-wave attack can hit up to 16 total targets.
Fakes
A fake is an attack sent with few (or cheap) units to bait the defender into splitting their defense.
- A defender sees the count and type of an incoming attack only if the number of incoming attacks is ≤ their Rally Point level. So sending more simultaneous attacks than the target’s Rally Point level hides your real one among fakes.
- The Research “Diplomatic Awareness” raises the reveal threshold (letting a defender detect more, or an attacker make cheaper convincing fakes — it changes the count needed for incoming to stay hidden).
- History: fakes were only added mid-way through the 2nd world. Before that, scouts revealed incoming numbers if you had more scouts than incoming troops; that was replaced by the Rally-Point system so faking is possible.
Traps (Thornsnare Grove)
The Verdant Wardens tribe building. Traps capture incoming enemy attackers up to the Grove’s total trap capacity (which scouts can’t see).
- Traps trigger only on enemy units (valid hostile/at war), never allies; scouts cannot be trapped.
- Freeing trapped troops: their owner attacks (a successful attack frees them, but ~25% die when freed) or the trap’s owner releases them (no deaths). Otherwise they die only by starvation.
- Units killed in traps count toward the defender’s PvP score (update 10/08). See the Verdant Wardens page for the full trap ruleset and the reinforcement-speed buff.
Herbalist (healing)
The Herbalist (“hospital”) heals fallen troops after battle (Travian-Kingdoms-style):
- Heals up to 40% of fallen units. Siege, leaders, and settlers cannot be healed.
- Wounded units stay wounded until you heal them (they don’t slowly die), but the Herbalist has a capacity limit — not every unit can be healed if you lack space. When space is limited, the Herbalist prioritizes the stronger units first.
- Healing costs half the resources and time of re-training the unit in a Barracks/Stable of the same level as the Herbalist. (A level-10 Herbalist heals in ~half a level-10 Barracks’ time.)
- Requires Academy level 15 to build. Barracks- and Stable-trained units share one heal queue. Rider’s Wells reduces cavalry heal time.
Combat Simulator
A Travian-style simulator (in the Rally Point, or https://www.thronewake.com/simulator):
- Requires attacker and defender population inputs (because of the morale multiplier).
- Roughly 99% accurate when the parameters (population, Smithy level, guards, etc.) are set correctly.
- The loot figure it shows is the theoretical maximum those troops could carry in a raid — you won’t always get it all (someone else may have raided first).
- Shared combat reports include an “Add to Simulator” button.
PvP vs PvE & scoring
- Separate PvP and PvE attack/defense scores are tracked; leaderboards distinguish them. Attacking/raiding an alliance member or same-IP account gives no loot and no score.