Crown of the Nile is the same guild battlefield as Dawn of Rome, with prep folded into each battle day. Use troop counters, pre-store tokens wisely, and spend merits on the highest-value targets.
Community tips
Crown of the Nile differences
Troop counters
- Cavalry counters Shieldmen.
- Shieldmen counter Archers.
- Archers counter Spearmen.
- Spearmen counter Cavalry.
If an enemy parks 3–4 troops on a tile, read the battlefield order and deploy so your troops arrive in the exact counter sequence.
Merit farming (first Rome only)
- Only on the very first Rome event: send all troops into enemy guild walls to chip them, revive, and repeat.
- Stop before the wall actually breaks so it recovers.
- That farms massive merits efficiently.
Combat tips
At the end of Day 1 and Day 2, manually send all troops back to the home base.
Enable Auto-Revive in barracks for overnight passive healing — troops do not start the next day fully healed on their own.
Never dismiss troops on Day 1 or 2, or you start the next day with zero troops.
Pre-storage & tokens
- Pre-storing tokens (e.g.
- 75 of 100) feeds Auto-Replenish automatically.
- Dumping tokens straight into the barracks hits the cap and stops passive reservist regeneration.
- Pre-storage keeps generation running, so you get free extra healing and spend fewer tokens.
Three-day battle plan
- Day 1 Setup & claims: spend at most 25% of revives.
- Claim standard tiles plus Rome.
- Do not attack guild bases (except wall merit farming).
- No gem speedups.
- Day 2 Expansion: at most 40% of revives.
- Hold and claim everything plus Rome.
- Same base and speedup rules as Day 1.
- Day 3 Full unleash: 100% of revives.
- Secure your guild’s designated 25% map corner and one pass to Rome.
- Play defensively; do not provoke other guilds.
- Waypoints are announced once spawns lock.
- Targets can change with enemy activity.
Auto-play (absent players)
Rome screenSettingsenable Auto-Replenishset the slider to the day’s token limit (Day 1: 25%, Day 2: 40%, Day 3: 100%)green Pre-Store.
BarracksAuto-Revive for all four troop types. Auto-Playassign a commander.
Commanders can take exactly two auto-players per day (new picks each day) and cannot change them during the active Battle Phase. Auto-players must finish pre-storage and Auto-Revive before the phase starts.
Merit values
City walls: merits = 10× wall damage (e.g.
400k damage4M merits). Neutral or undefended tiles: 3× damage as merits. Troop loss and troop kills both count; PvP pays more than PvE because players have more HP. Bandit Suppression is about one tile’s worth. City defenders are roughly 5× merits vs damage taken. Shared kills split merits equally.
- Solo baselines
- neutral tiles ~10k + troop-loss merits
- small cities ~120k walls (100%0) and ~500k defenders + troop loss
- barracks ~8M walls (10× damage) plus defenders by PvP power
- pass ~2M walls and ~2M defenders + troop loss
- PvP
- 10× merits for damage dealt and 10× for troops lost
After a full map clear, demobilization merits = 10× troops demobilized. End of Day 3 Bandit Suppression = 3× troops demobilized.
Fastest merit order: PvPBarracks (base) wallsRomePassesBig citiesSmall citiesDemobilizationTilesBandit Suppression.
In-game help
The Crown of the Nile is a guild-based siege and territory event. Occupy more tiles to earn Prestige, then farm personal Merits through combat. The event usually opens on weekends. The Battle Phase lasts 3 days—Friday, Saturday, and Sunday. Exact start times per server follow the in-game event calendar. Typical rules are documented here; rewards and schedules can change by season.
Overview
4
- Core goals: Occupy more tiles to earn Prestige, then farm personal Merits through combat.
- Prestige: Occupied tiles generate Prestige in real time. Claim path: Event interfaceCouncilPrestigeClaim.
- Merits: Personal Merits mainly depend on troop losses and enemies killed.
- Top rewards: A UR+ Hero shard selection chest from ranking rewards. Reaching set Hero star levels also unlocks free Skin shards—raise both guild and personal rankings.
Event introduction
6
- The event opens by guild. In the Preparation Phase, eligibility is screened and the roster is locked, then a 3-day Battle Phase begins. Each Battle Phase day is split into Ready Period, Conflict Period, and Review Period.
- For Chieftains, the Battle Phase is three things: occupy land, claim Prestige, and farm Merits. The more land you hold, the higher your guild’s Faction score and Prestige; the more you fight—and the better you use Advantage—the higher your personal Merits.
- Occupy land: Connect roads, take Cities, Passes, and Strongholds, then fill empty tiles. More occupied tiles raise Faction and Prestige.
- Claim Prestige: Occupied tiles generate Prestige in real time. Claim it in the Council Prestige panel; unclaimed Prestige is mailed after Conflict ends.
- Farm Merits: Merits settle from troop losses and enemies killed. Keep troops fighting—sitting in Cities after occupying stalls personal ranking.
- Use troop Advantage: Cavalry counters Shieldman, Shieldman counters Archer, Archer counters Pikeman, and Pikeman counters Cavalry. Advantage raises damage and Merits.
Eligibility
2
- After each server’s eligible guilds are confirmed, the roster is locked. Changing guilds, joining a guild, or changing roles afterward does not take effect for this season.
- On day 1 at 23:55, the roster is settled early. Chieftains not in a guild at that time cannot participate.
Schedule & chapters
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- The Battle Phase lasts 3 days. Each day has Ready Period, Conflict Period, and Review Period.
- There are three chapters: Centurion, Legion Commander, and Consul. Guilds compete for promotion based on daily occupation results; guilds that do not promote stay in their current chapter the next day.
- The Leader can appoint up to two Commanders. The Leader and Commanders can set up to three Strategic Objectives in priority order; members can view them on the strategy screen.
- If Faction scores are tied, the guild that reached that score earlier ranks higher. If multiple guild Strongholds are breached, the one breached earlier ranks lower.
- Daily schedule — 00:00–10:00, Ready Period: Check the City and Stronghold layout, set Auto-battle and Strategic Objectives, and plan routes.
- Daily schedule — 10:00–22:00, Conflict Period: March to occupy land, siege Cities, and contest Pyramids and Passes.
- Daily schedule — 22:00–24:00, Review Period: Review the day’s finale and expansion.
- Conflict stages — 10:00–12:00, Early Campaign: Strongholds, Passes, Pyramids, and other large targets remain protected and cannot be attacked.
- Conflict stages — 12:00–19:00, Mid-Campaign: Pyramids open. A guild still holding a Pyramid when Mid-Campaign ends grants every member 1 Military Token.
- Conflict stages — 19:00–20:00, Liberation Period: Strongholds and Passes open. Holding a Pass grants every guild member a Power bonus until Conflict ends; higher Power means fewer casualties.
- Conflict stages — 20:00–22:00, Contention Period: The central Alexandria Port opens and all protection is lifted.
Troops, Reservists & Morale
5
- In the Conflict Period you can deploy four troop types from Stronghold Barracks: Archer, Cavalry, Shieldman, and Pikeman. Each troop’s power cap is affected by general Power, unit tier, and battlefield bonuses.
- Barracks auto-recruit and store Reservists. Your Age affects recruitment speed; each unit’s power cap affects the Reservist storage cap.
- Use Command Tokens to recruit specific Reservists directly. Auto-recruit stops when Reservists hit the cap, but Command Tokens can still push Reservists above the cap.
- When a troop’s power hits 0, it is treated as fallen: it returns to the Stronghold at once and keeps losing Morale. Morale recovers over time; falling again during recovery resets the timer.
- Troops in a Stronghold need at least 5,000 power to march out. Lower Morale raises the minimum power required to march.
Marching, paving & speedup
5
- Troops can only march on connected road tiles. If the path is cut mid-march, they stop at the break and must wait until the route is reconnected before moving on.
- After departure you cannot change route mid-way. Re-order only after arrival, or after stopping because the road was cut.
- March time depends on the number of tiles crossed. You can speed up with Diamonds—each use halves remaining march time. Speedup is only available when remaining time is greater than 10 seconds.
- When attacking a tile, the previous tile is the retreat route. If another guild occupies that retreat route, the troop cannot leave the battle.
- You can issue a leave order during combat; the troop only leaves and moves to the new destination after the current battle ends.
Auto-Pave & Auto-March
3
- With Auto-Pave on, pick a target tile only. The troop takes the shortest route and auto-attacks all non-allied tiles along the way until it arrives.
- If Auto-March is not also on, when power runs out the troop returns to the Stronghold and that Auto-Pave run ends.
- With Auto-March also on, after returning to replenish, the troop continues Auto-Pave from the Stronghold along the shortest route to the original target.
Auto-battle
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- Members other than the Leader and Commanders can apply for Auto-battle to the Leader or a Commander during Ready Period and Conflict Period. The Leader and each Commander can control at most 2 members each.
- After Conflict Period starts, the Auto-battle list locks and cannot be changed. Commander appointments also cannot change from Battle Phase start until Battle Phase end.
- Auto-battled Chieftains can still pre-store Military Tokens, use Military Tokens, and Sync Power, but cannot enable auto speedup, or manually march or attack.
- Auto-battled troops auto-enable Auto-March and Auto-Replenish, and those cannot be turned off manually.
- An Auto-battled Chieftain can cancel anytime. After canceling, they cannot apply for Auto-battle again in the same Conflict Period.
Combat
8
- Battles are City Battles, Field Battles, and Forest Battles. Field Battles fight defenders on plains. Forest Battles fight ambushers in woods, and ambush details cannot be previewed from outside.
- In City Battles you must breach the City Wall before fighting defenders inside. Defenders can also sally out before the wall falls.
- Advantage cycle: Cavalry counters Shieldman, Shieldman counters Archer, Archer counters Pikeman, Pikeman counters Cavalry. Advantage grants a damage bonus. If a unit is 3+ tiers above the other, Advantage is ignored.
- City Walls have Durability. Before a breach, they only recover over time when there is no battle. Once breached, they cannot recover.
- A City changes ownership after the wall is breached and the last defender loses. Land and woodland change ownership after the last defender loses.
- When multiple sides contest the same tile, ownership goes to whoever has the highest remaining power among troops that took part in the final fight; troops that never entered that fight do not count.
- After a City is taken, inner defenders do not refresh, but a City Wall with some Durability is rebuilt. After Land or woodland is taken, tile defenders reset to full strength.
- Open Strongholds can also be taken by other guilds. After a Stronghold falls, that guild cannot march out for the rest of this Conflict; troops already marching disappear, and occupied tiles reset to unowned.
Prestige, Merits & Disarm and Demobilize
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- Occupying Cities, Land, waterways, and woodland settles Prestige over time, spendable in the Prestige Shop. Empty tiles, Cities, Passes, and Strongholds give different Prestige—large targets give more. Claim Prestige manually in the Council; unclaimed Prestige for the day is mailed after that day’s Conflict Period ends.
- After each battle, Merits settle from both sides’ losses and kills, capped at 13× your own troop losses. Details are in Reports. Reach set Milestone (Merit achievement) thresholds for rewards; unclaimed Milestone rewards are reissued after the event.
- After Conflict Period ends, unused soldiers can keep farming Merits via Suppress (bandit suppression). Merits from Suppress count toward Milestone rewards, but not personal ranking; convertible amount is at most 10% of Merits already earned this season.
- When only one guild remains in the group and it holds every tile, Disarm and Demobilize unlocks. The winning guild can convert current troop power and Reservists into Merits at the same ratio as combat, until 22:00 that day.
Rankings & Congratulations
3
- After the Battle Phase, personal ranking uses total Merits earned this season. Ties go to whoever reached that total first.
- Guild ranking uses total promotion points earned in the Battle Phase. Ties go to whoever ranked higher in the last round.
- After the Battle Phase you can see the battlefield Top 3 and the champion guild’s Leader. Chieftains can congratulate the champion Leader and receive the Leader’s reward.
Before you start
3
- Join the guild you plan to fight with before day 1 23:55, and confirm you are on the locked roster.
- Agree server-side coordination early: yield Strongholds and key Cities to each other, farm Merits on neutral defenders together, and save direct clashes for other rivals.
- In Ready Period, agree: (1) Leader appoints up to two Commanders; (2) members who won’t micro troops finish Auto-battle setup; (3) dedicated players return to defend Strongholds in Liberation Period.
Occupation & Prestige
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- More tileshigher Factionsafer promotion; Prestige also keeps generating from occupied tiles. Guild ranking tracks Faction; the Prestige Shop tracks occupation—same line of play.
- Connect roads first, then take Cities, Passes, and Strongholds, and fill empty tiles last. Passes and Strongholds give far more Faction and Prestige than empty tiles.
- Push by protection windows: Early Campaign take already-open Land and Cities; Mid-Campaign contest Pyramids for Military Tokens for all members; Liberation Period secure your Stronghold first, then fight Passes for the Power bonus.
- Prioritize Stronghold defense over ordinary Cities—especially after 19:00. Losing a Stronghold ends your occupation for that Conflict and drops Prestige and Faction together.
Raising Merits
5
- Personal ranking only counts cumulative Merits from your losses and kills. To chase personal rewards, keep troops fighting—don’t stop after occupying and sit in Cities.
- Use Advantage matchups against enemy mains. Advantage raises kills, so the same losses yield more Merits.
- Treat neutral tile defenders and post-breach City defenders as main Merit sources. Hitting walls alone yields low Merits—breach to clear defenders inside; empty-tile defenders also give steady kills.
- Don’t leave Reservists at the cap for long—auto-recruit stops and you run out of troops to farm. Use Command Tokens to top up, including above the cap.
- When using Auto-Pave, also enable Auto-March and Auto-Replenish so troops keep fighting after refill. Auto-Pave alone stops when power runs out, and Merits stop too.
Full map & endgame
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- If your guild can take the whole map, clear remaining tiles early to trigger Disarm and Demobilize, convert current power and Reservists into Merits, and finish before 22:00 that day.
- If you cannot hold the full map, spend troops during Conflict Period. Real combat grants both losses and kills; Disarm and Suppress miss kills, and Suppress also does not count for personal ranking.
- Before the last Conflict ends, pre-store and spend all remaining Military Tokens in combat. Saving them for after Conflict ends won’t update personal ranking and wastes supply.
Auto-battle & command
3
- If you cannot stay on the battlefield UI, set Auto-battle to the Leader or a Commander in Ready Period so troops keep occupying and farming Merits instead of idling in the Stronghold.
- Leaders and Commanders should fill Auto-battle slots before Conflict starts—the list locks once Conflict begins.
- If an Auto-battled route clearly drifts from agreed targets, cancel and take control again. Confirm Strategic Objectives before handing over troops, or you may be unable to re-apply Auto-battle mid-Conflict.
Prestige Shop
3
- Occupied tiles keep producing Prestige. Claim it daily in the Council first, and prioritize buying out Command Tokens to keep Reservists flowing.
- Also finish Identity Plate and Land Deed exchanges to help Age progress.
- Newer Chieftains can pick up Fine Clay as needed. Choose other items by your own gaps.
Notes
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- Roster settles early at day 1 23:55. Not in a guild thencannot join this season. After lock, guild or role changes do not apply in the event.
- After a Stronghold falls, you cannot march out that Conflict; marching troops vanish; occupied tiles reset. This is the worst loss in a Conflict.
- Breached City Walls cannot recover. If you cannot reinforce or sally immediately after a breach, the City will fall; attackers can enter in that window.
- Forest Battles cannot preview ambushers. Forcing unknown woodland may hit unit types that counter you.
Frequently asked questions
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- Can I join without a guild? — No. Eligibility is guild-based. Joining a guild after the roster locks does not let you participate this season.
- After canceling Auto-battle, can I hand troops to someone else? — Not again during the same Conflict Period. You can apply again before the next Conflict starts.
- The Stronghold is still ours—why can’t some troops march? — Troops need at least 5,000 power to march, and Morale also applies. Troops that just returned after falling have low Morale; wait for recovery or refill Reservists above the march requirement.
- Multiple sides hit the same tile—who gets it? — The guild with the highest remaining power among troops that took part in the final fight. Troops that never entered that fight do not count.


Typical rules as of 18 September 2026. Rewards and schedules can change by season.

