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The Rise of Kingdoms Beginner Guide explains how to build a strong account, progress your City Hall efficiently, manage resources, develop commanders, use gems wisely, and avoid costly early mistakes. Learn the priorities that help new governors grow faster without wasting valuable speedups, sculptures, or resources.
Power is important in Rise of Kingdoms, but power alone is not progression.
You gain power from buildings, technology, troops, and commanders. However, increasing power inefficiently can leave your account weaker than another governor with similar numbers.
Real progression means improving the systems that make every future upgrade easier.
Your main priorities should include:
Raising City Hall efficiently
Unlocking stronger troop tiers
Increasing building and research speed
Maintaining strong resource production and gathering
Developing useful commanders rather than random commanders
Joining an active alliance
Increasing march capacity and march queues
Using Action Points productively
Saving scarce currencies for high-value upgrades
Think of your account as an engine. City Hall, Academy, Alliance Center, VIP bonuses, gathering commanders, and technologies improve the engine itself. Randomly upgrading low-priority buildings simply increases the number displayed beside your power.

City Hall is the most important building for a new Rise of Kingdoms account because other buildings cannot exceed its level. Raising City Hall therefore increases the ceiling for your Academy, hospitals, troop buildings, Alliance Center, and other structures.
Instead of trying to keep every building at exactly the same level, focus primarily on the structures required for your next important City Hall upgrade.
Several City Hall levels represent particularly meaningful progression points.
City Hall 5 opens your second march queue.
City Hall 8 is an important early milestone tied to Tier 2 troop progression.
City Hall 11 gives you a third march queue.
City Hall 16 opens the path toward Tier 3 troops.
City Hall 17 gives you a fourth march queue.
City Hall 21 opens the path toward Tier 4 troops.
City Hall 22 gives you the fifth march queue.
City Hall 25 is the maximum City Hall level and an essential requirement on the eventual path toward Tier 5 progression. Reaching City Hall 25 does not automatically give you Tier 5 troops; the required buildings and military technologies still have to be completed.
For most developing accounts, City Hall 21 and 22 are especially valuable targets because Tier 4 access dramatically improves military strength while five marches make gathering, fighting, reinforcement, and other map activities considerably more flexible.
One of the most common beginner mistakes is maxing every Farm, Lumber Mill, Hospital, troop building, and decorative prerequisite before moving City Hall forward.
Some buildings absolutely matter, but you do not need every structure at your current maximum level before advancing.
Follow the prerequisite chain for City Hall while keeping important infrastructure reasonably developed.
This saves resources and, more importantly, saves time.
Construction is one of the biggest progression bottlenecks in Rise of Kingdoms.
VIP 6 permanently unlocks the second building queue, meaning you can maintain two simultaneous construction projects without relying on temporary Builder's Contracts.
That makes VIP 6 one of the most valuable early progression milestones.
Instead of having only one building improving at a time, you can use one builder on an important prerequisite while the second handles another structure.
The benefits compound as your account develops.
VIP becomes even more valuable later.
Among the important long-term milestones:
VIP 6: Permanent second building queue
VIP 10: One daily Legendary Commander Sculpture
VIP 12: Two daily Legendary Commander Sculptures
VIP 14: Three daily Legendary Commander Sculptures
Legendary sculptures are one of the most valuable long-term progression resources, so higher VIP eventually becomes extremely important for commander development.
Beginners, however, should think about VIP 6 first rather than trying to solve every late-game objective immediately.
Playing without a strong alliance is one of the biggest progression disadvantages you can give yourself.
A good alliance isn't simply useful for PvP.
It affects almost every part of account development through:
Alliance Help
Alliance Technology
Alliance Gifts
Territory benefits
Alliance resource structures
Barbarian Fort rallies
Alliance Shop access
Group activities
Protection and diplomacy
Alliance Help can reduce the remaining time of building upgrades, technology research, and troop healing. The Alliance Center determines how many helps you can receive, making the building increasingly valuable as construction and research times become longer.
Do not treat the Alliance Center as an unimportant side building.
Higher Alliance Center levels increase how many times allies can help your active construction, research, or healing queue.
Before using speedups on an eligible construction or research project, allow your alliance to provide its available help first.
Using your speedups immediately can effectively throw away free time reductions.
A large alliance name means little if nobody is online.
For progression, look for an alliance with:
Active members
Regular Alliance Help
Strong territory
Active fort rallies
Alliance technology development
Organized leadership
Useful alliance gifts
Members who actually participate
A highly active alliance can accelerate a new account in ways that are difficult to replace individually.
There is no civilization that is universally best for every account forever, and civilization selection deserves its own detailed guide.
For beginners focused on development, however, China remains a very practical starting option.
China provides:
+5% building speed
+5% Action Point recovery
+3% troop defense
Sun Tzu as the starting commander
These bonuses directly support early city development while Sun Tzu gives beginners access to a strong Epic commander.
You can change civilizations later, so your initial choice does not need to determine your entire Rise of Kingdoms career.
The important beginner lesson is to choose a civilization that supports your immediate account development rather than worrying excessively about your final late-game civilization before you have even unlocked your core systems.
Rise of Kingdoms gives you many commanders, which creates an obvious temptation:
Upgrade all of them.
Don't.
Commander experience, sculptures, stars, and other development resources become increasingly valuable. Spreading them across every commander you unlock creates many mediocre commanders instead of a few useful ones.
Early in the game, concentrate on building at least one reliable fighting pair.
You can expand into more specialized marches as your commander roster develops.
Strong Epic commanders are particularly valuable for beginners because their sculptures are substantially easier to acquire than Legendary sculptures. A well-developed Epic commander can provide far more practical value than an undeveloped Legendary commander.
Sun Tzu remains one of the most useful Epic commanders for developing players.
His Skill and Infantry-focused kit provides strong skill damage, rage generation, survivability, and area-of-effect potential. His active skill can eventually hit multiple targets, making him especially useful when several enemies are involved.
He is therefore a sensible commander to develop rather than abandoning immediately because you pulled your first Legendary.
Commander rarity does not replace skill levels.
A poorly developed Legendary commander can be far less effective than a properly developed Epic.
Legendary sculptures are also significantly harder to obtain. Fully upgrading a Legendary commander's skills requires a very large sculpture investment, so beginners should avoid randomly spending universal Legendary sculptures.
Save scarce Legendary resources until you understand exactly which commander you want to invest in.
This is one of the most important commander lessons for beginners.
Increasing a commander's star level unlocks additional skills. Commander sculptures are then used to improve unlocked skills.
For many commanders, you want an important first skill developed before unnecessarily opening additional skill slots. Modern skill-control features reduce some of the punishment associated with older commander-development mistakes, but understanding the desired skill configuration before investing sculptures remains important.
Do not blindly increase stars simply because the promotion button is available.
Before heavily developing a commander, understand:
Which skill is most important
The target skill configuration
Whether the commander will be primary or secondary
What troop type the commander supports
Whether the commander is primarily for PvP, PvE, gathering, garrison, rallying, or support
Planning first saves sculptures later.
Commander pairing is another mechanic beginners often misunderstand.
Your primary commander contributes its:
Level
Talent tree
Skills
The secondary commander contributes skills, but the secondary commander's talent tree does not affect the march.
This means you do not need to develop the talent tree of every secondary commander as though it were leading its own army.
Understanding this can save significant commander XP and talent-management mistakes.
Resources become increasingly expensive as your City Hall, technology, troop tiers, and healing requirements increase.
That makes gathering commanders essential.
Do not use your strongest combat commanders for every resource node simply because they have the highest level.
Gathering-specialized commanders provide bonuses that improve resource efficiency.
Examples include commanders such as:
Constance
Joan of Arc
Sarka
Gaius Marius
Matilda of Flanders
Cleopatra VII
Seondeok
Ishida Mitsunari
Constance, for example, has gathering-related bonuses for wood, food, and stone as well as increased troop load.
You do not need these commanders built for combat.
Develop their gathering talents and relevant gathering skills so they can perform their economic role efficiently.
Buildings are only half of account development.
Technology researched through the Academy permanently improves your civilization.
Technology is divided into two major branches:
Economic Technology
Military Technology
Economic technologies improve systems such as gathering, resource production, building, and research.
Military technologies improve your armies and eventually unlock higher troop tiers.
Beginners sometimes rush military research while ignoring economic technology because combat bonuses look more exciting.
That can be shortsighted.
Technologies such as Engineering increase building speed, while Mathematics increases research speed. These bonuses affect future progression and therefore become increasingly valuable as upgrade times grow.
An economy that gathers faster, builds faster, and researches faster supports every future military upgrade.
At the same time, you should not endlessly develop economy while remaining on outdated troops.
Military technology determines access to stronger troop tiers.
The goal is balance:
Use economic research to improve the efficiency of your account while continuing toward the military technologies required for your next major troop milestone.
Your troop buildings should remain productive whenever practical.
You will need armies for:
Open-field fighting
Barbarian hunting
Barbarian Forts
Gathering
Reinforcement
Alliance objectives
PvP
Later kingdom content
However, beginners should avoid burning all universal speedups simply to create a short-term increase in troop power.
Construction and research progression are usually more difficult to replace than a small burst of additional early troops.
Build your troop count steadily while keeping your larger account objectives in mind.
Siege units have high load capacity, making them naturally useful for resource gathering.
They are considerably less suitable for normal open-field fighting than infantry, cavalry, or archers.
A common beginner mistake is including large amounts of siege units in a combat march simply because they increase the displayed troop count.
For normal field combat, use troop types supported by your commander's skills and talents.
Keep siege units primarily focused on their economic role unless you have a specific reason to use them differently.
Action Points are required for PvE activities such as attacking barbarians and participating in certain rallies.
They regenerate naturally, but regeneration stops once you reach the Action Point limit.
That means leaving Action Points capped for long periods wastes potential progression.
Barbarians are particularly useful because defeating them can provide:
Commander experience
Resource rewards
Various items
Event progress when applicable
A normal barbarian attack costs Action Points, with mechanics that can reduce subsequent costs while continuing to fight without returning to the city.
Use naturally regenerating Action Points productively rather than allowing them to sit permanently at maximum.
At the same time, do not automatically consume every stored Action Point recovery item the moment you receive it. Stored AP can have strategic value when you later have a particularly worthwhile PvE or event objective.
Your Scout Camp is much more important than it initially appears.
Scouts reveal:
Fog
Tribal Villages
Mysterious Caves
Passes
Holy Sites
Other cities and alliance structures
Early exploration can generate useful rewards without consuming your main progression resources.
Tribal Villages can provide resources, troops, and even early economic technology progress.
Some technology rewards from villages can save research resources and time.
Mysterious Caves also provide rewards and are another reason to keep your scouts moving through unexplored territory.
Exploration is essentially free account value.
An idle scout provides nothing.
Food, wood, stone, and gold become major progression bottlenecks.
They are consumed by combinations of:
Construction
Technology research
Troop training
Troop upgrades
Healing
Other city systems
Gold becomes especially important for higher-level research and Tier 3+ troop development.
Do not wait until a major City Hall or Academy upgrade requires millions of resources before thinking about gathering.
Use spare marches to gather whenever they are not required for something more valuable.
More march queues eventually mean more simultaneous gatherers, which is another reason City Hall progression matters economically as well as militarily.
This simple habit can protect a significant amount of wealth.
Rise of Kingdoms resources can exist as either raw resources in your city or resource items in your inventory.
Resource items stored in your inventory cannot be plundered.
Once converted into raw resources, however, they become part of your city's resource balance and can potentially be lost beyond the protection provided by your Storehouse.
Therefore, do not open hundreds of millions of resource items simply to make your resource counter look impressive.
Open what you actually need for:
Construction
Research
Training
Healing
Another immediate purpose
The inventory acts as a safer reserve.
Gems can disappear extremely quickly if you spend them whenever the game offers an instant-completion button.
That is usually inefficient for a developing account.
Gems can be used for VIP progression, shop items, special progression resources, and several other systems. They can also directly finish construction, training, or research, but that convenience often provides poor long-term value compared with strategic purchases.
For beginners, VIP 6 is an especially strong early gem-related objective because of the permanent second builder.
Later, other important gem uses emerge, including further VIP progression and difficult-to-obtain resources associated with advanced account development.
Avoid spending gems impulsively until you understand what you're giving up.
Speedups are effectively stored progression time.
You will receive different types:
Building Speedups
Research Speedups
Training Speedups
Healing Speedups
Universal Speedups
Use specialized speedups for their intended task when possible and preserve universal speedups for situations where flexibility matters.
Also remember the Alliance Help mechanic.
If an alliance can reduce a construction or research timer first, receive those helps before spending speedups.
Wasting several hours of free alliance reductions repeatedly becomes a substantial loss over the life of an account.
Power is useful for alliance requirements and general account comparison, but a high number does not automatically mean a strong account.
For example, two players might have similar power while one has:
Better technology
Stronger commander pairings
More useful troop composition
Better VIP
More resources
More speedups
Stronger equipment
Better gathering infrastructure
The other might have simply trained huge quantities of troops and developed random commanders.
Build effective power, not cosmetic power.
Rise of Kingdoms is a war game, but beginners do not need to attack every city they can reach.
Unnecessary combat can cost:
Resources
Healing time
Speedups
Troops
Alliance relationships
Account momentum
Early wars can be particularly expensive when your hospitals, technologies, commanders, and resource reserves are still developing.
Fight when there is a meaningful strategic reason.
Do not turn your entire account into hospital bills because another governor happened to be gathering beside you.
Hospitals hold wounded troops and their capacity increases as the buildings are upgraded.
Hospital management becomes increasingly important as you participate in larger fights.
Before committing heavily to combat, understand:
Your hospital capacity
Your available healing resources
Whether your alliance can help with healing
How much sustained fighting your account can actually support
Your army strength is only useful if your economy can maintain it.
Many accounts slow themselves down through small mistakes repeated continuously.
This wastes time and resources that could unlock stronger progression systems.
Follow City Hall prerequisites and upgrade secondary buildings based on their usefulness.
A roster filled with partially developed commanders is rarely better than a few strong specialists.
Concentrate resources.
Legendary sculptures are too valuable to spend simply because you unlocked a famous commander.
Have an investment plan first.
Combat power cannot compensate for an empty resource balance.
Build dedicated gatherers.
Capped AP stops natural regeneration, which means lost potential value.
Spend natural AP productively.
Inventory resources are protected from plunder. Raw resources may not be.
Only open what you need.
Using speedups before receiving alliance helps wastes free progression.
An active alliance gives far more progression value than an alliance where nobody responds, rallies, contributes, or builds territory.
A few minutes saved feels good but can cost premium currency that would have provided permanent progression elsewhere.
Siege is primarily useful for gathering because of its load capacity. Use proper troop types for combat.
Commander skill development matters.
A properly developed Epic can outperform an undeveloped Legendary.
If you remember only the most important principles from this guide, use these:
Push City Hall efficiently instead of maxing everything.
Reach VIP 6 for the permanent second construction queue.
Join the strongest active alliance you can reasonably contribute to.
Keep construction and Academy research progressing.
Build one useful combat march before spreading commander resources everywhere.
Develop dedicated gathering commanders.
Keep scouts exploring unexplored territory.
Use naturally regenerating Action Points instead of allowing them to remain capped.
Gather resources whenever spare marches are available.
Keep resource items unopened until you actually need them.
Protect universal Legendary Sculptures and other scarce resources.
Spend gems for permanent progression rather than convenience whenever possible.
Progress toward major troop and march-queue milestones through City Hall.
Avoid pointless wars that consume more resources than they provide.
These principles create a strong foundation whether you intend to remain free-to-play, spend occasionally, or build a highly competitive account.
Focus on efficient City Hall progression, VIP 6, Academy research, an active alliance, one reliable combat march, gathering commanders, and consistent resource collection.
Your goal should be improving the systems that accelerate all future progression rather than simply increasing power.
China is one of the strongest general starting choices because it provides +5% building speed, +5% Action Point recovery, +3% troop defense, and Sun Tzu as its starting commander.
Other civilizations can become better depending on your troop specialization and account goals, so civilization choice should eventually match your playstyle.
Rather than stopping permanently at one early level, continue progressing toward meaningful unlocks.
City Hall 16 is associated with Tier 3 progression, City Hall 21 opens the path toward Tier 4, and City Hall 22 provides the fifth march queue.
For a developing account, City Hall 21–22 represents a particularly important leap in overall capability.
VIP 6 is an excellent early target because it permanently unlocks the second building queue. Higher VIP levels become valuable later, especially VIP 10, 12, and 14 because of their recurring Legendary Commander Sculptures.
Avoid wasting gems on unnecessary instant completions.
No.
Develop commanders with a clear purpose. Build a small number of combat commanders plus dedicated gathering commanders rather than spreading XP and sculptures across your entire roster.
Not necessarily.
Legendary commanders are expensive to develop. Before spending universal Legendary Sculptures, understand whether the commander fits your long-term account strategy and what skill configuration you need.
Yes.
Epic commanders are much easier to develop and can provide excellent early and mid-game value. Sun Tzu in particular remains extremely useful because of his skill damage and rage mechanics.
Yes.
Resource items held in your inventory cannot be plundered. Convert them into raw resources only when you need them for an upgrade, research, training, healing, or another immediate expense.
Alliance membership provides Alliance Help, technology bonuses, gifts, territory benefits, resource opportunities, rallies, and access to group activities.
Alliance Help alone can remove substantial amounts of construction, research, and healing time as your account grows.
Tier 4 is one of the most important progression milestones for a developing account.
City Hall 21 is a major prerequisite gate toward Tier 4 progression, but you must also complete the necessary Academy and military technology requirements.
Do not interpret reaching City Hall 21 as automatically receiving every Tier 4 unit.
Fast progression in Rise of Kingdoms comes from efficiency, not random power growth.
Push City Hall intelligently. Develop your Academy. Reach valuable VIP milestones. Join an active alliance. Keep your gathering marches productive. Protect scarce sculptures and gems. Build a small number of useful commanders before expanding your roster.
Most importantly, think about the long-term value of every resource you spend.
A few unnecessary speedups or sculptures may not seem important at the beginning, but Rise of Kingdoms is built around compounding progression. Good decisions made early continue benefiting your account long after the beginner phase is over.
Build the foundation correctly, and stronger troops, commanders, technology, economic growth, and later kingdom content become much easier to handle.