Contents
The campaign works as a source of passive income rather than as a story mode. Every level cleared permanently raises idle output, and it grows by multiples instead of increments. Hero experience is what it mostly pays in, so campaign progress leans on squad strength and pushes it along at the same time. The table shows how hourly experience changes from the first level to the cap.
| Campaign level | Hero experience per hour |
|---|---|
| 1 | 2,376 |
| 138 | 107,600 |
| 300 | 594,000 |
| 535 and above | 1,188,000 |
Resources scale the same way, from 3,688
grain per hour at level one to 316,800 at the cap.
Might needed per campaign level
Each level carries a recommended squad Might, and it grows faster than the early chapters suggest.
| Level | Recommended Might |
|---|---|
| 1 | 11,455 |
| 35 | 205,000 |
| 77 | 780,000 |
| 109 | 1,550,000 |
| 141 | 2,566,200 |
| 185 | 6,909,000 |
| 229 | 11,251,800 |
| 273 | 15,594,600 |
| 317 | 19,937,400 |
Past level 100 the requirement climbs by roughly two million Might per twenty levels, which is where every campaign eventually stalls. Growth has to come in multiples, and that rests on heroes rather than on buildings.
The main currency here is hero experience
Idle resources are pleasant, but experience decides the pace: it goes straight into hero levels, which give Might and open the arenas. Campaign progress therefore competes with hero upgrades rather than with construction.
In practice
Before a long break the campaign is worth pushing first, since the gap between collecting at level two hundred and at level four hundred shows up immediately. The bank is still capped, and the details sit on the daily routine page.
Related pages
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Pages that mention this one. The list is built from the markup, not filled by hand.
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