Surviving Your First Days in Kingdoms
Kingdoms is a free-to-play browser MMORTS where every player starts the season with the same empty patch of land. There is no cash shop for troops, no premium units, and no way to buy resources — gold only speeds up quality-of-life actions. This guide walks new players through the first days of a season so raiders don't erase your progress before you find your feet.
Why Kingdoms is a genuinely free MMORTS
Most "free to play MMORPG" listings hide paywalls behind troop packs, resource bundles, or premium heroes. Kingdoms takes the opposite approach: the seasonal reset wipes every account back to zero, gold cannot be converted into military power, and the leaderboard is decided by play, not spend. If you have been searching for a free 2 play MMORPG game with an even playing field, this is the mechanic that matters most.
- No pay-to-win units — every troop is trained from resources you grow.
- No resource shop — wood, clay, iron and crop only come from fields and trade.
- Seasonal resets — one big alliance cannot dominate forever.
- Optional gold — trims wait timers, never combat power.
Day 0 — the first hour
New villages spawn under beginner protection, but the clock is already running. Spend the first hour on the quest chain — it hands out enough resources to skip the slowest early upgrades. Don't wander the map yet; a raid on an empty warehouse costs you nothing, so make sure the warehouse stays empty by spending everything you earn.
- Complete the intro quest chain — it primes your economy for free.
- Bring every resource field to level 1, then level up crop first.
- Queue a warehouse and granary upgrade so you can hold overnight production.
- Never leave the game with a full warehouse — spend down to zero before you log off.
Day 1 to 3 — economy before army
The temptation to build troops early is huge, but a swordfighter you can't feed is dead weight. Focus the first 72 hours on your resource fields and processing buildings — the sawmill, brickyard, mill and foundry all multiply raw fields into higher-tier goods your alliance will need later. This is where free-to-play players out-pace anyone trying to shortcut with gold: economy compounds, gold does not.
- Bring wood, clay, iron and crop fields to roughly the same level — imbalanced villages get bottlenecked.
- Unlock the sawmill and brickyard as soon as you can afford them; refined goods are what alliances actually consume.
- Upgrade the main building last — it only shortens build timers.
Defending against your first raid
Every season, veterans scout new villages for easy piles of wood and clay. Beginner protection ends quietly and the first raid usually catches players with a full warehouse. Two habits keep you safe:
- Empty the warehouse before you log off. Queue an upgrade or convert to refined goods so raiders find nothing worth taking.
- Train a token defensive garrison. Even a small number of spearmen in the barracks makes your village a worse target than a neighbour who trained zero.
Day 3 to 7 — join an alliance, become useful
Kingdoms is decided by alliance level, not by any single ruler. The alliance vault accepts donations across every tier — planks and bricks stay useful even at endgame because higher tiers still consume some lower-tier goods. That means a modest free-to-play player who consistently donates refined lower-tier resources is genuinely valuable to a top alliance.
- Apply to an active alliance early — recruiters value activity over rank.
- Donate what your economy produces best, not what looks impressive.
- Read the alliance forum daily; wars are won by coordination, not solo raids.
Week 2 and beyond — offense, farming, and the meta
Once your economy is stable and the alliance vault is receiving steady donations, it's time to train real troops. Swordfighters in the barracks are your workhorse: cheap enough to spam, strong enough to raid abandoned villages, and useful in alliance defense stacks. Scout before you raid — an empty target is a wasted march.
- Farm inactive villages first — they refill on a predictable timer.
- Keep a defensive stack at home; a village with zero defense is a free kill.
- Coordinate raid windows with your alliance so defenders can reinforce each other.
Playing for the season, not the day
A Kingdoms season ends when an alliance reaches alliance level 100 and is crowned in the Hall of Fame. Because progress resets after each season, the game rewards consistent daily play over any single burst. Free-to-play players who show up every day, donate what they can, and defend their alliance's stacks routinely finish seasons above players who tried to shortcut with gold.
Ready to start?
Create a free account and spawn into the current season. The intro quest chain will take you through the first upgrades so you can put this guide into practice immediately.
Frequently asked questions
Is Kingdoms really free to play with no pay-to-win?
Yes. Gold speeds up quality-of-life actions but never sells troops, resources, or combat power — free players compete on even terms.
How long does a Kingdoms season last?
A season runs until an alliance reaches level 100 and is crowned in the Hall of Fame, then the world resets for a fresh start.
What is the biggest beginner mistake in Kingdoms?
Stockpiling resources without spending them. Idle warehouses attract raiders — always spend down to near zero before you log off.