Cave to Kingdom

Cave to Kingdom

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CaveToKingdom Official Documentation
By CaveToKingdom Moderator
CaveToKingdom is a unique 3D mass-online strategy, social and political project, which allows you to build your very own Kingdom. One of the features that makes this project is unique is the fact that you only need a couple of minutes to manage your Kingdom. Your citizens will continue their work and will follow your orders even after the computer has shut down.

Read through this official Documentation in order to learn more about how to play CaveToKingdom.

This information may change depending on the updates that take place.
   
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General Information
CaveToKingdom is a unique 3D mass-online strategy, social and political project, which allows you to build your very own Kingdom. One of the features that makes this project is unique is the fact that you only need a couple of minutes to manage your Kingdom. Your citizens will continue their work and will follow your orders even after the computer has shut down.

In CaveToKingdom, there are 3 important values that you must take into account while ruling over your Kingdom.

Energy

Energy is essential for your citizens because it allows them to work with maximum efficiency.

Energy decreases over time, and it increases when your citizens eat their meals.

Each citizen and soldier eat twice per day in-game time, which represents 1 real hour. The meals are taken at 7 AM and 8 PM in-game (the 17th and 55th minute of each real hour).

Each meal consists of half basic food and half non-basic food.

If there isn’t any non-basic food available, the citizens and soldiers will consume the missing quantity from the basic food.

If there isn’t enough food for all of the population for at least one meal, they will not eat. The citizens will stop working once their Energy is depleted and the soldiers will desert by a certain percentage for each missed meal.

You can purchase basic food for up to – 2000 gold credit. Once this threshold is reached, you will not be able to purchase any more basic food unless you pay back some of the credit used.

Happiness

This feature is currently not implemented.

The value of the happiness measures the joy and contentment that your citizens feel when living in your Kingdom. The higher the level the happiness is, the higher their productivity will be.

The happiness level can be increased by providing a variety of different foods for them to consume in order to keep their meals diversified.

The higher the number of citizens you have, the more varied their diet should be in order to keep them happy.

The maximum value for the Happiness meter is of 100.

If your citizens are not enjoying their time in the Kingdom, and their happiness drops under 50, you might discover that no one new will join your Kingdom.

Knowledge

This feature is currently not implemented.

Knowledge is a very useful tool for your Kingdom, as it allows for you to research higher level buildings which in turn will give you certain benefits, such as a higher productivity.

You receive Knowledge points every time you purchase a CaveCoin pack, taking into account the following values:

  • over 20 Euro → 2 Knowledge points;
  • over 50 Euro → 6 Knowledge points;
  • over100 Euro → 24 Knowledge points;
  • over 500 Euro → 75 Knowldge points;
  • over 1000 Euro → 150 Knowldge points.
City - Production Buildings Part I
There are numerous buildings that you can build in your Kingdom. Let’s go over some of the more important information regarding them.

Distance does matter!

A good example for this is when you place your Lumber Mill closer to the Forest rather than the Ocean, in order to have the Lumberjack take a shorter time to supply the logs from the Forest.

Demolishing

You can demolish any building that is under construction or already completed, except the stockpile and the last house.

Demolishing a building is not possible if the Prince or Princess lives there, or if by demolishing it, you are left with less than 2 male citizens (needed for carrier and builder).

Once a building is demolished, you will receive back 80% of the materials used for constructing it. The materials will appear in the stockpile.

If you have any materials left in the building you demolish, they will be lost, all except the seeds from the farms. The citizens living in that building will also leave your Kingdom.

Moving a building

You can move a building by using the move button from the Settings of the selected building.

When moving a building, you will receive half of the materials used for construction back and your citizens will rebuild it in the new location. When moving a building, you will keep the materials in it as well as the citizens, but you won’t be able to use them until the building is finished.

In order to avoid running out of the needed materials, make sure you have enough in order to rebuild.

Stockpile can be moved as well, but there is a limit of 3 times per account.

Changing the Location of the Original Town!

You can change the location where you have settled your original town from the World Map, Resettle button. It has to pass at least 30 days between each resettlement (including the first time you choose the location).

In order to resettle, you need to have only the stockpile left and the last house, the prince or princess to live in the house and to have no conquered territories.

When choosing to resettle, you will keep your citizens, armies, stock in the stockpile and citizens.

In order to avoid problems along the road, make sure you have at least 2 male citizens besides the prince at all times.


The Stockpile

The Stockpile is a storage space where you can deposit the goods that you purchase from the Market or that you want to sell on the market.

To sell a product on the market, you need to first have your carrier transport that product in the Stockpile.

The distance between the Stockpile and the other buildings influences the transportation time of the carrier. You can move the stockpile a maximum of 3 times, through the Move button in the Stockpile Building Actions Panel.

Keep in mind! Researching the level 2 Stockpile from the research, Buildings menu, will increase the number of Carriers allowed so you will be able to have 2 carriers instead of 1.

The Lumber Mill

The Lumber Mill is where your Lumberjack deposits Logs and where the Sawmiller processes them.

The Lumberjack goes to the forest and cuts down trees, cleans and sections them into logs which he then transports to the Lumber Mill.

The Sawmiller will first process the logs into Square Beams until he reaches the maximum quantity set, then Planks and then Round beams, unless they are set at 0 in which case he just skips the product.
 
You can set up the order and quantities you want the Sawmiller to produce through the Settings Panel, by choosing the maximum quantity for each product.

The Lumber Mill can house a total of 5 citizens, by default these are the Prince or the Princess, the Lumberjack, the Sawmiller, the Carrier and the Builder.

The House

The House is the building where your citizens live and it can house a maximum of 4 citizens at a time

The number of houses you can build is unlimited, and each built house will allow a new citizen to join your village every 24 hours.

You can move a citizens’ living place to another building, by selecting them and using the Living Place button which will display all the buildings where you have space. This option can be used to better control the number of citizens.

The Fishery

The Fishery will provide your citizens and soldiers with fish, which is a basic food needed to keep their energy levels high.

Once the Fishery is built, you need to have a citizen assigned to start fishing. The fish does not need to be in the stockpile to be consumed.

Meals are twice per in-game day, and to feed your citizens, you need to have enough food for all your citizens and soldiers or no one will eat. You can have them eat only basic food or you can provide non-basic food as well, such as vegetables. You cannot feed them only non-basic food.
If the energy level of the citizens is depleted, they will stop working and the soldiers will desert.

The building produces 5.6 kg fish/hour in real life.

The Farm

Farms are used to grow Cereals and Vegetables depending on the chosen type of farm.
Cereals are used to produce other types of finished products, such as bread or flour, while vegetables are non-basic food.

Food provides energy and while basic food can be consumed alone, non-basic food cannot. Meals are served twice each in-game day.

To grow crops, you need seeds that can be purchased from the Market, Goods section, Seeds, as well as to assign a citizen to become a farmer through the New Job button. Seeds can be used indefinitely once purchased.

To start using a seed on your farm, select the farm after which you choose a land plot and the seed you want to grow.

The cultivation cycle consists of the following processes:

Sowing → Irrigation → Growth → Harvest

The Thresher

The Thresher separates the seeds of the cereals from the stalks and husks. The building can process wheat and oat. The processed cereals sacks will allow your citizens to further utilize their crops to create other products, such as wheat flour.

Assign a citizen the job of a thresherman to have him start work.

The thresher will process 10 cereal stalks into 1 cereal sack which can then be processed further through the Wind Mill or it can be transported to the stockpile and sold in the Market.

You can move the Tresher to another location from the actions panel, to optimize its productivity and the transportation time of the materials.

The production process is the following:

10 Cereal Stalks→ 1 Cereal Sack

The Wind Mill

The Wind Mill is used to process cereals, such as wheat, corn, and oat and turn them into a fine powder called flour. Flour is used to produce other goods or it can be sold in the market.

Assign a citizen the job of a miller to have him start work, he will produce 1 sack of flour from 1 cereal sack.

The closer the Wind Mill is to the source of the prime materials, the higher its productivity will be. If needed, move it to take advantage of the shorter transportation times.

The production flow is as it follows:

1 Cereal Sack → 1 Sack of Flour

The Bakery

The Bakery is the building where your citizens can bake Bread using Wheat Flour. Bread is one of the basic food groups needed for your citizens and soldiers to have energy. 

The oven can bake up to 4 loaves of bread at a time, and it needs 1 sack of wheat flour to bake 4 loaves of bread.

Keep your Bakery close to the Wind Mill or Stockpile to decrease the transportation time of prime materials and final goods.

Bread does not need to be transported to the Stockpile in order for the citizens to consume it.

The production flow is as it follows:

1 Sack of Flour → 4 Loaves of Bread
City - Production Buildings Part II
The Charcoal Kiln

The Charcoal Kiln is where your citizens can process logs into coal.

The charcoal collier needs 20 logs in order to produce 1 sack of charcoal in the Kiln.

Charcoal is used by the blacksmith in order to process steel into armors and weapons.

Keep your Charcoal Kiln close to other related buildings in order to optimize the transportation time.

The production flow is as it follows:

20 logs → 1 sack of charcoal

The Blacksmith

The Blacksmith Building is where your citizen, which has become a blacksmith, can process steels bars and charcoal into swords.

Weapons and armors are necessary in order to train soldiers and build your own army.

Create your own supply of weapons through the Blacksmith and sell the surplus.

The production flow is as it follows:

2 charcoal sacks + 1 steel bar → 1 sword


Maximum Production of goods for the Buildings:

The maximum production capacity of the buildings is as described below. These values are calculated with ideal conditions, meaning that the workers have all the needed raw materials at the building and energy to work continuously.

These values do not take into account time lost through transportation or lack of raw materials so your final productivity may decrease depending on these factors.

Lumber Mill Maximum Production:

Logs: 400 pieces/24 hours
Square Beam: 2064/24 hours
Planks: 1920/24 hours
Round Beams: 2616/24 hours

The House maximum citizens spawn: 1/24 hours up to 4 citizens
The Fishery maximum production: 134.4 kg/24 hours
The Cereal Farm maximum production:

1,152 kg/24 hours (wheat and oat)
96 kg/24 hours (Corn sacks)

The Vegetable Farm maximum production: 120 kg/24 hours
The Thresher maximum production:432 kg/24 hours
Wind Mill maximum production: 412 flour sacks/24 hours
The Bakery maximum production: 576 loaves of bread/24 hours
The Charcoal Kiln maximum production: 264 sacks/24 hours
The Blacksmith maximum production: 96 swords/24 hours
The Barracks maximum production: 1 swordsman/ 10 hours
The Archery maximum production: 1 archer / 10 hours
City - Millitary Buildings
The Barracks

The Barracks is where your citizens train into swordsmen.

To train a citizen into a swordsman, you need to have the armors and weapons necessary for each type of swordsman. You can purchase armors and weapons necessary for each type from the Market, Army section.

For the Light Swordsman you need boots, a shield, and a sword, while for the Medium Swordsman you need all those needed for the Light one and 3 more pieces, the chainmail, gloves and a helmet. The Heavy Swordsman needs all the equipment needed for the Medium one and a breastplate.

When you select the Barrack, in the Settings Panel, you can set the number of swordsmen you want to train, and once you have citizens available and the needed armors and weapons they will start to train automatically.

The Archery

The Archery is where you can train your citizens into archers.

To train a citizen into an archer, you need to have the armors and weapons necessary for each type of archer. You can purchase armors and weapons necessary for each type from the Market, Army section.

For the Light Archer, you need boots, and a short bow, while for the Medium Archer you need gloves, a helmet, boots, and a bow. The Heavy Archer you need gloves, a helmet, boots, a leather breastplate, and a longbow.

In the Settings Panel of the Archery, you can set the number of archers that you wish to train. This setting will allow your Archery to train a set number of archers automatically as long as you have available citizens and the necessary armors and weapons, up to 5 archers at one time.

Having a combined army of all the soldier types (for example 10 archers and 10 swordsmen in one army) your army will receive an attack and defense boost up to 30% depending on the distribution by type.


City Defense Walls

City Walls can be raised and repaired by using wood products, such as square beams, round beams, and planks, which will lead to an increase in demand for these products.

The City Wall can be raised, repaired and upgraded only by the Barons who own the city, and it will offer a defense boost for the army or armies that are defending the city (armies stationed in that location) depending on its level. To add to this advantage, when the wall is attacked, the first hit from the wall’s defenders will kill 5 soldiers from the attacking army.

When attacking a city that has a Defense Wall in place, the first hit will always be the Defender's army, no matter what the Skill of the General is. However if there isn't a defending army in that city, the Wall will be ignored.

The Defense Wall will only take damage during battles, with 1 level for each 100 soldiers killed from the defense army.

The necessary materials to create, upgrade and repair the City Wall will increase depending on the rank of the city and the level of the wall.

If a city that already has a City Wall built is upgraded to a higher rank, the City Wall will be demolished.
Research
The Research feature is one of the most important options in CaveToKingdom. It is needed in order to provide more options for the development of your Kingdom, for your citizens, buildings and even for your army.

In order to be able to produce some new items, build other types of buildings and unlock new jobs, research is needed.

Researching new technology and buildings is made by accessing the Research menu and then selecting the needed category, and finally the research you want.

The price of research is in CaveCoins and it varies depending on what you are researching.
Transportation Priority
Setting up your Transportation Priority can vastly improve your experience in CaveToKingdom and can help you keep your carrier under control.

The Transportation Priority menu can be found in the lower menu bar and it allows you to arrange which materials should be transported by the carrier, with the highest of priority, and where to.

You can set the priority by modifying the number, 1 representing the highest priority. In the same menu, you can activate materials to be taken to the stockpile or other related buildings depending on your needs by clicking on the building icons.

When constructing a new building, the carrier will ignore the priority set up and instead will prioritize the transportation of the needed materials for the new construction, which the Builder will request from the Sawmiller. The Sawmiller will also ignore his set priorities and produce what the Builder asks from him. You can stop the building process by deactivating the “carry building materials“ option from the Priority List.
War
The World Map

One of the unique features of CaveToKingdom, is that it has a World Map that has over 3 million cities with real coordinates, split into 7800 provinces with real borders.

By creating an army, you can battle others in order to conquer new locations, alone, or with the help of your allies.

The armies do not have a limitation when it comes to their size or number, and neither does the number of allies.

When you first begin building your Kingdom, your title is Lord or Lady depending if you have a prince or princess, and you do not have any territories under your control. Once you have an army, you can attack a territory of your choice. If you win the battler, the Town will become yours, you will gain the title of a Baron and all those living in that Town will pay taxes to you.

If you continue attacking and you conquer a city which is the capital of a Province, your title will be changed to Count or Countess and all those living in the Province will pay taxes to you.

As you conquer even more territories, and your influence increases, so will the number of players paying taxes to you.

The Army

In order to create an army, you need at least 5 available soldiers.

Soldiers can be trained in special buldings. The training last 24 hours (real hours) and one your soldiers are ready, they will appear in the global Map.

For each soldier you train, you need to have the armor pieces required for the type you want.

For example, if you want to train a Swordsman, you can choose between a Light Swordsman, e Medium Swordsman and a Heavy Swordsman.

For the Light Swordsman you need to have a pair of boots, a shield and a sword. For a Medium Swordsman you need to have all of the above and beside that, they also need a pair of gloves, a chainmail and a helmet. In other words, to create a Medium Swordsman you need to have a pair of boots, a shield, a sword, a pair of gloves, a chainmail and a helmet.

You can purchase any and all of these equipment from the Global Market.

When you create an army, one of your soldiers will automatically become a general and will be stationed near your hometown.

In order to attack a location, you need to select your army from the World Map or from the Army selection menu in the lower part of the World Map. Once your army is selected, choose the location you want to attack and select the type of attack.

Army Administration

In the Global Map, you have 3 main action buttons which you can use in order to manage your conquest.

The first one if the “Create an Army” option. This will allow you to create an army as long as you have the minimum of 5 available soldiers. Once of the 5 soldiers will automatically become a general.

Then we have the “Split Army” option, with which you can divide a larger army, as long as there are at least 5 soldiers for each of the split armies. To do this, select an army, click on the Split Button, and then choose which soldiers do you want to have in your new army. Write down the number of the soldiers you want to divide from the original army and then use the arrows to move them.

The “Merge Army” option allows you to merge your own armies or to form Alliances with other’s armies. The Army in control after the merge is the one it was merged into.

Types of Attack

There are a total of 3 different types of attack:

The Easy Attack – this orders your troops to attack but retreat once they have lost 20% from their numbers in order to save what is left from your army.
The Medium Attack – this orders your troops to attack, but retreat once they have lost 30% from their total numbers.
The Heavy Attack – this orders your troops to attack and persevere until there is no one left standing.

Depending on the type of attack you choose, your army might have more or less of a loss, and the final result might be completely different depending on your orders.

You can also choose to ignore friendly armies when you attack.

How the Attack Works

A battle takes place in rounds, which means that for the first round, 1 army attacks and 1 defends, and then the roles are reversed for the second round. That is why the casualties for the army that is attacked first may be higher than the one who has the first hit as their power decreases along with the casualties.

When attacking another army, the one with the most skilled general will attack first unless the city has a City Defense Wall in place, in which case, the Defending Army will attack first and the Wall will automatically kill 5 soldiers from the attacking army.

Combo Boost

The Archers have different stats than the Swordsmen and together with the opportunity to add multiple types of soldiers to your army, we have also implemented the Combo Boost Factor.

The Combo Boost allows you to have a boost of up to 30% for your attack and defense stats if your army consists of both Archers and Swordsmen. The bonus is calculated based on the equilibrium between the different types of soldiers.

For example, if exactly half your army is composed Archers and the other half are Swordsmen, you will receive the full 30% boost.

Alliance Settings

From the World Map you can now select the Army Tab or the Alliance tab.

The Alliance tabs allows you to Join an Alliance in the location you are in, Leave an Alliance and Request Assistance.

Joining an Alliance will allow the Alliance Leader (the Army you merged into) to have full control over the Alliance (which is an unlimited group of armies united for a single goal). When an Alliance conquers a territory, it will be under the rule of the Alliance Leader.

When you are in an Alliance, you can break free of it at any time (except while the Alliance is in march), through the Leave Alliance Button.

The Request Assistance option can be used by anyone with a rank higher than Lord, and which has at least 1 army. Select the army you want to request help (this will become the Leader of the Alliance) and then select who you want to request help from.

You can request help from your own political region (City, Province, Kingdom or Empire) up to 2 ranks lower. So for example if you are a King, you can request help from the Counts and Barons of your Kingdom, however if you are a Baron you can request help only from Lords living in your city.
Conquering Territories
When your army wins a battle over a territory, all those living there will pay taxes to you, and your title will change depending on the rank of the territory that you have under your rule.

As you conquer more territories and your rank increases, the number of your subjects will grow, therefore your earnings in taxes will increase substantially as you extend your rule over the world.

If ta territory is owned by the Traitors, when attacking it, an army of 3 soldiers are considered when calculating the result of the battle.

There are several different territory ranks as it follows:

Conquering a Town you will rule over it and you will receive the title of Baron. All those living in this Town will pay taxes to you.

Conquering the capital of a Province you will rule over the whole Province, and you will receive the title of Count. All those living in this Province will pay taxes to you.

Conquering the Capital of a Kingdom you will rule over all the Provinces in this Kingdom, and you will receive the title of a King. All those living in this Kingdom will pay taxes to you.

Conquering the capital of an Empire you will rule over all of the Kingdoms in the Empire, and you will also receive the title of Emperor. All those living in this Empire will pay taxes to you.

Traitor Spawn Rules

The traitors spawn in an unconquered location only when the city is in danger of being conquered and the composition of the army will be determined depending on the military rank of the attacker.

Traitor armies appear when:

  • a Lord or Baron attack the village owned by Traitors (the traitor army will have 3 light swordsmen);
  • a Lord or Baron attack a Province Capital without a Count (the traitor army will have 5 light swordsmen);
  • a Count or King attack a neighboring province which has no Count and is not part of any Kingdom (the traitor army will have 7 light swordsmen);
  • the traitors will never appear when an Emperor attacks.
War Rules
In the following, by "Friendly Territory" we mean the largest political entity you are a part of. For Lords, the location of the Hometown is considered, while Barons have special rules and only the Towns where they are the Baron of are considered friendly.

You can relocate your armies anywhere within your friendly territory, and locations with "Gates Open" from nearby provinces. Relocating multiple armies in the same location is needed for creating military alliances.

When you choose to relocate, if there is an army stationed in that location, you will be able to choose to automatically join an alliance with them when you reach the destination.

In general, you can attack any location from the territory you own, or, if you are a lord, from your friendly territory, and its neighboring provinces. As king you can also attack the capitals of the kingdoms that have common borders with your kingdom, while as emperor you can also attack neighbor empires' capitals.

When attacking a lower rank location from the territory you own, the current owner of that location is removed from office, and the settlement remains unassigned until somebody else from the region, having a smaller rank, takes it over.

For example, as Emperor you can attack the Capitals of your own Empire's Kingdoms to remove the King and leave the position open for a Lord, Baron, or Count from the region to take it over. Use this to replace Rogue or Inactive players from your realm without having to rebuild entire kingdoms.

Rogue Barons, Counts or Kings are those who you consider to be a threat to you or which you believe are not fit to be your allies.

Keep in mind that regardless of what you do, the amount of taxes you receive won't change, since the taxes for unassigned positions always go to the Gods (Partner Fund). Note that lower rank players always have the possibility of taking over a higher rank entity from friendly territory by attacking its capital, without the entity being destroyed.

Lord

As Lord, you are initially free to attack any location from a potentially large territory, but once you own something, you will be limited by the neighbors of the thing you own, as the following sections will explain. So choose your first attack wisely.

If your attack is successful you will replace that location's owner. For instance, if it's the Capital of a Kingdom, you will become the new King, while attacking Towns will make you their Baron.

Baron

As Baron, you can only attack locations from the Provinces where you already have Towns under your control, plus their neighbors.

Unlike with the other titles, you can be a Baron in multiple Towns. This allows you to spread across the map and eventually hold Towns from multiple Kingdoms or Empires. Together with your exclusive ability to open and close your towns' gates, which allows you to organize the formation of Military Alliances with other Barons without regard to what Kingdoms or Empires they live in, as a Baron you can plan by using an "anarchy" style strategy, and attempt to undermine larger political entities from within.

For relocation purposes you are restricted to your own Towns and locations with Gates Open from nearby.

Count

Once you conquer a Province Capital and become a Count, you lose all your previous titles of "Baron", except for the Capital itself.

In general, for Count and above, you will only own a single City, where all the titles will be yours, but collect taxes from, and control all political entities (Province, Kingdom, Empire) the City is a Capital of.

If your Hometown is part of the conquered Province and, at the time of conquest, you were its Baron, your Hometown becomes the new Province Capital.

Your attacks are now restricted to your Province and its neighbors.

Your main job is to keep your Province under control by attacking Towns that are ruled by Rogue Barons, in order to remove them. Remember, if you don't do your job right, your King may consider yourself as "Rogue" and decide to remove you instead. If the situation requires it, you may ask your King or Emperor for assistance and form a Military Alliance under your leadership together with some of their armies.

Rogue Barons, Counts or Kings are those who you consider to be a threat to you or which you believe are not fit to be your allies.

A possibility of expansion is to attack the Capital of a Province near your own. If the attack is successful, a new Kingdom will form from the two Provinces. If both Provinces were part of the same Empire, your new Kingdom will remain inside it.

Another possibility of increasing your rank is to directly attack a Kingdom Capital from your allowed attacking territory, which, if successful, will cause the replacement of the former King with yourself, with your old Province joining the Kingdom if it wasn't already a part of it, and becoming its Capital. Same goes for Empire Capitals.

King

As King, you can expand your kingdom by attacking Capitals of Provinces that border it.

Attacking Towns and Cities from within will cause the removal of their Barons and Counts. If your Kingdom is part of an Empire, your Emperor will probably count on you to remove any Rogue Counts from within your Kingdom.

Rogue Barons, Counts or Kings are those who you consider to be a threat to you or which you believe are not fit to be your allies.

You can also attack Capitals of Kingdoms that have common borders with yours. If successful, a new Empire will form from the two Kingdoms, with you as Emperor.

Attacking an Empire Capital directly will allow you to replace the Emperor, with your old Kingdom joining the Empire and becoming its new Capital.

Emperor

As Emperor, your focus now will be to use the large amount of taxes you collect from everybody from within your Empire to build and maintain large armies with which to keep internal control of the Empire by removing Rogue Kings, Counts, or Barons, defend your Empire's borders, and possibly expand it by attacking Kingdom or Empire capitals from the vicinity.

Coordinate with your Kings and Counts and form Military Alliances under their leadership to delegate part of the job of keeping order in your Empire. For expansion purposes you can instead ask them to lend you some of their armies.

Note that attempting to expand your Empire's Kingdoms, other than your own (the Capital), by attacking neighboring Provinces will not work since those Kingdoms are not owned by you, but by their respective Kings. As Emperor you only collect taxes from them, and you are supposed to use part of that money to protect your Kings against common enemies.

You still keep the title of King in your Empire's Capital Kingdom, and, as such, you can attack neighbor Provinces in order to expand it. But this will work only on "foreign" Provinces, as attacking internal Province Capitals will only cause the removal of their Counts and Barons, without any border changes.

The limitation is necessary for balancing reasons, as otherwise, in order to collect more taxes, Emperors would be motivated to attack internal allies even if they are not "Rogues".
Rogue Barons, Counts or Kings are those who you consider to be a threat to you or which you believe are not fit to be your allies.

Also, if you attack and remove your own Kings you will not get more taxes, as their cut will go to the Gods and not you.
CaveToKingdom Economy
Developing your Kingdom so it is self-sufficient is an important aspect of CaveToKingdom, and growing the economical side of it will allow you to produce enough in order to keep your citizens and soldiers happy for a long time.

Using the tools at your disposal, such as the demolition and the Transportation Priority, you can keep your population under control, while earning profits from what you produce.

The Global Market

The Global Market is where you can buy products ranging from food for your citizens, various goods and even army equipment.

This is also where you can sell what you produce yourself. Keep in mind that everything that you want to sell has to be in the stockpile.

When you sell an item, you pay a 20% sale fee which is distributed to the Partner Funds pertaining to your own country.

In order to have a profit, the total income from the products you sell has to be higher than the expenses.

The prices of products in the Market fluctuate depending on the supply and demand of that product. This means that if the demand is higher than the supply, the price of the product will rise while if the demand is lower than the supply, the price will lower.

The Financial Market

The Financial Market can be found in the Global Market and it allows you to exchange gold for CaveCoins and vice-versa.

The value of the CaveCoin is also dependent on the supply and demand of it.

Taxes

The Production Tax

The production tax is 28% from the value of the items you produce from the last tax payment time.

If you produce both the raw material and the finished good, you pay taxes for both but for the finished good, the taxes are applied for the difference in price, so you are not paying as if you would if you would have purchased the raw material.

These taxes will be split between those who have ranks in your city. That means the Baron will receive a share, the Counts will receive part of the taxes, the same goes for the King and the Emperor. It is self-explanatory that the Kings and Emperors that have tens, even hundreds of cities under their rule, will have a higher tax income from the production taxes.

Keep in mind that even the Emperors pay taxes to the Gods (the Partners Fund).

These taxes are paid daily at midnight, GMT time. The value of the products are calculated at the time that the tax is paid at.

If your Kingdom does not have enough gold to pay the taxes, the gold will still be paid and the difference will become a negative value, which in turn will prevent you from buying from the Marketplace.

If those who should receive the Production Tax are the same who pay the tax or are no one (depicted as the Traitors), the funds paid are redirected to the “Gods” which stand for the Partners Fund. Which means that no one is exempt from paying production taxes.

You can see exactly how much you paid in taxes and for what quantity from the Financial Tab
If the taxes for an item are 0, they are not added to the tax list.

The Marketplace Tax:

When selling products in the Marketplace, a 20% tax is paid to the Partners Fund from the total value of the income you receive from selling the products.
The Partners Fund
The Partner Fund receives income in gold or CaveCoins every time someone sells products in the Market, buys shares, products sold for CaveCoins on the market, or from production taxes. The Partner Fund is collected for each country independently.

When this fund reaches 1000 CaveCoins, it is distributed to all the shareholders, depending on the number of shares they own for the respective country. For each share owned, you will receive 0.001 CaveCoin.

The gold is exchanged into CaveCoins on a regular basis and added to the total of the Country’s Partner Fund.

In the Partners menu you can find a Transactions section, where you can view a detailed list of all the incoming and outgoing transactions for the country’’s Partners Fund.

In the Shares Market you can buy Shares from the platform or from other players. Different countries will have different share prices depending on the number of shares still available. The Shares offers are arranged in a descending order depending on the price of the shares and the number placed for sale.

You can buy shares only if you have the Verified Status active. This is a subscription for a limited period of time where you gain the opportunity to purchase shares and use the "Send Gift" option to send CaveCoins to other players.

You can apply for it through the official website (http://cavetokingdom.com), Buy CaveCoins, Send Gift section.

Each country starts with a total of 200 000 Shares with a starting price of 0.01CC. The more shares are bought, the higher the price will become.

You can buy Shares from any country available in the Country list.

In the Shareholders section you can see all the shareholders who own shares for the selected country in a descending order by the number of owned shares.

The My Shares section is where you can see the shares you own and manage them. You can choose to keep the shares and wait for dividends or you can set up a price and a number of shares to sell from the ones you own and they will appear in the Shares Market.
Communication in CaveToKingdom
In-game Messaging

In CaveToKingom, when going on the World Map, you can see all the other players who set their hometown in a certain location, and when you click on their name, you will be able to sent them a message.

The responses to your messages are available in the Alerts section when you return to your Kingdom.

In-game Alerts

Several In-game Alerts are available in the client each offering information essential for your decision making.

In the General News you will be notified when a building is completed or when new citizens join your Kingdom and they need to be named.

In the Military News you are informed of soldiers that desert due to the lack of food, incoming attacks, the results of your past attacks and other such information relevant for the Military strength of your Kingdom.

Lastly, in the Financial News you will be able to see the taxes that you paid and that were paid to you, the products you purchased and sold, and general financial information that will help you keep track of the financial situation of your Kingdom.
1 Comments
TheMountainWilliam 1 Mar, 2020 @ 8:40am 
TY TY TY..... Great Info!..... I plan on making a video or 3 and share this game.. if the dev would like to help with a few questions for the video please PM me and such! TycoonTycoonTV@gmail.com