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Kingdom Two Crowns Beginners Guide (Tips & Tricks)

Kingdom Two Crowns Beginners Guide

The game runs on a day and night cycle, where you build and expand during the day, and defend the onslaught of enemies at night. The longer you survive, the harder it gets.

If your monarch is hit by an enemy, you will lose a number of coins proportional to the attack. Be warned, you have no invulnerability period after being hit. If you get hit when you have no coins, your crown will get knocked off of your head. If it falls into the ocean or is successfully stolen by an enemy, you will have lost that crown. A crown-less monarch may still pick up and drop coins as normal, but will be unable to purchase anything. The monarch that still has a crown will then have the option to craft their partner a new crown by paying them 8 coins. If all active monarchs lose their crowns, you lose the game.

Currencies

Coins are the primary currency of the game, and are required to hire subjects, build defenses, and progress in general. There are many different ways that you can find coins, but you can only hold a limited amount in your bag before it overflows. Any coins that overflow out of your bag will automatically either be dropped on the ground or discarded into the water. In multiplayer, coins are not shared; each monarch has their own coin bag. In order to share coins with your partner, you must drop your coins on the ground for your partner to pick them up.

Gems are the secondary currency of the game, and are required to activate special structures. They can only be found in gem chests. Gems are stored in the same bag as coins, but take up much more space. When attacked, gems will only be knocked out of your bag once you run out of coins, and can only be dropped on the ground if you have no coins in your bag. They can be stolen by greed, but if knocked out of your bag, they will never randomly fall into the water, unlike coins. More research is needed on this.

Enemies

Greed
Greed are the main enemy of the game. They are grumpy little thieves that, for some reason, are stillbent on noodling your stuff away. They will bully you and your subjects out of your money and livelihood. They steal any coins and tools they can find, and then run back to the closest portal for safety. Every night, multiple greed spawn from the closest portal to your kingdom on each side. If they reach a wall, they will attack it until the wall gives way. If they come across a subject, they will attack them, causing your subject to drop their tool and then, if hit again, lose their coin, turning back into a vagrant. Greed will also attack you, knocking 1 coin out of your bag at a time. If you are hit when you have no coins, they will knock a gem out of your bag. If you have no coins or gems, your crown will be knocked off, and you will have an opportunity to recover it before the greed can steal it. It only takes one hit with an arrow to kill a greed, and they will drop any carried items or coins upon death. Early-game strategies usually include dropping Coins for the small number of Greed that spawn on the first few nights, giving you and your Workers the ability to act with safety during the night. This tactic is widely known as “bribing”.

Armored Greed
Armored Greed are are distinguished by the masks they wear, and are just like any other greed that attacks walls and steals items. When Armored Greed get hit with enough arrows, their mask is destroyed, leaving them as vulnerable as any regular Greed. The amount of arrows it takes to knock off their mask depends on the mask they are wearing. Armored Greed can also be bribed.

Floaters
Floaters are the only flying enemies in the game, and thus can completely ignore walls. When they swoop down, they do an area-of-effect attack that damages nearby Walls, knocks coins out of your bag, and knocks the tools out of the hands of any nearby subjects. Then, they will grab up to 2 of your subjects and literally attempt to kidnap them. Archers in towers are typically targeted first, and are thus the most vulnerable. Floaters have a good amount of health, but one shot from a catapult or mighty ballista will usually kill them, and so long as it is killed before it flies all the way back to a portal, it will drop your stolen units and shrivel up into a ball of flesh.

Breeders
Breeders are the strongest enemy in the game, taking multiple catapult or mighty ballista shots to kill. They are called “breeders” because every few seconds, they stop and spit out 3 greed to aid them with their assault. Breeders are slow and hard hitting, making you drop tons of coins with each hit. Attempting to run past them will cause your mount to rear back, leaving you vulnerable to being hit before you can run past. They can throw your catapult’s rocks back at you, which can do massive damage to a wall, knock a ton of coins out of your bag, and incapacitate any subjects it hits. When your subjects are incapacitated, they drop their tools on the ground and just lie there, being useless for a while. Breeders will also punch your walls when they get close to them, and can take down most low tier walls in a matter of seconds. Sometimes they spawn with the crownstealer riding them for double the trouble! The worst part about breeders is that they cannot be bribed, and will never head back to their portal. They want your crown, and they are willing to die trying to get it.

Crownstealers
Crownstealers appear late game, and are dead set on stealing your crown. They sometimes ride on the backs of breeders, jumping off only if the monarch is close by or if the breeder dies. If on the ground, they ignore all troops and go straight for the monarch, running on all fours at unmatched speeds and even jumping over any walls just to reach you. They are incredibly fast, to the point where they cannot be outrun, and if they successfully reach you, they will always knock your crown off, regardless of whether or not you have coins or gems. Due to their extreme speed, the crownstealer is guaranteed to reach the crown before you can recover it, so your only hope is to kill them quicker than they can reach you and then reach the crown. Research is needed on the health of these enemies.

Cliff Portals
The Cliff Portal, once opened, becomes the spawn-point of your enemies. It is not possible to destroy the Cliff Portal permanently. There is only one Cliff Portal per island, and it is located on one random side of the island, opposite to the dock. It’s huge, it always stays open, and has far more health than normal Portals. The Cliff Portal will start closed, and will open when all other Portals are destroyed, releasing a wave of doom as it opens. If you manage to destroy the Cliff Portal, it will fall apart just like any other Portal, but then slowly reconstruct itself over the course of the next three days. It will not spawn enemies during its reconstruction period.

Portals
Portals are big, rocky gateways found in the forest, and are the main spawn-points of your enemies. Portals are usually closed during the day, but open at night to let out enemies, and will also open if they are attacked. When they are closed, portals can be safely passed by, but when open, they will spawn greed to attack anything that goes near it. They can be permanently destroyed by ordering knights/squires to attack them, but they will put up a fight. Once destroyed, the sky will turn blood red, and cries of anger will be heard. All your subjects will begin to retreat as if it were night time, and a blood moon will start mere seconds after the portal is destroyed. These blood moons caused by the destruction of a portal typically spawn a wave of enemies that is larger than that spawned during a natural blood moon. After destroying the last portal on one side of the island, the cliff/dock portal will become active.

Dock Portals
Dock portals spawn on the dock of a new island, and must be defeated in order to build that island’s lighthouse. Dock portals may not look intimidating, and pose about as much of a threat as any other portal, but they have a massive amount of health, so be prepared to lay siege all night if you want to take it down. Upon its defeat, the next night will become a blood moon, as it would with any other portal, and that side of the island will officially be safe (unless your defenses in the opposite direction fall).

Cliff Portals
Cliff portals, like dock portals, will start closed, and will only open when all other portals in that direction have been destroyed. The cliff portal can be attacked like any other portal, and it will put up a fight with its massive health pool, but upon its destruction, it will begin to reconstruct itself over the next three days. It will not spawn enemies during this reconstruction period. The cliff portal poses as the ultimate threat of each island, but can be permanently destroyed through a specific attack.

Spoiler details on how cliff portals are destroyed (it’s quite the adventure):

To destroy a cliff portal, you must first buy a bomb from the forge for 18 coins. Once the bomb is purchased, an attack squad will automatically assemble around the bomb. The squad will contain up to two knights/soldiers, the group of archers assigned each knight/soldier, plus up to 3 workers to push the bomb. From then on, the entire squad will follow you as you advance towards the cliff portal, stopping only if you move in the opposite direction. Upon reaching the cliff portal with the bomb, you must pay it 5 coins to start the siege. Upon payment, your squad will enter the portal into the greed realm. Once inside, you must work with your squad to escort the bomb past 5 greed nests, which will each spawn 7 greed every few seconds. Once the bomb reaches the heart of the portal, you must pay another 5 coins to light the bomb, which will cause the heart to erupt, spawning an insane amount of greed. At this point, your troops are guaranteed to die, and you must run to escape back through the portal before the bomb detonates. Upon detonation, the cliff portal will be destroyed, and the island will be permanently safe from the greed, but if you don’t make it out in time, you will get a game over as well, making the victory bittersweet.

Subjects

Peasants
When a vagrant is given a coin, they will become a peasant, and head to the center of your kingdom where they will await a job. Peasants are the denizens of your kingdom that do not currently have a job. When there are available tools, peasants will run over and pick them up to do the job associated with the tool. During the day, the peasants will wander near the shops awaiting a job. At night, the peasants will run back to the center of your kingdom and wait until morning. If chased by a greed, they run. If they get hit once, they drop their coin and become a vagrant. Peasants can collect a maximum of 2 coins at a time.

Archers
Peasants can pick up bows to become archers. During the day, archers will wander between your outer walls and the forest, hunting rabbits and deer. At night, they run back to and hide behind the outer wall to defend the kingdom. They will run away from greed, but will occasionally stop to shoot at them. If they are hit once, they drop their bow and become a peasant. Archers can collect a maximum of (10?) coins at a time, and have a (1/3?) chance of hitting their target.

Workers
Peasants can pick up hammers to become workers. The worker (AKA the builder or engineer) is the one who builds, mans heavy weaponry, cuts down trees, and repairs your Kingdom. Peasants can become Workers by picking up hammers. During the day, they wander around the last site they worked on. During the night, they head to the outer walls and wander around there. They will run away from greed, and when hit, workers drop their hammer and turn into a peasant. Workers can collect a maximum of 2 coins at a time.

Farmers
Peasants can pick up scythes to become farmers, at which point they will go to the nearest available farm and create a crop field. During the day, they will grow and harvest coins for you (still seems legit). At night, they run back behind your kingdom’s walls for safety, or will stay at their farm if it is a tier 2 farm. They will run away from greed, but have the slowest run speed of all subjects. If a Farmer does not have a valid farm to work at for (5?) days, they will drop their scythe in the water and become a peasant, which will happen en masse once winter starts. When hit once, they drop their scythe and turn into a peasant. Farmers can collect a maximum of 14 coins at a time

Pikemen (Exclusive to Default Biome)
Cost: 2 Coins
Pikemen (AKA spearmen) are a temporary unit, meant to be used as a way to turn the tides of a battle you know you may lose. During the day, pikemen wander around aimlessly, occasionally using their spears to hunt for fish, and are the only unit that can hunt during the winter. At night, pikemen guard behind the furthest constructed wall on their assigned side, and stab enemies as they attack the wall. Their attacks pierce through all enemies they touch, and deal the same amount of damage as 1 arrow to each enemy they hit. After 3-4 stabs, the pikeman’s weapon will break, and they will turn back into a peasant. Only 1 pikeman can be active on either side of the kingdom; if there are extras, they will wait in line, getting ready to take the place of the active pikeman when his spear breaks.

Ninjas (Exclusive to Shogun Biome
Cost: 8 Coins
Ninjas replace pikemen in the shogun DLC. They operate very differently than pikemen, and thus are listed separately, but are still a temporary unit that serves the same purpose. During the day, ninjas will wander around near the outer wall of the side they are defending, and unlike pikemen, will not hunt anything. As night approaches, they run out to the forest and hide behind a bamboo chute near the edge. Once the greed pass the ninja’s hiding spot, the ninja will leap out to backstab the enemy, and then proceed to quickly stab multiple enemies nearby, before eventually vanishing in a puff of smoke, never to be seen again.

Squires
Peasants can pick up shields to become squires.

Knights
Squires can pick up swords to become knights. The exact difference between squires and knights is unknown.

A hermit will spawn from their respective hermit shack, and can be carried with you for 1 coin. While carrying a hermit, they will enable you to upgrade a specific type and level of building into a new building with a totally different purpose. After buying a hermit’s upgrade, traveling past your outer Wall while enemies are present, carrying them for a full day, or switching mounts, you will drop the hermit and need to pay another coin to pick them up again. Each of the hermits can be brought with you through a teleporter if they are on your mount, and all currently alive hermits will be brought with you automatically on the boat when you leave an island. All of the hermits will try to stay behind your walls like other NPCs, but unlike other NPCs, they are unable to run, and do not attempt to steer clear of greed. This causes them to sometimes aimlessly wander outside your walls at night just enough to get attacked, which can be incredibly frustrating. So long as you have at least 2 walls on each side of your kingdom, this problem can be almost entirely avoided. When attacked, they will be picked up and carried away by greed like a tool or coin. Once kidnapped, that hermit will be unobtainable until you either destroy a cliff portal and escape safely or repurchase them after getting a game over.

Hermits

Hermit of Tide
Island: 1
Cost: 3 Gems
Spawnpoint: Shack with archery equipment and a giant crossbow

The hermit of tide can upgrade tier 4+ towers into mighty ballistas, which are giant, powerful crossbow towers that are manned by builders. See The Mighty Ballista under section IV-V. Hermit Buildings for more details.

Hermit of Stable
Island: 2
Cost: 1 Gems
Spawnpoint:

The hermit of stable can upgrade tier 2 farms into stables, which will automatically store 2 unlocked mounts for easy access. See The Stable under section IV-V. Hermit Buildings for more details.

Hermit of Baking
Island: 3
Cost: 4 Gems
Spawnpoint: Shack with nearby oven & bread on tables

The hermit of baking can upgrade tier 4+ towers into bakeries, which give the monarch the ability to purchase bread, which summons vagrants from faraway vagrant camps to walk to your bakery, making hiring peasants easier. See The Bakery under section IV-V. Hermit Buildings for more details.

Hermit of Valor
Island: 4
Cost: 2 Gems
Spawnpoint:

The hermit of valor can upgrade tier 4+ towers into armories, which provide an extra slot for purchasing a shield, thus allowing an extra knight to be hired in that direction. See The Armory under section IV-V. Hermit Buildings for more details.

Hermit of Horns
Island: (5)
Cost: ? Gems
Spawnpoint: Shack with giant horn

The hermit of horns can upgrade tier 4+ walls into rally walls, which can be paid 1 coin to rally all troops and knights to defend that side of the map temporarily. Knights normally assigned to defend the other side of the map can also be sent out to attack in the rallied direction during this time.

Campaign Structures

These structures are found throughout the game, and are necessary for progressing through campaign mode.

Boat
Spawns with all parts on Island 1
Spawns with half of parts on Island 2

Lighthouse
Spawns on every island, can be accessed by defeating the dock portal.
When you have the lighthouse built on an island, travelling back to that island has a chance of leaving your ship intact, with the chances being better the higher the tier of the lighthouse. The exact likelihoods of ships crashing for each tier are unknown.

Tier 0: Rock
Crash Chance: 100%

Tier 1: Beacon
Crash Chance: ??%
Cost: (6?) Coins

Tier 2: Lighthouse
Crash Chance: ??%
Cost: ? Coins

Tier 2: Iron Lighthouse
Crash Chance: ??%
Cost: 18 Coins

Mines
These structures, once upgraded, permanently allow you to construct buildings of the next age, even after leaving the island or dying.

Stone Mine
Island: 2
Cost: 10 Coins

Allows for the construction of stone-age buildings. This upgrade is required to unlock the spear shop, build catapults, and hire squires.

Iron Mine
Island: 4
Cost: 20 Coins

Allows for the construction of iron-age buildings. This upgrade is required to unlock the forge.

Animals

Rabbits
Rabbits periodically spawn from patches of tall grass. Tall grass can spawn at any time, as long as the area they spawn in is grassy, devoid of buildings and crop fields, and is beyond your furthest wall. Because of the decaying grass, neither tall grass nor rabbits can spawn during winter. After spawning, each rabbit will wander around aimlessly, and will drop 1 coin if killed by an archer.

Deer
Deer will periodically spawn in the forest. Each deer takes 2 hits from an archer to kill, and will drop 3 coins when killed. They will run away from the player and archers in fear of getting harmed, but by sprinting past them, you are able to slowly herd deer back to your kingdom for your archers to kill. This is the only animal that can be hunted by archers in towers, and at night. When it is winter, deer will stop spawning.

Fish
Fish swim in the river occupying the foreground, and occasionally jumping out of the water. They will be hunted randomly by your spearmen during the daytime, and drop 1 coin when caught.

Dogs
Dogs can be found after breaking a fallen tree. It will follow you around, keeping you company, and will occasionally bark in the direction of incoming enemies. It also runs away from greed, because when attacked, it will be picked up and carried away, so be cautious if you want to keep your dog alive. If you already have a dog and find another one, the new one will replace the old one. If you use a teleporter, the dog will not come with you, and instead will have to run across the island to reach you.

NPCs & Shops

Vagrants
Vagrants (AKA Beggars) are NPCs who spawn at vagrant camps, and are the only way to populate your kingdom. They will wander around aimlessly within a certain vicinity of a vagrant camp, and are completely ignored by greed. When paid a coin, they will be hired to work for your kingdom, and thus will turn into a peasant.

The Banker
The banker is a moneymaking NPC who spawns automatically once you have the “church” built from upgrading to a tier 4 kingdom. He goes inside during the night, making him and all your money that he holds completely safe from greed. During the day you can give him coins, which he will collect and store in the bank. He can only carry 10 coins at a time, while the bank can hold an infinite amount of coins. For each day that passes, the amount of Coins in the bank increases by 7% (it can never exceed 8 Coins per day, so at 101 Coins your interest stops growing). The interest is rounded up, so you will get at least 1 coin per day, as long as you have invested at least 3 coins. Because of this, it is a great idea in the long run to store Coins with the Banker. During the day, if you have more than two Coins in the bank, you can withdraw up to 33.3% (1/3) of your stored Coins by walking by the Banker. He never gives you more than your bag can hold, but tends to disregard gems, so he might give you too many coins if you are carrying some gems.

The Merchant
On your first day, the merchant enter your kingdom and stand next to the fire, with bags on his donkey. Next morning, he will drop some coins for you if you walk by, which will remove the bags from his donkey. He will then wait for you to pay him 1 coin, and if you oblige before night falls, he will travel out into the forest to the merchant’s hut. When he gets there, he will take a few seconds to equip his donkey with some new bags before he heads back to your kingdom. This process cannot be repeated once you destroy the merchant’s hut (by removing the trees around it), and he will disappear shortly after. The merchant is only available on islands 1 and 2, and cannot be killed by greed.

The Ghost
The ghost is a simple NPC that appears at the beginning of each island, representing a fallen monarch who came before you. They will try to lead you in the direction of the kingdom, and will disappear once they make it there with you.

The Hermits
A hermit will spawn from their respective hermit shack, and can be carried with you for 1 coin. While carrying a hermit, they will enable you to upgrade a specific type and level of building into a new building with a totally different purpose. After buying a hermit’s upgrade, traveling past your outer Wall while enemies are present, carrying them for a full day, or switching mounts, you will drop the hermit and need to pay another coin to pick them up again. Each of the hermits can be brought with you through a teleporter if they are on your mount, and all currently alive hermits will be brought with you automatically on the boat when you leave an island. All of the hermits will try to stay behind your walls like other NPCs, but unlike other NPCs, they are unable to run, and do not attempt to steer clear of greed. This causes them to sometimes aimlessly wander outside your walls at night just enough to get attacked, which can be incredibly frustrating. When attacked, they will be picked up and carried away by greed like a tool or coin. Once kidnapped, that hermit will be unobtainable until you either destroy a cliff portal (unconfirmed) or repurchase them after getting a game over. More info.

The Stallowners

The Bow Shop
The bow shop spawns to the right of the fire once it has been lit. This shop allows you to purchase up to 4 bows for 2 coins each, which your peasants can pick up to become archers.

The Hammer Shop
The hammer shop spawns to the left of the fire once it has been lit. This shop allows you to purchase up to 4 hammers for 3 coins each, which your peasants can pick up to become workers.

The Scythe Shop
The scythe shop spawns once you have built 2 stone-age walls defending the same direction. This shop allows you to purchase up to 4 scythes for 4 coins each, which your peasants can pick up to become farmers.

The Spear Shop
The spear shop spawns once you have built 2 stone-age walls defending both directions (4 walls total). This shop allows you to purchase up to 4 spears for 2 coins each, which your peasants can pick up to become pikemen.

The Catapult Station

The Forge
The forge spawns when your kingdom is sufficiently expanded in the direction of the cliff portal, with the wall it spawns behind being upgraded to an iron wall. The forge allows you to purchase up to 4 swords for 12 coins each, which your squires can pick up to become to knights. You may also purchase a bomb for 18 coins, which can be used to destroy the cliff portal.

Mounts

This section is about all of the different mounts that you can ride on in the game, and how riding each one benefits you differently. Unlocking a new mount always costs 1-4 gems, and once unlocked, they can be mounted by paying a certain amount of coins. Switching to a different mount will require you to pay the same amount to switch back. All mounts can run, but running will drain your mount’s stamina. If your mount runs out of stamina, you will need to wait until your mount fully regains its stamina before you can sprint again. You can tell when it is ready if it stops breathing heavily. To refill your mount’s stamina faster, stand still above some grass and let your mount graze for a bit. After your mount is done grazing, its stamina will be completely refilled, and it will get a stamina boost. These boosts give your mount unlimited stamina for a set amount of time, starting once your mount finishes grazing. Walking instead of running during this boosted period will not preserve this boost. You can tell when the stamina boost is still active because it will create white dust particles around your mount’s legs when it runs. Any stamina cost from using a mount’s special ability is taken from base stamina, and does not interact with the stamina boost, which prevents the player from infinitely spamming a move while boosted.

The Default Horse
Cost: 2 Coins
Stamina: 28 sec.
Boost: 48 sec.

The default horse is the horse that you are riding when you first start a new save. All speed comparisons for other mounts are based off of the default horse.

The Griffon
Island: 1
Spawnpoint: Spawns by crash landing in front of you
Unlock Cost: 2 Gems
Cost: 8 Coins

When riding this mount, a stamina boost can be acquired while standing above any terrain, even during winter. This mount can also blow back and stun enemies with a short burst at the cost of stamina by standing still and pressing [Left Shift]. This stamina cost is taken from base stamina, and does not interact with the stamina boost, which prevents the player from infinitely spamming the blowback move while boosted.

The Stag
Island: 2
Spawnpoint: Waterfall
Unlock Cost: 1 Gem
Cost: 3 Coins
Stamina: 16 sec
Boost: 48 sec

For it’s cheap price of only 1 gem and 3 coins, the stag is an impressive mount to say the least. It is easily one of the best mounts in terms of mobility, having the fastest sprinting and walking speeds out of any mount in the game while in the forest, while still having a respectable max stamina. The stag can also attract deer by walking or standing near them for a few seconds, at which point hearts will appear above the deer’s head, and it will follow you, letting you lead deer back to your archers for easy hunting.

The War Horse
Island: 3
Spawnpoint: Battlefield with skeleton
Unlock Cost: 2 Gems
Cost: 8 Coins
Stamina: 15 sec.
Boost: 27 sec

The war horse can buff all nearby troops when it begins running. Buffed troops will flash white for 10 seconds, during which they will take absolutely no damage from enemies, easily turning the tides of a losing battle. The buff can be re-used after about 20 seconds.

The Wild Horse
Island: 3
Spawnpoint: Open field with fence
Unlock Cost: 1 Gem
Cost: (3?) Coins
Stamina: ? sec.
Boost: ? sec.

The Lizard
Island: 4
Spawnpoint: Large stone engraved with picture of gem
Unlock Cost: 3 Gems
Cost: 14 Coins
Stamina: 7 sec.
Boost: ? sec.

The lizard (AKA the dragon) operates very differently than other mounts. It can sprint like other mounts, but is fairly speedy on all terrain. It’s speed boost, however, is obtained not by grazing over grass, but by resting under the sunlight. This makes obtaining a speed boost impossible for the lizard during the night. At the cost of stamina, the lizard can breathe fire by standing still and pressing [Left Shift], or by attempting to sprint by double-tapping a direction. The lizard spends a second winding up before the attack, and it creates a small fire trap for a few seconds that ignites all enemies that pass through it.

The Great Bear
Island: 4
Spawnpoint: Small cave with beehive
Unlock Cost: 3 Gems
Cost: 11 Coins
Stamina: 7 sec
Boost: 21 sec

While running, the great bear deals about 1 arrows worth of damage to any deer and rabbits it passes, making it possible to hunt without the assistance of archers. It can also be used to attack greed, although this is not advised unless the greed are retreating, as you will most likely take a lot of damage in the process, and only kill 1 or 2 enemies.

The Unicorn
Island: 5
Spawnpoint: Pink tree
Unlock Cost: 4 Gems
Cost: 16 Coins
Stamina: ? sec.
Boost: ? sec.

This mount works the same as it did in the previous game; It spawns from the pink tree, runs faster on grass, and upon grazing will “eject” 3 coins, giving monarchs an easy way to rack up money.

Seasons and Biomes

Biomes
Biomes are what the devs refer to as the different themed lands, or different “skin packs” for the game. In the current iteration of K2C we have two biomes, the default biome and the shogun biome. More biomes will be added later.

Default Biome
The default biome is the normal biome for Kingdom: Two Crowns. The only difference gameplay-wise is that you can hire pikemen.

Default Biome
The shogun biome is a biome themed after feudal japan, available as a free DLC. The only difference gameplay-wise is that you cannot hire pikemen, but can hire ninjas instead.

Seasons
The game rotates through 4 seasons, each having their own effect on your kingdom. A season lasts for 16 days, with a full rotation of all 4 seasons taking a total of 64 days. The seasonal rotation gets longer as time goes on, making long-term staying at a singular island very difficult to even the most skilled players. Blood moons will occur more frequently during the drawn-out seasons.

Spring
Spring is the starting season. During Spring, grass will begin to regrow, spawning anywhere it can on open land. This will allow rabbits and deer to spawn once again, and farms will also resume functionality.

Summer
In terms of gameplay, the only difference between Spring and Summer is that grass no longer spawns during Summer; it can only expand from already established patches of grass.

Fall
During Fall, existing grass will begin to decay.

Winter
During Winter, all grass is gone, no more deer spawn, and farms are frozen over, leaving you with no easy way to make money for the duration of winter. The only sure form of income is by having your pikemen fish, which is exclusive to the default biome. Your best bet is to prepare to last it out beforehand.

Decay
For every day that the monarch is not present on an island that has already been visited, that island will experience a day’s worth of decay. This means that the effects of decay become more severe as time passes, so it is recommended that monarchs return to previous islands occasionally to keep them from decaying too much. There are only two parts of your kingdom that are affected by decay: walls and archers (note: decay effects are untested on squires). Each wall and archer have a resistance to the effects of decay, preserving them for a number of days before they actually decay. A table of these “resistance days” can be found below. The other way that an island can be protected from decay is through the construction of a lighthouse. Each lighthouse upgrade provides extra “resistance days” to every wall and archer on the island (see Lighthouses under section III-I. Campaign Structures for more details). The interaction between decaying buildings/subjects is untested (does everything decay at once, or does one thing need to decay for the next to start counting down its resistance days?).

Subject/Building / Resistance

Archer / 1 Day
Tier 1 Wall / 2 Days
Tier 2 Wall / 4 Day
Tier 3 Wall / 8 Days
Tier 4 Wall / 12 Days
Tier 5 Wall / 20 Days

Winter
During Winter, all grass is gone, no more deer spawn, and farms are frozen over, leaving you with no easy way to make money for the duration of winter. The only sure form of income is by having your pikemen fish, which is exclusive to the default biome. Your best bet is to prepare to last it out beforehand.

Statues

Statues in Kingdom: Two Crowns are unlike statues in the previous games, as their effects are now semi-permanent. After paying gems to unlock a statue, the player must pay a one-time fee of coins, at which point the statue’s effects will be active for every island until the player dies.

Statue of Archery
Unlock Cost: (2?) Gems
Cost: (10?) Coins
This statue makes your archers have perfect aim, and is by far the most important statue to activate.

Statue of Building
Unlock Cost: 3 Gems
Cost: 9 Coins
This statue increases the maximum health of your walls. When active, this statue causes walls to emit white particles from their base whenever they have more health than their normal max health, helping you gauge if the extra health has been depleted. Workers can repair walls back to their upgraded maximum health if damaged.

Statue of Sithe
Unlock Cost: 1 Gem
Cost: 7 Coins
This statue (probably) increases the amount of farmers that can create crop fields around a single farm, and makes farmers work faster and earn more coins per harvest.

Statue of Knights
Unlock Cost: ? Gems
Cost: ? Coins
This statue gives your knights (not squires) a lunge ability, where they jump forward and stab with their sword, dealing damage to any enemy they touch. They (unconfirmed) also do this when hiding behind walls, where they peek out from behind the wall to damage enemies before retreating behind the wall. This makes your knights much more effective against greed, but also makes them risk their lives, and die faster in the process.

Buildings – Towers

These sections of the guide will list all the various types of buildings you can make for your kingdom. Once you pay for a building, 1-2 random workers will be assigned to go build it, no matter the time or place, so be careful with your building requests late in the day or at night.

Towers

Towers cannot be destroyed by greed, and will not stop grass from spreading. They are built to give your archers a height advantage over the greed. Once a tower is built, the archers assigned to it will be chosen randomly.

Tier 0: Rock Pile

These are naturally generated in random locations on the island, and are the base for where you can build your Towers.

Tier 1: Raised Platform
Cost: 3 Coins
Age: Wood

This tower can hold one archer, but it barely gives them any height off the ground, so they can still get hit by greed occasionally, which will knock them off of the tower. Being in this tower will help the archer get direct shots on enemies, unless there is a wall (of any tier) in their way.

Tier 2: Watchtower
Cost: 6 Coins
Age: Wood

This tower can hold one archer, and puts them high enough above the ground that they can only be attacked by floaters. Being in this tower will help the archer get direct shots on enemies, unless there is a tier 4 wall in their way.

Tier 3: Defense Tower
Cost: 9 Coins
Age: Stone

This tower can hold two archers, and it gives both of them the same benefits as a tier 2 tower.

Tier 4: Castle Tower
Cost: 12 Coins
Age: Stone

This tower can hold three archers at a time. The two archers on the lower part of the tower get the same benefits as a tier 2 tower, meaning they will get direct shots on enemies unless there is a tier 4 wall in their way. The one archer at the top will always get direct shots on enemies, even if there is a tier 4 wall in their way.

Tier 5: Cover Tower
Cost: 15 Coins
Age: Iron

This tower operates identically to a tier 4 tower, except it also protects any archers inside it from floaters.

Tier 6: Iron Tower
Cost: 18 Coins
Age: Iron

This tower can hold 4 archers, and places them all at the height of the top archer on a tier 4 or 5 tower, giving them all the same benefits. It also protects its archers from floaters, making it a perfect, self-contained unit that can be built beyond your farthest walls without risking the loss of its archers.

Buildings – Walls

These sections of the guide will list all the various types of buildings you can make for your kingdom. Once you pay for a building, 1-2 random workers will be assigned to go build it, no matter the time or place, so be careful with your building requests late in the day or at night.

Walls

Walls will halt the spread of grass and delay the progression of all enemies except floaters. They are built to keep the greed at bay while your archers and other defenses kill them off. The higher tier the wall is, the more hits it can take from enemies before it falls. Archers and other units will defend your two outermost walls at night. During the day, damaged walls will automatically be repaired by workers who have no assigned duty.

Tier 0: Dirt Pile

These are naturally generated in random locations on the island, and are the base for where you can build your Walls.

Tier 1: Barricade
Cost: 1 Coin
Age: Wood

This wall will barely hold back the Greed before it gets destroyed.

Tier 2: Wood Wall
Cost: 3 Coins
Age: Wood

This wall will provide a significant defense against the greed, but will easily be destroyed late-game or during a blood moon. When destroyed, it can be rebuilt for ? coins.

Tier 3: Stone Wall
Cost: 5 Coins
Age: Stone

This wall can provide a great defense against the greed, and will take many hits before falling. When destroyed, it can be rebuilt for ? coins.

Tier 4: Castle Wall
Cost: 8 Coins
Age: Stone

This wall can provide an extremely solid defense against all enemies (except for Floaters), because it takes tons of damage before it falls. When destroyed, it can be rebuilt for ? coins.

Tier 5: Iron Wall
Cost: 12 Coins
Age: Iron

This wall is your best defense against the greed, as it has a ludicrous amount of health. When destroyed, it can be rebuilt for ? coins.

Buildings – Kingdom

These sections of the guide will list all the various types of buildings you can make for your kingdom. Once you pay for a building, 1-2 random workers will be assigned to go build it, no matter the time or place, so be careful with your building requests late in the day or at night.

Kingdom
Your kingdom is your main base of operations, and is the only place where you can buy tools for your subjects. When you purchase an upgrade for your kingdom, It upgrades automatically, meaning you don’t need workers to upgrade it.

Tier 0: Campsite
There is one of these in the center of each island. There are always two vagrants that spawn near it, and it always has two tier 0 walls and two tier 0 towers on both sides of it.

Tier 1: Campfire
Cost: 3 Coins
Age: Wood
This upgrade lights the fire, and spawns a shop on either side of the fire. To the right of the fire is the bow shop, where you can buy up to 4 bows at a time for 2 coins each. To the left of the fire is the hammer shop, where you can buy up to 4 hammers at a time for 3 coins each.

Tier 2: Camp
Cost: ? Coins
Age: Wood
This upgrade erects a few tents around the fire.

Tier 3: Village
Cost: ? Coins
Age: Wood
This upgrade puts up wooden barriers surrounding your kingdom, giving you free tier 1 walls on both sides if you hadn’t already bought them.

Tier 4: Town
Cost: ? Coins
Age: Wood
This upgrade will construct a big, church-like building in the center of your kingdom and spawn the banker.

Tier 5: Fort
Cost: ? Coins
Age: Stone
This upgrade puts up stone walls surrounding your kingdom, giving you free tier 3 walls and tier 2 towers on both sides if you hadn’t already bought them.

Tier 6: Castle
Cost: 18 Coins
Age: Stone
This upgrade constructs a castle in the middle of your kingdom, letting you buy a maximum of 4 shields for 4 coins each.

Tier 7: Iron Castle
Cost: 20 Coins
Age: Iron
This upgrade fortifies your castle with iron, giving you free iron walls on both sides of your kingdom if you hadn’t already bought them.

Buildings – Farms

Farms
Farms cannot be destroyed by greed, but will halt the spread of grass. They are built to give farmers a place to work. The amount of farmers that can occupy each farm depends on whether or not there is enough space around the farm for each farmer to create his crop field, with a maximum of 4 farmers per farm. Once a farm is built, the farmers assigned to it will be chosen randomly.

Tier 0: Stream
These are naturally generated in random locations on the island, and are the base for where you can build your farms.

Tier 1: Day Farm
Cost: ? coins
Age: (Wood?)
Any farmers working at this farm will retreat to your kingdom every evening, and will walk back out to the farm every morning.

Tier 2: Farmhouse
Cost: ? coins
Age: (Wood?)
Any farmers working at this farm will stand idly by the farm when night falls, so make sure only to upgrade to this farm if it is well protected. Due to the farmers staying at the farm during the night, they don’t need to walk back out every morning, leaving them more time to grow crops. This, of course, gets you more coins, faster!

Hermit Buildings

Hermit buildings can be built with the assistance of specific hermits, and typically serve totally different purposes than what they are upgraded from.

The Stable
Hermit: Hermit of Stable
Upgraded from: Tier 2 Farms
Cost: 8 Coins
Usage: Mount Storage
Stables can hold up to 2 mounts, providing monarchs with an easy-access way to switch mounts. Once constructed, a stable will check if the current island has any valid mounts. In order for a mount to be valid, it must have been unlocked with gems and ridden at least once during the current reign. If any valid mounts are present on the island, then the mounts will walk over to the stable to be stored there. If there are not enough valid mounts to fill both spots, the stable will spawn a default horse to fill a spot, but only if the player is not riding a default horse. After this, if there are still available spots with no more valid mounts to fill them, the stable will pick two random valid mounts from other islands to spawn instead. This allows a monarch to theoretically store one of every type of mount on every island, but it would require them to build quite a lot of stables. Stables will never spawn a mount if it already exists on that island, including the default horse.

Rally Walls
Hermit: Hermit of Horns
Upgraded from: Tier (4+ Walls?)
Cost: ? Coins
Usage: Rallying Troops
The hermit of horns can upgrade tier (4+ walls?) into rally walls, which can be paid (1?) coin to rally all archers, squires, and knights to defend that side of the map temporarily. Knights normally assigned to defend the other side of the map can also be sent out to attack in the rallied direction during this time.

The Mighty Ballista
Hermit: Hermit of Tide
Upgraded from: Tier 4+ Towers
Cost: ? Coins
Usage: Crowd Control & Heavy Damage
The mighty ballista is a powerful defensive weapon manned by a worker, and essentially has the same job as a catapult. It deals the same amount of damage as catapult, but also has a longer range, requires only 1 worker to operate, fires projectiles that breeders cannot throw back, and has the height advantage of an archer tower, meaning it fires directly at the clusters of enemies, hitting more enemies than a catapult on average. Unfortunately, the worker operating a mighty ballista is just as vulnerable to floaters as any other archer in a tower. Like catapults, the mighty ballista must be wound back by the worker before each time it can be fired, and is done so automatically after each shot.

The Armory
Hermit: Hermit of Valor
Upgraded from: Tier 4+ Towers
Cost: ? Coins
Usage: Extra Squires
An armory simply provides an additional spot at which to purchase a shield, giving the monarch the ability to hire one extra squire for that side of the map. These squires function identically to those that would be purchased from the castle, and since upgrading the squires to knights and building more armories are always an option, this building provides a convenient way to rack up an insanely powerful army.

The Bakery
Hermit: Hermit of Baking
Upgraded from: Tier 4+ Towers
Cost: (15?) Coins
Usage: Easier Vagrant Hiring
Bakeries are the easiest way to hire new peasants. They can be paid 4 coins to bake a single loaf of bread, which will attract vagrants to the bakery, where they will eat the bread. A single bakery can hold up to (7?) loafs of bread at a time. The vagrants might get confused if there is more than one bakery. Because of how far away the vagrant camps tend to be from your kingdom on the 5th island, the hermit of baking is basically required if you plan on having a chance at completing the 5th island.

The exact details on how the bakery summons vagrants is still unconfirmed, so for now, here is how the bakery worked in the previous game:

The Bakery calls out to the nearest Vagrant (that is not already moving to the Bakery) every 20 seconds. Once a Vagrant arrives, they will eat a loaf of bread for 4 seconds, and then wait around for 90 seconds. Once this time is up, the Vagrant will head to the nearest Vagrant Camp with less than 2 Vagrants. However, if there is more bread at the Bakery, instead of waiting 90 seconds, the Vagrant will wait 20 seconds, and then eat another loaf of bread, which resets the 90 second timer. The more Vagrants you have waiting at the Bakery, the faster you will run out of bread.

Blazons

The blazon option can be found in the options menu on the pause screen. When used correctly, it will change the appearance of your coat of arms, and therefore the color of your aesthetics!

When you type the information into the text bar, use the following format, without the “<” or “>”:

<Color1> <Pattern> <Color2> <Animal> <Color3>

Color1 = Color of coat of arms, cape/dress, & some Knights’ shields
Pattern = Pattern on coat of arms
Color2 = Color of pattern & some Knights’ shields
Animal = Animal silhouette on coat of arms
Color3 = Color of animal

So, for example, if I wanted a black-and-white checkerboard pattern with a green snake on it, I would type:

Black Chequy White A Snake Green

and get:

Things to note:

1. Some colors, like “Aquamarine”, are broken, because if you use them as Color3, the game will stop reading after it sees any valid color, even if it is only part of the word you typed. For example, if you use “Orange”, it would see “Or” and stop reading, instead of seeing “Orange”.

2. Blazons are handled very differently when playing in the shogun biome; the available patterns go by the same names, but look totally different, and despite the requirement to include an animal when customizing your coat of arms, no animal is ever displayed on it.

Blazon Patterns

Patterns look different depending on which biome you are in, but still go by the same names.

Five Annulets

Default Biome

Shogun Biome

A Bordure

Default Biome

Shogun Biome

A Chief

Default Biome

Shogun Biome

A Fess

Default Biome

Shogun Biome

A Pale

Default Biome

Shogun Biome

A Cross

Default Biome

Shogun Biome

A Saltire

Default Biome

Shogun Biome

Bendy

Default Biome

Shogun Biome

Bendy Sinister

Default Biome

Shogun Biome

Chevronny

Default Biome

Shogun Biome

Lozengy

Default Biome

Shogun Biome

Chequy

Default Biome

Shogun Biome

Party Per Cross

Default Biome

Shogun Biome

Party Per Pale

Default Biome

Shogun Biome

New Blazon Animals

Despite still being required to type a valid animal in order to customize blazons, your coat of arms will not actually display an animal when playing in the shogun biome.

A Greed

A Ram

A Tortoise

A Ship

A Bald Eagle

It’s end. I hope “Kingdom Two Crowns Beginners Guide (Tips & Tricks)” helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.

Written by KarmicChaos

13 thoughts on “Kingdom Two Crowns Beginners Guide (Tips & Tricks)”

  1. I’m on the first island…I’ve been to both sides and there is no gem chest. Do they get spawned later? are there no gems on the first island? 🙁 🙁

    Reply
  2. Great guide! You can get the bear mount on island 4 for the same amount of coins as the Dragon. All I’ve figured so far is that he can kill animals and greed at the cost of stamina with a lunging AOE attack.

    Reply
  3. there is a bell next to the harbor where the ship is when your ship is done, rigning it costs 2 coins, then 3 builders, 3 archers, and some squires/knits wil hop on

    Reply

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