Kampfinsel

Kampfinsel Handbook — How to Play & Wiki

The Weekly Orders

An alliance is not measured by its strongest captain, but by what everyone achieves together in a week.

TL;DR: Every Monday your alliance takes on three shared orders — the Weekly Orders. They come from a fixed set of six: Reconnaissance, Naval battles, Supply, Assistance, Treasury and Trade. The targets scale with the number of active members. Two completed orders are enough. There is no resource reward, no penalty and no expiry — only the hall, which shows what you have achieved together.


What the Weekly Orders Are #

The Weekly Orders are a shared task for the whole alliance. Every week it receives three orders that all members work on together: whoever scouts, sends crates, answers distress calls, trades, deposits into the treasury or fights active captains contributes — in passing, with what they do anyway. No order demands that every member do something specific; what counts is what the alliance brings together as a whole.

You find the Weekly Orders in the alliance hall: a card shows the current week, the three orders with their progress and a link to the contributions and the history. The "Weekly Orders" sub-page explains each order in one sentence and lists who has already contributed this week.

The Week #

A week of the Weekly Orders runs from Monday to Sunday; the hall names the dates of the current week. At the start of the week the three orders are set — nobody chooses them, nobody can swap them, and no announcement precedes them. Every alliance gets its own mix; two alliances can have entirely different orders in the same week.

Whatever is done during the week counts from the very first moment — even if nobody from the alliance has opened the hall yet. On the following Monday a new week begins with new orders; the old one moves into the history.

The Six Orders #

The orders come from a fixed set of six at present. Two of them — Naval battles and Assistance — are only drawn if they are actually within the alliance's reach (more on that below); the other four are always in the set.

Reconnaissance #

Spy reports on islands of foreign, active captains. Each island counts once per week — whoever scouts the same island five times brings the alliance one report, not five. Islands of your own alliance do not count, nor do Old Empire ruins, Corsair Fortresses, uninhabited islands or islands of slumbering and rudderless captains. The order rewards reach, not repetition.

Battles against active captains that earn a training point of the Art of War — victory or defeat, as attacker or as defender. Which battles are worth a point is governed by the chapter "The Art of War": a genuine stake on both sides, an active opponent outside your own alliance, no point against ruins and fortresses. Because only points actually awarded count, every limit of the Art of War applies as well — the weekly limit per captain, for instance. This order is only in the set as long as the War Academy awards points.

Supply #

Care packages to members of the alliance. They count when sent, and per recipient one crate per day counts — ten crates to the same comrade on the same day are one. Whoever supplies many members carries the alliance further than whoever showers a single one.

Assistance #

Answered distress calls of the alliance. Each call counts once per helper — if three members answer the same call, that is three contributions. This order is only in the set if the alliance has recently had distress calls at all; an alliance in which nobody has called for help in a long time is not given it. Distress calls only arise from real threats — see the chapter "Distress Call to Your Alliance".

Treasury #

Gold deposited into the alliance treasury. Every deposit counts, large or small; stone and wood do not count for this order. There is no minimum per member and no quota — whether three captains deposit a lot or thirty a little makes no difference to the order.

Trade #

Completed market trades of currently 500 units or more, whether you buy or sell. Per trading partner one counts per day: whoever trades ten times with the same captain on the same day brings the alliance one trade. The trading partner does not have to be in your alliance.

Targets #

Every order has a target the alliance must reach together. It scales with the number of active members — those who have acted in the game during the past week. Small alliances get small targets, large alliances larger ones; there is a floor and a ceiling, so that neither a two-captain crew faces impossible tasks nor a large alliance faces endlessly growing ones. Slumbering and rudderless members do not raise the target.

The target stands in the hall next to the progress. It is a shared goal — there is no quota per head, and nobody is measured by how much they contributed alone.

Fulfilled: Two of Three #

If the alliance reaches the target on two of the three orders, the Weekly Orders count as fulfilled. The hall shows it, and the alliance chat gets a line. If it reaches all three, it reads "fully completed" — an honour, not an additional advantage. In the following week a note in the hall recalls that the alliance fulfilled its last Weekly Orders.

The "two of three" rule is deliberate: no order is mandatory. A peaceful alliance need not seek a naval battle, a small alliance need not invent a trading partner — it fulfils the Weekly Orders through the two orders that suit it.

If only one order or none is reached, the week is simply not fulfilled. There are no consequences, no deductions and no mark that lingers anywhere — the history neutrally notes how many orders were reached.

Contributions and History #

Under "Contributions this week" the "Weekly Orders" sub-page shows, for each order, who has contributed something this week — with name and share. The list knows only contributions; whoever contributed nothing does not appear, and nobody is listed as missing. It is a roll of honour, not an attendance list.

Under "Past weeks" stands the history: currently the last eight weeks with date, number of orders reached and a note on whether the Weekly Orders were fulfilled.

Whoever leaves the alliance keeps their previous contributions in the history of the old alliance — they remain there. New actions count for the new alliance from the moment of joining. Whoever joins counts immediately.

What There Is Not #

The Weekly Orders reward with status only. So that it stays that way, some things are deliberately absent:

The Weekly Orders are meant to show what an alliance does together — not what it misses.

Frequently Asked Questions #

Can my alliance choose or swap the orders itself? No. The three orders are set at the start of the week. What does not fit can be left alone — two reached orders are enough.

Why does my alliance have no Naval battles or Assistance order? Both are only in the set when they are within reach: Naval battles only as long as the War Academy awards points; Assistance only if the alliance has recently had distress calls. In all other weeks the three orders are drawn from the remaining types.

I scouted on Monday morning before anyone opened the hall — does that count? Yes. The week begins at the same time for everyone, and every matching action from that moment on is counted.

Does a crate only count once it has arrived? No — it counts when sent.

Do battles against ruins or Corsair Fortresses count? No. For the Naval battles order only battles that earn a training point of the Art of War count — and those exist only against active captains.

Do I get something when the Weekly Orders are fulfilled? Only the display in the hall, the line in the chat and the entry in the history. There is no resource reward — and therefore no reason to push one another.

Can anyone outside the alliance see how it stands? No. The Weekly Orders, the contributions and the history are visible to members only.

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