Coordinates

Distance & Time

Enter coordinates and click Calculate.

The distance math

March time in Kingshot is driven by straight-line distance: this tool takes two coordinate pairs, computes the Euclidean distance in tiles, and converts it to time using the community-observed baseline of roughly 6 seconds per tile at 100% march speed, scaled by whatever march-speed percentage you enter. The 6-second baseline is an approximation — different march types and buffs shift it — so treat results as planning estimates rather than stopwatch guarantees, and calibrate against one real march on your own account for precision.

Using it in anger

  • Rally coordination lives and dies on arrival order — combine the march time here with rally-timer math in the Rally Planner so joiners actually land inside the window.
  • March speed bonuses are multiplicative on time saved: at 150% speed a 10-minute march becomes under 7 minutes, which is frequently the difference between reinforcing a garrison and reading its funeral report.

How the map planner calculator works

Turns two sets of map coordinates into a march time, adjusted for your march speed bonus.

Distance between the tiles
var distance = Math.sqrt(dx*dx + dy*dy); — Straight-line distance on the coordinate grid — the game does not march around obstacles.
Base march time
var baseMarchSec = Math.round(distance * 6); — Six seconds per tile at 100% speed. The code comment says so: ~6 sec per tile at 100% speed.
Your actual time
var actualMarchSec = Math.round(baseMarchSec * (100 / speed)); — March speed divides the time — 200% speed halves it.

The six-seconds-per-tile figure is the one assumption in this calculator, and it is approximate; the code marks it with a tilde. Everything else is arithmetic on your own numbers. If your marches consistently come in faster or slower, that constant is the thing to doubt.

Every expression shown in code above is quoted from js/calc-map.js, which is the file this page actually runs.