🚚 Kingdom transfer

Kingdom transfer guide

Moving your city to a new kingdom is the biggest one-shot decision an account makes — a 25-day cooldown, a pass cost that scales with your power, and a week-long event with hard eligibility gates. Here is exactly how it works, and how not to waste the move.

Last updated: October 6, 2026. Transfer rules and intake numbers shift with game updates.

Transfer in one breath: a move costs 1–50 Transfer Passes (set by your Transfer Score vs the destination's Rating), needs your power under that kingdom's cap, at least 25 days since your last transfer, and you out of your alliance. Transfers only happen during a Kingdom Transfer event, which runs three phases across about a week. Know your pass count and your destination before the window opens.

The requirements — everything that must be true

A transfer is blocked unless all of the following hold. Most failed moves are a missed item on this list, not a bad decision:

  • Transfer Power below the target's power cap. Every kingdom sets a cap during the event; over it, you need an invite (see phases below).
  • Enough Transfer Passes for your Transfer Score — the count is shown before you confirm.
  • 25+ days since your last transfer. The cooldown is hard; there is no gem skip.
  • Town Center at the required level. Event-specific The first transfer event required Town Center 25; the level scales with kingdom age and generation, so read the current requirement in-game.
  • Not in an active battle. Recall gatherers and rallies, clear the hospital, go quiet.
  • Out of your alliance. You must leave before the move — officers should hand off rank first.
  • Not currently the King. Step down first. (The game's announcements call the same role the Transfer Manager; the help centre calls it the King. They are one role.)
  • Fewer than 4 of your characters already in the target kingdom. The per-kingdom limit counts your alts.
  • Same hero generation and Truegold level. The publisher requires the target kingdom to match your own on both.
  • Your character is not too old for the destination. Your character must not be older than the target kingdom by more than a threshold that varies with how developed the target is — 90 days minimum, 180 days maximum. The exact figure for a given kingdom is not published, so this is the one gate you have to read in-game rather than calculate.

Transfer Power vs. Governor Power

The number that has to clear a kingdom's cap is your Transfer Power, and it is not the Governor Power on your profile screen. Transfer Power is Governor Power plus the power of any troops in your Infirmary (injured) plus the power of any troops in your Enlistment Office (reserves) — so it can read higher than your displayed power if you're carrying injured or reserve troops when the event opens. Clear the hospital and check your reserves before you compare yourself to a kingdom's cap, not just your profile number.

⚠️ Pass counts, power caps and the Town Center level shift by event, server and kingdom age. Treat these as the rules of the system; confirm the exact numbers in your in-game transfer screen before you commit.

How many Transfer Passes you need

The cost is 1 to 50 Transfer Passes, and it is not a flat fee. It is set by your Transfer Score (built from your account's stats) measured against the destination kingdom's Rating — the stronger you are relative to that kingdom, the more passes it charges.

  • F2P and low-power accounts commonly need under 10.
  • The heaviest accounts can be charged up to 50 for the same move.

Where passes come from

Two sources: paid packs, and one pass a week from the Alliance Shop (around 150,000 Alliance Coins). Because the free trickle is one a week, a strong account planning a move should start banking months ahead — the pass count is the thing most likely to strand you when the window opens.

For planning when, not just how many: Kingdom Transfer events recur roughly every 56 days — about every second KvK cycle. If you miss one window, the next is roughly two KvK cycles away, not next week, so bank toward that cadence rather than waiting for an announcement.

Get your number first: the exact confirm screen is the only source of truth, but you can estimate your bracket in seconds with our Transfer Pass calculator before the event — then bank to cover it.
⚠️ The Alliance Shop coin price and the 1–50 range come from community data and the in-game event; your own confirm screen shows the exact cost for your account and destination.

The 25-day cooldown — and when you can actually transfer

Two clocks decide whether you can move right now:

  • The 25-day cooldown. At least 25 days must pass between transfers. If you moved recently, the date math decides which future event you are even eligible for.
  • The event window. You cannot transfer whenever you like — moves only happen during a scheduled Kingdom Transfer event. Between events, the door is closed no matter how many passes you hold.

So "when can I transfer?" has two answers that must both be yes: your cooldown is clear, and a transfer event is live.

The three event phases

A Kingdom Transfer event runs about a week in three phases. Knowing which phase you belong to is the difference between landing where you planned and missing the window:

1Pre-Transfer (about 3 days). The King — the role the game's announcements call the Transfer Manager — sets their kingdom's Transfer Power Cap; everyone else browses the open kingdoms and their caps. This is your scouting window, and the only window in which a cap can still change. If a kingdom has no King, the Governor who most recently held kingship does the job.
2Invitational Transfer (about 2 days). The King issues Ordinary Invites (for players who meet the cap) and Special Invites (for players who exceed it). The Power Cap can no longer be changed once this phase starts. If your power is above a kingdom's cap, a Special Invite is the only way in — and only Ordinary kingdoms have them.
3Transfer Opens (about 2 days). Anyone who meets a kingdom's Power Cap can move, first come, first served, into whatever is left: 20 slots in an Ordinary kingdom, 10 in a Leading one. Popular kingdoms fill fast — have a backup on your shortlist.
⚠️ Phase names and durations follow the standard event schedule; exact dates and lengths are shown on the in-game event banner each time it runs.

Leading vs Ordinary kingdoms

During the event, kingdoms are split into two classes by Transfer Score, and it changes who can get in:

  • Leading kingdoms — the publisher calls them the kingdoms "at the vanguard of human prosperity". Transfer cap 30 per window: 20 Ordinary Invites + 10 slots during Transfer Opens. Their power limits can only be set within the top three tiers and are preset to the lowest, and they cannot issue Special Invites at all. Hard to enter if you are strong.
  • Ordinary kingdoms — every kingdom that is not Leading. Transfer cap 55 per window: 35 Ordinary Invites + 20 slots during Transfer Opens, plus 3 Special Invites that let the King pull in players above the Power Cap.
The strong-account trap: if you are over a Leading kingdom's cap, no amount of passes gets you in — you either target an Ordinary kingdom, or you need a Special Invite. Sort that out during scouting, not on moving day.
⚠️ The 55/30 intake and the 35/20 and 20/10 splits are the publisher's own figures from the Kingshot help centre. The power cap each kingdom sets is chosen by its King every window — read that one in your transfer screen.

What an invite actually is

"The King will invite us" is the most load-bearing sentence in a group move, and most people misunderstand what it buys. Four rules from the publisher, all of which change how you negotiate:

  • An Ordinary Invite sends no notification. Special Invites come with in-game mail, so an invitee can confirm one from their own mailbox. Ordinary Invites do not — the only place to see one is the in-game transfer screen. If someone tells you they sent you an Ordinary Invite, go and look; there is no message to wait for.
  • Invites cannot be withdrawn. Once the King issues one, it stands. That cuts both ways: a promised slot is a real slot, and a King who over-promises has spent something they cannot get back.
  • The invitee pays their own Transfer Passes. An invite buys a slot — and, for a Special Invite, permission to be over the Power Cap. It never buys passes. Everyone in a group move still needs their own bank.
  • The open slots are first come, first served. Whatever the King does not hand out — 20 slots in an Ordinary kingdom, 10 in a Leading one — goes to whoever taps first when Transfer Opens. The publisher's own advice is to prepare in advance or to ask the King for an early invite in Phase II.
Moving as an alliance? A kingdom's whole intake is 55 (Ordinary) or 30 (Leading) per window, so a roster of 60 cannot land intact. Work out who lands, who is left behind and whether you need a second kingdom with the alliance move calculator.
⚠️ Every figure in this section is quoted from Century Games' Kingshot help centre. Group membership and the caps individual Kings set change every window — confirm those in your in-game transfer screen.

Don't lose the move to logistics

The judgement call is where to go. The way moves actually get wasted is how — resource overflow taxed away, an active march blocking the transfer, or an alliance that lands scattered across a hostile new map. Two tools close that gap:

➡️ Interactive moving-day checklist — eligibility, scouting, moving day and landing, with your progress saved on your device.
➡️ Kingdom directory — all 1,993 kingdoms with the transfer group and power caps listed against each, before you spend a single pass.
➡️ Transfer almanac — the next window's three phases as exact times in your own clock. A pass spent on the wrong day is a pass wasted.

Scouting a destination's war strength? You inherit a kingdom's KvK cycle and matchmaking the moment you land. Before you spend a pass, check the kingdom directory for its transfer group and power caps, and the kingdom ledger for what it actually delivered last window — measured after the window closed, not promised before it.