Kingdom Transfer is not a matter of saving up enough Gems. Where you are allowed to go is decided first, by two hard conditions, and only then do slots and first-come order come into it. Everything below is Century Games’ own English help centre — twenty-nine FAQs — in the order the event actually runs.
Three phases, and the cap locks after the first one
There are 3 phases:
Phase I: Pre-Transfer
The King has the power to nominate a Transfer Power Cap threshold for transferring into a Kingdom. If there is no King in the Kingdom , the duty shall be performed by the Governor who most recently held kingship.
Phase II: Invitational Transfer
Kings may issue Ordinary and Special Invites to ask Governors of other Kingdoms to join early. The Transfer Power Cap cannot be changed once this phase has started.
Phase III: Transfer Opens
Governors are free to transfer anywhere provided they meet a Kingdom’s designated Power Cap. Governors who exceed the Power Cap are required to apply for a Special Invite from the King of the target Kingdom. Once approved, they can then enter the Kingdom.
— How many phases are there in Kingdom Transfer?
The line that matters is the last one in Phase II: the Transfer Power Cap cannot be changed once Phase II starts. If your Power is above the target Kingdom’s cap, waiting for Phase III changes nothing. At that point a Special Invite from that Kingdom’s King is the only route in.
Two conditions decide which Kingdoms you can even see
1. The target Kingdom must have the same generation of heroes and Truegold level as your original Kingdom.
2. After meeting the above condition, your character must also not be older than the target Kingdom for a certain threshold, which will vary depending on the development of the target kingdom, with 90 days minimum and 180 days maximum.
— What is the eligibility for Kingdom Transfer?
This is why “I’ll just move to a fresh Kingdom and start over” does not work. You can only move between Kingdoms on the same hero generation and the same Truegold level, and then your character age is checked against the target Kingdom’s age with a threshold somewhere between 90 and 180 days. Check those two lines before you get attached to a destination.
Passes scale with Power — anything up to 50
The higher a player’s Power, the more Transfer Passes are required. The range is from 1 to 50 Transfer Passes.
— How many Transfer Pass does one need for a Transfer? How is it calculated?
Transfer Passes are sold in packs, with a total of 85 Transfer Passes available for sale each month.
— How many Transfer Passes in total can I get during the event?
Supply is 85 a month, a single move costs up to 50. On a high-Power account one month of stock will not cover two moves. Check the pass cost your account is quoted, then work backwards from it.
Leading Kingdoms have a narrower door
Leading Kingdoms: Kingdoms at the vanguard of human prosperity. Power limits for transferring to Leading Kingdoms can be set within the top three tiers, and are preset to the lowest. Leading Kingdoms cannot issue Special Invites.
Ordinary Kingdoms: All Kingdoms other than Leading Kingdoms.
Note: Transfer limits vary between the two types of Kingdoms.
- Ordinary Kingdoms have a transfer cap of 55, of which 35 are Ordinary Invites and 20 are available during "Transfer Opens".
- Leading Kingdoms have a transfer cap of 30, of which 20 are Ordinary Invites and 10 are available during "Transfer Opens".
— Leading Kingdoms & Ordinary Kingdoms
| Kingdom type | Total transfer cap | Ordinary Invites | Transfer Opens | Special Invites |
|---|---|---|---|---|
| Ordinary Kingdom | 55 | 35 | 20 | Available |
| Leading Kingdom | 30 | 20 | 10 | Cannot be issued |
The stronger the Kingdom, the tighter the door. Free entry into a Leading Kingdom during Phase III comes down to ten slots, and the Special Invite escape hatch is closed there entirely. If a Leading Kingdom is your target, an Ordinary Invite from its King in Phase II is realistically the only way in.
There is a persistent belief that Leading Kingdom status is won or lost in cross-kingdom events. The publisher says the opposite.
For Kingdom Transfer, your Kingdom’s Power is determined by the overall Power and activity of your server and will not be affected by the outcome of Kingdom of Power/Castle Battle.
— Will the outcome of Kingdom of Power/Castle Battle affect my Kingdom’s Power for transfer?
So losing Castle Battle will not drop you out of Leading Kingdom status, and winning it will not push you into it. The rating is the server’s overall Power and activity. A kingdom slides back toward Ordinary when strong accounts leave and nobody replaces them — not because of one event result.
Two kinds of invite
Special Invites: Only issued to Governors who exceed a Kingdom’s Power Cap. Each Kingdom initially has access to 3 Special Transfer Invites, with 1 spent Invite restored on the 1st of each month (UTC 00:00). The max Special Invites that can be issued is 3.
Ordinary Invites: For Governors who meet a Kingdom’s Power Cap, with Ordinary Kingdoms having 35 and 20 for leading kingdoms.
Note: The number of Special Invites is an initial value and will take time to restore.
— Special Invites & Ordinary Invites
A Kingdom holds three Special Invites in total, and a spent one comes back at the rate of one on the 1st of each month, UTC 00:00. Every over-cap Governor who wants into that Kingdom is competing for those three.
Six invite rules that actually bite
| Situation | Official rule |
|---|---|
| You sent an invite to the wrong person | It cannot be withdrawn |
| Does the invited player get told? | Special Invites send mail. Ordinary Invites do not |
| Can Special Invites be stockpiled? | No. The cap is 3 |
| When is a Special Invite deducted? | The moment it is issued, regardless of the answer |
| Does a deducted invite come back? | Yes — on refusal, on transfer elsewhere, or if they never move before the event ends |
| Does the King pay the invited player’s passes? | No. The invited player covers it |
Sources: Can I withdraw King’s Invites? · Will invited players be notified? · Can I stock up on Special Invites? · Why do I lose some of my Special Invites? · Do I have to provide the invited player’s Transfer Passes?
Rows two and four are where alliances lose people. Ordinary Invites send no mail, so an invited Governor has no way of knowing one exists unless someone tells them — message them in chat and have them open the Transfer screen themselves.
Special Invites are deducted on send. One of your three leaves the pool the instant you issue it and only returns if the target refuses, goes elsewhere, or never moves at all. Scattering invites to see who bites locks up all three for the whole event. Agree the move first, send the invite last.
No King right now? The previous King still runs it
If the Kingdom has no King during the current Kingdom Transfer, then the previous King will perform the king's duties (including setting a Transfer Power Cap threshold in Phase I, inviting other Governors to the Kingdom, and approving Transfer Requests).
— What if a Kingdom has no King during Kingdom Transfer?
A Kingdom that lost its throne in Castle Battle still runs the transfer event normally — the previous King holds the powers, including the cap, the invites, and approvals. When you negotiate a move, the person to talk to is whoever held the throne last, not whoever holds it now.
Slots are first-come, first-served
The Transfer slots are on a first-come, first-served basis. You are advised to prepare for your Transfer in advance. Other than that, you can also contact the King of the target Kingdom for an early Invite in Phase II.
— What should I do if there are no more Transfer slots in the target Kingdom?
Remaining slots are visible from the Kingdom list — tap Kingdom List and select the Kingdom. Starting to look once Phase III is open is already too late. If you have a destination in mind, contact its King during Phase II; the odds are far better.
Two things to clear before you leave
| Item | Official answer | What to do about it |
|---|---|---|
| Resources over the Storehouse cap | Resources that exceed the Storehouse Protection limit will be lost | Spend the excess on construction, research or training before you move |
| Leaderboard events in progress | You only receive rewards based on event progress; final rankings are not settled yet, so ranking rewards cannot be paid | If you are chasing a ranking reward, transfer after the event closes |
Sources: Why do I end up with fewer resources after a Transfer? · Will I receive my ranking rewards upon a Transfer?
And the things that do not matter at all
| Common worry | Official answer |
|---|---|
| Does dismissing Troops and unequipping Gear lower my transfer score? | No |
| Can I transfer with soldiers in the Infirmary and Enlistment Office? | Yes |
| Can I transfer while holding a position, or as an Offender? | Yes |
| Does Oasis Island progress change my pass cost? | Not at the moment |
| The target Kingdom already holds 2 of my characters | Still fine — up to 4 characters per Kingdom |
| Will people see which Kingdom I came from? | No. Only the current Kingdom is displayed |
Sources: Dismissing Troops and unequipping Gear · Soldiers in the Infirmary · Holding a position or being an Offender · Oasis Island progress · Two characters already in the Kingdom · Can others see my previous Kingdom?
The “drop your Power to save passes” trick does not exist. The publisher states plainly that dismissing troops and unequipping gear has no effect on the transfer calculation, so there is no reason to disband anything on the way out.
It is permanent, and the next one is 25 days away
| Item | Rule |
|---|---|
| Reversibility | Permanent. You will not be transferred back to your previous Kingdom |
| Re-transfer cooldown | 25 days from your previous Transfer |
| Chat data | Friends and private chats are preserved. All Chat Groups are removed |
Sources: Is a cross-server Transfer permanent? · Can I perform a second Transfer? · Will I still have my chat history?
If anything in your alliance group chats is worth keeping, save it before you move. It does not survive the transfer.
The schedule is not published, but the tell is
The publisher will not commit to a cadence — the event is not held at fixed intervals, and the first opening on a given server has no announced schedule.
Before each Kingdom Transfer session starts, either Kingdom of Power or Castle Battle will be held on the server for you to make arrangements and adjustments to the kingship. Therefore, issues regarding the kingship shouldn’t be a cause for concern. Please refer to the official announcements and game calendar for the event schedule.
— Does Kingdom Transfer have a schedule?
That is the one reliable signal. Kingdom of Power or Castle Battle always runs immediately before a transfer session, so when either is announced, that is your cue to start stacking Transfer Passes and burning down resources over the Storehouse cap.