Let's dive deeper into events in Aether Kingdoms. Explore the types of events, the events chain where they can turn into different events, and more.

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About Events

Events are the bread and butter of farming in Aether Kingdoms. Since resources cannot be stolen from other players, the only way to supplement your income is by doing events.

Events come in three categories, with multiple types per category:

  • Attack. Offensive events are recognisable by their red icon on the map with either a palisade or crossed swords. These are either a Native outpost or Gathering native forces. These events are completed by attacking them and killing all defenders.
  • Defend. Defensive events have a green icon with a shield on the map. Defensive events are completed by sending enough reinforces to win a battle against the attackers. Multiple players can participate in these events, with the rewards split based on contribution.
  • Supply. The yellow icons with a cart, aether or spyglass are supply events. These are completed by sending the correct number of resources. If multiple players contribute, the rewards are split based on contribution.

All event icons currently in-game All six event icons currently in-game

Attack events

There are two types of attack events, each with different mechanics and consequences.

Gathering native forces

Gathering native forces can be recognised by a red square with the icon of two crossed swords. Native troops gather at this event at every stage, where you can choose to take them on whilst they are small or with a larger force. The more stages there are, the more troops can gather.

  • Spawn chance: 30%
  • Duration: 3 to 6 hours per stage.
  • Final stage duration: 2 hours.
  • Stages: 4 to 8.
  • Completion: defeat all enemies at the final stage.
  • When failed: becomes a Native outpost event with significant additional troops.
  • Walls: none.
  • Rewards: resources per defeated enemy.

Rewards from clearing a Gathering native forces event Rewards from clearing a Gathering native forces event

Native outpost

The Native outpost is a short-lived gathering of native forces that doesn't increase in strength. They collect Aether in the surrounding area and store it at a fortified position. The longer they stay in one place, the better fortified they will be. Once they collected enough Aether they will disappear. The Native outpost has a chance to spawn additional events at certain stages.

  • Spawn chance: Doesn't spawn on its own.
  • Duration: 2 to 4 hours per stage.
  • Final stage duration: 72 hours.
  • Stages: 6.
  • Stage 3: 40% chance of spawning an Incoming native attack event on a surrounding tile.
  • Stage 5: 30% chance of spawning a Gathering native forces event on a surrounding tile.
  • Completion: defeat all enemies. Can be completed at any stage.
  • When failed: disappears.
  • Walls: 1 level per stage.
  • Rewards: increasing Aether per stage and resources per defeated enemy.

Defend events

There is currently one type of defend event in Aether Kingdoms. Multiple Kingdoms can reinforce defend events at the same time and contribute to its completion. Rewards are shared based on contribution to the battle.

Incoming native attack

The Incoming native attack is a defensive event. A band of natives was scouted heading to a position and it's up to you to defend.

  • Spawn chance: 30%.
  • Duration: 3 to 12 hours until the forces arrive.
  • Stages: 1.
  • Completion: defeat all enemies.
  • When failed: becomes a Native outpost event with additional troops.
  • Walls: none for the defending Kingdoms.
  • Rewards: Aether and resources per defeated enemy.

Results from a battle defending against an incoming native attack Results from a battle defending against an incoming native attack

Supply events

There are three types of supply events, each with similar mechanics but different rewards. Unlike other events, supply events offer no village resources (wood, stone, iron, food) but can reward science and culture as well as Aether. Multiple Kingdoms can participate and share in the rewards. Any resource (wood, stone, iron, food) is accepted at these locations.

Mining location

The Mining location is an opportunity discovered to uncover valuables. A Kingdom can send resources to share in the rewards of the mining operation. Mining locations can be recognised by the yellow icon with a merchant cart.

  • Spawn chance: 40%.
  • Duration: 6 to 12 hours.
  • Stages: 1.
  • Completion: the supply limit is reached.
  • When failed: spawns a Gathering native forces event.
  • When successful: 60% chance of spawning an Aether deposit event.
  • Rewards: 85% chance for Aether, 10% for culture, 5% for science.

Aether deposit

A Mining operation has a good chance to uncover an Aether deposit. Aether deposits are the yellow marker with an Aether icon on the map. They reward half the Aether of a regular Mining location, but cost about a third of the resources.

  • Spawn chance: Doesn't spawn on its own.
  • Duration: 3 to 5 hours.
  • Stages: 1.
  • Completion: the supply limit is reached.
  • When failed: spawns a Gathering native forces event.
  • When successful: 20% chance of spawning another Aether deposit event.
  • Rewards: Aether.

Rewards screen for the completion of a Point of interest event Rewards screen for the completion of a Point of interest event

Point of Interest

A lot of events in an area gives a chance to get a better look at the lands. A Point of interest can spawn in areas full of other events. They are more likely to reward culture and science than other events.

  • Spawn chance: 1.4% when the chunk is full of events.
  • Duration: 4 to 7 hours.
  • Stages: 1.
  • Completion: the supply limit is reached.
  • Rewards: 20% chance for Aether, 50% for culture, 30% for science.

Event spawning

Spawning events happens on a 5-minute timer. Every 5 minutes, the game will divide the map into chunks and spawn events where needed. An event can spawn if there is at least 1 player-occupied tile and fewer than 9 events in the chunk. If there are 9 or more events, a Point of interest can spawn.

Event difficulty

Events can spawn on three difficulties: easy, moderate and hard. The has an effect on how many units can spawn, but it doesn't predict how many units an event ultimately will have. The type of event, number of stages and randomness all play a part as well.

Troop spawning

Troops numbers are computed using the server duration and difficulty to apply to a base amount, with some added randomness. This determines the consumption of units to be selected. This consumption is then filled with units randomly, with their type(s) based on the age of the server.

The units selected are dependant on the server's age:

  • Month 1: tier 0.5 units (militia, archer)
  • Month 2: tier 1 units (militia, archer, horseman, spearman)
  • Month 3: tier 1-2 units (tier 1 + swordsman, longbow, lancer, knight)
  • Months 4+: tier 1-3 units (tier 1-2 + halberdier, cav. archer, crossbow, cataphract)

The number of units to spawn is determined by randomly distributing the total consumption over the set of possible units, with the allocated consumption divided by the unit's consumption (at a minimum of 1 unit). If no units are selected, no troops are added for that stage.

Rewards calculation

Event rewards are calculated with a time-based function as well. A base reward value is used and impacted by both the number of months and weeks a server has been running.

The base reward value is 10, and it goes up by 4 per month. Then an additional amount is calculated as 7 + the number of months multiplied by an exponent affected by the server runtime in weeks.

How chunks work

Illustration of chunks Illustration of map chunks used to spawn events

The size of each chunk is 10x10 tiles, and overlapping chunks are used to cover the map equally. You can see this as on 00:05 events are spawned on the chunks with no offset (so starting at 0, the bordered boxes) and at 00:10 the events are spawned on the chunks with an offset (starting at 5, the checkered boxes). As a consequence, players on the furthest edges of the map have somewhat fewer events appear in their direct vicinity.