Moving kingdoms: Mechanics hub · Teleports · KvK
Quick Answer
Start with the destination kingdom's immigration screen, not a passport purchase. It shows whether your character can enter, how many Passport Pages are required, and which condition is blocking you. Passport ownership does not override season restrictions, quotas or admission rules.
Standard immigration commonly requires City Hall 16, sufficient passports, an eligible destination and completion of the displayed cooldown. Beginner's Immigration is a separate route for eligible new characters. Use the countdown and conditions on your own item and destination screen rather than treating a generic age limit as universal.
Work Through the Move in This Order
- Find the destination kingdom and open its immigration details.
- Confirm that your character's season and age meet its rules.
- Agree admission and timing with the destination's leadership when required.
- Read the passport requirement and any additional conditions or deposit shown.
- Arrange enough passports while your alliance can stock them.
- Complete the operational requirements immediately before the move: leave your alliance, recall marches, remove reinforcements and resolve battles as directed by the screen.
- Check the resource limit, cooldown and final cost again before confirming.
This sequence avoids buying passports for a move that is not currently allowed.
Standard Passport Planning Table
The following is the commonly published power-based reference, not a guarantee for every immigration mode. Special windows, destination rules and game updates can change the quote. At bracket boundaries, use the game's displayed requirement.
| Power band | Reference Passport Pages | Individual Credits at 600,000 per page |
|---|---|---|
| Below 10 million | 1 | 600,000 |
| 10–15 million | 2 | 1,200,000 |
| 15–20 million | 3 | 1,800,000 |
| 20–25 million | 4 | 2,400,000 |
| 25–30 million | 6 | 3,600,000 |
| 30–35 million | 9 | 5,400,000 |
| 35–40 million | 12 | 7,200,000 |
| 40–45 million | 15 | 9,000,000 |
| 45–50 million | 20 | 12,000,000 |
| 50–55 million | 25 | 15,000,000 |
| 55–60 million | 30 | 18,000,000 |
| 60–65 million | 35 | 21,000,000 |
| 65–70 million | 40 | 24,000,000 |
| 70–75 million | 45 | 27,000,000 |
| 75–80 million | 50 | 30,000,000 |
| 80–85 million | 55 | 33,000,000 |
| 85–90 million | 60 | 36,000,000 |
| 90–95 million | 65 | 39,000,000 |
| 95–100 million | 70 | 42,000,000 |
| 100 million and above | 75 | 45,000,000 |
For budgeting, multiply the actual quoted page count by the shop's current Individual Credit price. For example, 12 pages at 600,000 each require 7.2 million credits. If you already own four of those pages, the eight-page shortfall costs 4.8 million credits at that price.
Do not intentionally lose troops just to enter a cheaper band without accounting for rebuilding, healing and your destination's requirements.
Individual Credits and Alliance Credits Are Different
Individual Credits belong to your character and remain with you when you leave an alliance. Alliance Credits belong to the alliance. Officers use the latter to restock the alliance shop; you spend the former to buy from it.
You do not need to empty your Individual Credit balance before migrating. What you do need is shop stock: coordinate the passport purchase before leaving if the new alliance cannot immediately provide it.
Why Is Immigration Blocked?
| Screen condition | What to check |
|---|---|
| Season or character-age restriction | Your character's eligibility for this specific destination, not just the kingdom's age |
| Destination closed or quota full | The opening window, remaining places and any approval process |
| Power exceeds the permitted limit | The destination's configured limit and your current eligible power |
| Not enough passports | The quote for this move, less the pages in your inventory |
| Cooldown active | The remaining timer; more passports will not remove it |
| Marches, battle or reinforcements | Recall and resolve them as the screen requires |
| Resources above the allowed amount | The displayed resource limit and your open resource balance |
| Beginner route unavailable | City Hall, item expiry and destination eligibility for that route |
A kingdom's season label alone does not prove you can enter it. Likewise, possessing a Beginner's Teleport does not mean every new kingdom is a valid destination.
Same-Season and Cross-Season Moves
The immigration screen distinguishes these routes and their eligibility conditions. Cross-season moves can have additional quotas, restrictions or approval requirements. If a deposit appears, read its expiry and refund conditions before accepting. Do not assume it will be returned at the end of a KvK season.
This guide does not publish a universal 80/120/150-day character-age rule or a guaranteed 85-million power cap: those figures can refer to different routes and updates. Record the exact destination conditions and confirm them with leadership before committing resources.
What Comes With You?
Your character retains its city progression, commanders, troops and inventory through ordinary immigration. Alliance membership and map position change. Check any restrictions on open resources, seasonal systems and time-limited items before the final confirmation.
Arrange the arrival as carefully as the departure: know which alliance to join, who can accept you and whether you have the appropriate teleport for its territory.
A Worked Move: Cost, Permission and Arrival
Suppose the destination currently quotes twelve passports and you own four. Your shortfall is eight. At 600,000 Individual Credits per passport, the shop purchase needs 4.8 million Individual Credits, plus enough stock supplied by the alliance officers. That arithmetic does not establish eligibility; it only prices the quote already shown for this move.
Keep three separate notes:
| Note | Record before moving |
|---|---|
| Admission | Destination, immigration route, approval contact and intended opening window |
| Cost | Current quoted passports, pages owned, remaining credits and any other displayed condition |
| Arrival | Alliance to join, officer who can accept you and the teleport needed to reach its territory |
Recheck the quote after a large power increase. A training event between the initial plan and departure can change the passport requirement. Likewise, a destination with an available place today may have no place left when you are ready.
Do the reversible preparation first: arrange shop stock, confirm admission and recall unnecessary marches. Leave the alliance and reduce open resources only when the move is ready under the game's conditions. Do not discard useful resources or troops merely because an old migration guide suggests lowering power.
Take a final look at time-limited items and season systems before confirming. An item that can be used after an ordinary kingdom move is different from a seasonal currency whose description gives a conversion or expiry rule. The SoC guide explains why these should not be lumped into a blanket “everything converts” rule.
Reference: Passport requirements and shop prices. Source reviewed 9 September 2026; examples are editorial scenarios, not measured results.
FAQ
How many passports do I need?
Use the destination's current immigration quote. The table above is a standard planning reference and does not override a special migration route.
Will I lose Individual Credits?
No. Your personal balance stays with your character. The alliance's own credit balance stays with the alliance.
Can I migrate during KvK?
It depends on the source, destination and migration mode. The immigration screen's status and requirements decide; a general passport table cannot establish eligibility.
Should I buy passports before choosing a kingdom?
You can accumulate them for future use, but establish eligibility before buying a large shortfall for a specific move.
Sources and Review
Source review: 9 September 2026. The reference costs come from the published table below; the active immigration screen is authoritative for an actual move.