Part of the Progression Series:

Quick Answer

Power is the sum of your buildings, research, commanders and troops. 1 million is a young account. 10 million is an established mid-game account. 50 million is a serious long-term account, usually well into KvK seasons. 100 million and up is a heavily invested or heavily spending account. But power tells you almost nothing about how dangerous someone is — a 30M account built on research and T5 troops will destroy a 60M account built on stockpiled low-tier troops.

Overview

If you have seen "I have 50 million power in Rise of Kingdoms" and wondered whether that is impressive, the honest answer is: it depends entirely on what the power is made of. The phrase became a running joke because of the game's advertising, but the underlying question is real. Here is what each bracket actually looks like from the inside.

What Power Is Made Of

Four components, and they are not equal:

Source Permanent? Combat value
Buildings Yes Indirect (caps and capacity)
Research Yes Very high (stats, tiers, march size)
Commanders Yes Very high (skills carry fights)
Troops No High, but deletable

Two accounts at identical power can be a full tier apart in actual strength. A governor who put everything into research and one strong commander pair beats a governor who trained a wall of T3 troops, every single time.

The Power Brackets

1 million power — the first milestone

Reached in roughly the first week or two of steady play. City Hall is climbing, you have unlocked a couple of troop tiers, and your commanders are still low level. You are gathering, farming barbarians, and are essentially invisible to real players — which is the safest place to be.

Focus: City Hall, Academy, join a real alliance.

5–10 million power — the mid-game

The typical bracket for an account a couple of months in. T4 troops are unlocked or close, your primary commander pair is functional, and you can hold your own in alliance rallies as a joiner rather than a leader.

This is also where most accounts stall, because the early quest rewards dry up and progression becomes pure queue management. See how to increase power fast.

Focus: research depth, one commander pair taken seriously, hospital capacity.

20–50 million power — the serious account

At this level you are a real participant in kingdom politics. You have been through at least one KvK, you have T5 troops or are pushing for them, and your commanders have meaningful skill levels.

The jump from 20M to 50M is where the game slows down hardest. Building levels get expensive, research costs balloon, and the resource requirements start to demand either alliance-scale gathering or spending.

Focus: T5 troops, equipment, KvK performance, commander pairs that hold up against real players.

80–100 million and beyond

Long-term accounts, usually with significant spending or several years of consistent play. At this level, power stops being a useful measure entirely — what matters is troop tier, commander skill levels, equipment quality and how well you fight.

Kingdom leaders and rally leads live here. So do a lot of accounts that look terrifying on paper and fold under a coordinated rally.

Why Power Is a Bad Way to Judge a Player

Three things power does not tell you:

  1. Troop tier. 40M of T5 troops beats 70M of T3 troops, comfortably.
  2. Commander investment. Skills at 5/5/5/5 versus 1/1/1/1 is a massive gap that barely moves the power number.
  3. What is deployable. Power includes troops sitting in hospital and commanders you never use. March capacity and equipment are what actually show up to a fight.

The practical version: do not attack based on power alone, and do not panic based on power alone. Scout first. Every time.

How Long Does Each Bracket Take?

Wildly variable, but as a rough free-to-play shape:

  • 1M: days.
  • 10M: a couple of months of daily play.
  • 50M: most of a year, usually including a couple of KvK seasons.
  • 100M+: multiple years, or money.

Spending accelerates it dramatically — see the F2P guide for where the realistic free ceiling sits and the VIP guide for the cheapest meaningful upgrades.

FAQ

Who has the most power in Rise of Kingdoms?

The top accounts run well into the hundreds of millions, and the exact leader changes constantly across thousands of kingdoms. There is no meaningful global leaderboard for it, and the number is mostly a spending statistic rather than a skill one.

Is 10 million power good?

It is a healthy mid-game account. Whether it is good depends on the split: 10M weighted toward research and commanders is strong for its size; 10M weighted toward low-tier troops is fragile.

Why did my power drop?

You lost troops, dismissed troops, or reset a commander. Losing power after a fight is normal — that is exactly why troop power is the least reliable kind.

Should I keep power low on purpose?

Yes, in one specific case: a farm account is deliberately kept small so it is not worth attacking. For your main account, hiding is not a strategy — an active alliance is.

Key Takeaways

  • Power is a total, not a rating. Its composition matters more than its size.
  • Research and commanders are permanent power; troops are borrowed power.
  • 1M is early, 10M is mid-game, 50M is a serious account, 100M+ is years or money.
  • Never judge a target by power alone. Scout.