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Conquest Season: A Leader's Battle Plan
Quick answers
- How long is a season in Iron Realms?
- Seven real days. Seasons turn on that cycle, the in-game sky mirrors real weather, and the Long Night is the harshest stretch of the wheel.
- Is Iron Realms free to play?
- Yes. Iron Realms is free to play in any browser with no download and no account required. Every building, troop tier and Seat of Power is reachable without spending money — purchases buy speed and cosmetics, never a higher ceiling.
- Does spending money make you stronger in Iron Realms?
- No. Nothing purchasable raises your power ceiling. A charter audit runs on every build and fails it if any offer would sell power. During the pre-alpha nothing is for sale at all — better than that, the store gives its goods away: everything in it is free to take, once a day per item, while the realm is being built. When payments do open, spending will compress time only: it clears timers, it never raises the summit.
- How long does it take to max a keep in Iron Realms?
- Keeps cap at level 45 and troops at tier 13 — the same summit for everyone, and it is a campaign: about seven months of steady play at half an hour a day, counting keep 45 and the nineteen plots that gate it. The Fair Play ledger inside the game reads that figure straight out of the shipped constants, so it is never a month behind the build.

The Conquest Season is the game's grandest stage — a shaped war with a fair start, a scored middle, and a decisive end. Here is how a Leader plans the whole arc.
The opening: know your match
Scout the enemy alliance early — their active roster, their seats, their timezone coverage. Where are they thin? That is where your season is won. (There is no matchmaker yet: seasons are not paired for a fair fight, so the reconnaissance matters more, not less.)
The middle: score and valor
The season keeps a ledger of who fought and how, and it scores three things over fourteen days: 50 a fort level, 100 a seat captured, 500 a war won. That ordering is the plan — a single war win outscores ten fort levels, so concentrate force rather than contesting everywhere, and rotate coverage so your seats are defended around the clock.
The close: the score at fourteen days
There is no settlement to negotiate: a season ends when its fourteen days end, and the higher score wins. So the close is arithmetic, not diplomacy — count what is still reachable, and spend the last days on the war win worth 500 rather than the fort levels worth 50. A Leader who reads the clock never overextends into a reversal they have no time to repair.
- Scout the enemy roster and coverage early — find the gap
- Concentrate on winnable fronts; hold seats around the clock
- Read the exhaustion clock: force the win or take the peace