Kin of Sheredyn Mastery Guide
Master the Kin of Sheredyn on View All: build tall with Keeps, use Holy Commandments and Chosen units, aim for wealth or siege victories, and manage influence.

TL;DR
- Build Keeps to stack Fortification—each Keep unlocks Holy Commandments like Divine Service and Wrath of the Skies.
- Use Divine Service after you have ~5 population to convert to Divine for big FIDSI boosts; don’t convert too early because of Military Press.
- Play tall: doubled city founding costs mean prioritize the capital, Legionaries Workshop, Badge counselor, and Strength of Garen tech.
- Blessed Earth plus Chosen units extends resource extraction for a straightforward wealth victory; shore up influence with Forums and scribes first.
What You Need to Know First
Start here or you’ll be scrambling for Influence while your neighbors treat your Keeps like piñatas. This table covers the hard requirements and the things you absolutely need to plan for.
| Item | Effect | Where to Get |
|---|---|---|
| Keep | Adds Fortification points to empire; unlocks Holy Commandments at thresholds | Build in cities (improves city Fortification) |
| Divine Service (Holy Commandment) | Converts population to Divine type (changes population bonuses) | Unlocked at 1st Keep |
| Rejuvenation (Holy Commandment) | Restores movement and attacks for armies | 100+ Fortification |
| Blessed Earth (Holy Commandment) | Extracts 10 resources from any deposit | 200+ or 300+ Fortification threshold depending on tech (see below) |
| Replenish Faith (Holy Commandment) | Heal armies completely | 300+ Fortification |
| Wrath of the Skies (Holy Commandment) | Orbital bombardment attack | 400+ Fortification |
| Chosen units | Powerful mobile units that extend Holy Commandment range | Quest line reward / faction progression |
| Strength of Garen (tech) | +5 defense on all units and +2 industry on military districts | Researchable tech |
| Legionaries Workshop (improvement) | Industry equal to city's fortification level | Build on city tile |
| Badge (counselor) | +5 food, +5 industry, +10 dust, +5 science, +5 influence to military districts | Recruit via counselor mechanics |
Fortification thresholds (quick reference):
| Fortification Level | Ability Unlocked | Effect |
|---|---|---|
| First Keep | Divine Service | Convert population to Divine type |
| 100+ Fortification | Rejuvenation | Restore movement and attacks |
| 200+ Fortification | Blessed Earth | Extract 10 resources from deposit |
| 300+ Fortification | Replenish Faith | Heal armies completely |
| 400+ Fortification | Wrath of the Skies | Orbital bombardment |
A few quick notes:
- Each Holy Commandment costs influence and has significant cooldowns. Treat them like limited-use nukes, not spam buttons.
- Chosen units start at 4 empire-wide; they’re precious. Don’t throw them at a losing fight just to feel dramatic.
- Blessed Earth: 10 units from a deposit every 5 turns (5-turn cooldown). For a wealth victory you need 20 of each strategic resource held for 5 turns—so Blessed Earth is actually reliable if you plan territories right.
Step-by-Step Guide
Follow this if you want a playable path from turn 1 to midgame without making rookie mistakes.
- Opening moves (turns 1–20)
- Build Sanctity of Nature first improvement for immediate FIDSI bump.
- Rush your first Keep next—Divine Service unlocked at 1st Keep changes how you plan population.
- Tech order: Scientific Charter → Strength of Garen → Currency. Scientific Charter opens labs; Strength of Garen adds the +5 defense/+2 industry punch; Currency gives dust flow.
| Item | Effect | Where to Get |
|---|---|---|
| Sanctity of Nature | Immediate FIDSI bonuses | Starting improvement |
| Scientific Charter | Unlocks laboratories for science | Research tree |
| Currency | Dust income boost | Research tree |
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Population and conversion timing
- Don’t hit Divine Service the instant you can. Wait until your city has ~5 population. That way you keep the Military Press bonus from regular population until it stops being relevant.
- Divine conversion scales: 3 Divine population = +2 each (doubled from +1); 6 Divine population = +3 each. Plan conversions in batches.
-
Economy and keeps
- Build Legionaries Workshop on high-fortification cities. Industry from this scales with your Fortification level and, with Strength of Garen plus Badge counselor, turns Keeps into powerhouses.
- Focus on military districts early for the Badge counselor bonuses and the extra influence.
-
Midgame priorities (expansion and Chosen units)
- Because founding cities costs double, prefer Camps for expansion or seize Fortresses after Tidefall events. Each new city is expensive—make sure your influence pipeline (Forums, Scriptorum tech, scribes) is solid first.
- Chosen units unlock through the faction quest. They extend the range of Holy Commandments; place them to project your abilities into contested regions.
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Combat use of Holy Commandments
- Rejuvenation: use it to move and attack twice—clean up high-value skirmishers or finish off wounded stacks after baiting.
- Wrath of the Skies: AOE orbital strike. Devastating, but watch friendly fire and range limits (only inside your territory or near Chosen).
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Victory planning
- Wealth victory: target deposits and use Blessed Earth regularly—10 units per deposit every 5 turns stacks quickly. Tanya quest can give 18 of each strategic resource; pair that with Blessed Earth and you’re often within reach.
- Military conquest: fortify choke points, lure enemies into your fortresses, then counterattack with Rejuvenation-enabled armies and Wrath of the Skies to smear the assault.
Quick midgame checklist:
| Priority | Why it matters | Target timing |
|---|---|---|
| Forum districts / Scriptorum | Influence generation | Before expanding second city |
| Legionaries Workshop | Industry scaling from Fortification | When city Fortification > 50 |
| Badge counselor | Military district bonanza | Recruit as soon as available |
| Camps / Fortresses | Cheap territory control | Early expansion to grab anomalies and deposits |
If you follow this, you’ll stop losing influence for dumb reasons and start turning Keeps into factories of doom. Or dust. Depends on how you like to win.
Pro Tips
- Treat Holy Commandments like tools with long timers: pre-plan which one will swing the next big fight. Use Rejuvenation to bait attackers into range of Wrath of the Skies when you can.
- Stack Legionaries Workshop + Strength of Garen + Badge on the same city. The multiplicative effect on industry and approval turns one Keep into a late-game production hub.
- Use Camps and seized Fortresses to grab anomalies and strategic deposits instead of founding expensive cities. Blessed Earth needs deposits inside your reach to be useful.
- Convert to Divine in chunks. Converting 3 at once gives +2 FIDSI each; converting early burns valuable Military Press bonuses. Snipe the population that costs you the least excess value.
- Position Chosen units to extend Holy Commandment range into enemy territory without overexposing them; their presence is more strategic than frontline fodder.
Common Mistakes to Avoid
- Converting population to Divine immediately after first Keep — you lose Military Press bonuses and the scaling benefit if done one-by-one.
- Founding a second city too early — doubled founding costs will wreck your influence and delay key Holy Commandments.
- Using Wrath of the Skies without checking friendly unit positions — orbital strikes don’t discriminate if you’re sloppy.
