2000

Bring your passes to a kingdom that answers for its record.

Kingdom 2000 runs an organised, English-speaking server with a published NAP, a rotating castle, and a king who schedules buffs 48 hours ahead. Everything a scout would ask us is on this page — then the waiting list is one form away.

KvK record
7–2last 9 cycles
Hero generation
Gen 6Truegold unlocked
Kingdom age
412 dopened 27 Jul 2025
Alliances hiring
4 of 762 seats open
Castle holder
2KVGrotates Sundays

The kingdom, in plain terms

What you are actually moving into, before anyone talks you into it.

2000 is a mid-age server that came out of its first Kingdom of Power intact and has stayed organised since. Leadership is a standing council of the seven R5s plus the king, meeting each Monday before the buff schedule is posted. Decisions are written down and published here — the NAP, the castle rotation, and the buff calendar are not verbal agreements.

We are a war server, not a farm server. Bear Hunt and Alliance Championship run every week with full turnout, and the top four alliances rally together in KvK rather than scoring separately. If you want a quiet kingdom where nobody is hit, this is the wrong address.

Most of our members sit in the Americas and Western Europe, which puts kingdom prime time between 13:00 and 04:00 UTC. Asia-Pacific governors are welcome, and 2KVG in particular is building an APAC garrison shift.

Server number
2000
Opened
27 July 2025
Transfer group
Group C
Hero generation
Gen 6
Truegold age
Unlocked, Tier 2
Active governors
~840 daily
Alliances
7 ranked, 4 hiring
Top-100 power floor
19.4 M
Kingdom power cap
None for Group C
Discord
Required for R4+

KvK record

Kingdom of Power runs on a 28-day cycle: five prep-scoring days, then the battle weekend and the castle fight. Prep and battle are scored separately, so a cycle can be split. Every cycle in detail, with opponent notes, is on the KvK archive.

Every cycle since our first matchmaking. Prep and battle points are kingdom totals.
CycleOpponentPrep pointsBattle pointsPrepBattleHigh King
Aug 2026K187741.2 M88.6 MWonWon2KVG
Jul 2026K204337.8 M71.4 MWonWonVLR
Jun 2026K196133.1 M64.9 MLostWon2KVG
May 2026K208831.6 M59.2 MWonWonIRN
Apr 2026K190228.4 M47.7 MWonLost
Mar 2026Bye24.9 MWon2KVG
Cycles played
98 matched, 1 bye
Battle phase
7–278% win rate
Castles held
6of 8 matched cycles
Best prep total
41.2 MAug 2026 cycle

Alliance leaderboard

The top five alliances by total power, pulled daily from MightPulse. Power, member counts and the top-10 floor come straight from the game; crowns are counted by the council and entered by hand.

#AlliancePowerMembers CrownsKvK shareSince last week
1
2KVGTwo Thousand Vanguard
62.4 M
98 / 100
4
31%
▲ held
2
VLRValor Regnant
54.1 M
94 / 100
1
27%
▲ +1
3
IRNIronhold
48.9 M
89 / 100
1
22%
▼ -1
4
TSKTaskmasters
30.2 M
83 / 100
0
12%
— held
5
OBLObelisk
27.6 M
100 / 100
0
8%
▲ +2

Spending mix

Self-reported by members each season. This is the honest version of the question everyone actually asks — not how many whales we have, but how many sit above you. A roster stacked with heavy spenders rallies harder and wins more castles; it also means the top reward tiers in every solo and alliance event are already spoken for. Which of those matters more depends on why you play.

1
2KVG22% heavy · 43% moderate · 35% free to play
2
VLR12% heavy · 46% moderate · 42% free to play
3
IRN6% heavy · 38% moderate · 56% free to play
4
TSK2% heavy · 21% moderate · 77% free to play
5
OBL5% heavy · 34% moderate · 61% free to play

Heavy — buys most packsModerate — buys selectivelyFree to play

Ranks 6 and 7 are unlisted while they rebuild. Seat counts and shift cover for every alliance are in the alliance directory.

Where would you land?

Put your power in and this estimates your rank inside each alliance, from the power bands published above. Placement decides your reward tier far more than kingdom rank does: being 8th of 94 in an alliance that rallies is worth more every week than being 60th of 98 in the strongest one.

Enter your total power to see where you would sit in each alliance.

Bear Trap timings matter as much as power

Each alliance runs its own two Bear Hunt slots, and they are set to whichever hours that roster is actually awake. Missing both every week costs you more materials over a season than two Town Center levels gain you. Check the slot before you check the power — the estimator shows both.

NAP rules

Agreed by all seven R5s and enforced by the NAP council — R5 plus three R4s per alliance. Breaking these costs your alliance its protection, not just you. Full text and amendment history is on the NAP page.

  1. No hits inside the NAPTagged members of NAP alliances are protected at all times outside KvK battle phase.
  2. Scouting and single-troop marches are allowedScouts, 1-troop pokes and 69-troop marches are fine on anyone in the kingdom.
  3. No alliance tag means free-for-allUntagged cities are unprotected. Join an alliance before you unshield.
  4. Tents are always openTents are FFA regardless of tag. Do not tent inside contested territory and expect mercy.
  5. Three-hit cap outside the NAPNon-NAP targets may be hit a maximum of three times per target, per day.
  6. Retaliation is allowed and loggedCheck the battle report first. One alliance-mate may take the victim's place to answer. Report it so the council can track it.
  7. Banner and HQ attacks must be scheduledAnnounce in the kingdom channel and clear it with the defending R5 before marching.
  8. The castle rotatesHolders drop the castle before the three-hour timer so the window reopens and every alliance can collect.
  9. R5s answer for their membersIf an alliance repeatedly breaks the pact and its R5 does nothing, that R5 becomes a valid target.
  10. Sanctuaries and fortresses are negotiatedOwnership is agreed at the Monday council, not taken by surprise. Holds are shared on rotation.

Which alliances are accepting transfers

Apply to the kingdom, not to an alliance — the transfer officer places you where your power and timezone fit, and you can move internally after 30 days. Leadership and shift cover for each are in the alliance directory.

2KVGRank 1 · 62.4 M
Seats open
6
Min power
32 M
Focus
Castle & rally
Shift
APAC building
Discord
Required
Invitational only
VLRRank 2 · 54.1 M
Seats open
18
Min power
21 M
Focus
KvK prep scoring
Shift
EU evenings
Discord
Required
Accepting now
IRNRank 3 · 48.9 M
Seats open
21
Min power
14 M
Focus
Bear & Championship
Shift
Americas
Discord
Encouraged
Accepting now
TSKRank 4 · 30.2 M
Seats open
17
Min power
None
Focus
Growth & farms
Shift
Mixed
Discord
Optional
Accepting now
OBLRank 5 · 27.6 M
Seats open
0
Min power
Focus
Sanctuary holds
Shift
EU mornings
Discord
Required
Full — waitlist only
Farm ringUnranked
Seats open
Open
Min power
None
Focus
Farm accounts
Shift
Any
Discord
Not needed
Bring your farms

Kingdom timeline

What 2000 has actually done, in order. Server age gates content in Kingshot, so this doubles as a map of what is already unlocked here.

  1. Kingdom 2000 opensFirst 300 governors land. IRN and VLR form in the opening week.
  2. Fifth Hall of GovernorsUnlocks Kingdom of Power eligibility at 70 days of server age.
  3. First castle battle2KVG takes the castle. The rotating-crown NAP is written the following Monday.
  4. First KvK cycleMatchmaking returns a bye. Prep is played out anyway for 24.9 M points.
  5. Age of TruegoldTruegold buildings open. Town Center 30 becomes the kingdom's stated target.
  6. Split cycle against K1961Prep lost, battle won. Prep hoarding rules are published and enforced from here on.
  7. Best cycle to date41.2 M prep and a clean sweep of K1877. High King crowned in 2KVG.

King buff schedule

The king posts skills 48 hours ahead and activates every one at 00:00 UTC, so you can queue upgrades against the buff instead of guessing. Titles are granted from the castle desk; a buff only applies if the title and the skill are live before you start the action.

Monday

GroundworksConstruction speedChief Minister

Tuesday

Fresh IdeasResearch speedChief Minister

Wednesday

No skillTitles on requestDuke / Architect

Thursday

MobilizeTraining speedNoble Advisor

Friday

No skillArmament week onlyChief Minister

Saturday

Community HealingHealing speedNoble Advisor

Sunday

Held in reserveCastle battle coverCouncil call

During a KvK prep week the schedule shifts to match the scoring days: Groundworks on day 1, Fresh Ideas on day 2, Mobilize on day 4 and Community Healing on day 6 so heals land before the battle phase opens. Title requests go in the castle channel with your city coordinates.

Event times and where we rank

All times UTC. Our four-week rotation runs Brawl week, Strongest Governor, Alliance Mobilization, then KvK prep — confirm exact starts in the in-game Event Center.

EventCadenceOur window (UTC)Turnout expectedKingdom rank
Bear HuntEvery 2 days14:00 and 01:00All alliances, both slots2nd in group
Alliance ChampionshipWeeklyThu 19:00Mandatory for R4+1st in group
Swordland ShowdownEvery 2 weeks, SundaysSun 18:00Legion sign-up Mon–TueTier 2 league
Sanctuary BattleWeeklySat 20:0020+ members, R4 signs up4 of 6 held
Tri-Alliance ClashEvery 4 weeksSat 16:002KVG and VLR fieldedTop 8 cross-kingdom
Castle battleEvery 2 weeksSun 12:00–18:00Rotation order posted Friday6 crowns held
KvK battle phaseEvery 28 daysBorders 10:00–22:00Full kingdom, shields up first7–2 record
Mystic TrialWeeklyRolls at 00:00 MonSolo, six rooms

What we do when we're not playing

A kingdom is a group chat with a war attached. Most of ours know each other's voices, and a fair amount of the week has nothing to do with Kingshot at all.

WhenWhat
Game night Among Us and Cards Against Humanity in rotation, sometimes Jackbox or Skribbl when the lobby is big. Open to anyone in the kingdom, no alliance tag required.
Castle call Voice for the castle window. Half strategy, half people talking over each other. Turn up even if you are only joining rallies.
Council, in voice R5s and NAP seats. Members can listen in; the buff schedule and the leaderboard are posted straight after.
All-day voice Rally coordination in one channel, nonsense in the other. The nonsense channel is how most people end up knowing each other.
Open lobby Someone is usually in voice. Helldivers, Marvel Rivals, Balatro runs, Geoguessr, whatever is going that month.

The Discord

One server for the whole kingdom, not one per alliance. Alliance channels sit inside it, so a transfer between alliances does not cost you the people you already talk to. Voice is encouraged and never required — plenty of members have only ever typed.

Moderated by the council. No politics channel, no drama channel, and screenshots of kingdom chat arguments get deleted rather than debated.

  • #kingdomEveryone. Titles, rallies, questions.
  • #castleRotation order, title requests with coordinates.
  • #transfersWhere applications land and placements are answered.
  • #game-nightLobby links and whoever is short a player.
  • #off-topicPets, food, sleep schedules, the usual.
Click here to join our Discord!

Timezone spread is wide enough that the server is rarely empty. If you are Asia-Pacific and used to being the only one awake, 2KVG is deliberately building that shift.

Vibe check

Two gates stand between you and the invite. The first keeps the bots out. The second keeps out people who'd make the server worse — and the questions are all things you'd know if you've played on a decent kingdom. Nobody is testing your power here.

!

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Turn it on and reload, or ask any R4 in kingdom chat for the invite directly.

Failed it? Nothing is logged and nothing is held against you. Read the answers, argue with them in your head, and go again.

Apply to transfer

The form takes two minutes. A transfer officer replies with your alliance placement and your estimated pass cost before the window opens on 13 September.

Submissions go to the transfer officers' Discord channel. We keep your governor name, kingdom, power and timezone until this window closes, then the list is deleted. No email address is asked for.

  • Town Center at or above the level shown on your in-game transfer screen
  • Left your alliance before the window opens
  • At least 25 days since your last transfer
  • Fewer than four characters already in Kingdom 2000
  • Same hero generation and Truegold stage as 2000
  • Enough Transfer Passes — 1 to 50 depending on your power against our kingdom rating
  • Not currently a King or Transfer Manager
  • Not in an active battle when you move

Pass cost is set by your Transfer Score against our kingdom rating, so we cannot quote it for you — but the confirm screen in game can, and our officers will tell you if you are over a cap before you spend anything. Resources above your Storehouse protection are lost in the move, so empty your queues first.