Current confirmed caps

v1.0.3 is the patch that made old late-game advice obsolete.

CurrencyConfirmed v1.0.3 capacity change
Glorystarts with max 100,000; Castle progression can raise total max to 1,000,000
Favorstarts with max 100,000; Castle progression can raise total max to 1,000,000
Knowledgemax 25,000 per University; 500,000 total

The developer changed these numbers because late upgrades could otherwise run into capacity limits.

Glory: connect combat spending to the fight you need to win

Full-release gameplay shows Glory tied to combat progression and military upgrades. v1.0.6 later reduced Glory requirements for Spearman, Swordsman and Archer Level 3 upgrades by roughly 30%.

Do not farm to an old guide’s target without checking your current requirement. If the next important military tier is affordable now, the extra grind may simply be obsolete.

Favor: watch automatic consumption

Current gameplay shows Favor interacting with economy/crafting systems. The practical risk is not the name of the currency; it is letting a passive system drain the pool below an important unlock.

Use bookmarks/priorities and resource trend tools when available so that passive consumption does not silently steal the budget for a target.

Knowledge: University capacity matters

v1.0.3 raised max Knowledge per University to 25,000, for 500,000 total. v1.0.1 had also fixed a bug where University Research progress carried over incorrectly through Prestige.

If your University progress behaves differently from a launch-day video:

  • verify the game is updated;
  • remember that v1.0.1 changed research carryover behavior;
  • remember that v1.0.3 changed Knowledge capacity.

Do not confuse “cap” with “required amount”

A capacity increase does not mean every player should immediately fill it. The cap exists so later purchases are possible and idle production has room.

Spend when the purchase improves the system blocking your next objective. Hoard only when a visible requirement justifies it.

Sources