In Rise of Kingdoms, a Passport Page is a consumeable in-game item required to migrate a player's City from one Kingdom (server) to another. The number of Passport Pages needed depends directly on the player's Individual Governor Power—higher power levels require significantly more passports. To successfully immigrate, players must also satisfy several strict eligibility prerequisites regarding Town Hall level, march status, alliance membership, resource limits, and kingdom entry rules.
What Is a Passport Page in Rise of Kingdoms?
A Passport Page (commonly referred to simply as a "Passport") is the primary currency used by the migration mechanic in Rise of Kingdoms. Migration allows players to transfer their entire account—including commanders, technology, resources, inventory items, and troops—to a different Kingdom map.
- Governor City Profile
- Check Eligibility Criteria
- Town Hall Level 16+
- All Troops Healed
- No Alliance Membership
- Scouts Idle
- Resources Below Limit
- Cooldown Expired (30 Days)
- Calculate Passport Cost (Based on Current Governor Power Tier)
- Consume Passport Pages (Purchased via Alliance Shop or "New World" Bundles)
- City Re-Spawns in Target Kingdom
Whether a player is seeking a more active alliance, fleeing an unfavorable Kingdom vs. Kingdom (KvK) outcome, or regrouping with friends on another server, the passport system acts as both a gateway and a balancing mechanism.
By tying the passport cost to a player’s current Governor Power, game developers Lilith Games ensure high-power players cannot move freely across servers without strategic planning or financial investment. This restriction prevents powerful players from invading and overwhelming newly established kingdoms during early progression phases.
How to Obtain Passport Pages
There are two primary ways to acquire Passport Pages in Rise of Kingdoms: the free-to-play method using Alliance Individual Credits and the paid method through In-App Purchase (IAP) Bundles.
1. The Free-to-Play Method: Alliance Shop
Players can buy Passport Pages from the Alliance Shop using Alliance Individual Credits.
- Cost per Passport Page: 600,000 Individual Alliance Credits.
- Restock Requirement: An Alliance Leader (R5) or Officer (R4) must first restock the Passport Page into the Alliance Shop stock using 100,000 Alliance Credit Funds.
How to Earn Alliance Individual Credits
Because 600,000 credits per passport is a substantial sum, non-spending players must actively build up their credit balance through several daily activities:
- Alliance Technology Donations: Consistently donating resources or gems to alliance tech research.
- Building Alliance Structures: Constructing Alliance Towers, Flag Nodes, or Fortress structures using troops. (Credits generate over time while troops build).
- Alliance Helps: Regularly tapping the hands icon to assist alliance members with construction and research speed-ups.
- Opening Alliance Chests: Participating in rallies against Barbarian Forts and buying bundles awards chests to all alliance members, yielding extra credits.
Note for Alliance Leadership: If your alliance lacks sufficient Alliance Credits, officers will be unable to stock passports in the shop. Players should communicate with their alliance leaders well before their target migration date.
2. The Paid Method: "New World" Bundle
For players needing multiple passports quickly, the game features a specific microtransaction pack called the "New World" bundle. This bundle appears under the special offers menu and resets its purchase tiers periodically.
| Tier Rank | Price (USD) | Passport Pages Included | Additional Bundle Contents |
|---|---|---|---|
| Tier 1 | $4.99 | 1 Passport Page | Gems, VIP Points, Speedups, Resource Chests |
| Tier 2 | $9.99 | 2 Passport Pages | Gems, VIP Points, Speedups, Resource Chests |
| Tier 3 | $19.99 | 3 Passport Pages | Gems, VIP Points, Speedups, Resource Chests |
| Tier 4 | $49.99 | 4 Passport Pages | Gems, VIP Points, Speedups, Resource Chests |
| Tier 5 | $99.99 | 9 Passport Pages | Gems, VIP Points, Speedups, Resource Chests |
The bundle scales in price and quantity per tier. Purchasing the full "New World" rotation up to the $99.99 tier yields a total of 19 Passport Pages for $179.95 USD. If a player requires more than 19 passports, they must wait for the bundle to reset or supplement their purchases with Alliance Shop credits.
Passport Requirements by Governor Power Tier
The number of Passport Pages required to migrate is calculated dynamically based on your Individual Governor Power at the precise moment you initiate the migration attempt.
Higher power tiers require exponentially more passports. Below is a comprehensive breakdown of power brackets and their corresponding passport costs.
| Governor Power Range | Passport Pages Required |
|---|---|
| Under 5,000,000 | 1 |
| 5,000,000 – 7,499,999 | 2 |
| 7,500,000 – 9,999,999 | 3 |
| 10,000,000 – 14,999,999 | 4 |
| 15,000,000 – 19,999,999 | 6 |
| 20,000,000 – 24,999,999 | 8 |
| 25,000,000 – 29,999,999 | 10 |
| 30,000,000 – 34,999,999 | 12 |
| 35,000,000 – 39,999,999 | 14 |
| 40,000,000 – 44,999,999 | 16 |
| 45,000,000 – 49,999,999 | 18 |
| 50,000,000 – 54,999,999 | 20 |
| 55,000,000 – 59,999,999 | 22 |
| 60,000,000 – 64,999,999 | 24 |
| 65,000,000 – 69,999,999 | 26 |
| 70,000,000 – 74,999,999 | 28 |
| 75,000,000 – 79,999,999 | 30 |
| 80,000,000 – 84,999,999 | 35 |
| 85,000,000 – 89,999,999 | 40 |
| 90,000,000 – 99,999,999 | 50 |
| 100,000,000+ | 75+ (Scales up to maximum cap) |
Strategic Power Trimming ("De-powering")
Because passport costs jump significantly between brackets, competitive players frequently lower their power before migrating to save money or credits. This process, known as power trimming, involves deliberate strategies to drop below a specific power threshold:
- Filling Hospitals: Players intentionally fight high-level troops or rally enemy structures until their hospitals are filled with wounded units. Wounded units in the Hospital do not count toward active Governor Power.
- Deleting Siege Units: Siege units offer low combat value in open-field battles but contribute heavily to overall power. Players frequently dismiss lower-tier Siege troops (Tier 1–Tier 4) to drop into a lower passport bracket.
- Holding Speedups: Avoid using building, research, or training speedups right before migrating, as gained power will increase passport requirements.
Caution: Always calculate your target power tier precisely. If you leave wounded troops in the hospital to reduce power, do not heal them until you have safely landed in your new target Kingdom.
Mandatory Migration Eligibility Prerequisites
Holding enough Passport Pages does not automatically guarantee permission to migrate. The game engine enforces a set of strict prerequisites. If even a single condition is unmet, the migration attempt will fail.
- Migration Checklist:
- Town Hall Level 16 or Higher
- All March Queues Idle (No Marches / Scouts)
- All Troops Out of Hospitals
- Not Currently Enrolled in an Alliance
- Resources Within Storehouse Protection Limits
- City Not Currently Under Attack or in Combat
- 30-Day Immigration Cooldown Expired
- Target Kingdom Status: Open & Meets KvK Rules
1. Town Hall Level 16+
Your main building must be at least Town Hall Level 16. Accounts below TH16 cannot use the standard Passport migration system (though fresh accounts under TH8 can use a Beginner's Teleport within their first few days).
2. Empty Queue and Idle Army Status
- Scouts: All Scout Planes or Scouts must be idle inside your City. No fog exploration or city scouting marches can be active.
- Troops: No active marches allowed. Troops cannot be gathering resources, garrisoned in alliance structures, participating in rallies, or traveling across the map.
3. Hospital Capacity Requirement
While filling hospitals drops your power, no troops can be in the process of healing, and your hospital cannot exceed its capacity. Additionally, all dead units must be cleared, and no active healing queues can be running when you hit the final confirmation button.
4. Alliance Resignation
You cannot belong to any Alliance at the time of migration. You must leave your alliance before initiating immigration.
- Tip: Ensure you have bought all necessary Passport Pages from the Alliance Shop before hitting the "Leave Alliance" button. Once you leave, you lose access to that alliance's shop inventory.
5. Resource Cap (Storehouse Limit Rule)
To prevent players from transferring massive, unplundered resource hoards between servers and inflating target kingdom economies, your open resources (Food, Wood, Stone, Gold) must not exceed your Storehouse protection capacity.
- What happens to excess resources? Any unprotected resources exceeding your Storehouse limit will be permanently discarded upon migration.
- What stays safe? Resource packs stored safely inside your Inventory Bag are completely exempt from this rule. Only open, claimable resources shown on your top HUD bar are affected.
- Best Practice: Donate excess open resources to your current alliance members or burn them via alliance technology donations before attempting to immigrate.
6. Immigration Cooldown Period
Once you successfully complete a kingdom migration, a 30-day immigration cooldown is placed on your account. You cannot migrate to another kingdom until this 30-day timer expires.
Understanding Kingdom Types and KvK Migration Rules
Beyond individual account checks, target Kingdoms are subject to regional and seasonal migration rules set by the game server.
Kingdom Lifecycle Categories
Kingdoms in Rise of Kingdoms progress through developmental stages:
- Nascent / Developing Kingdoms: Newly launched servers that are still undergoing early-game progression (pre-KvK 1). These are generally closed to older, high-power accounts.
- Season 1, Season 2, and Season 3 Kingdoms: Servers participating in specific early-to-mid KvK campaign cycles.
- Season of Conquest (SoC) / Seasoned Kingdoms: Mature servers that have completed KvK 3 and entered the repeatable endgame conquest rotation.
Cross-Season vs. Same-Season Migration
- Same-Season Immigration: Moving between two kingdoms that are currently in the same season (e.g., from one Season of Conquest kingdom to another Season of Conquest kingdom). This is usually open, provided the target kingdom has not reached its population or power registration limit.
- Cross-Season Immigration: Moving backward from an older season (e.g., Season of Conquest) to a younger season (e.g., Season 2).
Cross-season migration is strictly regulated by capped quotas:
- Cap Limits: Target Season 2 and Season 3 kingdoms have a hard cap on how many cross-season players they can accept per season (typically limited to 30 external governors per kingdom).
- Special Immigrant Applications: High-power players wishing to cross-migrate must often receive approval from the target Kingdom's King/Leadership via the Special Immigrant System, which bypasses standard power entry caps using a dedicated quota allocation.
Step-by-Step Guide: How to Execute Migration
Once you have verified all prerequisites and acquired the necessary number of Passport Pages, follow this process to complete your move:
Step 1: Pinch Zoom out to Continent View
Step 2: Tap Globe Icon (Bottom Right)
Step 3: Browse Regions & Select Target Kingdom
Step 4: Check Target Kingdom Entry Status
Step 5: Tap "Immigrate" & Confirm Verification
Step 6: Client Restarts Automatically
- City Transferred
Zoom Out: On the main city screen, pinch your fingers together on the display to enter the map view. Pinch again to enter the World Map (Globe View).
Open Globe View: Tap the Globe Icon located at the bottom-right corner of the map screen.
Select Kingdom Region: Select the continent and scroll down the list of kingdoms to find your desired destination server.
Check Status: Tap on the target Kingdom number. A pop-up menu will display its current status (e.g., Unlocked, Developing, In Battle), along with its King's name and governing Alliance.
Tap Immigrate: Select the "Immigrate" button. The game will automatically run a system diagnostic check on your account.
- If all checkmarks are Green, you satisfy the prerequisites.
- If any checkmark is Red, tap the info icon next to it to identify what needs resolving (e.g., clearing resources or troops).
Confirm Passport Consumption: The system will prompt you with the final prompt stating how many Passport Pages will be consumed.
Complete Transfer: Confirm the action. Your game client will immediately restart. Upon reloading, your City will spawn randomly within Sector 1 (the outer zone) of your new home Kingdom.
Common Migration Mistakes and How to Avoid Them
Migrating without proper preparation can result in permanent losses or wasted resources. Avoid these common missteps:
1. Trashing Resources Accidentally
A frequent mistake for returning or migrating players is losing hundreds of millions of open resources because they overlooked the Storehouse capacity rule. Always convert open resources into alliance donations, or trade them to friends before initiating migration.
2. Forgetting to Purchase Passports Prior to Leaving an Alliance
If you quit your Alliance before stocking and purchasing your Passport Pages, you will be stranded without access to the Alliance Shop. You would then need to request entry into a new alliance, wait for approval, build up contributions, and request an officer to restock the item.
3. Migrating Without Communication with Target Leadership
Moving into a competitive or organized Season of Conquest Kingdom unannounced can lead to hostile reactions. Many top-tier kingdoms enforce strict power quotas and require prior approval via external messaging apps (such as Discord).
Unannounced high-power immigrants are often branded "illegal immigrants" and targeted by the governing alliance until they are forced to shield or leave.
4. Overlooking the 30-Day Cooldown Window
If you migrate to a kingdom and realize it does not suit your playstyle or time zone, you cannot move again immediately. Plan your move carefully, as you are locked into your target server for 30 days regardless of your passport balance.
Frequently Asked Questions
Can I lose my Passport Pages if migration fails?
No. Passport Pages are only consumed from your inventory when the migration process fully executes and your account is transferred. If an error occurs or prerequisites fail during validation, your passports remain safely in your inventory.
Do I lose my commanders, equipment, or VIP status when I use a passport?
No. Passport migration transfers your full account progression intact. All unlocked commanders, skill levels, commander equipment, VIP levels, speedups, inventory items, and unlocked technologies move with your City.
How do I know how many passports my account currently needs?
Open your profile avatar in the top-left corner, select your Governor Details, and check your current overall Power rating. Compare that total number against the official Governor Power Tier chart listed above to determine your requirement.
Can I migrate to a Kingdom that is currently playing KvK?
Generally, no. Kingdoms that are actively engaged in a Kingdom vs. Kingdom (KvK) campaign map (such as Lost Kingdom) have locked migration borders. You must wait until the target kingdom finishes its active KvK cycle and returns to its home map before immigration opens.
Are Beginner's Teleports the same thing as Passport Pages?
No. A Beginner's Teleport is a special early-game item granted to newly registered accounts. It allows players with a Town Hall level under Level 8 to jump to newer kingdoms for free within their first few days of gameplay. Once your Town Hall reaches Level 16 or your account matures, you must use the standard Passport Page system.
Final Recommendation: Next Steps for Migration
If you are planning to migrate your City in Rise of Kingdoms:
- Calculate Your Required Passports: Check your exact Governor Power and verify the number of passport pages needed.
- Contact Target Kingdom Leadership: Message the King or migration officers of your target Kingdom to ensure they have open slots and welcome your power profile.
- Begin Accumulating Alliance Credits Early: If you are a free-to-play or low-spending player, start saving your 600,000 Alliance Individual Credits per passport well in advance of your target migration window.
- Trim Power and Clean Resources: Before initiating the transfer, drop excess open resources below your Storehouse limit, heal or clear your active march queues, and exit your alliance.
By following these structured procedures, you can ensure a smooth transition to your new server without risking lost resources or account disruption.
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Ingrid Bjornson
Global Cyber Policy and Regulation Analyst