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Villages, Cities & Expansion

A profile may control up to 50 villages. Founding, conquering, and City upgrades consume account-wide Culture Point slots, while settlers and leaders also consume expansion slots from a Residence or Palace.

Settling

Founding a village requires three settlers, 750 of each resource carried by them, a free expansion slot in their origin, an unlocked Culture Point slot, and an empty legal map tile. Sent settlers are independent of the Residence or Palace after departure.

  • Residence: expansion slots at levels 10 and 20.
  • Palace: expansion slots at levels 10, 15, and 20. Only one Palace is allowed on the profile, and only it can change the capital.

The village that spends the expansion slot owns the settlement. A non-capital village may settle and may claim Wilder Sites normally.

Population and capital

Population is the sum of field and building population costs, not troop upkeep. It drives RP production, rankings, morale, and several eligibility checks, but does not directly measure army strength.

Capital fields are not subject to the ordinary non-capital level cap. A capital cannot be conquered. If it is destroyed and another village remains, capital status moves to the largest remaining village. Capital-only and non-capital-only buildings are removed when a capital switch makes them illegal.

Cities

A normal village can become a City when it has Town Hall 20, Academy 10, one free Culture Point slot, and 7,500 of each resource. The upgrade takes 24 hours on 1×/2×, 12 hours on 3×/5×, or 6 hours on 10×.

City benefits are:

  • three additional building plots;
  • non-capital resource fields up to level 13;
  • Town Hall, Warehouse, Granary, Barracks, Stable, and Workshop up to level 22;
  • loyalty cap of 200;
  • 200 additional base Culture Points per day;
  • a 1.25× multiplier to passive CP from buildings and fields;
  • up to 20 Watch Tower Guards, each adding 1% defense and 1 population.

A City consumes one CP slot but no Residence/Palace expansion slot. Ancient Strongholds and Ancient Wonders cannot become Cities.

Loyalty and conquest

Normal loyalty starts at 100 and regenerates through the Residence or Palace. Leaders surviving an attack reduce it; at zero, a legal non-capital village transfers to the attacker. Residence/Palace, expansion-slot, and Culture Point rules still apply.

A City requires enough CP capacity for its two-slot state before conquest can complete. If the attacker cannot support the City, loyalty is held at 1 rather than allowing capture.

Friendly-attack permission permits alliance or pact attacks against a chosen village. It does not turn raids or scouts friendly, grant loot/rewards, or bypass the ordinary conquest requirements.

Tasks

Village tasks are claimed for their village; account tasks award the currently selected village. Resource rewards do not multiply with server speed. Every resource task reward also grants Research Points equal to 20% of the resource amount. The 500-population milestone awards 2,250 of each resource.

See also