03.11 · City, buildings and development

Building a new village

Open a new settlement in the world if your village boundary and founding conditions are appropriate.

How it works

  • There is no settler unit: the founding cost is paid from the capital's warehouse; the new village starts at Stage 1 with an empty warehouse, its own army and its own queues.
  • You can have at most 10 living villages in a world; a destroyed village frees its slot for reuse.
  • Cost = base × 1.58^(village index − 2); base 24,300 wood / 14,850 stone / 20,250 food / 3,375 iron / 1,350 gold. Example: 3rd village = 38,394 / 23,463 / 31,995 / 5,333 / 2,133.
  • Location: 20–200 units from the capital, ≥ 24 units from the map edge, ≥ 10 from world sites and ≥ 12 units from other villages (4 for a village whose owner has not played for 7 days).
  • Requirements: capital stage, previous village stage and administrative buildings in the capital (table); the level shown on the Found New Village card is the same as the stage number here (Stage 7 = Level 7).
  • The capital's warehouse automatically expands to 110% of the next village cost; no separate storage investment is needed for the cost.

Step by step

  1. Agenda Open the village administration and move to the New Village Kur section.
  2. Check your village capacity, the cost of establishment, and the safe distance to enemy settlements.
  3. Select the allowed empty location from the world map.
  4. Name the new village and confirm the establishment; then move from the active village list to the new village.

A new village starts with independent resources, buildings, army and queues. Stock from your main village is not transferred automatically.

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