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
- Agenda Open the village administration and move to the New Village Kur section.
- Check your village capacity, the cost of establishment, and the safe distance to enemy settlements.
- Select the allowed empty location from the world map.
- 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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