Expanding is the backbone of the mid game: each new village is one more construction queue, more production and more troops. On this server, each lord can have up to 3 villages. In a new season, that limit may be unlocked gradually.
Requirements
Each new village asks for more than the last. Settler, resources and buildings are checked in the village you found from; the hero, in the capital.
- A settler in the origin village: Settler, Orc Settler or Void Settler, depending on your race. It's unlocked by the Residence and consumed when you found.
- Resources in the origin village, also consumed.
- Lord level and a living hero in the capital, not marching, at a minimum level. Both are only required, not spent.
- Buildings in the origin village: Barracks, Warehouse and Residence from the second village on; Hall of Heroes from the third; Wall for the fourth. The level each one needs is on its page, under "Founding villages": Barracks, Warehouse, Residence, Hall of Heroes and Wall.
| Village | Lord level | Hero in the capital |
|---|---|---|
| Second | 5 | level 5 |
| Third | 10 | level 12 |
| Fourth | 22 | level 20 |
Resource cost:
- Second village: 800 wood, 600 stone, 600 iron and 400 gold
- Third: 1,800 wood, 1,350 stone, 1,350 iron and 900 gold
- Fourth: 4,000 wood, 3,000 stone, 3,000 iron and 2,000 gold
The cost has to fit in the origin's Warehouse; if a resource is above the cap, upgrade the Warehouse first (see Warehouse and storage).
How to found
Tap a free spot on the map, an unclaimed territory, and choose Found a village here. The screen lists every requirement, met or not. Once they're all met, give it a name and confirm. Founding is instant: the settler and the resources leave your active village, and the new village appears on the map right away.
It starts small: a few buildings at their first level, little stock, no troops and no heroes.
Capital and secondary villages
Your first village is the capital. Heroes are only recruited there: outside the capital, the Hall of Heroes changes roles and, instead of recruiting, raises resource production in that village. The bonus per level is on its page.
Once recruited, a hero can live in another of your villages: a transfer moves a hero from one village to another, and the hero then lives and defends there (Marches and reinforcements and Defending your village). But the hero requirement for founding a village is always checked in the capital: a hero you transferred to another village doesn't count.
Each village has its own construction queue, its own troops, its own Warehouse and its own production. Coins, backpack and the hero cap belong to the account; each hero stays in whichever village they're in. You switch between villages with the village selector.
Caravans between villages
Resources don't teleport. To move them from one of your villages to another, train caravans like any other troop and send a supply run: Royal Wagon, War Packbeast or Profane Cart, depending on your race.
- Each caravan carries a fixed amount, shown on the unit's page. The shipment's capacity is the sum of the caravans.
- They're the slowest units in the game: plan for the distance between villages.
- Delivery respects the destination's Warehouse, but nothing is thrown away: whatever doesn't fit returns to the origin with the caravans, and the notice says what, resource by resource. The sending screen warns you beforehand about what won't fit.
- After delivering, the caravans come back. If you prefer, leave them stationed at the destination, where they count as a weak defense; in that case only the caravans needed to carry the surplus come back.
- The only loss happens if the origin village is also full when the surplus arrives: it fills up to its cap, and the rest is lost, with a notice.
Troops can also go as reinforcements to another of your villages and stay there defending until you recall them.