Highborn & conquest
Player villages cannot be destroyed. They are conquered only. A successful attack with at least one surviving Highborn reduces allegiance. If allegiance reaches zero, the village changes hands at the end of that attack.
Allegiance
Every village starts at 100 allegiance. Allegiance applies to all villages.
When an attack with at least one surviving highborn wins, allegiance drops by a random amount between 13 and 33 for that assault (once per attack, not per highborn).
If allegiance is still above zero, the village stays with its owner. Over time, allegiance recovers by +1 on a fixed interval (320 minutes at ×1 unit speed) while the village is left in peace.
Taking a village
If a successful attack with at least one surviving Highborn reduces allegiance to 0, the village immediately passes to the attacker. No free Highborn slot is checked for conquest.
The conquered village becomes yours with 50 allegiance. Buildings and queues remain as they were. One surviving Highborn stays in the new village, while the remaining attacking troops return home.
Your new village count can change the Highborn limit after conquest. Existing Highborn are never removed. Only excess Highborn batches still training in the conquered village are cancelled and refunded there.
Highborn slots
Highborn slots do not grant permission to conquer. They limit how many Highborn you may own and train at once. Every Highborn in the field or a garrison uses one slot.
The limit equals total Academy levels across all your villages minus one less than your village count. A negative result is treated as 0.
Example: two villages with academies at levels 2 and 1 give 3 total academy levels. With two villages your slot cap is 3 − 1 = 2 highborn.
The academy building maxes at level 3 per village and is the gate for training highborn. It is a long, expensive commitment.
Training highborn
Highborn train only at the academy. They are slow, costly, and tie up large population. Plan conquest waves carefully.
Multiple highborn in one attack increase battle risk (more valuable units to lose) but do not multiply allegiance damage beyond the single roll per assault.
Noble cost varies by world
Some worlds train nobles for a fixed wood, clay, and iron cost. Others require a Highborn Deed, prepared by donating to a shared Deed Treasury from any village with a Highborn Hall - its cost rises as your kingdom grows. Check your world’s Highborn Hall screen to see which system applies.
Reference values (×1 world)
- Starting allegiance
- 100
- Allegiance lost per successful attack with highborn
- 13–33
- Allegiance recovery
- +1 every 320 minutes when not under pressure
- Maximum Highborn
- At least 0; total Academy levels minus one less than the village count