Highborn & conquest
Player villages cannot be destroyed. They are conquered only. A successful attack with at least one surviving 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 wins, allegiance drops by a random amount between 13 and 33 for that assault (once per attack, not per ).
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 reduces allegiance to 0, the village immediately passes to the attacker. No free slot is checked for conquest.
The conquered village becomes yours with 50 allegiance. Buildings and queues remain as they were. One surviving stays in the new village, while the remaining attacking troops return home.
Your new village count can change the limit after conquest. Existing are never removed. Only excess batches still training in the conquered village are cancelled and refunded there.
slots
slots do not grant permission to conquer. They limit how many you may own and train at once. Every in the field or a garrison uses one slot.
The limit equals total Highborn Hall levels across all your villages minus one less than your village count. A negative result is treated as 0.
Example: two villages with Highborn Halls at levels 2 and 1 give 3 total Highborn Hall levels. With two villages your slot cap is 3 − 1 = 2 .
The Highborn Hall maxes at level 3 per village and is the gate for training . It is a long, expensive commitment.
Training
train only at the Highborn Hall. They are slow, costly, and tie up large population. Plan conquest waves carefully.
Multiple in one attack increase battle risk (more valuable units to lose) but do not multiply allegiance damage beyond the single roll per assault.
Highborn cost varies by world
Some worlds train Highborn 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 Highborn Hall levels minus one less than the village count