Village Mastery
Village Mastery is the skill for building and running your own village. Your village produces Village Resources, usually shortened to VR, which are used to build more village upgrades, repair buildings, trade for gold, and take part in warfare.
This skill is about balance. A strong village needs workers, food, storage, repairs, and sometimes defence. If you only build production buildings, you may run out of storage. If you add too many citizens without enough food, happiness drops. If you raise taxes too high, your village earns more VR for a while, but the citizens work less efficiently.
TIP
Village Mastery is a more advanced skill than most. It takes more planning, but a well-built end-level village can be very rewarding because it keeps generating passive VR, which can then be traded for gold, while your character works on other skills.
INFO
Village Mastery may also be referred to as village management. The current in-game skill name is Village Mastery.
Getting Started
The basic village loop is:
- Build dwellings to get more citizens.
- Build food buildings so those citizens stay happy.
- Build gathering houses and assign citizens to them.
- Collect passive VR as your gathering houses work in the background.
- Use that VR to build more buildings, repair your village, trade for gold, or prepare for Warfare.
TIP
If you ever feel stuck, come back to the basics: citizens need food, food protects happiness, happiness keeps buildings efficient, and efficient buildings create more VR.
When you create a village, you start with the basics already built:
| Starting building | What it does |
|---|---|
| Village Foundation | Creates the village. It does not count toward your upgrade cap. |
| Starter Storehouse | Adds storage for VR. Starts with 2 of 2 citizens assigned. |
| Comfortable Dwelling | Provides your first citizens. |
| Farmhouse | Provides food support. Starts with 1 of 1 citizen assigned. |
| Weak Gathering House | Produces passive VR. Starts with 1 of 2 citizens assigned. |
The starter village begins with all 4 citizens assigned. The Weak Gathering House is only half staffed at first, so its starting passive output is lower than the full-staffed value shown later in this guide.
Your first goal is to make the village stable:
- Use Gather to collect some VR manually.
- Keep citizens assigned to your gathering house so it can produce passive VR.
- Keep citizens assigned to food buildings so your village has enough food support.
- Keep enough storage so your passive production does not stop at the cap.
- Repair buildings when their condition gets low.
- Use the Trade Depot only when you understand how the VR price is calculated.
- Enter Warfare only when you are ready for the cost.
TIP
Early on, do not rush every new building just because you can afford it. A village with balanced food, storage, and citizens usually grows better than a village with only production.
Village Resources
Village Resources are the main currency of the village system. They are not the same as gold. VR stays in your village storage until you spend it, sell it, trade for it, or lose it through warfare.
You get VR from several places:
| Source | How it works |
|---|---|
| Manual Gather | Gives 25 VR per gather at first. The starting cooldown is 5 seconds. |
| Gathering buildings | Produce passive VR every minute when active and staffed. |
| Citizen tax | Converts a portion of citizen surplus into VR. |
| Trade Depot | Trades eligible items into VR. |
| Warfare | Successful raids can take VR from targets. Failed or costly wars can lose VR. |
You spend VR on:
| Use | Notes |
|---|---|
| Buildings | Most village buildings cost VR. |
| Repairs | Most repairs use VR. |
| Warfare costs | Attacking has a cost, and some battles can drain resources. |
| Selling for gold | Standard characters sell 1,350 VR for 1 gold. Members sell 1,150 VR for 1 gold. |
Passive VR and tax VR build up as pending resources until they are collected. Opening the village or performing many village actions will usually bring those pending resources up to date automatically. The village can only accumulate up to 30 days of pending resources, and it stops producing more pending VR when your storage is full.
TIP
Storage is not just convenience. If your village storage is full, your passive production has nowhere to go.
WARNING
Your effective storage can drop if storehouses lose workers, happiness falls, or buildings decay. If your stored VR is above your current storage capacity, the excess can be lost when the village updates.
Experience
Village Mastery experience depends on how VR is gained:
| Source | XP rate |
|---|---|
| Manual Gather | 1 XP per 5 VR gathered. |
| Collected pending VR | 1 XP per 25 VR collected from passive production and tax. |
Trade Depot exchanges and selling VR for gold do not give Village Mastery XP.
Upgrade Cap
Village Mastery uses an upgrade cap instead of building slots. The Village Foundation does not count toward this cap. Active buildings, buildings under construction, buildings under repair, and decayed buildings all count.
Your starting village has 4 upgrades that count toward the cap: Starter Storehouse, Comfortable Dwelling, Farmhouse, and Weak Gathering House.
| Village Mastery level | Upgrade cap |
|---|---|
| 1 | 7 |
| 20 | 8 |
| 35 | 10 |
| 50 | 12 |
| 60 | 15 |
| 70 | 18 |
| 80 | 21 |
| 90 | 25 |
| 99 | 30 |
INFO
Old slot-style village upgrades are not part of the current Village Mastery flow. Plan around the upgrade cap instead.
INFO
If an older village is already over its current cap, it keeps its existing upgrades. It cannot start more upgrades until it is below the cap again.
Buildings
Buildings are the heart of your village. Most buildings need citizens assigned before they do anything. If a building can hold 4 citizens and only 2 are assigned, it gives half of its base output before happiness is applied.
Buildings are individual copies, not a single building that upgrades through tiers. For example, you can build more than one Weak Gathering House, and later you can also build Simple Gathering Houses alongside them. The Max column shows how many copies of that exact building or upgrade you can own.
INFO
Each copy counts separately toward your upgrade cap, needs its own citizens if it uses citizens, and is repaired on its own condition timer.
Building output is affected by:
| Factor | What it means |
|---|---|
| Active status | Buildings only work when active. Buildings under construction, under repair, or decayed do not provide their normal output. |
| Assigned citizens | Most buildings scale with the number of citizens assigned to them. |
| Happiness | Most staffed buildings work less efficiently when happiness is low. |
| Food | Food buildings depend on assigned citizens, but their food support is not reduced by happiness. |
TIP
If a building looks weaker than expected, check three things first: its status, assigned citizens, and village happiness.
Gathering Buildings
Gathering buildings produce passive VR every minute.
| Building | Level | Build time | Cost | Citizens | Base output | Max |
|---|---|---|---|---|---|---|
| Weak Gathering House | 1 | 6h | 25,000 VR | 2 | 125 VR/min | 3 |
| Simple Gathering House | 25 | 9h | 375,000 VR | 3 | 375 VR/min | 2 |
| Sturdy Gathering House | 50 | 12h | 2,400,000 VR | 4 | 1,000 VR/min | 2 |
| Advanced Gathering House | 75 | 18h | 15,750,000 VR | 5 | 2,250 VR/min | 2 |
| Supreme Gathering House | 99 | 24h | 93,750,000 VR | 6 | 4,500 VR/min | No limit |
Storehouses
Storehouses increase how much VR your village can hold. Every village also has 625,000 base storage before storehouse bonuses.
| Building | Level | Build time | Cost | Citizens | Storage added | Max |
|---|---|---|---|---|---|---|
| Starter Storehouse | 1 | Starting building | 0 VR | 2 | 625,000 VR | 1 |
| Small Storehouse | 25 | 6h | 625,000 VR | 2 | 1,800,000 VR | 2 |
| Reinforced Storehouse | 50 | 12h | 3,600,000 VR | 4 | 9,000,000 VR | 3 |
| Expanded Storehouse | 75 | 18h | 24,750,000 VR | 5 | 45,000,000 VR | 3 |
| Grand Storehouse | 99 | 24h | 112,500,000 VR | 6 | 135,000,000 VR | No limit |
INFO
Storehouse capacity is also affected by staffing and happiness. A storehouse with missing workers or very unhappy citizens adds less usable storage.
WARNING
If your usable storage drops below the VR you already have stored, the village can clamp your stored VR down to the new capacity. Keep important storehouses staffed and repaired.
Dwellings
Dwellings provide citizens. They do not need citizens assigned to them.
| Building | Level | Build time | Cost | Citizens provided | Max |
|---|---|---|---|---|---|
| Basic Dwelling | 1 | 6h | 50,000 VR | 2 | 2 |
| Comfortable Dwelling | 25 | 9h | 625,000 VR | 4 | 2 |
| Sturdy Dwelling | 50 | 12h | 3,600,000 VR | 8 | 2 |
| Spacious Dwelling | 75 | 18h | 27,000,000 VR | 16 | 2 |
| Grand Dwelling | 99 | 24h | 125,000,000 VR | 32 | No limit |
TIP
More citizens are only useful if you can feed them and assign them. Building dwellings without enough food support can lower happiness.
Food Buildings
Food buildings support your citizens. Each citizen needs 1 food support.
| Building | Level | Build time | Cost | Citizens | Food support | Max |
|---|---|---|---|---|---|---|
| Farmhouse | 1 | 6h | 37,500 VR | 1 | 4 | 3 |
| Crop Field | 25 | 9h | 500,000 VR | 2 | 8 | 3 |
| Granary | 50 | 12h | 3,000,000 VR | 3 | 16 | 3 |
| Irrigated Farm | 75 | 18h | 22,500,000 VR | 4 | 24 | 3 |
| Great Granary | 99 | 24h | 106,250,000 VR | 6 | 36 | No limit |
Food support scales with assigned citizens, but it is not reduced by happiness. This helps prevent a bad food situation from turning into a permanent downward spiral.
Manual Gathering Upgrades
These upgrades improve the Gather button. They count toward your upgrade cap, but they do not need citizens.
| Upgrade | Level | Build time | Cost | Gather bonus | Cooldown reduction | Max |
|---|---|---|---|---|---|---|
| Reinforced Tools | 1 | 5m | 12,500 VR | +25 VR | -100ms | 1 |
| Sharp Axes | 3 | 10m | 75,000 VR | +50 VR | -200ms | 1 |
| Efficient Gathering | 7 | 20m | 375,000 VR | +75 VR | -300ms | 1 |
| Seasoned Hands | 25 | 30m | 1,500,000 VR | +125 VR | -400ms | 1 |
| Master Forager | 50 | 40m | 5,000,000 VR | +200 VR | -500ms | 1 |
| Village Expertise | 75 | 1h | 30,000,000 VR | +300 VR | -600ms | 1 |
Manual gathering can never go below a 1 second cooldown, and each gather is capped at 1,000 VR.
Attack Buildings
Attack buildings increase your village's attack power for Warfare.
| Building | Level | Build time | Cost | Citizens | Attack | Max |
|---|---|---|---|---|---|---|
| Recruit Training Yard | 1 | 6h | 62,500 VR | 1 | 100 | 4 |
| Militia Outpost | 20 | 9h | 1,250,000 VR | 2 | 450 | 2 |
| Watch Barracks | 40 | 12h | 5,400,000 VR | 3 | 1,300 | 2 |
| Siege Forge | 70 | 18h | 27,900,000 VR | 5 | 3,250 | 2 |
| War Academy | 99 | 24h | 118,750,000 VR | 6 | 6,750 | No limit |
Defence Buildings
Defence buildings help your village resist attacks.
| Building | Level | Build time | Cost | Citizens | Defence | Max |
|---|---|---|---|---|---|---|
| Wooden Barricade | 1 | 6h | 62,500 VR | 1 | 125 | 4 |
| Palisade Wall | 20 | 9h | 1,250,000 VR | 2 | 500 | 2 |
| Stone Bastion | 40 | 12h | 5,400,000 VR | 3 | 1,400 | 2 |
| Fortified Gate | 70 | 18h | 27,900,000 VR | 5 | 3,450 | 2 |
| Citadel Keep | 99 | 24h | 118,750,000 VR | 6 | 7,125 | No limit |
Scout Buildings
Scout buildings help you learn about targets before attacking. Anti-scout buildings help hide your own village from enemy scouts.
| Building | Level | Build time | Cost | Citizens | Output | Max |
|---|---|---|---|---|---|---|
| Scout Tower | 20 | 6h | 1,250,000 VR | 2 | 600 Scout | 2 |
| Ranger Post | 40 | 12h | 5,400,000 VR | 3 | 1,375 Scout | 2 |
| Lookout Network | 70 | 18h | 27,900,000 VR | 5 | 3,000 Scout | 2 |
| Spymaster Academy | 99 | 24h | 118,750,000 VR | 6 | 6,250 Scout | No limit |
| Counter Scout Post | 20 | 6h | 1,250,000 VR | 2 | 600 Anti-scout | 2 |
| Hidden Sentry Post | 40 | 12h | 5,400,000 VR | 3 | 1,375 Anti-scout | 2 |
| Signal Warden Tower | 70 | 18h | 27,900,000 VR | 5 | 3,000 Anti-scout | 2 |
| Intelligence Bureau | 99 | 24h | 118,750,000 VR | 6 | 6,250 Anti-scout | No limit |
Repairs and Condition
Most active village buildings lose condition over time. When a building reaches low condition, it can be repaired. If it is ignored for too long, it decays and stops working until repaired.
| Status | What it means |
|---|---|
| Healthy | The building is active and working normally. |
| Repairable | The building has dropped to 80% condition or lower and can be repaired. |
| In repair | The building is being repaired and does not provide its normal output. |
| Decayed | The building has fully expired and does not provide its normal output. |
Free players have a 60 day condition cycle. Members have a 90 day condition cycle. This means members go longer before the same building reaches the same condition point.
Repair cost and repair time are based on how much of the condition cycle has passed. A building repaired early costs less and takes less time than one left near decay.
INFO
Village repairs currently use VR. The repair can never cost more than the original VR cost of the building.
TIP
The same condition percentage uses the same repair fraction, but members reach that percentage more slowly because their condition cycle is longer.
Repair Examples
| Situation | What to expect |
|---|---|
| A building is repaired soon after it becomes repairable | Lower VR cost and shorter repair time. |
| A building is left near decay | Much higher VR cost and longer repair time. |
| A building has fully decayed | It provides no output until repaired. |
Dwellings are exempt from normal condition decay. Most other useful village buildings should be checked regularly.
Citizens
Citizens make the village work. Dwellings provide citizens, and most other buildings need citizens assigned to them.
Each citizen can only be assigned to one building at a time. If you move citizens away from a building, that building immediately produces less. If a building has no assigned citizens, it usually produces nothing.
TIP
Think of citizens as your village workforce. Buildings are only potential until citizens are assigned.
Assignment
Most staffed buildings scale directly with assigned citizens.
If a building has:
| Citizens assigned | Output before happiness |
|---|---|
| 0 out of 4 | 0% |
| 1 out of 4 | 25% |
| 2 out of 4 | 50% |
| 3 out of 4 | 75% |
| 4 out of 4 | 100% |
Happiness is then applied to most outputs. For example, if a building is fully staffed but village efficiency is 70%, that building gives about 70% of its base output.
Happiness
Happiness controls how efficiently your citizens work. At 100 happiness, your staffed buildings work at full efficiency. At lower happiness, most village outputs are reduced.
Happiness mainly comes from two pressures:
| Pressure | What it does |
|---|---|
| Food shortage | Lowers the target happiness if you cannot feed all citizens. |
| Tax rate | Higher tax gives more VR, but lowers happiness. |
Your happiness target will use the stricter of those two pressures. If food supports only half of your citizens, the food target is about 50 happiness. If your tax rate creates a lower target than that, the tax target wins instead.
INFO
Food and tax targets do not push the target below 25 happiness, but current happiness can still fall lower from other penalties such as warfare. Village output efficiency has a 25% floor, so even very unhappy citizens still provide at least 25% efficiency on most staffed outputs.
Happiness does not change instantly in normal conditions. When it is above the target, it falls by about 4 happiness per hour. When it is below the target, it recovers by about 2 happiness per hour.
Food
Each citizen needs 1 food support. If you have 12 citizens, you want at least 12 food support.
Food buildings need assigned citizens to provide food support. If you build more dwellings and increase your population, check food right away.
| Food situation | Result |
|---|---|
| Food support is equal to or higher than citizens | Food does not reduce happiness. |
| Food support is lower than citizens | Happiness target is reduced based on the food ratio. |
| Food support is 0 while citizens exist | Food pushes the target down to the minimum target. |
TIP
Food buildings are easy to undervalue because they do not directly create VR. In practice, they protect the output of every other staffed building.
Tax
Taxes turn citizen surplus into VR. The tax rate can be set from 0% to 30%.
Each citizen produces 500 VR per hour of taxable surplus before tax rate and happiness are applied.
Example with 10 citizens:
| Tax rate | Happiness | Tax VR per hour |
|---|---|---|
| 10% | 100 | 500 VR/hour |
| 10% | 50 | 250 VR/hour |
| 30% | 100 | 1,500 VR/hour |
| 30% | 25 | 375 VR/hour |
Raising taxes has two effects:
| Effect | What happens |
|---|---|
| Immediate penalty | Happiness drops by 1 for each tax point you increase. |
| Long-term target | Each tax point lowers the target by about 2.5 happiness. |
Lowering taxes helps, but it is slower. Tax reductions can give a small immediate recovery, rounded down. Lowering tax by 1 point may not show an instant happiness increase, but it still improves the long-term target.
TIP
High taxes can be useful for short bursts, but they reduce production, storage, combat power, scouting, and tax income itself through lower happiness.
Trade
The Trade tab lets you do two things: sell VR for gold, and use the Trade Depot to convert certain items into VR.
Selling VR for Gold
You can sell stored VR directly for gold. The rate depends on membership status:
| Character status | Sell rate |
|---|---|
| Standard | 1 gold for every 1,350 VR |
| Member | 1 gold for every 1,150 VR |
Members get a better rate, so the same amount of VR turns into more gold.
Selling a large amount of VR for gold can temporarily make the sell rate worse across your account. This only applies when VR is sold for gold. Generating, storing, spending, or using VR inside your village does not increase this limit.
The limit uses your recent account-wide VR sales. Every character on the same account shares the same recent sales total.
| Recent account VR sold | Standard rate | Member rate |
|---|---|---|
| 0 to 2,000,000 VR | 1 gold per 1,350 VR | 1 gold per 1,150 VR |
| 2,000,001 to 5,000,000 VR | 1 gold per 1,486 VR | 1 gold per 1,265 VR |
| 5,000,001 to 10,000,000 VR | 1 gold per 1,688 VR | 1 gold per 1,438 VR |
| 10,000,001 to 20,000,000 VR | 1 gold per 1,958 VR | 1 gold per 1,668 VR |
| Over 20,000,000 VR | 1 gold per 2,295 VR | 1 gold per 1,955 VR |
Your recent sales total slowly drops over time. It halves about every 36 hours.
| Time since selling | Approximate recent sales left |
|---|---|
| 36 hours | 50% |
| 72 hours | 25% |
| 108 hours | 12.5% |
Large sales are split across rate tiers. If your account has 1,900,000 recent VR sold and you sell another 500,000 VR, the first 100,000 VR uses the normal rate. The remaining 400,000 VR uses the next rate.
INFO
Selling VR for gold does not give Village Mastery XP.
Trade Depot
The Trade Depot lets you convert certain items into VR. Eligible item types are:
| Item type | Examples |
|---|---|
| Logs | Woodcutting logs. |
| Ores | Mining ores. |
| Metal bars | Smelting bars. |
| Construction materials | Items used for construction-style building costs. |
The Trade Depot shows up to 30 eligible item rows at a time.
Each item starts with a base exchange value. A simple way to think about it is:
Item gold value x 513 = starting VR value
The final amount can be reduced by the automatic price calculator.
At the neutral rate, item trade-ins are intentionally weaker than selling the item directly for gold. The VR you receive is worth about 38% of the item's gold value for standard characters, or about 45% for members, before any recent VR sale pressure is applied.
Automatic Price Calculator
The Trade Depot tries to stop one overpriced or overused item from becoming the best answer forever. It looks at recent depot trades and market prices, then applies a multiplier to each item.
| Result | What it means |
|---|---|
| 100% multiplier | The item trades at its normal VR value. |
| Lower multiplier | The item gives less VR than normal. |
| 25% multiplier | The item has reached the lowest possible multiplier. |
If an item is traded too heavily through the depot, or its market price is below its normal baseline, the multiplier can drop. That means each copy gives less VR. If an item's market price is unusually high, the system does not boost it above its normal value.
The multiplier moves gradually, up to about 5% per recalculation, and the price data is cached for about 15 minutes.
TIP
If an item suddenly gives much less VR than expected, check the Trade Depot rate before assuming something is wrong. The automatic calculator may be lowering its value.
Trade Limits
The Trade Depot has several limits:
| Limit | Amount |
|---|---|
| Daily gold-value cap | 5,000 to 15,000 gold value |
| Max quantity per request | 100,000 items |
The daily cap is per character. It is based on the item's normal gold value, not the number of items. A 2 gold item uses 2 of the daily cap each time. A 300 gold item uses 300 of the daily cap each time.
Your daily cap increases with your Village Mastery level. The increase is slower at lower levels and stronger near the end.
| Village Mastery level | Daily gold-value cap |
|---|---|
| 1 | 5,000 |
| 30 | 5,875 |
| 50 | 7,500 |
| 90 | 13,247 |
| 99 | 15,000 |
The daily cap resets at midnight UTC.
For example, at a 5,000 daily cap:
| Item value | Daily item limit |
|---|---|
| 2 gold | 2,500 items |
| 300 gold | 16 items |
The maximum quantity per request is a safety clamp. The actual trade can still be lower because of your owned item quantity, your remaining daily cap, and your village storage space. If your storage is nearly full, the depot can only add what fits.
Warfare
Warfare lets villages fight NPC targets and other player villages. It can be profitable, but it is never free. War can lower happiness, cost VR, and expose your own village to risk.
WARNING
Only join Warfare when your village can afford the risk. A village with weak food, low happiness, no defence, or low storage can struggle quickly.
Joining and Leaving Warfare
You must opt in before you can use Warfare. Once you join, you cannot simply leave right away. Warfare participation has a 30 day minimum duration before leaving normally.
You also cannot start a war if your village is already in an active war. Targets that are already in an active war are not available as normal targets.
NPC Targets
NPC targets are generated for your village. They are meant to give you warfare options without needing to attack other players.
NPC targets:
| Rule | Details |
|---|---|
| Active target cap | Up to 5 NPC targets can be available at once. |
| Expiry | NPC targets expire after 24 hours. |
| Difficulty range | Easy, Normal, Hard, and Dangerous. |
| Scaling | NPC targets are generated around your village's warfare power. |
NPC targets belong to your character. They must be active, not expired, not defeated, and not already tied to an active war. If you defeat an NPC through an active war, it is marked defeated when that war settles.
The NPC target names currently include places like Raven Hill Encampment, Mossgate Redoubt, Ashfen Holdfast, Greywatch Camp, and Briarfall Outpost.
PvP Targets
PvP targets are other player villages that have joined Warfare. You cannot attack your own village, and you cannot attack a village that is already in an active war.
Banished characters can use NPC targets, but they cannot attack or scout player villages. Banished villages also do not appear as PvP targets for other players.
Villages on the same account cannot attack or scout each other.
The target list is limited. NPC targets are shown first, then the list fills remaining spaces with PvP targets. You may not see every possible player village.
Target details may be hidden until you scout. Attack-only scout results show attack strength. Defence scout results are the ones that reveal resource details such as available resources, protected reserve, plunder pool, raid cost, condition, and expected gain.
Warfare Stats
Warfare uses several village stats:
| Stat | What it does |
|---|---|
| Attack | Your main stat when starting a raid. Higher attack increases pressure on the defender. |
| Defence | Helps resist incoming attacks and reduce losses. |
| Scout | Helps reveal target information before attacking. |
| Anti-scout | Makes it harder for enemies to learn about your village. |
These stats come from buildings and assigned citizens. Happiness also matters. An attack building with no citizens gives no attack. A fully staffed attack building gives less attack if happiness is low.
Defence matters even when you are the attacker, because defender counter-pressure can add losses. A village built only for attack can still pay heavily if it has poor defence.
TIP
War villages still need normal village care. Food, happiness, repairs, and staffing all affect your real combat strength.
Scouting
Scouting compares your Scout against the target's Anti-scout.
A scout attempt can return:
| Result | Meaning |
|---|---|
| No useful result | The scout failed to reveal important information. |
| Attack only | You learned the target's attack strength. |
| Defence only | You learned the target's defence and resource details. |
| Attack and defence | You learned both sides of the target report. |
Scout reports last 30 minutes. A stronger scout advantage improves the chance of better results, but scouting is not guaranteed.
TIP
Scout before attacking valuable targets. Guessing can turn a profitable-looking raid into an expensive mistake.
How Battles Work
Active wars play out over time instead of resolving instantly. A war lasts between 3 and 12 hours. One-sided fights tend to resolve faster, while closer fights can take longer.
When a war starts:
| Step | What happens |
|---|---|
| 1 | The attacker and defender stats are calculated from active buildings, assigned citizens, and happiness. |
| 2 | The battle rolls include a small random range. |
| 3 | The war stores projected resource gains and losses. |
| 4 | Both villages immediately lose 5 happiness. |
| 5 | The war timer begins. |
Resources are not all taken at the start. The claim and cost grow as the war progresses.
Attackers can leave an active war at any time. Leaving settles the war at the current progress point. This can reduce risk, but it also limits the possible reward.
Defenders can surrender at any time. Surrendering is costly: it gives the attacker 50% of the defender's current village resources. Surrender does not use the normal protected reserve, raid cost, or extra loss rules.
If nobody leaves or surrenders, the war settles when the timer ends or when a resource limit is reached. The final settlement may appear when the village data refreshes after that point.
War Morale
War affects happiness for both villages.
| Event | Happiness effect |
|---|---|
| War starts | -5 happiness to both villages |
| Victory | +12 happiness |
| Defeat | -5 happiness |
This means a successful campaign can end with a net happiness boost, but a failed one can leave the village worse off.
The start penalty happens immediately. Victory and defeat morale are applied when the war settles. Happiness is still kept inside the normal minimum and maximum range.
WARNING
No warfare comes without cost. Even a good attack starts with a happiness hit, and a bad attack can also cost VR.
Loot, Cost, and Protection
War rewards and costs are controlled by several safeguards.
| Rule | What it does |
|---|---|
| Protected reserve | A normal raid protects 2.5% of the defender's storage from being taken. |
| Raid cost | Attacking has a projected VR cost that scales with storage, village condition, and power difference. |
| Weak-target penalty | Attacking a much weaker village can reduce loot, down to 25% of the normal loot multiplier. |
| Loot range | Normal raid loot is based on a percentage of the defender's available plunder pool. |
| Attacker storage | The attacker cannot take more VR than they can store. |
The projected raid cost is not paid all at once when the war starts. The real cost is applied during settlement and is capped by the attacker's available resources.
The weak-target penalty is important. It compares total warfare power, which means attack plus defence. The system does not simply block every uneven attack. Instead, it makes attacks against much weaker villages less efficient by increasing cost pressure and lowering possible loot. Strong villages can still make bad choices, but weaker villages are less attractive targets.
Poor average building condition can also increase raid cost. Keeping buildings repaired is part of being war-ready.
Resource Generation During Warfare
Warfare does not pause normal village production. Passive gathering, tax generation, and storage updates continue in the background while the war timer runs.
That cuts both ways. A defender can keep producing resources during a long war, but those stored resources may also be part of what gets settled when the war ends. An attacker can keep generating resources too, which can matter if the war cost grows over time.
Manual Gather can still be used during an active war if you have storage space and the gather cooldown is ready. Before the gather adds VR, pending village resources are brought up to date. Any VR stored afterward can still matter when the war settles.
TIP
Do not enter war with storage you cannot afford to risk. Passive generation continues, but war settlement still uses the village resources available when the war resolves.
Practical Priorities
If you are not sure what to improve next, use this order:
- Keep enough food for your citizens.
- Keep happiness high enough that your buildings work well.
- Add storage before production starts capping.
- Add gathering buildings for passive VR.
- Add manual gathering upgrades if you check the village often.
- Repair important buildings before they decay.
- Build scout and anti-scout before serious Warfare.
- Add attack and defence only when you can afford the cost of using them.
TIP
The strongest villages are not always the ones with the biggest single number. They are the ones where citizens, food, storage, repairs, trade, and warfare all support each other.
