Residence
Trains settlers to found new villages and administrators to conquer them, with expansion slots at higher levels. A village has either a Residence or a Palace, never both.
Build times at x1 with a level 1 Main Building, which takes 100% of the base time. Click a row to start a range and another to end it.
| Level | Lumber | Clay | Iron | Crop | Total | Pop. | CP | Time | Base defence |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 580 | 460 | 350 | 180 | 1,570 | 1 | 2 | 0:33:20 | +2 |
| 2 | 740 | 590 | 450 | 230 | 2,010 | 1 | 3 | 0:43:40 | +8 |
| 3 | 950 | 755 | 575 | 295 | 2,575 | 1 | 3 | 0:55:40 | +18 |
| 4 | 1,215 | 965 | 735 | 375 | 3,290 | 1 | 4 | 1:09:30 | +32 |
| 5 | 1,555 | 1,235 | 940 | 485 | 4,215 | 1 | 5 | 1:25:40 | +50 |
| 6 | 1,995 | 1,580 | 1,205 | 620 | 5,400 | 1 | 6 | 1:44:20 | +72 |
| 7 | 2,550 | 2,025 | 1,540 | 790 | 6,905 | 1 | 7 | 2:06:10 | +98 |
| 8 | 3,265 | 2,590 | 1,970 | 1,015 | 8,840 | 1 | 9 | 2:31:20 | +128 |
| 9 | 4,180 | 3,315 | 2,520 | 1,295 | 11,310 | 1 | 10 | 3:00:30 | +162 |
| 10 | 5,350 | 4,245 | 3,230 | 1,660 | 14,485 | 1 | 12 | 3:34:20 | +200 |
| 11 | 6,845 | 5,430 | 4,130 | 2,125 | 18,530 | 2 | 15 | 4:13:40 | +242 |
| 12 | 8,765 | 6,950 | 5,290 | 2,720 | 23,725 | 2 | 18 | 4:59:10 | +288 |
| 13 | 11,220 | 8,900 | 6,770 | 3,480 | 30,370 | 2 | 21 | 5:52:10 | +338 |
| 14 | 14,360 | 11,390 | 8,665 | 4,455 | 38,870 | 2 | 26 | 6:53:30 | +392 |
| 15 | 18,380 | 14,580 | 11,090 | 5,705 | 49,755 | 2 | 31 | 8:04:40 | +450 |
| 16 | 23,530 | 18,660 | 14,200 | 7,300 | 63,690 | 2 | 37 | 9:27:10 | +512 |
| 17 | 30,115 | 23,885 | 18,175 | 9,345 | 81,520 | 2 | 44 | 11:02:50 | +578 |
| 18 | 38,550 | 30,570 | 23,260 | 11,965 | 104,345 | 2 | 53 | 12:54:00 | +648 |
| 19 | 49,340 | 39,130 | 29,775 | 15,315 | 133,560 | 2 | 64 | 15:02:50 | +722 |
| 20 | 63,155 | 50,090 | 38,110 | 19,600 | 170,955 | 2 | 77 | 17:32:10 | +800 |
| All | 286,640 | 227,345 | 172,980 | 88,955 | 775,920 | +30 | +77 | 113:46:40 | +800 |
Levels 1 to 20 cost 775,920 resources and take 113:46:40 at x1, adding 30 population and 77 culture points a day.
Prevents conquest while standing and provides expansion slots. Expansion slots are available at levels 10 and 20.
- Loyalty recovery is 2/3 x administration-building level per hour, capped at 100 loyalty. Example: level 6 restores 4 loyalty/hour; level 20 restores about 13.33/hour.
- If the Residence is destroyed, loyalty recovery stops.
- Residence cannot be instant-finished with Gold/ad-style completion; it must finish naturally.
- This construction delay matters during active chiefing attempts.
Strategy. Residence is the cheaper/faster standard administration option.
A Residence opens an expansion slot at 10 and 20, and each slot carries either 3 settlers or one senator. Below the first slot neither can be trained at all.
| Level | Slots | Settler | Senator | Loyalty an hour |
|---|---|---|---|---|
| 1 | 0 | — | — | 0.7% |
| 2 | 0 | — | — | 1.3% |
| 3 | 0 | — | — | 2% |
| 4 | 0 | — | — | 2.7% |
| 5 | 0 | — | — | 3.3% |
| 6 | 0 | — | — | 4% |
| 7 | 0 | — | — | 4.7% |
| 8 | 0 | — | — | 5.3% |
| 9 | 0 | — | — | 6% |
| 10 | 1 | 2:53:42 | 9:45:39 | 6.7% |
| 11 | 1 | 2:36:19 | 8:47:05 | 7.3% |
| 12 | 1 | 2:20:42 | 7:54:23 | 8% |
| 13 | 1 | 2:06:37 | 7:06:56 | 8.7% |
| 14 | 1 | 1:53:58 | 6:24:15 | 9.3% |
| 15 | 1 | 1:42:34 | 5:45:49 | 10% |
| 16 | 1 | 1:32:18 | 5:11:14 | 10.7% |
| 17 | 1 | 1:23:05 | 4:40:07 | 11.3% |
| 18 | 1 | 1:14:46 | 4:12:06 | 12% |
| 19 | 1 | 1:07:18 | 3:46:54 | 12.7% |
| 20 | 2 | 1:00:34 | 3:24:12 | 13.3% |
Training times are one unit each, on the 1x world set for the site, and fall by a tenth of the remaining time per level like every other training building. A senator also needs an Academy at level 20 and its own research. Loyalty cannot drop while the building stands; once it is destroyed the village recovers two thirds of the level it had, per hour.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 300 | 20 |
| 3 | 600 | 40 |
| 7 | 900 | 60 |
| 10 | 1,200 | 80 |
| 20 | 1,500 | 100 |
Villages settled later
| Level | Each | XP |
|---|---|---|
| 1 | 300 | 20 |
| 10 | 600 | 40 |
| 20 | 900 | 60 |
A step pays that much of each of the four resources, plus the hero experience, and the hero's own level adds 2% a level above the first on top of both. A reward can be left unclaimed and taken whenever it suits: claiming it pays no health, but the experience it carries can push the hero up a level, and it is the level-up that restores full health.
Verified against T4.6 · checked 2026-08-31 · build times follow kirilloid's model