Administrators: loyalty and conquering villages

Every tribe's administrator side by side, when they can lower a village's loyalty, how many waves a conquest takes, what a conquered village loses, and how defenders stop it.

Updated 13 September 2026

Every village starts at 100% loyalty. Administrators lower it, and at 0% the village changes hands. Every tribe has one - the Roman Senator, the Teuton Chief, the Gaul Chieftain and the rest - and getting one to land is the most coordinated thing an attacker does, which is also why it is so often stopped.

Every tribe's administrator

UnitLoyalty per hitAttackDef infDef cavSpeedCostCropTraining
SenatorRomans20-30%5040304140,450525:11:40
ChiefTeutons20-25%4060404114,300419:35:00
ChieftainGauls20-25%4050505144,650425:11:40
NomarchEgyptians20-25%4050504160,000425:11:40
LogadesHuns15-30%5040305117,600425:11:40
EphorSpartans20-25%4060404114,29048:00:00
JarlVikings15-30%4040605114,300419:35:00
Speed in fields per hour, crop per hour, training at a level 1 building on a 1x world. The best figure in each column is bold.

Each administrator's own page ranks it against the others: the cheapest, the quickest to train, the fastest on the map.

When loyalty can fall at all

All of these have to hold, in the battle that lands:

  • The village has no Residence, Palace or Command Center standing. Destroying it in the same battle counts.
  • It is not a capital, and not its owner's only village.
  • The attacker's account has the culture points for one more village - see Culture points. Taking back your own village needs none.
  • The administrators arrive in a normal attack, not a raid, and survive the battle.

How much a wave takes

The loyalty an administrator takes is rolled once per wave, for every administrator in it - so a wave lands high or low all together. That makes the arithmetic simple: a wave takes between the number of administrators times the low end and the number times the high end.

WaveEach takesThe wave takesA village at 100% falls in
4 Teuton Chiefs20–25%80–100%1 or 2 waves
4 Roman Senators20–30%80–120%1 or 2 waves
4 Hun Logades15–30%60–120%1 or 2 waves
5 of a 20–25% administrator20–25%100–125%1 wave

Three things move those numbers:

  • A great celebration in the attacking village adds 5 points to each of its administrators; one in the defending village takes 5 off. Two cancel out.
  • A Teuton Brewery celebration halves what the Teuton's own administrators take, for as long as it runs.
  • Loyalty coming back. With a Residence, Palace or Command Center standing, loyalty climbs by two points every three hours per building level - a level 6 building restores 4% an hour - up to 100%. Destroy the building and nothing comes back between waves.

A Viking hero lowers loyalty by 5% as well, in raids as well as attacks, before any administrators take their share - but it can never take a village on its own.

Each Tablet of Law the defending hero uses raises its home village by 1%, up to 125%, which can add a whole wave to the attacker's plan.

Training them

An administrator needs a level 20 Academy, its research, and a free expansion slot. A Residence opens slots at levels 10 and 20, a Palace or Command Center at 10, 15 and 20. Each slot trains one administrator or three settlers - see Settlers and founding villages.

An administrator that conquers a village is used up; the troops that came with it stay as the village's defence.

What a conquered village loses

  • Every troop it owns, wherever it is: reinforcing elsewhere, marching, in training, and the hero if it lived there.
  • Its Academy research, its Smithy upgrades and its wall.
  • Its tribe's own buildings - unless the conqueror is of the same tribe, or the world keeps a village's tribe on conquest.
  • Its oases, which become free.

Reinforcements from outside the new owner's alliance and confederacy are sent home after an hour. A village taken from a smaller account also loses a level on every building. A village you conquer back from yourself keeps its buildings, but still loses the wall, the research and the troops.

Build an administration building in a new conquest straight away, and put defence and scouts in it.

The usual attack, and the usual answers

The attacker sends a clearing wave with catapults on the administration building, then administrators with more catapults - so a building queued to finish in between is knocked down again - and repeats. Attacks landing in the same second land in the order they were sent; see Event order: what happens first in the same second.

The defender's answers:

  • Stack defence in the village before the first wave, with crop to feed it.
  • Snipe: land defence between the clearing wave and the administrators.
  • Finish an administration building upgrade in the gap between the catapults and the administrators, so a level 1 building is standing when they arrive.
  • Celebrate, or use Tablets of Law, to push the number of waves needed up.
  • Hit back: steal the attacking village's crop so its army starves on the way - see Starvation: which troops die first - or retake the village the moment it falls, while the attacker's troops are still in it.

A capital can never be conquered at all, which is why the choice of capital matters as much as it does.