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
| Unit | Loyalty per hit | Attack | Def inf | Def cav | Speed | Cost | Crop | Training |
|---|---|---|---|---|---|---|---|---|
| SenatorRomans | 20-30% | 50 | 40 | 30 | 4 | 140,450 | 5 | 25:11:40 |
| ChiefTeutons | 20-25% | 40 | 60 | 40 | 4 | 114,300 | 4 | 19:35:00 |
| ChieftainGauls | 20-25% | 40 | 50 | 50 | 5 | 144,650 | 4 | 25:11:40 |
| NomarchEgyptians | 20-25% | 40 | 50 | 50 | 4 | 160,000 | 4 | 25:11:40 |
| LogadesHuns | 15-30% | 50 | 40 | 30 | 5 | 117,600 | 4 | 25:11:40 |
| EphorSpartans | 20-25% | 40 | 60 | 40 | 4 | 114,290 | 4 | 8:00:00 |
| JarlVikings | 15-30% | 40 | 40 | 60 | 5 | 114,300 | 4 | 19:35:00 |
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.
| Wave | Each takes | The wave takes | A village at 100% falls in |
|---|---|---|---|
| 4 Teuton Chiefs | 20–25% | 80–100% | 1 or 2 waves |
| 4 Roman Senators | 20–30% | 80–120% | 1 or 2 waves |
| 4 Hun Logades | 15–30% | 60–120% | 1 or 2 waves |
| 5 of a 20–25% administrator | 20–25% | 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.