Settlers and founding villages

What settlers need to found a village, where they are trained and how expansion slots work, every tribe's settler side by side, and what to expect when they arrive.

Updated 13 September 2026

Settlers found new villages. Three of them, carrying 750 of each resource between them, turn an empty tile into a village of your own. Every tribe has a settler, and they differ far less than any other units do - mostly in price and training time.

Every tribe's settler

UnitCarryDef infDef cavSpeedCostCropTraining
SettlerRomans3,0008080519,00017:28:20
SettlerTeutons3,0008080520,00018:36:40
SettlerGauls3,0008080518,10016:18:20
SettlerEgyptians3,0008080521,00016:53:20
SettlerHuns3,0008080520,90018:02:30
SettlerSpartans3,0008080519,99519:28:20
SettlerVikings3,0008080520,00018:36:40
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 settler's own page ranks it against the rest: the cheapest, the quickest to train, the fastest on the map.

What founding a village needs

  • Culture points for one more village - both when the settlers set out and when they arrive. See Culture points.
  • Three settlers from one village.
  • 750 of each resource, which the settlers take with them.
  • A free expansion slot in the village that trains them.

On the map, pick an empty tile and choose to settle a new village. If another player founds a village there first, the settlers turn round and come home.

Where settlers are trained

Settlers come from a Residence, a Palace or a Hun Command Center, which needs to be at level 10 first. What limits how many is the expansion slot:

BuildingSlots open at levels
Residence10 and 20
Palace10, 15 and 20
Command Center10, 15 and 20

Each open slot trains three settlers or one administrator - see Administrators: loyalty and conquering villages.

  • A slot stays taken while the settlers it trained exist, and once they found a village, that village keeps the slot taken.
  • Slots belong to the village. A village that is conquered keeps its used slots, and the villages founded from it still occupy them.
  • A used slot comes free again when the village founded from it is destroyed, when you conquer that village from another village of your own, or when its owner deletes their account.

The Residence is the cheap, quick way to start expanding; the Palace and Command Center open a third slot, which matters most to accounts that conquer as well as settle.

When they arrive

Build in a new village straight away. A village with almost no population and nobody building in it is an easy target for raids. Many players make their second village the hero's home.

In the grey area around a Wonder of the World, the Natars send 14 attack waves at every newly settled village, starting 24 hours after it is founded on a 1x world (12 on x2, 8 on x3, 4:48 on x5, 2:24 on x10). Each wave destroys two random targets, so up to 28 in all. A village with at least 29 population-giving targets - fields and buildings - before the first wave survives. Do not defend the waves; build the targets.

Worth knowing

  • Settlers are never wounded, so a Hospital brings none back.
  • On Advanced Start worlds, an account starts with six settlers and the culture points for two more villages, plus 75% of what the fourth needs. The first two villages it settles start with their fields at level 5.
  • A new village almost always pays for itself sooner than anything else the same resources buy - see Culture points for the numbers.