Village: Difference between revisions

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Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].
Villages are the foundation of your [[Kingdom]]. A village produces [[Resources]], [[Army]], [[resources#Culture|Culture]] and [[resources#Science|Science]] through [[resources#Industry|Industry]].
= Village tiers =
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[Districts|District]] can be created, higher building levels are unlocked and new buildings can be constructed.
{| class="wikitable"
|+ Village tiers
|-
! Tier !! Resource tiles !! Districts
|-
| Village || 3 || 0
|-
| Town || 5 || 1
|-
| City || 8 || 2
|}


= Buildings =
= Buildings =
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Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.
Each village is made up of [[Buildings]]. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.


In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you'll be able to add 1 of 4 specialty districts:
In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you'll be able to add 1 of 4 specialty [[districts]]:


* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.
* Military: build military buildings to train stronger troops and do siege damage when attacking other villages.
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= Resource fields =
= Resource fields =


Every village depends on its surrounding [[Map]] tiles for its resource production. As a village's [[Population]] crosses certain thresholds, additional tiles can be claimed.
A village depends on its surrounding [[Map]] tiles for its resource production. As a village's [[Resources|population]] crosses certain thresholds, additional tiles can be claimed.


The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.
The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.
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| 8 || City || 900
| 8 || City || 900
|}
|}
= Village tiers =
Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new [[District]] can be created, higher building levels are unlocked and new buildings can be constructed.
* '''Village'''. The most basic tier, can claim 3 surrounding  tiles and make a limited set of buildings.
* '''Town'''. The second tier, which can claim up to 5 tiles and 1 district.
* '''City'''. The third tier, can claim all 8 surrounding tiles and holds 2 districts.
While upgrading has an intrinsic benefit, many of the higher tier buildings need to be unlocked through [[Research]].


= Village Overview =
= Village Overview =
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* '''Commission district''': if you can still commission a district, it shows that the action is available.
* '''Commission district''': if you can still commission a district, it shows that the action is available.
* '''Loyalty''': the current loyalty of the village.
* '''Loyalty''': the current loyalty of the village.
* '''Merchants''': currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade route]]
* '''Merchants''': currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and [[Trade#Trade route|Trade route]]


* '''Incoming troops''': summary of incoming troop movements by type (returning, reinforce, move and attack).
* '''Incoming troops''': summary of incoming troop movements by type (returning, reinforce, move and attack).

Latest revision as of 13:14, 17 April 2026

Village

Villages are the foundation of your Kingdom. A village produces Resources, Army, Culture and Science through Industry.

Village tiers

Villages consist of 3 tiers, with each tier unlocked by spending culture at the previous tier. With every tier, a new District can be created, higher building levels are unlocked and new buildings can be constructed.

Village tiers
Tier Resource tiles Districts
Village 3 0
Town 5 1
City 8 2

Buildings

Each village is made up of Buildings. You can see all buildings in the village on two pages: Resources and Buildings. The higher the tier of the village, the more buildings are available.

In a tier 1 village, there are only unspecialised and economy buildings inside the village. At every new tier you'll be able to add 1 of 4 specialty districts:

  • Military: build military buildings to train stronger troops and do siege damage when attacking other villages.
  • Industrial: increase the Production output of the village (how fast things are made).
  • Culture: boost the Culture production of the village.
  • Research: boost the Science production of the village.

Districts are permanent and you can have no more than 2 per village at the city tier.

Resource fields

A village depends on its surrounding Map tiles for its resource production. As a village's population crosses certain thresholds, additional tiles can be claimed.

The resources page shows you the resource buildings for the village and any tile you claimed for the village. The resource buildings your village has access to depend on the tiles surrounding it.

Tile population thresholds
Tile Village tier Population required
1 Village 40
2 Village 80
3 Village 120
4 Town 350
5 Town 450
6 City 600
7 City 750
8 City 900

Village Overview

The village overview provides quick information about your village in three columns, or stacked on mobile.

  • Tile claiming: if you can still claim a tile, it shows you the next threshold or that you can claim a tile.
  • Commission district: if you can still commission a district, it shows that the action is available.
  • Loyalty: the current loyalty of the village.
  • Merchants: currently available merchants, next incoming merchants, next outgoing merchants, and links to exchange and Trade route
  • Incoming troops: summary of incoming troop movements by type (returning, reinforce, move and attack).
  • Outgoing troops: summary of outgoing troop movements by type (reinforce, move, scout, attack, besiege, settle).
  • Standing troops: summary of forces standing at another location (village, objective, event).
  • Village notes: notes unique to each village, requires Aether premium.
  • Village troops: overview of all units currently in the village.

Queue

Every village has only a single queue in which you produce everything you need. Buildings, units, and culture and science projects all take up space in the same queue. Balancing your queue to produce the right amount of everything is a strategy on its own, and with multiple villages they often end up specializing.

How long everything takes to make in a village depends on its Industry. Everything you queue will have an Industry cost attached to it. By upgrading the hourly Industry output of your village, it can build everything faster.

Builders

You can purchase Builders in the Aether Store to boost the Industry of your village.

Loyalty

A village has loyalty to its Kingdom. The base loyalty of a village is 100, which can increase to 200 for a Town and 300 for a City.

When the loyalty is below the maximum, it increases by 1 * tier per hour. So 1 loyalty/hr for a Village and 3/hr for a City.

An attack with Nobles lowers the loyalty of a village by 30 for each Noble that survives.

Upgrading a village to the next tier does not increase its loyalty right away, but instead raises the maximum loyalty. It's not recommended to upgrade while you're under attack, as it offers a window of vulnerability.