Draw and fund a complete palisade.
Choose a building, then click clear ground near a worker.
Select workers, then click a site to build or a finished field/fishing hut to gather. Palisades slow enemies; towers defend.
One minute of feasting, then two minutes drunk: guests move 30% slower, deal 35% less damage and take 25% more. Leave sober guards. Nearby rivals hear the ceremony within 60 paces; its map marker fades 20 seconds after the sound stops. Loyalty and recruitment unlock afterwards.
Ships return every two minutes and wait 30 seconds. Unprovisioned warriors sail home.
Select people at your completed jetty and a scouted coastal landing. The boat carries those people. Call the Chief out to include him; his halls can be occupied while he sails.
THREE MINUTES TO FOUND YOUR HOME
During the truce, no one can fight or capture halls. Rival troops and buildings cannot enter protected founding areas. Scout, gather and build.
Inland fields grow food faster and give you distance from boat landings. A coastal home gets quick access to fishing and ships, but enemy boats can land nearby once the truce ends.
Defend village lets you draw and fund a whole palisade. Keep your Chief guarding the hall until you need his strength in the field. Conquest means overcoming the Chief, holding the entrance and hosting a victory feast—keep sober guards while the guests celebrate.
Numbers on your map mark surveyed suggestions, not existing villages. Deep river crossings need a completed bridge; fords remain open. Bridges can carry every clan.