Season VI: Regional Influence, Capital and Rewards

Gameplay
13.01.2021

Battles for regional capitals are returning! Throughout Season VI: Scourge of Winter, we will continue to host these epic Territory War battles across Stage 4 and Stage 5. New to this season, all accessible regional capitals will remain in play during Stage 5, even after the core capital is open for conquest.

 

Stage 4 Conquerable Capitals

Stage 5 Conquerable Capitals

Season VI

Turul Város (Ungverija)

Reginopolis (Anadolou)

Core Capital: Augolia (Ostaria)

Turul Város (Ungverija)

Reginopolis (Anadolou)

Season V

Turul Varos (Unverija)

Daicheng (Liangyun)

Core Capital: Reginopolis (Anadolou)

Season IV

 

Core Capital: Conqueror’s City (Borderlands)

Season III

 

Core Capital: Conqueror’s City (Borderlands)

 

AMASSING INFLUENCE

The ability to wage war for control of regional capital, as well as the season’s core capital, is dependent on an alliance’s ability to amass Influence prior to mounting an attack. In order to declare war on a region’s capital, an alliance must have 3,000 Influence in that same region. To subsequently declare war on the core capital, an alliance must have amassed 4,000 total Influence.

Accessible regions and the designated core region will change from season to season, depending on its lore, timeline, and themes. However, aside from the status of a region’s capital in separating a season’s champions from the runners-up, the only fundamental difference between the regions is that all core region fiefs (Ostaria for Season VI) will award alliances with 30% more Influence than those in other regions.  

To declare war on...

An Alliance requires...

Control of the city bestows...

Turul Város (Stage 4 and 5)

3,000 Influence from fiefs in Ungverija

1,000 Influence

Reginopolis (Stage 4 and 5)

3,000 Influence from fiefs in Anadolou

1,000 Influence

Augolia  (Stage 5)

4,000 Influence from fiefs in any accessible region

 

 

DECLARING WAR AND COMMENCING AN ATTACK

Without the required levels of Influence, an alliance cannot declare war on a capitol. The only circumstances in which an alliance can fight for a capital otherwise is to aid in its defence or if a battle in which the alliance was able to join is already underway. If the alliance subsequently loses a battle that reduces its Influence below the required amount, it will no longer be in a position to declare war on the capital.

There is a strict order in which alliances that successfully declare war on a capital city will be allowed to fight for its control once Territory War preparation is concluded:

  • Alliances will be ordered from high to low depending on their Influence (regional or total, depending on the capital being targetted).
  • If alliances have equal Influence, those that declared war first will take precedence.
  • Following this order alliances may contend for the capital.
  • The ruling house of an alliance will always be placed first in the attack order.

Once a battle is underway, the order of attack can only be changed under the following circumstances. In all cases the house or alliance will be placed last in the attack order:

  • If an alliance fails to launch an attack within three minutes after gaining the ability to do so.
  • If an alliance fails to successfully occupy the city.
  • If an eligible house successfully declares war against the city while Territory War is in progress.
  • If for some reason a house is removed from the attack order and is subsequently able to rejoin.

 

IMPERIAL RESTORATIONISTS: IN DEFENCE OF THE REALM

Members of Imperial Restorationist forces (Cohorts and Legions) cannot declare war on a regional capital, only fight to defend those that have yet to be taken by a player alliance. Once a city is occupied by an alliance, it can only be targetted by other alliances. Access to capital city battles is further limited to Imperial Restorationist ranked Decanos or Patrol Leader and above.

One benefit of defending a regional capital on behalf of Imperial Restorationists is that Unit Kits are not consumed in the course of a battle.

 

SOME GREAT REWARDS

Controlling regional capitals and, more specifically, the core capital, is what separates the victors from the vanquished when eventually a season comes to an end.

For the leader of an alliance’s ruling house to secure the nobility rank of Hegemon, and the leaders of the alliance’s other houses to receive the nobility rank of Chamberlain:

For the leader of an alliance’s ruling house to secure the nobility rank of Monarch, and the leaders of the alliance’s other houses to receive the nobility rank of Chief Justiciar:

They must be members of the alliance that controls the Core Capital when the season ends. The alliance must also command a total Influence of 8,000 or more (disregarding any Influence gained from regional capitals)

They must be members of the alliance that controls the Core Capital while having LESS than 8,000 total Influence (disregarding any Influence gained from regional capitals)


OR

Must be a member of an alliance that controls a regional capital when the season ends. The alliance must also command an Influence of 5,000 or more from that same region.

Liege leaders that are awarded the nobility rank of Hegemon or Monarch (it’s not possible to attain both or multiples of either) will also receive regal attires in keeping with their status and the themes of the recently-concluded season. Officers and other alliance members who took part in the season’s climactic battles and remain members during the close season will also receive rewards for their effort and achievements. As with nobility ranks, alliance members will not receive multiple rewards for taking multiple capitals - only the highest level of reward will apply. These rewards will be announced in detail at the end of each season.

Finally, with great rewards come great responsibilities: The occupier of a capital city will receive a tribute to reflect its economic and social importance, in return for which all players will continue to enjoy full access to its goods and services. Unlike other fiefs, the owner of a capital city will not be allowed to install upgrades and change permissions that favour one group of players over another. Even under occupation, capitals are the hub of each region and must retain some autonomy.