Territory Wars Guide (Updated Up To Patch 1.3.4)
- Territory Control Point
- Declaring A War
- Siege Weapons
- Fort Siege
- Bonuses For Controlling The Settlement
- FAQ
The whole New World is divided into Territories, which are controlled by the Factions. Every Territory has a Fort, where the Faction’s Control Point for the region is situated.
At the start of the game, the specific settlement should not be owned by another company to claim a settlement and should be marked as “unclaimed territory”. A Company can claim it for the price of around 100,000 coins. This will give you the right to own the settlement, and everyone will see that your Company owns that Territory on the world map.
You can check who controls the forts and which are contested on the map. Factions can go to war, 50 vs 50 player siege combat over a Territory and fight to control it. You can participate in the war even if you’re not in the company by recruiting at the War Board:
Territory Control Point
The Territory Control Point is located within the Fort. Capturing it is not the same as capturing the Fort within 50 vs 50 War because it only gives temporary ownership of the Fort to the Faction and provides a 5% XP Boost and a 20% Influence Gain Boost to the certain Faction while in the territory.
Control points will be activated 60 minutes after a War or Invasion is completed.
To capture one of these Control Points, you have to enable PvP mode, enter the Fort’s Gate, and stand around the flag in the center of the Fort until it is captured. The Faction with more players inside the Control Point than any other will begin to slowly capture the control point.
There’s no minimal requirement for the number of players and the Control Point can be captured by a single player for a total of 5 minutes.
No more than 25 players from the same Faction can be in the Fort during capturing the Control Point.
Every additional player within the capture radius reduces the time required to capture the Point. The minimum time is 2.5 minutes for a total of 5 players.
The Territory Control Point also grants the Faction a unique buff depending on the Territory and Fort:
№ | Territory | Effect |
---|---|---|
1 | First Light | Reduces fast travel weight costs from 5 Azoth per 10 weight down to 1 Azoth per 10 weight. |
2 | Monarch’s Bluffs | Reduces fast travel distance costs from 5 Azoth per 100 meters down to 1 Azoth per 100 meters. |
3 | Windsward | Increases volume of items gained when gathering by 5%. |
4 | Everfall | Reduces trading taxes by 5%. |
5 | Brightwood | Reduces housing taxes by 5%. |
6 | Cutlass Keys | Reduces base Azoth cost of fast travel by 50% for the controlling Faction. |
7 | Weaver’s Fen | Increases coin, experience, territory standing, and faction token rewards from Faction Missions by 5% for the controlling Faction. |
8 | Restless Shore | Increases coin, experience, and faction token rewards from Corrupted Breaches by 5% for the controlling Faction. |
9 | Mourning Dale | Increases coin and experience rewards from Expeditions by 5% for the controlling Faction. |
10 | Ebonscale Reach | Reduces refining taxes by 5% for the controlling Faction. |
11 | Reekwater | Reduces crafting taxes by 5% for the controlling Faction. |
Declaring A War
War can only be declared on a Territory that’s currently in Conflict. A state of Conflict occurs when an opposing Faction has gained 100% Influence in the territory, usually through competing enough relevant PvP missions. The Conflict state allows a Company to declare War and capture a Territory.
If your Company contributed at least 10 percent of the Influence bar, you’ll participate in the lottery system to become the Vanguard. After a 10-minute period, Vanguard will be able to put the Territory into the Conflict state and declare war.
If nobody gets above 10%, the Company will be chosen randomly with the most impactful Companies having the highest chance of getting selected.
If more than one Company declares War on the same territory during the conflict, the most active Companies in the influence race have a higher chance of being selected as the Vanguard.
The Governor of the Vanguard will be asked to submit a certain amount of money from his Company bank to pay the fee, which is used to fund the Warcamp. There are 3 tiers of Warcamps available, each with varying effects:
War Camp Tier | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Gate Strength | Normal | High | Highest |
Deployment Limit | 6 | 8 | 10 |
Siege Supply Rate | Normal | High | Highest |
Cost | 7,500 | 10,000 | 15,000 |
The Governor may select members of his Company to participate in 50 vs 50 combat.
If there are insufficient numbers in a Company to fill out the ranks of the Vanguard, the Governor may choose from anyone in the Faction or from volunteers from the third Faction.
For example, if a Company from the Syndicate has declared War on a Territory owned by the Marauders and they don’t have enough warriors to fill their ranks, they can enlist help from members of the Covenant.
War can then be declared to occur at a specific date/time selected by the declaring Company.
Siege Weapons
Similar to how they are acquired and used in Invasions, you gain Battle Tokens by contributing to the battle – commonly said, killing enemies. It’s important to note that these Tokens will only last during the War, so use them while you have them.
Remember, you need a proper Ammunition Kit to be able to use siege weapons:
As an attacker, you can spend your Battle Tokens at the War Camp’s Armory to acquire Siege Platforms and build them on the battlefield:
1. Cannon Platform: medium rate of fire, the highest damage per hit, effective against structures and slow-moving targets.
2. Fire Launcher Platform: launches a flaming projectile that bursts on impact, most effective against infantry or to counter ranged opponents.
3. Repeater Platform bolts don’t do a lot of damage but have a very high speed. It’s most effective against smaller and quicker targets.
The Siege Weapons for Fort defenders won’t come at a cost, but just how powerful these Siege Weapons are will be dictated by how they have been upgraded through the Territory Progression system prior to the War.
1. Ballista: medium rate of fire, high damage per shot, most effective against structures, and large, slower-moving targets. The defender’s version of the Cannon Platform.
2. Explosive Cannon: slow fire rate, its explosive shot disrupts and knocks enemies back. Mostly effective against groups of infantry and provides area denial, so it can be used to defend the Rally Points.
3. Repeater Turret functionally the same as the attacker’s. High rate of fire, low damage per shot, and most effective against smaller, quicker targets.
4. Fire Dropper does high damage over time, making it most effective against groups of enemies attacking the gate.
5. Horn of Resilience provides a temporary healing and defensive buff to all allies in the area. Use it wisely since it has a long cool down.
Traps are available to Attackers and Defenders:
1. Inferno Mine bursts and covers the area with fire when an enemy gets close enough. It’s effective at area denial when placed in choke points.
2. Powder Keg does the highest damage to any siege weapon, making it extremely effective against gates. Its fuse must be lit manually and has a longer duration. It can be destroyed by the enemies.
Fort Siege
Victory Conditions: Attackers win by capturing all 3 Rally Points, breaching the Fort’s Gates, and then taking the final capture point. Defenders win by holding off the attacking army for 30 minutes.
Once you have been selected to fight, you’ll be getting a notification before the War begins. When the time comes for battle, you’ll be teleported to the battlefield and provided with 50 Battle Tokens.
The attacking army will spawn in the Warcamp.
Inside the Warcamp, there’ll be the armory, which includes consumable items like health, haste, and cleansing potions, items such as the Powder keg or a Landmine, and deployable Siege Weapons usable on the battlefield.
The Defenders will spawn inside the Fort.
They will also have their own Armory with consumables and Siege Weapons.
The attackers must first capture three Rally Points in front of the Fort.
Attackers must have more bodies on the flag than the defenders to begin turning it over to their control.
Once captured, they cannot be retaken by the defenders. Rally Points can be used by the defenders as respawn points.
After the Rally Point is captured, the attackers will be able to respawn on it and get access to the Armory.
After all three Rally Points are caught by the attackers, there are five ways to attack the Gates – the main gate right down the middle, two side gates on either side, and two back gates at the rear of the Fort.
The Front Gates are strong. They can be upgraded depending on what the protectors invested into their territory. So the best way to destroy the gates are Powder Kegs. Or, you can also deal damage to them just by hitting them.
You can get into the Fort through the back door – this will allow you to set range characters up the wall near the middle point with the Flag.
Defenders protect the Gates and have Siege Supplies that are auto-generated during War by Siege Supply Generators. These resources can be used to repair structures, including Gates, Armories, Siege Supply Generators, and Siege Weapons. There will be a vendor next to your Armory that will allow you to get siege parts.
Once the attackers get access to the Flag in the middle, they have to stand near to capture it. The more people you have into this middle point, the faster it’s going to count down.
The War has a timer of 30 minutes.
If the attackers manage to claim the Flag faster, then the battle will end.
If the attackers don’t succeed for those 30 minutes, the defenders win.
Once the War has come to its end, players on both sides of the conflict will be teleported off the battlefield.
Bonuses For Controlling The Settlement
If you’re a member of the Company which is governing the current Territory, you’ll get -70% discount for fast travels, 30% discount for taxes and 20% discount for houses within this Territory:
If you already have a Settlement and need information about how to manage taxes, create projects, etc., you can check our Companies Guide.
FAQ
Controlling the Territory Control Point gives temporary ownership of the Fort to the Faction, while the Fort Siege gives constant ownership of the Territory to the certain Company.
You can register yourself at the War Board in every Settlement.
First, your Faction has to put the Territory into the War condition. If your Company contributed at least 10 percent of the Influence bar, you’ll participate in the lottery system to become the Vanguard.
The Company which was chosen to be able to declare War.
Attackers win by capturing all 3 Rally Points, breaching the Fort’s Gates, and then taking the final capture point. Defenders win by holding off the attacking army for 30 minutes.
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