‘Territory’ represents the area in which you can place NPCs and build structures, and is a circle that expands from a keep or player house. You can view all existing guild territories on the map, represented by circles. These circles show how large a guild’s Territory is, and the name of the owning guild when hovering over it with the mouse.
Territory can only be claimed by guilds, so to begin your journey of conquest you must create a guild.
To claim Territory for your guild using a player house,
Guilds can now make progress towards earning tiers.
All guilds now have a Treasury, which is where the upkeep for territory structures is drained from. You can access Treasury and upkeep information by opening the new Territory tab.
The Chancery is the first structure you need to build, as without it you cannot add gold to your guild Treasury to pay for the upkeep of all future structures.
To refill your guild’s Supply, you must do a “Supply Run”. This requires interacting with the guild Steward, who resides in the Chancery.
This means you are incentivized to travel longer distances to get a larger Supply refill, as you can only do a full Supply run after the Steward has produced all 10 items and travelling shorter distances will refill less Supply.
All player houses and strongholds within the Territory area of a keep will contribute upkeep taxes to the keep owning guild’s Treasury.
These taxes are part of the existing upkeep amount, and players will not currently have their “maximum payable days of upkeep” affected by the keep guild’s taxes.
Note: The values currently in the Territory UI page for citizen taxes are incorrectly showing the cuprum value, rather than the intended silver value. This means a player house showing +12,000 converts to +1.2g, not +120g.
Many structures you can build may come with contracts for Guild Guards.
To start sieging something with a Manganon, you must either:
After obtaining these plans, you must:
Outside every keep spot there are two supply lines.
There are a multitude of new Supply Towers placed throughout Myrland which can be captured by guilds. Capturing and holding a Supply Tower will provide a boon to the owning guild such as decreased Prominence drain and increased defence on structures.
These towers are designed to change hands relatively easily, and to provide a source of constant conflict as guilds compete for control.
The Supply Storehouse is a structure which will act similarly to the Supply Lines and Supply Towers, in that it increases the defence of all guild owned structures.
Note: The Supply Storehouse may also increase your guild’s Supply cap in the future.
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