‘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.
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.
The Supply Storehouse is a structure which increases the defence of all guild owned structures within 100m of it.
There are many Supply Towers throughout Myrland which can be captured by guilds. Capturing and holding a Supply Tower will generate Supply over time for the owning guild.
These towers are designed to change hands relatively easily, and to provide a source of constant conflict as guilds compete for control.
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