Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

Holding & Outpost Warfare

Holding Warfare Blog

This week as the next step in activating features in Early Enrollment v10.1 we are going to deploy the Holding & Outpost Warfare system.  Also included are some changes coming in the EE10.1 patch including changes to Holding upkeep, Settlement Upkeep, and combat. 

Map Window Ownership Overlay

The map now has an Ownership overlay that displays the hexes controlled by your company, the other companies in your Settlement, and those held by companies you are currently feuding. Your company’s hexes show up in blue, those in your settlement show up as green, and those of your enemies show up in red.  This will also display the status of your Holdings that are under attack, as described below.

Taking a Holding Step 1: Feuding

Feuds are required to take Holdings or Outposts from other companies. Feuds changed in several ways in EE10 that should be reviewed.

The first and most obvious change is that feud costs are now becoming a flat 100 Influence for a two-day feud (the new minimum duration), with an additional 25 points for each day thereafter. Size and experience of the companies involved are no longer counted. Feuds cannot be extended once active.

Second, you can only cancel feuds within the first five minutes of declaring them (i.e., while they are pending and not active).

Third, while a feud is active, the two companies involved can attack each other anywhere without penalty to Reputation, and during the PvP windows of the hexes each controls, they can attack Holdings and Outposts in those hexes with open PvP windows.

In the hexes (and only in those hexes) controlled by the two companies during the PvP windows of those hexes, other companies in the same settlement as the two companies involved in the feud can also take part, killing their opponents without suffering Reputation loss. So members of your settlement can help you defend your holdings or aid in your attack against the enemy.

Taking a Holding Step 2: The Outposts

Once a feud is active and the PvP window of your opponent’s hex opens, you can attack their Outposts. The term we use for an Outpost that has been taken by a company is that it has been “overrun.” This is accomplished in similar fashion to the War of Towers capture mechanics, in that the attackers score overrun points by having members of their company stand near the outpost, while defenders remove overrun points by doing the same.

When the PvP window opens in a hex, white flames appear in the area surrounding the Outposts in that Hex.

There are now guards around the Outposts, with each outpost getting more and better guards as it is upgraded. These guards must be killed before any overrun points can be scored by attackers. The number of overrun points required is determined by the upgrade level of the Outpost.

Smallholdings do not need to be overrun. If you have no Outposts (including if you have one or two Smallholdings in the hex instead of Outposts), your Holding is vulnerable and can immediately attacked without the need to take Outposts.

Hexes under attack will now appear on the world map in the Ownership overlay, including icons to indicate if guards are being attacked, if overrun points are being scored, and how far each of those processes has advanced via a “hit point” bar that empties as the task gets closer to completion. So, at a glance, you can look at your world map and see where your hexes are under attack and how serious each attack is.

After a number of guards are defeated (depending on the advancement level of the Outpost) the flames around the Outpost will switch to a red/orange color and a capture game will begin. During the capture game, when characters feuding the owner of the hex are inside the area of the Outpost and no members of the owner of the Hex are within that area points will be scored (1 point per 6 seconds per character up to 15 characters). If one or more characters from the Company that owns the hex are in the Outpost's area, point accumulation pauses.  If ONLY characters from the controlling Company are in the area, points are subtracted.

If the attackers get to 1,000 points before the PvP window closes, the Outpost is overrun.

While Outposts are overrun, they produce no resources. You cannot use your Holding or Outpost Management windows while an Outpost in the same hex is overrun. For the first iteration of this feature, you cannot steal the bulk resources of an Outpost when you overrun it, but we will be adding that in the future.

If after an Outpost is overrun a server day ends without an additional Outpost being overrun, the threat to the hex ends and attackers must begin again in their attempts to overrun the Outposts.If only one Outpost is overrun before the PvP window closes, the attackers must take the other Outpost during the next PvP window.

Even if the feud by the company that captured the first Outpost ends before the second Outpost is overrun, the hex is still vulnerable and a different company could overrun the second Outpost and proceed to threaten the Holding.

Attacking companies must overrun all Outposts in a hex to move on to the next step: threatening the Holding. If all Outposts are overrun, the Holding is considered vulnerable and any company that is feuding the Holding’s owner can try to take it.

If all the Outposts in a Holding are overrun, the PvP window closes.

Taking a Holding Step 3: The Holding

If all the Outposts in a hex are overrun (or there were no Outposts to begin with), the Holding in that hex is vulnerable. This means during the next PvP window (the one after the final Outpost is overrun if Outposts were involved), the Holding may be attacked by any company with an active feud against the owner (so putting an extra day on your Feud may save you some heartache if it takes two days to take both Outposts). During the PvP window, the attacker may try to capture the Holding in the same fashion as an Outpost, only with more guards and more capture points required.

If the Holding is not captured in that next PvP window, the Outposts regain their normal status, are no longer overrun, and the hex is no longer threatened. Once you have both Outposts overrun you have one PvP window to take the Holding.

Taking a Holding Step 4: Settling In

Once the Holding is captured, the attacker invests the Influence from the Feud to gain control of the hex. The Feud costs at least 100 Influence, and Holdings cost 100 Influence, so at minimum the attacker will get control of the Holding. For every 50 additional Influence available to the attacker (or committed to the Feud), they will gain one of the Outposts. For example, if you have 200 Influence between the Feud and your available Influence, you will get the Holding and both Outposts in the hex, but, at minimum, you will get the Holding. If not enough influence is available to capture both Outposts, the system will randomly decide which outpost you get.

The Holdings and Outposts you take control of will begin with +0 upgrades. Anything you do not have the Influence to claim is destroyed, and anything you do claim has its maximum level decreased by one.  If the maximum level is decreased below +0 the structure is destroyed. So, if you capture a +2/+3 Holding, it will become +0/+2 once you have control.

You cannot access the Holding Management window of the Holding and Outposts until at least one full server day has passed after the Holding is captured. If an Outpost is overrun during that day, the hex continues to be vulnerable and the capture game continues – the company that lost the Holding may try to reclaim it before the new owners have the option to tear it down!

Any contents of the Holding Vaults will become inaccessible to the new owners or the old owners, unless the old owners retake the hex. Any crafting or refining jobs underway when the Holding is captured will be deposited into the appropriate but inaccessible Vault. We plan to iterate this feature in the future to enable the capturing Company to loot the old Vault.

Taking Control of Unused Settlements

This mechanic is no longer available as of May 25, 2017.

We are introducing a formal mechanic for companies to attempt to take control of Settlements that are not being used by the players who won control of those Settlements in the Land Rush.

Starting with the day we turn on Holding & Outpost Warfare, Settlements will be at risk of a change of control. The purpose of this system is not to simulate the full Settlement Warfare mechanic that we plan for a future update to the game. This system is a mechanism to ensure that the Settlements that are in the game are actually being used and not simply left untended.

This system does not apply to the NPC Settlements, which will remain under Goblinworks’ management.

The Settlement Must Have a Valid Leader

Every Settlement must have a Leader with a valid account and an active month of game time. If a Settlement does not meet this requirement we’ll contact the leader of record and request that such an account be placed in charge of the Settlement, and if we’re unable to resolve that issue, the Settlement will become vulnerable to a takeover.

The Settlement Must Pay Weekly Upkeep

Every player-controlled Settlement must pay weekly upkeep to make their settlement at least level 10. If a Settlement does not pay weekly upkeep, it will become vulnerable to a takeover.

Control The Surrounding Hexes

To effectuate a takeover, a company must build a Holding in each of the 6 hexes directly adjacent to the Settlement hex. The same company must control all 6 Hexes.

The Company must hold those Hexes starting Saturday morning after downtime and sustaining that control until Monday morning after downtime.

A petition must be filed by sending an email to customer.support@goblinworks.com indicating that a Settlement takeover has been attempted. On receipt of that email, our team will travel to the Settlement in question and determine if all the necessary conditions have been met. This email must be sent before downtime Saturday morning.

Taking A Settlement

On Monday morning after downtime Settlements can change control. The Settlement must be vulnerable to a takeover (no valid account leading the Settlement and/or failed to pay Upkeep).

The 6 adjacent Hexes must be held by the same company when game play begins after downtime.

If the conditions for a takeover have been met, we will attempt to communicate with the Leader of record of the Settlement in question and inform them that the Settlement has changed control. That player will have 24 hours to respond to our notification and if no challenge is made within that time frame, we will use GM commands to change the ownership of the Settlement when the notification period has expired.

If a challenge to the change of control is made Goblinworks will adjudicate the challenge as we deem necessary to meet the best interests of the game.

Uncontrolled Settlements

There are 4 Settlements from the Land Rush that have never been activated by the players who won them. On the World Map those are Settlements that have a flag icon but no name.

Those Settlements will be removed from the game with the deployment of Early Enrollment 11, currently planned for the first part of August.

However, between the time the Holding & Outpost Warfare feature is turned on (and not before) and the deployment of Early Enrollment 11 those Settlements are vulnerable and can be captured. We have vacated the previous Land Rush winners’ claims to these Settlements. If they are claimed before Early Enrollment 11, they will not be removed.

 

Holding Upkeep and Influence Costs

In EE10.1, upkeep for holdings has been changed to map more accurately to how settlement structures will work, which means the upkeep has gone down for the lower level holdings and increased for the higher level ones.  Also, the variety of bulk resources needed to support a holding is decreasing. Instead of needing one type for a +0 building and all five for a +4 and +5 building, holdings will need one type for a +0 building, two types for a +1 or +2 building, and three types for a +3 or better building.

The table below shows how the new bulk resource requirements scale up. The primary bulk resource is what the Holding previously required at +0, the secondary bulk resource is the additional bulk resource it previously added at +1, and the tertiary bulk resource is the bulk resource it previously added at +2. 

The Influence cost for upgrading Holdings and Outposts is also decreasing.  The base cost for building Holding remains 100, but the cost for each upgrade level has been reduced to 50 Influence per level.  The base cost for Outposts remains 50, but the cost of each upgrade has been reduced to 25 Influence per level. 

Upgrade

Upkeep

+0

2 of primary bulk resource

+1

4 of primary bulk resource, 3 of secondary bulk resource

+2

8 of two both primary and secondary bulk resources

+3

11 of primary bulk resource, 10 of both secondary and tertiary bulk resources

+4

18 of primary, secondary, and tertiary bulk resources

+5

29 of primary bulk resource, 28 of secondary and tertiary bulk resources

 

Settlement Upkeep Costs

The weekly settlement upkeep costs for bulk resources are increasing to more closely mimic the quantities of bulk resources that will be needed by the full settlement system. This increase has been smaller at the low end (the lowest level of upkeep did not change at all) and scales up as the levels increase. Between the previously described decrease in Holding upkeep cost and this increase in settlement upkeep cost, settlements should see a net increase in total bulk resource generation. Another change like this may happen before we get to the full settlement system.

Settlement Level

Upkeep

9

0

10

Bulk Wood 7, Bulk Food 7, Bulk Ore 7, Bulk Stone 7, Trade Goods 7

11

Bulk Wood 12, Bulk Food 12, Bulk Ore 12, Bulk Stone 12, Trade Goods 12

12

Bulk Wood 28, Bulk Food 28, Bulk Ore 28, Bulk Stone 28, Trade Goods 28

13

Bulk Wood 55, Bulk Food 55, Bulk Ore 55, Bulk Stone 55, Trade Goods 55

14

Bulk Wood 95, Bulk Food 95, Bulk Ore 95, Bulk Stone 95, Trade Goods 95

15

Bulk Wood 150, Bulk Food 150, Bulk Ore 150, Bulk Stone 150, Trade Goods 150

16

Bulk Wood 224, Bulk Food 224, Bulk Ore 224, Bulk Stone 224, Trade Goods 224

17

Bulk Wood 319, Bulk Food 319, Bulk Ore 319, Bulk Stone 319, Trade Goods 319

18

Bulk Wood 438, Bulk Food 438, Bulk Ore 438, Bulk Stone 438, Trade Goods 438

19

Bulk Wood 583, Bulk Food 583, Bulk Ore 583, Bulk Stone 583, Trade Goods 583

20

Bulk Wood 756, Bulk Food 756, Bulk Ore 756, Bulk Stone 756, Trade Goods 756

 

Combat Changes

AOE Changes

As of 10.1, AoE attacks will no longer affect targets that are not currently hostile to you. This should make them much more useful in PvP and group PvE. This will also eliminate the problem that has arisen with people uninvolved with a feud wandering into a combat between feuding companies and causing Reputation loss due to being caught in an AoE attack. Now that character will be ignored.

As of 10.1, for AoE beneficial abilities, the AoE aspect of the effect will only work on characters in your group, company, or settlement. As is common for all beneficial abilities, they cannot target a hostile character (if you target a hostile, you become the target), but non-hostile characters that are not an ally (i.e., white name characters) can gain the benefit of the feat if they are your direct target. That is, if you target a neutral character with a beneficial AoE, that character and any of your allies in range will gain the benefit of the feat, but hostile characters and non-targeted neutral character will not. Hostile characters cannot be targeted by AoE beneficial abilities and cannot benefit from being in the area of effect. You can now safely use beneficial AoEs without also benefitting your enemies.

Because of this change, we are removing a bonus to effectiveness that AoEs had received previously. This bonus was to make them more attractive in compensation for the difficulty of targeting them effectively. Since they are now much easier to use without hitting undesired targets, all AoEs have been set to do less damage, had effects reduced, had their cooldown increased, and/or cost more stamina.

We consider these experimental changes we may need to reverse, but they are not difficult changes to make so we thought it was worth seeing how they play. 

Healing Others a In a PvP Hex

If you enter the hex that is held by one of the parties involved in a feud, you are not part of either of the companies involved in the feud, and you use a beneficial effect on one of the characters involved in the feud, you will get the Attacker flag. This will make you appear as hostile and a Reputation-loss free kill to everyone, plus it will cost you 250 Reputation. The Attacker flag lasts for one minute.

Attacking Guards in a PvP Hex

If you attack a guard in a PvP Hex and you are not a party to a Feud against the owner of that Hex, you will gain the Attacker flag and take a reputation penalty of 250 Reputation. This penalty is cumulative (you'll take the penalty every time you hit a guard).