Holdings & Outposts

Note: Updated on 01 August to reflect the changes in Early Enrollment v10.1

Holdings & Outposts is the next major feature we’re adding to the game. This is such a large feature that we will be working on the the feature for several upcoming releases. We wanted to give you some idea of the mechanics of the Holding & Outpost system and how it will be presented. Currently, our plan is to roll the system out in phases, each of which involves several components of increasing complexity. We want to deploy this feature as quickly as we can while the mechanics are still in development and thus get feedback on them while basic functionality is still in development to enable some significant Crowdforging.

Note that this blog post will use some specific numbers in its mathematical examples. These are all numbers we are using in development and may change over the course of a feature’s implementation, so don’t expect the finished product to use exactly the same numbers.

Phase One

Phase One of the Holding & Outpost system is the basics without a lot of bells and whistles. Phase One was deployed with Early Enrollment v7. The goal is to get the core system in game, and then get all the fiddly bits implemented in later phases, so a lot of what we do in Phase One will be adjusted based on your feedback and our observations of the feature once it has been deployed.

Influence

The first system that needs to be deployed is the Influence system. Influence is the meta-currency Companies earn and then invest in claiming Holdings & Outposts, declaring Feuds, etc. Influence was deployed with Early Enrollment v6 on Thursday 26 March.

Influence is a big topic, and we published a stand-alone blog about it here.

Holdings

Holdings are structures built in special thirty-meter cleared spots found in all hexes that are not NPC, settlement, monster, or badlands hexes. This means (on the current map) there are approximately 503 hexes that can support Holdings (minus those currently containing Towers, which are taking up the same locations in the hex as a Holding would). Holdings are claimed by Companies, but only after any escalation cycle in the hex has been defeated. The Company claims the hex by investing Influence and deploying a Holding kit.

The first of these requirements is pretty self-explanatory: any escalation in the hex needs to be reduced to 0 Strength before the Holding slot in that hex can be claimed.

To claim a Holding slot and, thus, the hex, the Company must have 100 Influence available to invest in the Holding (plus additional Influence if the Holding has Outposts active, see below). This Influence allocated to the control of Holdings & Outposts is not lost but is unavailable to the Company for other uses until they no longer control that Holding or Outpost.

Lastly, to build a holding Holding, the Company must have a Holding Kit, which is a crafted item (made with Engineer Feats & Facilities). There is a separate kit for each type of Holding, and the higher the plus of the kit the more effective the Holding is.  Holding kits also require components called Holding Patents, which are writs claiming land that are created by taking special Victory Markers from killing bosses from escalation cycles and refining them using the Seneschal skill at a Keep.  Keep trainers with Seneschal will be added to all settlements in EE7 and refining functionality will be added to all keeps.  

Once the Holding is built, it will provide a personal Vault, Company Vault, and Company Holding Vault (used for paying upkeep on the Holding) for the Company that controls it. It will also have a variety of trainers and crafting facilities based on type. Eventually, once the full Settlement system comes online, Settlements will receive additional Development Index points (a Settlement’s version of Influence) the more Holdings are associated with a Settlement through the Companies that are Banners of that Settlement.

Once the Company claims a hex, they gain the right to set up two Outposts in the hex. Outposts cannot be constructed unless a Holding exists and Outposts cannot be constructed by any Company other than the Company that controls the Holding in that Hex.

Holding Types

These are in-game shots of the various Holdings.  Some of the Trainers are unique to Holdings and you won't find them in Settlements. They train Knowledge skills. Facilities for refining will be added in Phase Two.

  • Barracks Holding: Dreadnaught Trainer

  • Farm Holding: Apothecary Trainer, Apothecary Facility

  • Fishery Holding:  Fishery Holding Trainer

  • Hunting Lodge Holding: Tanner Trainer, Tanner Facility

  • Inn Holding: Expert Trainer, Inn Trainer

  • Library Holding: War Wizard Trainer, Library Holding Trainer

  • Lumbermill Holding:  Sawyer Trainer, Sawyer Facility

  • Mine Holding: Smelter Trainer, Smelter Facility

  • Quarry Holding: Quarry Holding Trainer, Gemcutter Facility

  • Ranch Holding: Ranch Holding Trainer, Tanner Facility

  • Sanctum Holding:  Occultist Trainer, Sanctum Holding Trainer

  • Shrine Holding:  Seminary Trainer, Shrine Holding Trainer

  • Trading Post Holding: Freeholder Trainer

  • Watchtower Holding: Skirmisher Trainer

Outposts

Outposts are small camps that produce resources needed for the upkeep of Holdings and Settlements. A Company can only build Outposts if they control a hex via the Holding in that hex. Outposts take up the same structure slots as Base Camps and Smallholdings, so if there is a Smallholding or Base Camp in a hex it will limit the number of Outposts that can be built there. Once a Company claims a hex, only members of that Company can deploy Smallholdings and Base Camps in that hex, though existing ones will remain.

Outposts are built in a similar process to Holdings. The Influence required for an Outpost is less than that of a Holding. Outposts also require kits like Holdings do.

Outposts produce Bulk Resources, which will be needed for Holding and Settlement upkeep. These Bulk Resources are deposited in the Outpost at the beginning of its PvP window and are accessible by anyone. If no one takes the Bulk Resources within some set period of time, the goods are automatically moved to the Company Holding Vault in the Holding for that hex every so often. So you don’t need to worry about assigning someone to clean out your Holdings every day, though beginning in Phase Three people will be able to steal from your Outpost if you do not clean it out yourself.

The amount of bulk resources an Outpost creates in this phase is based on the bulk resource ratings of the hex it is in. Different hexes have different resource ratings based on what type of terrain is in that hex and the six hexes surrounding it. Unlike normal resources, the bulk resource ratings of a hex do not drop over time as resources are extracted. There are seven bulk resource ratings: Stone, Fish, Crops, Wood, Game, Herds, and Ore. These are then converted through Outposts into five bulk resources: Bulk Stone, Bulk Ore, Bulk Wood, Bulk Food, and Trade Goods.

If a Smallholding is present in a hex with a Holding, it will produce a small amount of all bulk resources based on the ratings of the hex, but these remain in the Smallholding’s personal storage and are never swept to the Company Holding Vault for that hex. Base Camps do not produce any bulk resources.

Terrain Types

  • Coastlands: Highest Fish rating, average Wood and Game. The Fish rating of a Costland hex is higher than the Highest rating for other resources and higher than the Fish rating in a Swamplands hex because Coastland hexes do not have a high rated resource, only a highest and two averages.  
  • Croplands: Highest Crops rating, high Herds rating, average Ore rating.
  • Highlands: Highest Stone rating, high Ore rating, average Herds rating.
  • Mountains: Highest Ore rating, high Stone rating, average Game rating.
  • Swamplands: Highest Fish rating, high Wood rating, Average Ore rating. 
  • Woodlands: Highest Wood rating, high Game rating, average Stone rating.
  • Brokenlands: While you cannot build holdings and outposts in brokenlands, they greatly increase the Ore rating in all neighboring hexes. 

Outpost Types

Here are images from in-game for the Outposts

  • Harvesting Camp: Produces Bulk Food based on 100% of Crops.

  • Hunting Camp: Produces Bulk Food based on 50% Game rating and Trade Goods based on 50% of Game rating.

  • Fishing Camp: Produces Bulk Food based on 25% Fish rating and Trade Good based on 75% Fish rating.

  • Lumberjack Camp: Produces Bulk Wood based on 100% of Wood.

  • Mining Camp: Produces Bulk Iron based on Ore rating.

  • Ranching Camp: Produces Bulk Food based on 25% Herd rating and Trade Goods based on 75% Herds rating.

  • Stonecutting Camp: Produces Bulk Stone based on Stone rating.

  • Trading Camp: Produces Trade Goods based on 25% Ore, 25% Wood, 25% Game, 25% Herds.

  • Warden Camp: Produces Bulk Food at 50% of Game and Bulk Wood and 50% of Wood.

Bulk Resources

Bulk resources are the goods created by Outposts and used for the upkeep and upgrading of Holdings and Settlements. While we do not have upkeep and upgrading planned for Phase One, we want you to have some time to build up a surplus before those systems kick in. Bulk resources are not used in the crafting system and are solely used by Holdings and Settlements. They are heavier than other resources and more difficult to transport, though initially (until we get more transportation systems online) we may make them lighter.

Phase Two

Phase Two was deployed as Early Enrollment v8 21 May.

Management UI

A new UI has been deployed and is accessible from the "toolbench" object at each Holding & Outpost. This UI allows you to access the option to upgrade, downgrade or teardown the structure.

If you opt to teardown the structure, it will be in a "teardown state" for 24 hours + a server downtime before it is removed from the map. Once the teardown process is initiated you will lose access to the Vaults at the structure until the same Company builds a new Holding in the same hex as the torn down structure.

Upgrades

Starting in Phase Two, Holdings and Outposts can be upgraded by investing more Influence in them and spending resources. Upgraded Holdings provide more training and better crafting facilities and outposts produce more Bulk Resources.

Holding & Outpost Kits are crafted with "+" values just like other gear.  Once deployed, a Company can invest Influence to upgrade a Holding or Outpost once for each "+" of the structure.

Update for Early Enrollment v10.:  Upgrades cost 50 Influence for Holdings and 25 Influence for Outposts per upgrade unit. A Holding or Outpost can only be upgraded once per day.

If you upgrade your Holdings such that the training they offer is greater than your Settlement, they also provide support for those skills and feats beyond what your Settlement offers.

Holding Upkeep

Starting in Phase Two, Holdings will take a daily upkeep cost of Bulk Resources from the Company Holding Vault associated with that Holding. If the Holding does not have sufficient resources in the Company Holding Vault, the Holding enters a Disabled state and its features can no longer be accessed.

If a Holding is not provisioned correctly for 7 consecutive days, on the 8th day it will be removed from the game and you will lose access to the Holding's Vaults until a new Holding is built by the same Company in that hex.

This is the pattern for each Holding's Upkeep:

  • +0 Primary 2
  • +1 Primary 4, Secondary 3
  • +2 Primary 8, Secondary 8
  • +3 Primary 11, Secondary 10, Tertiary 10
  • +4 Primary 18, Secondary 18, Teritary 18
  • +5 Primary 29, Secondary 29, Tertiary 28

Here is a list of the Bulk Resources required for each Holding based on its upgrade status:

Barracks Holding

  • +0 Bulk Wood 2
  • +1 Bulk Wood 4, Bulk Ore 3
  • +2 Bulk Wood 8, Bulk Ore 8
  • +3 Bulk Wood 11, Bulk Ore 10, Bulk Food 10
  • +4 Bulk Wood 18, Bulk Ore 18, Bulk Food 18
  • +5 Bulk Wood 29, Bulk Ore 29, Bulk Food 28

Farm Holding

  • +0 Trade Goods 2
  • +1 Trade Goods 4, Bulk Wood 3
  • +2 Trade Goods 8, Bulk Wood 8
  • +3 Trade Goods 11, Bulk Wood 10, Bulk Ore 10
  • +4 Trade Goods 18, Bulk Wood 18, Bulk Ore 18
  • +5 Trade Goods 29, Bulk Wood 29, Bulk Ore 28

Fishery Holding

  • +0 Bulk Ore 2
  • +1 Bulk Ore 4, Bulk Food 3
  • +2 Bulk Ore 8, Bulk Food 8
  • +3 Bulk Ore 11, Bulk Food 10, Trade Goods 10
  • +4 Bulk Ore 18, Bulk Food 18, Trade Goods 18
  • +5 Bulk Ore 29, Bulk Food 29, Trade Goods 28

Hunting Lodge Holding

  • +0 Bulk Wood 2
  • +1 Bulk Wood 4, Bulk Ore 3
  • +2 Bulk Wood 8, Bulk Ore 8
  • +3 Bulk Wood 11, Bulk Ore 10, Bulk Stone 10
  • +4 Bulk Wood 18, Bulk Ore 18, Bulk Stone 18
  • +5 Bulk Wood 29, Bulk Ore 29, Bulk Stone 28

Inn Holding

  • +0 Bulk Food 2
  • +1 Bulk Food 4, Trade Goods 3
  • +2 Bulk Food 8, Trade Goods 8
  • +3 Bulk Food 11, Trade Goods 10, Bulk Wood 10
  • +4 Bulk Food 18, Trade Goods 18, Bulk Wood 18
  • +5 Bulk Food 29, Trade Goods 29, Bulk Wood 28

Library Holding

  • +0 Bulk Wood 2
  • +1 Bulk Wood 4, Trade Goods 3
  • +2 Bulk Wood 8, Trade Goods 8
  • +3 Bulk Wood 11, Trade Goods 10, Bulk Stone 10
  • +4 Bulk Wood 18, Trade Goods 18, Bulk Stone 18
  • +5 Bulk Wood 29, Trade Goods 29, Bulk Stone 28

Lumbermill Holding

  • +0 Bulk Food 2
  • +1 Bulk Food 4, Bulk Wood 3
  • +2 Bulk Food 8, Bulk Wood 8
  • +3 Bulk Food 11, Bulk Wood 10, Bulk Ore 10
  • +4 Bulk Food 18, Bulk Wood 18, Bulk Ore 18
  • +54 Bulk Food 29, Bulk Wood 29, Bulk Ore 28

Mine Holding

  • +0 Bulk Stone 2
  • +1 Bulk Stone 4, Bulk Food 3
  • +2 Bulk Stone 8, Bulk Food 8
  • +3 Bulk Stone 11, Bulk Food 10, Bulk Wood 10
  • +4 Bulk Stone 18, Bulk Food 18, Bulk Wood 18
  • +5 Bulk Stone 29, Bulk Food 29, Bulk Wood 28

Quarry Holding

  • +0 Trade Goods 2
  • +1 Trade Goods 4, Bulk Food 3
  • +2 Trade Goods 8, Bulk Food 8
  • +3 Trade Goods 11, Bulk Food 10, Bulk Wood 10
  • +4 Trade Goods 18, Bulk Food 18, Bulk Wood 18
  • +5 Trade Goods 29, Bulk Food 29, Bulk Wood 28

Ranch Holding

  • +0 Bulk Ore 2
  • +1 Bulk Ore 4, Bulk Wood 3
  • +2 Bulk Ore 8, Bulk Wood 8
  • +3 Bulk Ore 11, Bulk Wood 10, Bulk Stone 10
  • +4 Bulk Ore 18, Bulk Wood 18, Bulk Stone 18
  • +5 Bulk Ore 29, Bulk Wood 29, Bulk Stone 28

Sanctum Holding

  • +0 Trade Goods 2
  • +1 Trade Goods 4, Bulk Food 3
  • +2 Trade Goods 8, Bulk Food 8
  • +3 Trade Goods 11, Bulk Food 10, Bulk Stone 10
  • +4 Trade Goods 18, Bulk Food 18, Bulk Stone 18
  • +5 Trade Goods 29, Bulk Food 29, Bulk Stone 28

Shrine Holding

  • +0 Bulk Stone 2
  • +1 Bulk Stone 4, Bulk Food 3
  • +2 Bulk Stone 8, Bulk Food 8
  • +3 Bulk Stone 11, Bulk Food 10, Trade Goods 10
  • +4 Bulk Stone 18, Bulk Food 18, Trade Goods 18
  • +5 Bulk Stone 29, Bulk Food 29, Trade Goods 28

Trading Post Holding

  • +0 Bulk Ore 2
  • +1 Bulk Ore 4, Bulk Food 3
  • +2 Bulk Ore 8, Bulk Food 8
  • +3 Bulk Ore 11, Bulk Food 10, Bulk Stone 10
  • +4 Bulk Ore 18, Bulk Food 18, Bulk Stone 18
  • +5 Bulk Ore 29, Bulk Food 29, Bulk Stone 28

Watchtower Holding

  • +0 Bulk Ore 2
  • +1 Bulk Ore 4, Bulk Wood 3
  • +2 Bulk Ore 8, Bulk Wood 8
  • +3 Bulk Ore 11, Bulk Wood 10, Bulk Food 10
  • +4 Bulk Ore 18, Bulk Wood 18, Bulk Food 18
  • +5 Bulk Ore 29, Bulk Wood 29, Bulk Food 28

Feuds

Starting with Phase Two, Companies can declare Feuds against other Companies by investing Influence for the duration of the Feud. During a Feud, the two Companies are continually hostile to each other, meaning PvP is Reputation free at all times wherever members of either Company encounter one another.

Update for Early Enrollment v10.1: Feuds now cost 100 Influence minimum. You can increase a Feud length in 1 day increments by paying 25 more Influence per day.

To attempt to take control of a Hex and the structures in it, you must have a Feud against the owner of the Hex. (You can attack the Hexes of people who have Fueded your Company as well)

Phase Three

Phase Three will be deployed as Early Enrollment v10.1 in the first week of August.

This release activates the Holding & Outpost Warfare feature. Please read more about that feature in this blog.

In Phase Three, characters will be able to overrun the Outposts in hexes controlled by Companies they are feuding with, and when the Outposts are overrun, attempt to take (or destroy) the Holding in that hex.

In Phase Three the Towers from the War of Towers are destroyed and Settlements establish a maximum training level for their members by selecting from a range of Upkeep levels. 

The higher the "Settlement Level", the more ranks of Feats that Settlements' trainers can provide. There is not a 1:1 correlation between Settlement Level and max Feat rank for training - max ranks for Feats are determined by the designers since not all Feats have 20 ranks.

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