How the world is divided
The map mirrors real administrative divisions: the country splits into counties, municipalities and cadastral areas. At the bottom sit resource regions — pieces of real landscape such as forests, fields, meadows, quarries, mines or bodies of water. These are what the game is played over.
Resource regions
Each landscape type favours different resources: forests are great for wood, quarries for stone, fields grow food and hold clay, water is for fishing. The same gathering building can therefore yield several times more in the right spot — choose where you build.
Iron is the scarcest: mines and quarries give the most, industrial sites and ruins less. Where none of these are around, the region still holds at least one ore vein — a small deposit hidden on a hill or in a forest that is worth finding.
In towns, parks yield mostly wood and gardens mostly food and clay. Deposits in resource-poor areas also refill a little faster.
A gathering building only draws from deposits within its range, not from the whole region. The region panel therefore shows a scale from None to Plentiful for each resource: how much of the territory lies within reach of a suitable deposit. When it says Rare, look for a spot close to a deposit.
Claiming a region
Wild regions are guarded by NPC garrisons. To claim a region:
- defeat the garrison — the attack plays out as a tower-defense battle against its layout,
- build a Tower in the region on a spot players can walk to (not in a fenced area or in water) - that makes the region your territory.
Owning a region means safer building, score points and a contribution to your faction's dominance.
Other players' towers and the names of region rulers appear once you visit the region. A tower built later shows up on your next visit, so the map never gives away where other players live.
Region tribute
Every morning your regions with a maintained tower pay you a tribute in gold. The gain tapers off as your realm grows and has a cap — gold rewards governing your land, not endless expansion. A tower whose upkeep you do not pay yields no tribute.
Upkeep and losing territory
Towers require regular upkeep. For your first few regions you pay the base price; every further region makes the upkeep of all towers dearer - but only up to a ceiling, so even a large realm can be sustained. If you stop paying, the tower decays after a grace period until it falls. You lose a region the moment its last territory-holding building falls — whether to neglected upkeep or an enemy attack. When an enemy takes one of your regions, you get the Revenge quest — win back any region to earn a reward.
Related: Factions — county dominance, Combat & Defense — how towers defend themselves.