How the world is divided
The map mirrors real administrative divisions: the country splits into counties, districts, municipalities and city parts. 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.
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 — that makes the region your territory.
Owning a region means safer building, score points and a contribution to your faction's dominance.
Upkeep and losing territory
Your first few regions are free to hold; as your realm grows, towers start requiring regular upkeep. 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.
Related: Factions — county dominance, Combat & Defense — how towers defend themselves.