Claim

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Land claims are sections of in-game territories that are owned either by individual players or by guilds. There are two types of claims in the game: Personal Claim and Guild Claim. Since the second major update in February 2019, in Life is feudal: MMO you can only claim whole fiefs, which are in provinces. And your private monument can only be built in protectorates.

Fief[edit | edit source]

The smallest unit of territorial division. A rectangle with an area of ~ 4900 tiles. The entire game map is divided into fiefs all with a 2-tile unclaimable buffer between them. One fief can be owned by only one guild and all area in the fief can be used by a guild to construct buildings that will be protected from decay, can have designated access rules for them and so on.[1]

CONTROLLING A FIEF A guild can claim and control a no-mans fief by building a Guild Monument or an Outpost on this fief. A guild can have only one Guild Monument, but own multiple Outposts, thus controlling multiple fiefs simultaneously. Only one Outpost or one Guild Monument can be placed on any single fief.

GUILD MONUMENT A Guild Monument is the main structure that represents a guild’s position on the global map. A Guild Monument cannot be erected on a fief that is bordering with another fief with a Guild Monument on it, making it impossible to have 2 guilds settling in close vicinity to each other. Losing Guild Monument removes a guild from the global political map reforming it back to the unoccupied ‘Order’ status.

A Guild Monument must be supported by sacrificing gold, silver or copper coins. A Guild Monument can have up to 4 tiers/levels that can be achieved by consequentially upgrading the Guild Monument.

Tier 1 - is when the construction of the Guild Monument is finished by the guild. It can only be constructed by a guild that has 10+ members and no other Guild Monuments. No neighboring fief prerequisites. Allows control of 1 Fief in addition to any bordering fiefs with a Guild Monument. Support multiplier: x1. Tier 2. In order to reach this tier, a guild must control at least 1 neighboring fief. Allows the guild to control 3 Fief in addition to any bordering fiefs with a Guild Monument. Support multiplier: x3. Tier 3. In order to reach this tier, the guild must control at least 2 neighboring fiefs. Allows controlling 6 Fief in addition to any bordering fiefs with a Guild Monument. Support multiplier: x10. Tier 4. In order to reach this tier, the guild must control at least 3 neighboring fiefs. Allows controlling an unlimited amount of additional Fiefs. Support multiplier: x24.

In case of losing monument tiers, currently owned fiefs will not lose their ownership, even if the total amount of controlled fiefs is above the allowed limit. But this guild will not be able to claim and capture new fiefs.

OUTPOST Outposts are buildings that are constructed by the guilds in order to claim additional fiefs for its needs. Only one Outpost can be constructed on a given Fief. Outposts produce resources in an automated manner for their owners to gather. Outposts must be supported by sacrificing gold, silver or copper coins.

Trading Posts now act as outposts too in the manner of how they can be used to claim fiefs, how they can be upgraded and how much coins they require for the support.

Outposts can be upgraded up to the 3rd level. Upgraded outposts provide a faster production rate, requires more time to claim them and are more resistant to the damage. But what is more important - successful claim of the outposts does not change the ownership of the outpost but just lower its level by 1. Thus a level 3 outpost must be claimed 3 times in a course of few days in order to be actually captured by attackers.

Outpost upgrade levels provide the following benefits to their owners:

Level 1 Outpost. Approximately quarter of normal resources production speed. Support multiplier: x1. Level 2 Outpost. Approximately half of normal resources production speed. Support multiplier: x3. Level 3 Outpost. Full production speed. Support multiplier: x10. This level of outpost also provides an additional possibility to issue the Instant Battle challenge for the control of the province it is placed in.

If you don’t support a Monument or Outpost:

If it has enough durability, then it will get damage (55%) on maintenance. If there is not enough durability then it will be degraded on maintenance (after it durability will be full again). If an Outpost or a Monument has 1 level and don’t has enough durability, in case it wasn’t supported, it will be destroyed on maintenance.

If you support damaged Monument or Outpost, it will be repaired every maintenance (4% of its maximum durability each in-game day)

Province[edit | edit source]

A province is a union of ~50 neighboring fiefs. The province can be captured by a guild. Possession of a province grants the right to receive taxes from the fiefs within it but does not provide any additional rights. Each province has a name that is displayed on the map.

PROVINCE OWNERSHIP Every province can be captured and controlled by a guild. In order for a certain guild to get control over a Province, it must issue and win an Instanced Battle against the current owner of the province. Unclaimed provinces still need to be challenged by an Instanced Battle, but attackers will be granted with an auto win.

Controlling of the province does not provide any direct control over the fiefs, outposts or other guild monuments that are within the province borders. But instead, it allows for the controlling guild to automatically gather taxes from the monuments, fiefs and private claims on this province.

TAXES Taxes are gathered automatically and appear in a guild monument container of a guild, that controls the given province. Currently, the tax rate is fixed at a rate of 20%. That means that the owners of outposts, guild monuments and private claims in this province will have to pay extra 20% to the owner of the province. For instance, if a certain guild pays 1 silver coin per in-game day for their outpost support, they will have to pay 20 additional copper coins to the guild that currently owns the province.

Note: If there are not enough coins for the support and tax, Outposts and Monuments on the fief will be downgraded, damaged and eventually destroyed by the game with an each missed payment.

To see taxes, that your guild will get, press the ‘Taxes’ button in the Monument window.

Once first unclaimed and neutral fiefs and provinces are claimed by guilds they can contest for the ownership of those lands.

CAPTURING A FIEF & OUTPOSTS (RAID MECHANICS) In order to capture a Fief, the offending guild should claim the Outpost of the defenders that is placed on the targeted Fief. In order to do so, attackers must follow the following steps:

Attackers need to have their fief with a level 3 Outpost be bordering with the fief that they want to capture The guild that own attacked fief (defenders) must have an active Guild’s Judgment Hour at the given moment Attackers use ‘Initiate a Holy Judgement’ ability on their level 3 Outpost to make it “burning” with a Holy Judgment fire (it will be marked on the Map with a torch icon). That will make their own fief AND all bordering fiefs and all buildings on these fiefs to be vulnerable to the siege damage, destruction and capturing for the next two hours. Attackers need to use ‘Claim outpost’ ability to initiate the claiming process and prevent defenders from interrupting this process. If attackers succeed, level 2/3 defenders’ outpost will lose one level but outpost and fief will still be owned by defenders. While level 1 outpost will change ownership and will belong to attackers along with a fief it stands on.

There are some details that are important in this system:

An outpost cannot be claimed until one real day passes after someone has used ‘Claim outpost’ ability on it. After successful claiming, the outpost cannot be upgraded for the next 3 real-life days. Outposts cannot be destroyed with an ability nor by inflicting the damage. The only way to destroy an outpost - is to stop its support with coins and letting it to decay. You must keep in mind, that initiating a Holy Judgment on your fief will be considered as a hostile action towards all the neighboring fiefs. Some neighboring guilds that you didn’t want to attack originally might attack your outpost to ‘extinguish’ it and thus save their fiefs from the vulnerability that you have triggered.

In order to capture the main Fief of a guild (with a Guild Monument on it) attacking guild must make sure that they downgraded that guild monument to Tier 1 by capturing all Fiefs that are bordering with that main fief. Once the defender’s Guild Monument is downgraded to the Tier 1 attackers should follow the normal flow, that is provided above, in order to raid and destroy the defenders’ Guild Monument.

If a Guild Monument Tier don’t allow the guild to capture one more fief, then after successful 1 level outpost claiming, the outpost will be destroyed (except fiefs bordering with the Guild Monument).

Protectorate[edit | edit source]

A large zone that consists of dozens of neighboring provinces that share the same “green” game mechanics and limitations. There is no PvP possible on the territory of protectorates. Only here can players build personal claims and these claims have a forcefield that will bump everyone out who is not allowed to enter the personal claim. Guilds cannot build their monuments and outposts on protectorate land, though they can capture the provinces of the protectorate in order to collect taxes from these areas.

Green zones represent Protectorates on the map

CAPTURING A PROVINCE (IB MECHANICS) Provinces can be captured via declaring and winning Instanced Battles (IBs). In order to initiate the IB on the province, the attacking guild must meet the following requirements:

Be in the state of war with the guild currently owning the targeted province (defenders) Issue it 24 hours before the defenders’ Guild Judgment Hour starts (ideally at their current GJH, so the IB becomes active the next day at the same time) No other IBs are issued on this province Have control over a province that is neighboring targeted defenders’ province OR

Control a fief with level 3 Outpost in the targeted defenders’ province In order to issue the IB, attacking guild must:

Craft an Instance Battle Totem in a Siege Engineer’s Shop The guild leader or Minor Leader must bring this IB totem to the targeted province Activate the totem in his inventory On the map that appears select and submit the province or Fief with Level 3 Outpost that will be a source of the attack and the wager at the same time If the attacking guild wins the IB, then the control of the province will pass to it. If attackers lose the IB, the defending guild will gain control of the province or fief that was the source of the attack and placed as a wager by attackers.

Types of Monuments[edit | edit source]

Building Guild Monument[edit | edit source]

Placing a Guild Monument.
  • In order to create a Guild Monument in Life is Feudal: MMO, the player needs to be a leader of a guild (Order) that consists of min. 10 players. Once that requirement is met, right click on the tile, select Authority → Erect the Monument, which will mark your claim territory.
  • A new monument must be placed outside of protectorates and within a free fief.
  • There are four levels of Monuments - from basic to Glorious, which differ in requirements for sacrifices and durability in case of siege. You will always start with a basic Monument; other levels are reachable through sequential upgrades.

Building a private Monument[edit | edit source]

Please have a look at the page Private monument.

How could you manage them?[edit | edit source]

  • Interacting and managing the guild is done via Monument (Right click on Monument, Authority → Manage the Claim/Worship the Claim) and a website guild panel in Life is Feudal: MMO.
  • To maintain your claim you need to sacrifice items, which can be done through 'Manage the Claim' (if you are the leader) or 'Worship the Monument' (if you are a member). There is a sacrifice window and button in the abilities windows. Place items in that window and select Sacrifice.
  • Every item has its own price. Monuments of different levels have different minimal item price, which they will accept. From tier 2, monuments accept only coins.
  • You can sacrifice different items in order to get support points for a Monument. Sacrificing is very important; lack of support points will degrade 'Monument' or even erase it with the claim. The bigger is monument, the more coins you have to sacrifice.
  • To upgrade 'Monument' you should maintain it with support Points cost +1 for every maintenance (which happens every night). You will see growth of your Monument via progress bar in 'Manage the Сlaim window', once the progress bar is full, you can upgrade the Monument to the next tier by selecting it.
  • Any guild, regardless of their status as a "Kingdom" or "Vassal" will be able to obtain the maximum size, tier 4 monument.
  • Normally there are an gap of 2 tiles between every fief. But you can expand your claim using the ability `Increase the fief´ at monument to disappear that gap.
Icon Name Maintenance point cost
per day
Number of fiefs
with Outposts
Monument.png Monument 0,15 Copper coins
per tile
0 - 1
Statue.png Fine monument 0,45 Copper coins
per tile
1 - 3
Large statue.png Great monument 1,2 Copper coins
per tile
3 - 6
Large monument.png Glorious Monument 2,4 Copper coins
per tile
6 -

What can you, your friend and your enemy do on the claim?[edit | edit source]

  • To see claim territories - press F4, ctrl-F4 will enable permanent vision.
  • The Leader of the Guild can destroy any object on Claim territory (Right click, Authority->Destroy Object).
  • The Leader can also give permission to destroy any objects on Claim.
  • Claim prevents decay on any objects on its territory.

Guild Claim Permission System[edit | edit source]

Claim rights management window

Each claim allows extensive modification of claim permissions for players set by the claim owner or guild leader:

  • Guild claim only - Rights for each of guild roles (count, viscount, baron, knight, reeve, peasant, recruit)
  • Rights for standing types (war, hostile, neutral, friendly, ally)
  • Individual permission for specific guilds
  • Individual rights for specific characters
  • In Life is Feudal: MMO, Guild and Claim management is done via the Monument and the website.

Guild Members[edit | edit source]

  • Only guild members can interact with objects on claim territory, although personal ownership overrides claim permissions (you can ride your horse onto any claim, unmount and have 2 minutes to get back on it). If you see any intruders - use Trespassers! ability and they will be assigned as criminals.

Friends an Ally[edit | edit source]

  • Add something, only friends and ally ca do on your land (default settings provied)
  • Add something, friends and ally can't do on your land (default settings provied)

Enemys[edit | edit source]

  • Add something, only enemys ca do on your land (default settings provied)
  • Add something, enemys can't do on your land (default settings provied)

Destroying Claims[edit | edit source]

Rules that allow destroying Claims differ on 'Godenland' and 'Epleland'.

Capturing Territories Once first unclaimed and neutral fiefs and provinces are claimed by guilds they can contest for the ownership of those lands.

Capturing a Fief & outposts (Raid mechanics)[edit | edit source]

In order to capture a Fief, the offending guild should claim the Outpost of the defenders that is placed on the targeted Fief. In order to do so, attackers must follow the following steps:

  • Attackers need to have their fief with a level 3 Outpost be bordering with the fief that they want to capture
  • The guild that own attacked fief (defenders) must have an active Guild’s Judgment Hour at the given moment
  • Attackers use ‘Initiate a Holy Judgement’ ability on their level 3 Outpost to make it “burning” with a Holy Judgment fire (it will be marked on the Map with a torch icon).
  • That will make their own fief AND all bordering fiefs and all buildings on these fiefs to be vulnerable to the siege damage, destruction and capturing for the next two hours.
  • Attackers need to use ‘Claim outpost’ ability to initiate the claiming process and prevent defenders from interrupting this process.
  • If attackers succeed, level 2/3 defenders’ outpost will lose one level but outpost and fief will still be owned by defenders. While level 1 outpost will change ownership and will belong to attackers along with a fief it stands on.

There are some details that are important in this system:

  • An outpost cannot be claimed until one real day passes after someone has used ‘Claim outpost’ ability on it.
  • After successful claiming, the outpost cannot be upgraded for the next 3 real-life days.
  • Outposts cannot be destroyed with an ability nor by inflicting the damage. The only way to destroy an outpost - is to stop its support with coins and letting it to decay.

You must keep in mind, that initiating a `Holy Judgment´ on your fief will be considered as a hostile action towards all the neighboring fiefs. Some neighboring guilds that you didn’t want to attack originally might attack your outpost to ‘extinguish’ it and thus save their fiefs from the vulnerability that you have triggered.

In order to capture the main Fief of a guild (with a Guild Monument on it) attacking guild must make sure that they downgraded that guild monument to Tier 1 by capturing all Fiefs that are bordering with that main fief. Once the defender’s Guild Monument is downgraded to the Tier 1 attackers should follow the normal flow, that is provided above, in order to raid and destroy the defenders’ Guild Monument.

If a Guild Monument Tier don’t allow the guild to capture one more fief, then after successful 1 level outpost claiming, the outpost will be destroyed (except fiefs bordering with the Guild Monument).

Judgment Hour[edit | edit source]

During judgment hour the claim becomes vulnerable to attack from guilds that have declared war on your guild. Activities such as trespassing will not affect their alignment and they can loot and destroy any object/building on the claim.

For more information, see the Judgment hour page.

Life is Feudal: Your Own Differences[edit | edit source]

In Life is Feudal: Your Own the claim mechanics are different, see the Claim (YO) page.

References[edit | edit source]