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Expanding the Territory Control System

Guest Writer Posted:
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Developer Journals 0

The world of Gloria Victis is a place of everlasting conflicts. Day by day wars plague the lands and their inhabitants; for one glorified warrior a dozen dies lonely. However, the history is written by the victors and they are the ones who take profits from waging a war.

The territory control system will be greatly expanded in the nearest future, so players will earn more relevant benefits for controlling towns and castles. They will be given not only more options to build and develop the settlements, but also a possibility to initiate unique event chains when they keep locations for a given period.

First of all, players from the nation controlling a settlement will be able to build the crafting workshops on their own and to upgrade them. Using workshops will be required to become an efficient crafter and to support allies with weaponry and armors of a high quality. Using the well-developed workshops will allow the players to maximize the amount of created crafting materials and supplies needed to successfully wage war, to remain the last man standing. Moreover, each location will allow the owners to maximally upgrade the specific types of workshops. From a tailor’s workshop through a lumber mill to a forge – each type will be useful for a different profession. Also, even the smallest controlled settlements give the crafters a bonus, as the most relevant buffs do not apply to the players’ characters only but also to the entire nation. Therefore it is common sense to claim various lands and defend them as long as possible. However, as the game still puts a strong emphasis on the player’s skill, even the outnumbered nation can get up from their knees if the players are well-organized and the warrior spirit lives in them.

But crafting is not only about workshops – players also need many different resources. While numerous minor nodes can be found everywhere in the world, they are not enough to prepare for a full-scale conflict and they can be fully depleted, so gatherers have to seek for new spots all the time. Moreover, crafters can often choose from a variety of alternative materials to increase their efficiency – for example, being able to gather yew wood will allow them to make way better bows than it would be possible using pine or oak. Again, the player-controlled settlements are crucial, as they offer a high concentration of specific crafting resources. A town built by the forest with its own lumbers village, a castle placed near the mines or a port town – all of them are necessary in their own way.

In the end, controlling the settlements will soon be even more important to earn an advantage in the internecine conflict. However, more lands claimed, more lands to protect – and even if the enemies would not attempt to take them back, the world itself will eventually react. Owners of the castles and towns should be aware of bandits trying to sneak up and capture their property under the cover of the night. On the other hand, once the invaders were pushed back new options will appear – for example, after defending a castle against the robber-knights players will be able to chase them down as they move back to their camp and eventually fight their powerful chieftain, if they have formed a strong warband. Most of the bosses will not arrive on their own but will have to be lured out of their hideout by the actions taken by players, especially by owners of the settlements.

In effect, the territory control system is going to become a complex blend of each core aspect of the gameplay: PVP, PVE and crafting combined with the player-driven economy. All players will be rewarded for the successes of their nation, as the glory can only be earned together.