Claim

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
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. 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 neighbouring 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 neighbouring 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 neighbouring fiefs. Allows controlling 6 Fief in addition to any bordering fiefs with a Guild Monument. Support multiplier: x8. Tier 4 - In order to reach this tier, the guild must control at least 3 neighbouring fiefs. Allows controlling an unlimited amount of additional Fiefs. Support multiplier: x16. 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.

Trade 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: x8. 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
A province is a union of ~50 neighbouring 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.


 * Example: 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 Judgement 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 Judgement on your fief will be considered as a hostile action towards all the neighbouring fiefs. Some neighbouring 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
A large zone that consists of dozens of neighbouring 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. 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. 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 Judgement 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 neighbouring 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.

Guild Monument

 * In order to create a guild Monument in Life is Feudal: MMO, the player needs to be the leader of an order that consists of min. 10 characters. Once that requirement is met, right click on the tile, select.
 * 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 the amount of claimable fiefs. You will always start with a basic Monument; higher tiers are reachable through sequential upgrades.
 * Note: You can always claim all fiefs that are directly bordering your monument fief regardless of the tier of your monument.
 * You claim additional, unclaimed fiefs by building outposts on them.
 * Note: All outposts, except the Military outposts, have to be bordering your already claimed fiefs. Fiefs.png

How can you manage them?

 * Interacting and managing the guild is done via Monument (Right click on Manage the Claim/Worship) and a website guild panel in Life is Feudal: MMO.
 * To maintain your claim you need to sacrifice coins, which can be done through  (if you are the leader) or   (if you are a member). There is a sacrifice window and button in the abilities windows. Place the coins in the container and select.
 * Note: The upkeep for the tier 1 monument can also be paid with certain items.
 * Any guild, regardless of their status as a "Kingdom" or "Vassal" will be able to obtain the maximum size, tier 4 monument.
 * Normally there is a gap of 2 tiles between all fiefs. You can expand your claim using the ability  at monument and the bordering outposts to expand the fiefs by 1 tile and close the gaps.
 * Note: Only your monument fief and the fiefs that are bordering your monument fief can be increased.

Personal Monument
Please have a look at the page Personal Claim.

What can you, your friend and your enemy do on the claim?

 * To see claim territories - press,   will toggle the claims.
 * The Leader of a guild can change the standings towards other guilds and the heraldry.
 * The Leader and Minor Leaders can also manage the guild ranks and rank, claim and unmovable object permissions.

Guild Claim Permission System
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 (leader, minor leader, 1st tier member, 2nd tier member, 3rd tier member, 4th tier member, 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 Social tab ingame and the website.

Interaction on claims

 * Only characters with the given permissions can interact with objects on claim territory, although personal ownership overrides claim permissions (you can ride your horse onto any claim, dismount and have 3 minutes to get back on it). If you see any intruders - use Trespassers! ability and they will be marked as criminals for a short time.

Destroying Claims
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)
In order to capture a Fief, the attacking 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 Military Outpost be bordering with the fief that they want to capture
 * An normal outpost only works if it directly borders its guild monument.
 * The guild that own attacked fief (defenders) must have an active Judgement Hour at the given moment
 * Attackers use ‘Initiate a Holy Judgement’ ability on their level 3 Outpost to make it “burning” with a Holy Judgement 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 or until the normal Judgement Hour of the defending ends, if the Judgement Hours ends during the two hours of the Holy Judgement Hour.
 * 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.
 * The outpost gets destroyed if the attacking guild can't claim any more fiefs, depending on their guild monument tier.

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 decay.

You must keep in mind, that initiating a `Holy Judgment´ on your fief will be considered as a hostile action towards all the neighbouring fiefs. Some neighbouring 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.

Judgement Hour
During the Judgement hours, 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 interact with any moveable that is not placed in a safe building; terraform and perform certain other abilities, according to this spreadsheet: [https://docs.google.com/spreadsheets/d/1zmX7IuBVZtTizZ9vPXHDQHDPKzoTMtRcReePLOreuCE/edit#gid=1131898481 Life is Feudal: MMO. Actions allowed during JH]

For more information, see the Judgment hour page.

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

Personal Claim
From 1 up to 100 tiles in area (size limited by authority skill). The size of a personal claim is a parallelepiped with an 18 tile diameter (9 tile radius) while having max skill (100 tiles).


 * A plot of land that is the private property of a certain character, all movable and unmovable objects within that type of claim are protected from any damage and can only be used by the owner of that claim or other players that have received access rights from the owner.
 * In the event of a war between claim owner's guild and attacker's guild, objects on a personal claim may be used and damaged.
 * Trespassing on a personal claim can be punished by a loss of 1 alignment point. Note: There is no delay between when you call 'Called for Trespassing' and when the -1 alignment is applied. In order to be called for trespassing, the owner of the claim must use one of two commands to mark an individual as a trespasser, or an AoE effect that may mark all individuals not marked as allies/friends as trespassers.
 * Guild claims may extend or grow over personal claims, which will then control the personal claim. When guild claims are vulnerable from war conditions, any personal claim on the guild claim will also be vulnerable.

Fief Claim
The fief claim is where a guild will have most of its buildings and valuables. Everything on the town claim is safe and cannot be looted or destroyed (with one exception, see influence zone.)

The town claim always has a radius of 20. Total area is 1256 tiles.


 * A plot of land that is the property of a guild and its leader. All movable and unmovable objects within that type of claim are protected from any damage and can only be used by the players that have received access rights from the Guild Leader. Guild Leader can also grant and revoke access to the claim to his allies. Objects inside the claim can be moved and damaged during Judgment Hour.
 * In the event of a war, objects within that claim cannot be used or damaged, unless it is during an active stage of an on-going siege.
 * Trespassing on a town claim cannot be punished with an alignment loss, but still will turn a trespasser into a criminal.
 * Land claims only effect items or structures placed on the surface, and although trespassers cannot break ground on the land claim, tunnels that begin outside of the claim can be extended underground into the claim area.

Monuments

 * * Radius values are measured in in tiles.

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