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Two linked pieces of alliance map warfare. Territory Expansion is how you take cities step by step; Goldhaven Takeover is the fight for the centre of the world and the Sovereign title that comes with it.


Part 1 — Territory Expansion

Who declares: Alliance Leader or R4 only. Limit: one war declaration per day, one target at a time.

The short version

  1. With no city owned, you may attack any Level 1 city. Once you own one, only adjacent cities.
  2. City levels must be taken in sequence — no jumping from Level 4 to Level 6.
  3. Declare war, kill all NPC defenders, then destroy city durability.
  4. NPC defenders respawn, so speed matters more than caution.
  5. If several alliances attack the same city, the winner is decided by total Merit Points, not the final hit.
  6. Aim your expansion chain toward Goldhaven.

The rules that shape your map

Adjacency. Your first capture can be any Level 1 city. After that you may only attack cities adjacent to what you already hold. Your territory grows as a connected chain, which means the direction of your first few captures determines where you can ever reach.

Sequence. You cannot skip city levels. To take a Level 6 you must already have taken a Level 5. There is no shortcut for a strong alliance.

Together these mean: plan the route early. Taking convenient border cities in the wrong direction wastes weeks. Point the chain at Goldhaven, in the centre of the map.

Taking a city

Declare war, then defeat all NPC defenders, then destroy the city's durability.

NPC defenders respawn, so a slow, cautious assault can end up fighting the same defenders twice. Concentrate your alliance's attacks into a short window rather than trickling in.

Merit Points decide contested cities. When multiple alliances attack the same target, the winner is whoever accumulated the most Merit Points — earned from defeating NPC defenders and damaging durability — not whoever landed the killing blow. So there is no point sniping someone else's work, and equally no point giving up because a rival started first.

First-time capture grants extra rewards to all members.

Troop tier guidance

Rough community benchmarks:

  • A Level 6 city with mostly T7 troops is possible but slow and costly in injuries — expect over an hour without T10 troops.
  • An alliance fielding four T9 and ten T8 players was told a Level 6 was a close call.

Territory building durability was greatly reduced in April 2026, so these fights are substantially easier than older guides suggest. If you read somewhere that a Level 6 is out of reach, that advice may predate the change.

Leader notes

Mark your targets on the map so members know which city you mean.

Move the hive toward your target before declaring — R5 teleports to the destination, then moves the hive near where they ported. Members can then relocate cheaply.

There is a cap on how many cities you can hold. Sooner or later you will have to drop low-level ones, and that is fine — the border cities stop mattering once you are fighting for high-level ones near the centre.


Part 2 — Goldhaven Takeover

What it is: the server-wide fight for Goldhaven, the central city, and the Sovereign title.

The short version

  1. Two ways to win: 100% occupation progress for an instant win, or highest progress when the timer expires.
  2. Points come from combat in the Lost Lands and from garrisoning Goldhaven and its Cannon Towers.
  3. Garrisoned structures generate passive points — often worth more than constant fighting.
  4. You do not need territory connected to Goldhaven to participate.
  5. The winning alliance leader appoints the Sovereign, whose term lasts 14 days.

How you actually win

Two win conditions. Reaching 100% occupation progress ends it immediately. Otherwise, whoever holds the highest progress when the timer expires takes it.

Points come from two places: combat in the Lost Lands, and garrisoning Goldhaven itself and the Goldhaven Cannon Towers.

Garrisoned structures generate passive points, and this is often more valuable than constant fighting. A common mistake is treating the event as a pure brawl. An alliance that quietly garrisons the Cannon Towers and holds them accrues progress while its rivals trade troops in the open field.

The connection myth

You do not need territory touching Goldhaven to fight for it. This comes up constantly and the answer has been confirmed twice: a connection only lets you teleport near Goldhaven for free. It is a convenience, not a gate.

So an alliance that has not built a chain to the centre can still contest Goldhaven — it just costs more to get there.

After the win

At 100% the winning alliance takes Goldhaven and it enters protected status. The winning alliance receives stat boosts and gameplay advantages.

The Sovereign system: the winning alliance's leader appoints the Sovereign of the World, who can appoint officials, distribute rewards and issue world decrees.

  • The Sovereign's term is 14 days.
  • The manual appointment window runs from the moment occupation hits 100% until 19:00 UTC the same day. Miss it and the appointment is not yours to make — this is a hard deadline and easy to sleep through.

Sovereign officials are the only ranking positions in the game that carry an attribute benefit. The four ordinary Alliance Positions carry none — see Accounts, Servers and Support.

The Sovereign also approves incoming World Transfer applications to your world, and cannot transfer out while holding the title. See World Transfer.


Common mistakes

Expanding in the wrong direction. Adjacency plus sequencing means your early captures lock in your reach. Point at Goldhaven.

Trying to skip a city level. Not possible.

Giving up on a contested city because someone else started first. Merit Points decide it, not the final hit.

Treating Goldhaven as a pure brawl. Garrisoned towers generate passive points while you fight.

Assuming you need a land connection. You do not.

Missing the 19:00 UTC Sovereign appointment window. Fourteen days of a title, lost to a clock.