Conquest: Difference between revisions
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Statically assigned throughout the continents of Loka are Territory Generators. These nodes are permanent and cannot be broken with normal tools; Territory Generators serve as protection for their respective nodes. | Statically assigned throughout the continents of Loka are Territory Generators. These nodes are permanent and cannot be broken with normal tools; Territory Generators serve as protection for their respective nodes. | ||
To gain territory for your town, locate the Inhibitor Pad near any T-Gen and step on its pressure plate — this is how you begin an attack in any form, creating a [[Battle | To gain territory for your town, locate the Inhibitor Pad near any T-Gen and step on its pressure plate — this is how you begin an attack in any form, creating a [[Battle Zone|battle zone]] around the T-Gen until the fight concludes. | ||
During an attack, Iron Golems must be killed to gain a charge. Once charged, an attacker must stand near a power source (Redstone Lamp) to cause an Overload, damaging the power source; this is repeated until the power source is destroyed. Once all 4 power sources are overloaded, the doors to the core room blow open and the battle for the Core can begin. | During an attack, Iron Golems must be killed to gain a charge. Once charged, an attacker must stand near a power source (Redstone Lamp) to cause an Overload, damaging the power source; this is repeated until the power source is destroyed. Once all 4 power sources are overloaded, the doors to the core room blow open and the battle for the Core can begin. | ||
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Each town can place one inside their borders. Beacons are the main way of teleporting to a Conquest battle — once a fight has begun, players can individually select which fight to be teleported to by clicking the stone button on the pad's back wall. In alliances, or when Reinforcements have been called, all beacons in the alliance are synchronized and teleport at the same time. | Each town can place one inside their borders. Beacons are the main way of teleporting to a Conquest battle — once a fight has begun, players can individually select which fight to be teleported to by clicking the stone button on the pad's back wall. In alliances, or when Reinforcements have been called, all beacons in the alliance are synchronized and teleport at the same time. | ||
You have '''one minute''' from activating the beacon to get on the pad before the teleport goes off. If your town doesn't have a beacon, you can create one with | You have '''one minute''' from activating the beacon to get on the pad before the teleport goes off. If your town doesn't have a beacon, you can create one with {{Cmd|/c create}} and then clicking beacon in your chat. | ||
=== Radars === | === Radars === | ||
[[ | [[Radar]]s are territory buildings that towns can create in territories they own. Each radar costs 200 shards to create and takes 15 minutes to come online once placed, and also contributes to the daily upkeep cost of the town that placed it. Only one radar can be placed per territory. Radars alert a player's town when someone enters a territory with a radar, showing that player's coordinates — the player who tripped it also gets a notification that they've been picked up. | ||
Radars can be destroyed by other players. When approached by a player not in the town, a town protector spawns from the radar to defend it; if killed, the attacking player becomes charged and can stand next to the redstone lamps to overload it. Once fully overloaded the radar is destroyed and has to be replaced by the town, dropping some of the shards used for its upkeep. A radar takes 12 charges to destroy. | Radars can be destroyed by other players. When approached by a player not in the town, a town protector spawns from the radar to defend it; if killed, the attacking player becomes charged and can stand next to the redstone lamps to overload it. Once fully overloaded the radar is destroyed and has to be replaced by the town, dropping some of the shards used for its upkeep. A radar takes 12 charges to destroy. | ||
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Once truce ends, votes for extra Capital Policies are tabulated, alliances are locked (except for leaving them), and Conquest Battles resume. If an alliance or town will be fighting on Balak, they're locked to that once truce ends — so towns in that alliance can't then leave to fight on Rivina instead. | Once truce ends, votes for extra Capital Policies are tabulated, alliances are locked (except for leaving them), and Conquest Battles resume. If an alliance or town will be fighting on Balak, they're locked to that once truce ends — so towns in that alliance can't then leave to fight on Rivina instead. | ||
Truce occurs on the last Sunday of each month (starting at 8PM Eastern), ending the following Wednesday (4PM Eastern). Conquest truces are also declared during large server events, such as the [[State of the Server]], Official [[Festivals]], and the yearly [[Yuletide]] Truce (typically 12AM Eastern on December 23rd to 12AM on the 26th). | Truce occurs on the last Sunday of each month (starting at 8PM Eastern), ending the following Wednesday (4PM Eastern). Conquest truces are also declared during large server events, such as the [[State of the Server]], Official [[Tournaments|Festivals]], and the yearly [[Yuletide]] Truce (typically 12AM Eastern on December 23rd to 12AM on the 26th). | ||
== Strength == | == Strength == | ||
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{{Feature|name=Losing a T-Gen|text=Costs 25 strength for one to decay, or 50 for your last one (on top of the usual fight strength loss)}} | {{Feature|name=Losing a T-Gen|text=Costs 25 strength for one to decay, or 50 for your last one (on top of the usual fight strength loss)}} | ||
{{Feature|name=Reinforcement Fights|text=Assume both sides are maximum town level and equal in strength when calculating the change}} | {{Feature|name=Reinforcement Fights|text=Assume both sides are maximum town level and equal in strength when calculating the change}} | ||
{{Feature|name=Releasing Territory|text=Opens your [[Vulnerability | {{Feature|name=Releasing Territory|text=Opens your [[Vulnerability Window|vulnerability window]], removes one attack from your pool, and costs the strength you'd lose fighting a town with 100 strength (28 k-factor)}} | ||
</div> | </div> | ||
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<div class="loka-feature-grid"> | <div class="loka-feature-grid"> | ||
{{Feature|name=Passive Income|text=Every Rivina tile produces a different number of Conquest Points, from 2 | {{Feature|name=Passive Income|text=Every Rivina tile produces a different number of Conquest Points, from 2 Conquest Points/day on the smallest tile up to 100 Conquest Points/day on the largest}} | ||
{{Feature|name=Randomized Monthly|text=The points each tile yields reset every month, so the highest-value tiles are never in the same place twice}} | {{Feature|name=Randomized Monthly|text=The points each tile yields reset every month, so the highest-value tiles are never in the same place twice}} | ||
{{Feature|name=Non-tangible|text=Conquest Points can't be traded, and are capped at 400}} | {{Feature|name=Non-tangible|text=Conquest Points can't be traded, and are capped at 400}} | ||
{{Feature|name=Attacking a Tile|text=Only a tile worth more Conquest Points than your own can be attacked — winning swaps ownership and instantly earns you that tile's Conquest Points (e.g. a 40 | {{Feature|name=Attacking a Tile|text=Only a tile worth more Conquest Points than your own can be attacked — winning swaps ownership and instantly earns you that tile's Conquest Points (e.g. a 40 Conquest Points/day tile nets you 40 Conquest Points immediately)}} | ||
</div> | </div> | ||
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! Perk !! Cost !! Effect | ! Perk !! Cost !! Effect | ||
|- | |- | ||
| Radars Module || 60 | | Radars Module || 60 Conquest Points (infinite) || Purchasable infinitely | ||
|- | |- | ||
| 3x Home Tile || 30 | | 3x Home Tile || 30 Conquest Points (infinite, alliance-wide) || Your home tile produces 3x its loot each cycle | ||
|- | |- | ||
| Double Industry Rolls || 120 | | Double Industry Rolls || 120 Conquest Points (6, alliance-wide) || Your [[Industries]] have a 50% chance to generate double loot each cycle | ||
|- | |- | ||
| Resource Isle || 120 | | Resource Isle || 120 Conquest Points (4, alliance-wide) || The next 200 diamonds mined by any alliance player at a Resource Isle drop double loot; stacks with Silk Touch and Fortune | ||
|- | |- | ||
| Neutral Mobs || 100 | | Neutral Mobs || 100 Conquest Points (2, alliance-wide) || Hostile mobs are neutral to you and your allies | ||
|- | |- | ||
| [[Fast Travel]] || 60 | | [[Fast Travel]] || 60 Conquest Points (4, alliance-wide) || You and your allies can use the boat NPCs to fast-travel between continents | ||
|- | |- | ||
| Town Lockdown || 50 | | Town Lockdown || 50 Conquest Points (5) || No hostile, neutral, or nomad players may enter your town at all | ||
|- | |- | ||
| Town Perks || 20 | | Town Perks || 20 Conquest Points (10) || Your town has all the perks of a level 24 town | ||
|- | |- | ||
| Increase Town Balance || 40 | | Increase Town Balance || 40 Conquest Points (4) || Instantly add 500 shards to your Town Balance | ||
|} | |} | ||
'''Industry Buffs''' (30 | '''Industry Buffs''' (30 Conquest Points each, up to 12 total per month) add up to a shared pool of extra loot to your Industry Rolls: | ||
<div class="loka-feature-grid loka-feature-grid--compact"> | <div class="loka-feature-grid loka-feature-grid--compact"> | ||
Latest revision as of 13:35, 24 August 2026
Conquest is Loka's system of territorial warfare between towns and alliances, fought over Territory Generators to expand land and gain strength, ultimately deciding each continent's — and the world's — capital.
Territory Generators
Statically assigned throughout the continents of Loka are Territory Generators. These nodes are permanent and cannot be broken with normal tools; Territory Generators serve as protection for their respective nodes.
To gain territory for your town, locate the Inhibitor Pad near any T-Gen and step on its pressure plate — this is how you begin an attack in any form, creating a battle zone around the T-Gen until the fight concludes.
During an attack, Iron Golems must be killed to gain a charge. Once charged, an attacker must stand near a power source (Redstone Lamp) to cause an Overload, damaging the power source; this is repeated until the power source is destroyed. Once all 4 power sources are overloaded, the doors to the core room blow open and the battle for the Core can begin.
Cores
The technology involved with T-Gens is something Lokans know little about — that hasn't stopped them from harnessing the power and advantages involved. The cores within the generators have self-defense measures that attempt to kill attackers and slow them down:
The type of weapon used affects the total damage dealt to the Core — a Diamond Sword does the maximum possible damage in a hit (10 damage, where the core has 7,000 HP). Importantly, if you've been debuffed by Weakness of any level, your damage to the core is reduced by 40%.
Inhibitors
Inhibitors are where attackers warp in during a Conquest battle. Similar to Territory Generators, Inhibitors have 4 lamps and 4 Golem Protectors — to thwart the attack and win a successful defense, all 4 lamps must be overloaded, much like a T-Gen.
Inhibitors have two states, inactive and active. An inactive Inhibitor simply looks like a pad with iron blocks on the ground. Stepping on the pressure plate above the gold block and setting up an attack morphs it into an active state that remains through to the end of the battle.
Attack & Defense Limits
To prevent a town or alliance from quickly wiping out an enemy, or a coalition from wiping out a single town's territories in one sweep:
Beacons & Radars
Beacons
Each town can place one inside their borders. Beacons are the main way of teleporting to a Conquest battle — once a fight has begun, players can individually select which fight to be teleported to by clicking the stone button on the pad's back wall. In alliances, or when Reinforcements have been called, all beacons in the alliance are synchronized and teleport at the same time.
You have one minute from activating the beacon to get on the pad before the teleport goes off. If your town doesn't have a beacon, you can create one with /c create and then clicking beacon in your chat.
Radars
Radars are territory buildings that towns can create in territories they own. Each radar costs 200 shards to create and takes 15 minutes to come online once placed, and also contributes to the daily upkeep cost of the town that placed it. Only one radar can be placed per territory. Radars alert a player's town when someone enters a territory with a radar, showing that player's coordinates — the player who tripped it also gets a notification that they've been picked up.
Radars can be destroyed by other players. When approached by a player not in the town, a town protector spawns from the radar to defend it; if killed, the attacking player becomes charged and can stand next to the redstone lamps to overload it. Once fully overloaded the radar is destroyed and has to be replaced by the town, dropping some of the shards used for its upkeep. A radar takes 12 charges to destroy.
Conquest Cycle
In order to provide a structured beginning and end to the fighting between towns, conquest cycles are split up into months. They end on the last Sunday of each month at 8PM Eastern, followed by the Truce Period below. The last Sunday of each month is known as Capital Day — when continent capitals are chosen, world capital is chosen, and promotions for Slicer, Sentry, Guardian, and Elder typically occur.
Conquest Locks
Conquest Locks exist so that you can't just move around after fighting for somebody — they make you think hard about where you'll be fighting for the next conquest cycle. Use proper judgement before locking to a conquest month, since you won't be able to move elsewhere to fight once you have.
When you lock to a town — usually by warping to a fight — a GUI informs you that your lock won't be removed until truce is over, so think carefully before locking. Several features are unavailable unless you're locked to the right town:
Conquest Locks reset when truce begins each month.
Truce Period
At the end of the month, after Capitals are chosen, an automatic Truce Period is activated — towns and alliances can't place inhibitors on each other or on neutral Territory Generators, and no battles may be fought except to start new towns, for 72 hours. This is the only time alliances may be formed and new towns invited to existing ones, so alliances don't randomly change mid-month and cause strength or confusion issues. Major server updates related to conquest also typically happen during truce, since changing conquest mechanics mid-month would otherwise be unfair.
Once truce ends, votes for extra Capital Policies are tabulated, alliances are locked (except for leaving them), and Conquest Battles resume. If an alliance or town will be fighting on Balak, they're locked to that once truce ends — so towns in that alliance can't then leave to fight on Rivina instead.
Truce occurs on the last Sunday of each month (starting at 8PM Eastern), ending the following Wednesday (4PM Eastern). Conquest truces are also declared during large server events, such as the State of the Server, Official Festivals, and the yearly Yuletide Truce (typically 12AM Eastern on December 23rd to 12AM on the 26th).
Strength
Strength is gained and lost by fighting in Conquest battles against other towns and alliances. At the end of each month (the last Sunday), the town or alliance with the most strength becomes the capital of their continent — or world capital, if they have the most strength on Balak.
Continent Strength
Strength also decays once per real-life day if you hold no territory. The decay-loss formula was changed from using sdiff/800 to sdiff/400, with a final -1 applied to the result:
- Decaying territory:
decayLoss = getRatingChange(100, territoryStrength, 50) * 2 - Holding no territory:
decayLoss = getRatingChange(100, territoryStrength, 50)
Balak Strength
Conquest Points
Earning Them
Conquest Points can only be earned by taking part in conquest on the isle of Rivina — a faster-paced version of conquest known as Blitz mode.
Spending Them
An alliance's leader (if applicable) owns the points and controls who can spend them, purchased from the shop at your town's T-Gen NPC.
| Perk | Cost | Effect |
|---|---|---|
| Radars Module | 60 Conquest Points (infinite) | Purchasable infinitely |
| 3x Home Tile | 30 Conquest Points (infinite, alliance-wide) | Your home tile produces 3x its loot each cycle |
| Double Industry Rolls | 120 Conquest Points (6, alliance-wide) | Your Industries have a 50% chance to generate double loot each cycle |
| Resource Isle | 120 Conquest Points (4, alliance-wide) | The next 200 diamonds mined by any alliance player at a Resource Isle drop double loot; stacks with Silk Touch and Fortune |
| Neutral Mobs | 100 Conquest Points (2, alliance-wide) | Hostile mobs are neutral to you and your allies |
| Fast Travel | 60 Conquest Points (4, alliance-wide) | You and your allies can use the boat NPCs to fast-travel between continents |
| Town Lockdown | 50 Conquest Points (5) | No hostile, neutral, or nomad players may enter your town at all |
| Town Perks | 20 Conquest Points (10) | Your town has all the perks of a level 24 town |
| Increase Town Balance | 40 Conquest Points (4) | Instantly add 500 shards to your Town Balance |
Industry Buffs (30 Conquest Points each, up to 12 total per month) add up to a shared pool of extra loot to your Industry Rolls:
Conquest Mutators
Conquest Mutators are modifiers added to fights to make them more interesting and require extra battle-to-battle strategy, categorized into three groups by how much they affect gameplay (light, medium, or large), plus a separate group of Chaos Mutators.