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'''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 == | == Territory Generators == | ||
Revision as of 13:41, 23 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:
- Endermites: At intermittent periods an abundance of Endermites spawn. Not immediately threatening while geared well, but a big hindrance and can be deadly if ignored.
- Molten Floor: A chance for the floor to become a deadly area to stand on -- it slowly turns into Magma Blocks and deals damage to anyone standing on it. Players still on the Molten Floor when the effect ends take generally 80-90% of their health in damage.
- Sub-cores: In deterrence of an attack the core will shroud itself as bedrock, creating three sub-cores that must be destroyed for attackers to continue.
- Wither Effect: All players in the core room are debuffed with Wither. Emerald Blocks appear on two sides of the room that players can stand on to cleanse the effect.
- Soulsand: Random 3x3 areas of the room turn to soulsand and deal damage to anybody standing on them -- easily avoided, but can easily appear under your feet.
- Combustion: A random player attacking the core or an Endermite becomes a bomb. After 6 seconds, any players within 10 blocks and line of sight of the bomb take massive damage and are knocked back.
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:
- Towns and alliances can only attack 3 times in a 20-hour period -- each attack resets 20 hours after it was launched.
- Towns and alliances can only be attacked 5 times in a 20-hour period -- each defense resets 20 hours after an attack.
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:
- Modding territories
- Placing inhibitors
- Accepting Reinforcements
- Calling Reinforcements
- Warping to fights
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
- No strength is gained from winning against neutral territories.
- If a territory loses its link to your town, it decays after 24 hours; if you have further unlinked territories, one decays every 12 hours after that -- the farthest from your town decays first.
- Losing a T-Gen to decay costs 25 strength; losing your last T-Gen costs 50 strength (on top of the usual fight strength loss).
- Reinforcement fights assume both sides are maximum town level and equal in strength when calculating the change.
- Releasing territory opens your vulnerability window, removes one attack from your pool, and costs the strength you'd lose fighting a town with 100 strength (28 k-factor).
- Strength 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)
- Decaying territory:
Balak Strength
- Taking neutral tiles uses a k-factor of 14.
- Fighting other towns also uses a k-factor of 14 (minimum town level isn't taken into account).
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.
- Every Rivina tile passively produces a different number of Conquest Points, from 2 CP/day on the smallest tile up to 100 CP/day on the largest.
- The points each tile yields are randomized every month, so the highest-value tiles are never in the same place twice.
- Conquest Points are a non-tangible resource that can't be traded, and are capped at 400.
- You can only attack a tile that provides more Conquest Points than the one you own -- winning swaps tile ownership, and you instantly earn the number of Conquest Points that tile provides (e.g. a 40 CP/day tile nets you 40 CP immediately).
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 CP (infinite) | Purchasable infinitely. |
| 3x Home Tile | 30 CP (infinite, alliance-wide) | Your home tile produces 3x its loot each cycle. |
| Double Industry Rolls | 120 CP (6, alliance-wide) | Your Industries have a 50% chance to generate double loot each cycle. |
| Resource Isle | 120 CP (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 CP (2, alliance-wide) | Hostile mobs are neutral to you and your allies. |
| Fast Travel | 60 CP (4, alliance-wide) | You and your allies can use the boat NPCs to fast-travel between continents. |
| Town Lockdown | 50 CP (5) | No hostile, neutral, or nomad players may enter your town at all. |
| Town Perks | 20 CP (10) | Your town has all the perks of a level 24 town. |
| Increase Town Balance | 40 CP (4) | Instantly add 500 shards to your Town Balance. |
Industry Buffs (30 CP each, up to 12 total per month) add up to a shared pool of extra loot to your Industry Rolls:
- Ender Pearls (4 per cycle, dungeon)
- Blaze Rods (4 per cycle, dungeon)
- Ancient Ingots (3 per cycle, mine)
- Ghast Tears (4 per cycle, dungeon)
- Gunpowder (6 per cycle, dungeon)
- Nether Quartz (24 per cycle, mine)
- Prismarine Shards (10 per cycle, mine)
- Prismarine Crystals (4 per cycle, mine)
- Shulker Shells (1 per cycle, dungeon)
- Glowstone Dust (24 per cycle, mine)
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.
Light Mechanic Change Mutators
- Great Wall of Conquest: Walls appear cutting the battlefield in half randomly during the fight, randomly picking the x or z axis. The wall is impassible (bedrock to sky limit).
- Robin Hood: Bows do double damage (not crossbows).
- Anonymity: Player nametags are hidden and everybody has the same skin.
- Corruption: A random quarter of the battlefield becomes corrupted, dealing damage to anyone who enters. Changes periodically.
- Snow Storm: A random 20-second countdown starts, and everyone has to take shelter before it hits 0 or take major damage and become slowed.
- Stuck in the Mud: Huge patches of mud appear in the middle of the battlefield. Stepping in one traps you there for 15 seconds with Slowness II and pearl block.
- Spectral: Spectral module effect applies to both sides.
- Vicious Attack: All golems have Vicious Attack.
- Debilitating Aura: All golems have Debilitating Aura.
- Zoomies: Everyone has Speed II and cannot be slowed by modules or debuffs.
- Crystal Healing: End crystals now reapply Speed and Strength buff durations and heal players, instead of damaging them.
- Better Together: Having 4 or more teammates within 15 blocks grants Regeneration II and Resistance I (or no knockback).
- Lone Wolf: Having no teammate within 30 blocks grants Strength III.
- The Great Equalizer: Every hit is a critical hit.
- Spider's Web: Spiders spawn on tiles and randomly place cobwebs behind them.
- Pearl Blocked: Nobody can pearl or use chorus fruit.
- Pointless Currency: Everyone who dies drops an Opyc.
- Seeping Corruption: Water on the tile becomes corrupted (water tiles only).
- Blood Mine: A landmine is placed wherever a player dies.
- Handicap: Every kill costs 1 max heart (down to 3 minimum); every death gains 1 max heart (up to 20 maximum).
- Shulkerless: Shulkers can't be placed in the battle zone, but players drop all potions in their inventory on death.
- Free Fight: Potions/AI's etc. are refunded throughout the fight, just like any regular Rivina fight.
- Where's Your Head At: A beheaded player (with an increased behead chance) spawns a powerful zombie wearing their head in their place -- the head itself isn't dropped, and the zombie fights for one of the teams.
- Bola Bonanza: Webbed Bolas apply Slowness II and bleed for the duration of the pearl cooldown.
- Creep: Players who die drop permanent sculk (roughly a 3-block radius) that gives Darkness to anyone standing on it.
Medium Mechanic Change Mutators
- Air Support: Arrow shots from elytras (with a cooldown) explode on contact with blocks and players, dealing high damage.
- Empowered Modules: All modules are empowered.
- Underdog: Having fewer lamps than the enemy empowers your modules and buffs your golems.
- Small Army: Fight is capped to 25 players per side.
Large Mechanic Change Mutators
- Soul Link: Two teammates share a health pool (40 HP / 20 hearts) -- if one dies, both do. Warping in links a new player to your teammate, who has Spectral applied only to you.
- Capture the Flag: Get charges by killing your own golems, then run to the enemy lamps to overload them. While carrying a charge, you take no knockback, have Slowness I, and can't pearl -- charges last longer as a result.
- Mineman Charged: Players who die give charges. A neutral golem (or more) sits in the middle of the battle zone as a backup source of charges.
- Assassinate: On warping in, you're randomly assigned an enemy target (shown on the scoreboard, Spectral'd only to you). Killing them auto-applies a charge to a random enemy lamp.
- The Cursed Witch: Each team defends a powerful Witch spawning at the other two cardinal structures. Killing the enemy Witch locks down enemy modules for 4 minutes (the mob respawns once the buff wears off).
- Offense is the Best Defense: Two capturable points sit at the other two cardinal structures, with a neutral state too. Controlling one empowers your modules; controlling both makes your structure invulnerable.
- Piggy Banks: Pigs roam the battlefield and drop a coin (an unstable soulbound bag) on death -- dying drops your own coins. A deposit point in the middle of the battle zone periodically banks coins while you stand near it (so you can be interrupted by fighting). Once your side deposits enough, friendly Illagers spawn near the enemy structure to help attack it.
- Siege Weapons: Three capture points exist -- two at the other cardinal structures, one in the middle. Controlling a cardinal point targets the enemy structure, but only deals damage while you also control the middle point, slowly draining a lamp's health.
- The Dark Dimension: A portal in the middle of the battle zone leads to a dark, instanced version of the fight -- buildings and golems are identical in both, but the players inside are unique to each. Choose which reality to fight or defend in.
- Tower Defense: Two capturable points sit at the other cardinal structures, each with a TNT tower acting like four TNT modules in one. Capturing one fires it at the enemy.
Chaos Mutators
- TNT Tag: At the start of the fight, a random player has TNT placed on their head with a timer. Meleeing another player passes it on when the timer runs out; whoever holds it when it expires explodes, killing them and damaging those nearby. A new TNT then spawns on someone else.
- Lightning Storm: A spot on the battlefield is targeted with lightning, giving players 10 seconds to gather near it. When it strikes, all players within a small radius are randomly smitten -- either taking large damage (8 hearts) or being empowered (full heal, 5 absorption hearts, Strength II, Speed II, Regeneration I).
- GOAT: Goats spawn all over the battlefield and aggressively charge at and knock back players.
- Landfill: Gravel randomly falls from the sky onto the tile, piling up into mounds.
- Bouncy Battlefield: Jump pads randomly spawn around the battle zone.
Mutator Functions
- Conquest Mutators re-roll every Wednesday, but all mutators disappear on the last Wednesday before the end of the conquest cycle.
- There are no mutators on Rivina or Balak.
- A mutator is rolled for a neutral territory if it becomes captured.
- Some mutators are continent- or biome-specific.
- Mutators are visible on the Loka map with a purple flag -- hover over one to see what's currently active on that tile.