When you go to war, you go on behalf of your Faction. A Faction is made up of companies that have declared their loyalty to that Faction. Before you can wage war on another’s Faction’s Territory and participate in a siege, you must first undermine that Territory to a point where it is vulnerable enough to have war declared on it. In order to undermine a territory, you must first perform the required amount of Faction Missions.
Unlike Outpost Rush, you can participate in a siege at any level after you have joined a faction. Be aware that you may be joining a siege at level 15 and fighting against level 60 players.
Once a territory is undermined to the extent of becoming vulnerable to war declaration then any company in the undermining faction can declare war on the territory. Once this is done, one of the companies that has declared war will then be selected to be the Vanguard. There is a lottery to decide what company will lead the charge in battle.
The most active Companies in the influence race will have a higher chance of being selected as the Vanguard.
All companies in a Faction are not eligible to declare war when a territory is thrown into a conflict state.
To be eligible, a Company must have contributed at least 10% of the total influence required to throw the territory into conflict.
In the unlikely event that no Company contributes over 10%, any Company will be eligible to declare War.
The War declaration button now indicates a Company’s eligibility to declare war.
If more than one Company declares War on the same territory during conflict, the amount of influence a Company contributed toward the conflict increases its chance to be selected as the Vanguard.
If your Company has been selected as the Vanguard, the Governor of the company can then select members of their Company to fill the attacking ranks, for a 50 v 50 War. If they have enough members, they can fill the War entirely with members of their Company, however if a smaller Company is selected they can pick from anyone in their Faction or even pick volunteers from the third Faction to be involved in the War.
For example, if a Company from the Syndicate has declared War on a Territory owned by the Marauders and they don’t have enough warriors to fill their ranks, they can enlist help from members of the Covenant. If you would like to offer up your sword and volunteer for Wars, you must travel to the Territory where the War is to be fought and sign up on the War Boards in the Settlement or outside the Fort.
Wars will take place in specific windows of time that are set by the defending Company. Being able to set the time the War takes place helps for better coordination of the participants. This also removes the potential for offline raiding or Wars taking place during inconvenient hours for the majority of the members involved.
If you have been selected to fight, make sure you’re logged in and ready because you’ll be getting a notification before the War begins. When the time comes for battle, you’ll be teleported from where you are on Aeternum, straight to the battlefield.
Once the Siege starts, the overall objective is for the attacking to breach the walls of the Fort and capture it’s claim, while the defending army defends the fort from being captured by the attackers which would take over ownership of the whole Territory for their Faction if they were successful.
Before any Fort Gates can be damaged and breached, the attackers must first capture three Rally Points in front of the Fort. Once captured, they cannot be retaken by the defenders and the front-line is pushed ever closer.
It’s important to point out that rally Points can be used by the team as respawn points or to access the Armory.
There is a scoreboard available during the Siege that will give players an overview of their performance. It can be accessed by pressing the default key of “N”
As an attacker you can spend your Battle Tokens at the War Camp’s Armory to acquire Siege Platforms and build them on the battlefield. You gain Battle Tokens by contributing to the battle.
The defending Fort will be able to build Siege Weapons along their walls to help fend off the attack. These Siege Weapons won’t come at a cost to the defenders but just how powerful these Siege Weapons are will be dictated by how they have been upgraded through the Territory Progression system prior to the War.
So, if you want to protect your Fort with the strongest Siege Weapons available, make sure you’re doing the required Town Projects back at your Company Settlement.
There are multiple entries to the Fort which defenders will need to divide their attention and Siege Weapons between. Defenders also have Siege Supplies that are auto-generated during War by Siege Supply Generators. These resources can be used to repair structures, including Gates, Armories, Siege Supply Generators, and Siege Weapons.
The siege Weapons available to the Attackers are as follows:
The Cannon Platform has a medium rate of fire and the highest damage per hit, the Cannon is most effective against structures and large, slow-moving targets. Several Cannons focusing their fire can quickly demolish any defensive structure.
The Fire Launcher Platform launches a flaming projectile that bursts on impact and covers the area in fire. It is most effective against infantry and is a good way to counter ranged opponents shooting from the Fort ramparts. It’s also very effective at area denial and keeping opponents out of capture points.
The Repeater Platform is a rapid-fire turret that launches bolts at very high speeds. Individually, the bolts don’t do a lot of damage but sustained fire can quickly whittle infantry down. It’s most effective against smaller and quicker targets that the other turrets have a hard time hitting.
The Siege Weapons available to the defenders are as follows (If upgraded prior to the siege):
The Ballista is the defender’s version of the Cannon and serves the same role as an anti-structure Siege Weapon. It has a medium rate of fire, very high damage per shot, and is most effective against structures and large, slower-moving targets.
The Explosive Cannon fires an explosive shot that that disrupts and knocks enemies back. It’s most effective against groups of infantry and provides area denial (like at the Rally Points in front of the fort). However, its low rate of fire makes it largely ineffective against fast-moving targets.
The Repeater Turret is the defender’s version of the Repeater and is functionally the same as the attacker’s. High rate-of-fire, low damage per shot, and most effective against smaller, quicker targets.
The Fire Dropper pours burning, molten liquid down on anyone below. It does high damage over time, making it most effective against groups of enemies attacking the gate.
The Horn of Resilience provides a temporary healing and defensive buff to all allies in the area. It has a lengthy cool-down but can turn the tide of battle when used at the right moment.
There will be armory available to both the Attackers and Defenders during the Siege. Players will earn battle tokens for their performance during the siege and can spend those battle tokens to obtain siege weapon ammo, potions, and the following traps from the armory
Inferno Mine bursts and covers the area in fire when an enemy gets close enough. It is highly effective at area denial and most effective when placed in choke points.
The Powder Keg does the highest damage of any siege weapon, making it extremely effective against gates. It’s fuse must be lit manually and has a lengthy duration. The Powder Keg won’t detonate if it’s destroyed early, requiring players to actively defend it.
Once the siege has ended, you will be able to view a post-match flow that will allow you to view a more in-depth stats page about the siege. Players on both sides of the conflict are then teleported back to a Settlement. If the defenders successfully defend then they will maintain control over the territory, but if the attackers are victorious then a New Settlement government is formed. The Company that was selected as the Vanguard would then be the governing company of the territory.
Along with the siege comes some nice territory control incentives.
Any two settlements controlled by the same faction will have their settlement storages linked. Players can transfer items from a storage linked to their current location for a coin fee.
Added a resource cart to each town that provides members of the controlling faction with small amounts of ore, hide, wood, fibers, food, or oil as well as small amounts of refining reagents such as tannin or sand paper.
When territory taxes are delinquent, all company and faction bonuses are disabled.
Faction Bonuses: 10% increased gathering volume in controlled territory, +50 Luck in controlled territory
Company Bonuses: 70% fast travel discount to controlled territory, 30% reduced taxes in controlled territory, 20% reduced house purchase cost in controlled territory