The Complete Guide to Fief Ownership

If you're looking into owning a fief in Conqueror's Blade, be sure to read this complete guide to fief ownership. We'll explain the ins and outs of fief ownership and save you from common pitfalls and misconceptions. Over the first 6 seasons of Conqueror's Blade, the Gaiscioch ran various experiments on Fiefs to see how things affect them. In this guide, I will share some of my findings with you, some of which might be astonishing information you might not have known.

What is a Fief?

In Conqueror's Blade, there are several types of capturable objectives in the open world. They become vulnerable for capture at specific times each week. Traditionally on Tuesdays and Saturdays. By owning this land the house receives several incentives including bonus honour, titles, and a weekly stipend in the form of silver, siege weapons. and attire chests. In this guide, we will outline some of the costs, rewards, and challenges of Fief ownership.

Types of Fiefs

Village

Villages are small quaint little Fiefs that offer access to Fief quests and basic siege weapon and unit kit crafting. Villages do not have walls and heavy siege weapons such as trebuchet can not be used. Leveling a village requires far fewer resources than a town at the cost of a greatly reduced influence score. Any level house can capture the villages on the outskirts of their region.

Level Influence Upkeep Next Level
1 150 750 -
2 200 1,500 15,000
3 250 4,000 30,000
4 300 5,000 50,000
5 350 7,500 75,000
6 400 11,000 110,000
7 500 15,000 150,000
8 600 20,000 200,000

Town

Towns are walled fortifications that are medium-sized and contain a smuggler in addition to the basic siege and unit kit crafting stations. Most of the NPCs you find in the capital city can be found in a city except for the quartermaster and auctioneer. Towns are worth a lot more influence and start at level 5 giving you instant access to tier 4 and 5 Fief quests. 

They cost considerably more resources to maintain and typically do not govern many resources which makes them low-profit centers for houses. The biggest reward comes from the influence gain which in turn allows you to pass out more titles every week to house members.

Level Influence Upkeep Next Level
1 300 1,000 10,000
2 450 2,000 20,000
3 600 4,000 40,000
4 750 7,000 70,000
5 900 11,000 11,0000
6 1,050 16,000 160,000
7 1,200 22,000 220,000
8 1,400 30,000 300,000
9 1,600 40,000 400,000

Fort

Forts are larger maps centered around an outer wall and inner courtyard or training area. These fortresses do not have all the amenities of a town or city however they do make up for it in a highly defendable landscape. These Fiefs can block travel to a part of a region and prevent military movements of hostile alliances. They serve as bottlenecks to certain areas of each region and are great strategically. 

They do not have resource nodes attached to them so they do not have high silver payout potential.

Level Influence Upkeep Next Level
1 300 1,000 10,000
2 450 2,000 20,000
3 600 4,000 40,000
4 750 7,000 70,000
5 900 11,000 11,0000
6 1,050 16,000 160,000
7 1,200 22,000 220,000

Gate

Gates are sometimes capturable depending on the season. Historically the gates were required to enter the fight for Conqueror's City in the heart of the Borderlands. However, over the past few seasons, they have been fixtures of the landscape and stand as a historical monument to the battles fought over the once glorious city. 

They offer only basic crafting stations for hero weapons and armor, unit kits, and artillery and offer no resources causing it to be one of the least lucrative nodes in the game if you are not planning to take on Conqueror's City. When Conqueror's City is up for grabs houses must own 1 of the 4 gates to be able to enter that fight.

Capital City

Cities are the crown jewel of Conqueror's Blade. They require a huge amount of influence to even enter the fight and are the center hub of each region. Traditionally they offer permanent titles to players that capture them and sometimes additional special rewards. 

They feature all available NPCs and services. These are some of the most lucrative Fiefs in the game as they often serve as starting hubs for new players and are some of the most populated. They gain profits from all the services used inside the Fief which makes them pretty lucrative.

Trade Colony

Across the region, you will find several Trade Colonies that serve as safe spaces for all travelers to come and sell their valuables. These possess a trading post and all the typical NPCs you'll find in any town. It also has a second weapon smuggler that sells high-level unit kits. Trade Colonies can not be attacked but players can move their camp to a Free Town via the Billeting Officer.

Capturing a Fief

The first step to owning a Fief is by capturing one. If this is your first time trying to secure your own Fief you need to know a few things.

War Declaration

It is a common misconception that you must declare war on a Fief before attacking it. It has not been required since season one as the developers felt it made the battlefield too predictable. 

It does still exist for the sheer part of helping establish a Ruling House for the battle.  War declarations can be made for the next two territory wars and cost a varying amount of prestige depending on the time of declaration, location, Fief type, and level of the Fief. If you declare one or more days before the war you have a greatly reduced prestige cost. Declaring war on a Fief is only required for the most sought-after locations where you plan to partake in the Pre-War to gain priority for taking the Fief.

Ruling House & The Pre-War

The pre-war phase begins 30 minutes before Territory Wars and allows houses that have declared war on a Fief to battle for influence to gain the ruling house. 

The house that gains the most influence will gain the ability to decide who gets to fight in the battle by removing other players via the in-match UI. The commanders of the Ruling house will be denoted with a Helmet Icon next to their name when holding up the tab key.

Each node in the influence area has a value associated with it depending on the type and quality of the resource. Additionally, you can place Field Camps and Outposts that will give you bonuses to influence as well however be warned they can be destroyed by attacking armies so you must protect them as well as the resources you're aiming to conquer. 

Lastly, be warned that taking a resource will downgrade the quality of the resource. If it was purple it will turn blue, if it was blue it will turn green and if it was green it will turn grey. At the conclusion of Territory Wars all resources will flip to the house that owns the Fief. It is unnecessary to capture the resource nodes unless it is Pre-War and you are fighting for ruling house privileges.

Here is a breakdown of the influence values awarded by each type of building or resource.

Ruling House Influence Gains:

  Copper Iron Cotton Wood Hide Stone Food Horses
Purple 325 300 270 275 290 285 260 425
Blue 275 250 220 225 240 235 210 375
Green 225 200 170 175 190 185 160 325
White 175 150 120 125 140 135 110 275
  • Field Camp: 50 Fief Influence
  • Outpost: 500 Fief Influence
  • Trading Post: 200 Fief Influence
  • Docks: 300 Fief Influence
  • War Declaration: 100 Influence

Preparing For The Battle

There are a few things you should know before going into a battle. If the objective is defended and has walls it is best to build a Field Camp before starting the siege. Your officers will be able to buy Trebuchets, Siege Rams, and Siege Towers from the Field Camp giving you a fighting shot of getting over or through the walls. These are game-changers and should not be ignored. Additionally, your members can purchase green and blue siege from a Field Camp, heal their units and resupply their food.

The Battle

Every leader has their own theory crafting of what's best for each battle. For the purposes of this guide, I'm going to focus on what is finite and part of the whole territory battle mechanic. I'll leave the strategy up to you. 

The Battle is fought over 3 control points. One home base for each side and one center point. The center point must be captured before the final point can be contested. There are several resupply huts sprinkled across the map that are also excellent points to keep in your possession. 

The first and most important thing to realize is that Fief battles do not function like siege Battles. The capture points will first need to be flipped to your color, however, once they are flipped and begin pulsating they will keep ticking even if enemy players are on the point. It will not stop ticking until the other side captures it in their favor. Some people *cough* Gaiscioch *cough* have been burned because they killed all of the invaders only to have the fief capture in the defeated side's favor because nobody remembered to recapture the final point.

Once you have the capture point under your control it will take 1 minute for the point to capture if uncontested. Players do not need to continue standing on the capture point for it to continue ticking. It simply needs to remain in your side's favor. While your home base capture point is ticking in enemy favor, you will not be able to restore the midway point until you re-secure your home base.

The battle ends when either the home base capture point is captured or if the time runs out. If the time runs out the fief will lose 10 prosperity and may downgrade. If the fief is captured, it will lose 40 prosperity, and if it falls below 0 the fief will downgrade. Fief battles can only be launched in the hour-long territory wars window however if the battle is opened before the tick of the final minute it will remain open for the duration of the fight.

Defending a Fief

Defending a fief is far less involved than assaulting one. For the most part, you just need to join the fight and make sure the enemy doesn't capture all your control points. You can't use trebuchets and don't need the ruling house to defend so there is little need to partake in the pre-war endeavors other than to weaken your opponent's claim on your fief. You can build your strategy any way you like, however, I will provide you some things to think about.

  1. Units without food can not enter fights.
  2. Each time a player is defeated he loses a third of his units across the board. Not just the ones they used in the fight.
  3. There is 1 hour where your fief can be engaged. It is important to keep that in mind and manage your clock to your best advantage.
  4. After your fief is defended there will be 5 minutes before it can be attacked again. When you capture a fief you have 9 minutes before it can be attacked again.
  5. You can only use troops and siege that you have in your Warband unless you are defending your Camp.
  6. If you do not drive your opponents out and secure the final point in the allocated time your fief will lose 10 prosperity.
  7. Higher-level fiefs add tougher AI units to the fight. 
    • Level 1: Rustic Era Units
    • Level 3: Chivalric Era Units
    • Level 5: Silver Era Units
    • Level 7: Heroic Era Units
    • Level 8+: Golden Era Units

The Luck of the Cohort

Every fief in the game can be randomly picked 24 hours before the war for a targeted cohort assault. This is an RNG system and has no player influence. If a cohort opens the battle, other cohorts can instantly port to the fight from the capital city. Cohorts are a force to consider when planning your defenses as they do not need to travel via the open world to attack you. Just be mindful that it can happen to anyone.

Additionally, Cohorts and other houses can start a battle at any time on any fief their house is eligible to attack. They do not need to declare war to attack. However, Cohorts can't port directly into a fief, not on the targeted attack list.

Managing Access to your Fief

By owning a fief you can determine who can enter or use the amenities at your fief. You can do this by clicking on your fief, clicking overview and then click the Access button. Once inside you will be able to change the Entry, Transit, Collection, Sailing, and Docking permissions for Allies (Green), Friendly Alliances (Blue), Neutral, or Hostile Alliances (Red) factions. You can choose from Permitted or Prohibited for each of these depending on what is available at your fief.

Your Fiefs Economy

One of the biggest mistakes I see a lot of houses make is raising their taxes. So taxes only apply to a resource node when a player does not use a requisition token. If the tax is set to high most players will just use a requisition order to get around the high tax.

Now here's the interesting part. In season 5, Gaiscioch lowered our taxes to 0% across the board to gain insight into how much a Fief can earn with no taxes. The Fief accrued between 20-40k silver every week without taxes depending on the Fief level at the time. As the Fief level increased so did the silver treasury. This was for a node that only had a pair of copper nodes and a cotton node. The key for large financial gains is to have a low enough tax that players would rather pay it than burn a requisition order.

Now each node on your property will bring in a certain amount of silver every day for your treasury. You can view this amount on the Treasury tab of the house interface. This amount will increase as your prosperity and Fief level increase.

Maintain and Upgrade your Fief

Fief Ownership comes with many benefits. One of the major benefits is access to the bonus honour for your house members when completing Fief quests. Fief quests are the fastest form of honour gain in the game and can be completed 20 times per character per week. 

Basics of the Fief Quest System

  • You must have the full number of resources required to turn in the Fief quest.
  • You either need your camp to be at the Fief your turning your quests into, or have the required supplies in your wagon.
  • Fief quests are broken into 5 tiers based on a star rating. 
  • The rewards for these quests increase based on the number of stars. 
  • Fief quests change every Monday at Midnight Eastern.
  • The number of stars is directly related to the level of the Fief. 
  • For level 1 Fiefs you will only have 1 or 2 stars available. At level 4 you can see 4 and 5-star Fief quests appear on a very rare occasion. As the fief level increases beyond 4 the probability for 4 and 5-star Fief quests increases.
  • There is a maximum number of times that a Fief quest can be turned in which raises with every Fief level.

There is a daily quest for both turning them in and farming resources that will provide extra experience and bronze but you will want to manage how many quests you turn in per day to maximize your gains. You want to try to target 2-3 high star Fief quests per day for maximum gains.

The key to gaining the most reward for your fief is by completing the Fief quests every week. This will help build resources the Fief needs to maintain itself and eventually upgrade to the next tier. It will also provide you some of the fastest honour gains available in the game.

The Effects of Prosperity

This is a part of the game that very few people understand anything about. It is one of the most important things to consider during war times. Much like managing your timeouts in a sports scene, the Fief prosperity can decide how much profit potential and how much work you'll have to invest to make a Fief profitable.

At 100 your Fief will be receiving maximum payouts for the week. While at 0 you will only receive the base payout which is typically around 5% of the fief treasury, divided by the number of members in your house. If your Fief is above level 1 and is at 0 prosperity it will downgrade the Fief and restore the prosperity to 100. However, you will lose that entire level's worth of resources and often be set back weeks' worth of work.

There are several factors that will change your prosperity.

  • +30 for meeting the weekly resource requirement
  • -10 for not meeting the weekly resource requirement
  • -40 each time a fief changes ownership
  • -10 each time a Fief is successfully defended but the defenders were unable to capture the final point.
  • No change if a Fief is successfully defended and the final point is captured.

As you can see there are a lot of things that will reduce your prosperity quickly if left undefeated. If a foe was to capture your Fief and you were able to take it back it would cost the Fief 80 prosperity requiring 3 weeks of meeting the resource requirements to restore it back to 100.

I like to think of prosperity as a percentage. At 100 you receive the maximum returns on investment (100% Income) while at 0 you receive the minimum benefits from Fief ownership (0% Income). In season 5 our little no tax, 3 resources, rank 8 village was bringing in 260,000 silver every week. A similar village in season 6 at level 1 was bringing in 24,000. As you can see the Fief level and prosperity greatly affect your financial gains.

Understanding Weekly Payouts

As your fiefs increase in rank they will begin producing more silver. While taxes bring in a large portion of your revenue, there is an ambient amount of revenue that is based on the level of the fief. 

The total revenue of a fief is divided up to your members with a slight random variant. The payment tiers are as follows.

  • Liege: 100% (Baseline)
  • Treasurer, Marshal & Seneschal: 80%
  • Noble: 60%
  • Knight: 40%
  • Cadet: 20%

Making a Fief Your Home

You can move your camp to any fief your house or an allied house owns. This can be exceptionally useful if you are turning in fief quests at that fief or using it to build unit kits. You can move your camp by visiting the Billeting Officer inside the fief and choosing the Move Camp option. This can be done once every 3 days and will cost 1 Migration Token if your camp is moving to a new fief in the same region as your old camp, or 3 Migration Tokens if you are moving across region lines. Once your camp has been moved all of your supply dump and barracks will be stationed at your new camp.

Now if the fief you moved your camp to is taken, your camp will be moved to the nearest Trade Colony or capital city. In the first few seasons, there was a steep price for losing your fief but that was removed in season 5 and now the only price you pay is the Migration Token fee. Also if you are removed from a house and your camp was stationed in a fief owned by your house, it will move to the nearest Trade Colony or Capital City.

Resource Nodes

One of the biggest advantages of owning a Fief is having access to the resource nodes within its influence region. These nodes will provide house members with 3 daily hits, allies with 2 daily hits, and all others with 1 daily hit. You can use requisition tokens to gain further hits if you so desire. In addition, the house that owns the Fief can set the tax rate for themselves, allies, friendly alliances, neutral, and hostile.

  Copper Iron Cotton Wood Hide Stone
Purple Cuprite Haematite Fine Cedar Cowhide Granite
Blue Digenite Limonite Long Oak Goatskin Marble
Green Chalcocite Magnetite Course Ash Sheepskin Limestone
White Chalcopyrite Siderite Rough Pine Pigskin Sandstone

Farms

Farms work slightly differently from other resource nodes. The color dictates how much of the supply you will receive. Manorial Farms (Purple) produce the highest amount of food per harvesting while Rustic Farms (White) produce the lowest amount.

Stables

Stables are a little different than most resource nodes. They are the most lucrative nodes in the game and have a chance to harvest any green, blue or purple horse regardless of the node color. The color of the node simply dictates the likelihood of receiving higher quality steeds. Horses are used as both Unit Mounts and as Fief Quests however be mindful that they take up an excessive amount of supply dump space so collecting a large amount of these would be ill-advised. 

  • Jennet
  • Coursers
  • Barb
  • Rouncy

Trading Posts

Trading Posts were introduced in season 5 as a way for players to acquire rare supplies for kit crafting. These locations are controllable by the house that owns its attached fiefs. Tax rates apply to this location along with a base rate that houses will receive regardless of the tax rate.

Harbor

Harbors were introduced in season 5 as a way to traverse across the oceans of Anadolou safely.  Unlike the Fishing Ports there is no risk of troop loss when using these ports. Controlling houses can allow or disallow use to other players. Tax rates apply to this service and can be quite lucrative if many people have the need to travel safely. 

Written By: Foghladha of Gaiscioch | Last Update: December 4th, 2021 at 6:59AM PST