Fief Economy & Maintenance

 

Owning your own fief comes with distinct advantages. The largest of which is the weekly payday every Saturday night after Territory Wars. This weekly stipend will come in the form of Silver, Unit Kits, Attire, and Siege Weapons and be awarded based on the level of your fief, the type of fief, the prosperity of the fief, and how much income your fief generated. 


Understanding 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 too 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: 5x
  • Treasurer, Marshal & Seneschal: 4x
  • Noble: 3x
  • Knight: 2x
  • Cadet: 1x

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. There is a steep price to pay for losing your fief with your camp inside. All of your units in your barracks will be wounded and damaged costing them unit kits and healing fees. This will seem acceptable at a lower level with only a few units but for long-time players, it can cost upwards of a half-million bronze in repair costs. Be very careful when calling a fief your own home. My advice would be to move your camp after territory wars on Tuesday, then move it before territory wars on Saturday reducing the risk of eviction.


Resource Nodes

One of the biggest advantages of owning a Fief is having access to the resource nodes within its Prestige 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: April 23rd, 2024 at 4:52AM PDT