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Step by Step Guide to Claiming Sovereignty

Printed From: Illyriad
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URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=2659
Printed Date: 28 Mar 2024 at 21:09
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Topic: Step by Step Guide to Claiming Sovereignty
Posted By: Mara Zira
Subject: Step by Step Guide to Claiming Sovereignty
Date Posted: 25 Oct 2011 at 03:35
What is Sovereignty?
Sovereignty is the ability of a player to claim ownership of the land around his or her city. If you have a Sovereignty claim on a square, it (1) prevents anyone else from settling there, (2) helps in the defense of your city, and (3) can increase the production rates in your city. Also, you are able to see hostile diplomats who are crossing your sovereignty square. If you have a level I sovereignty claim with no sovereignty structures on the square, then you can see the diplomats only over the sovereignty square. If you have a sovereignty square with a level V sovereignty claim and level V sovereignty structure, then the visibility range is a five square radius around that sovereignty square.

Unless you're worried that a new city will pop up or settle right next to yours or you expect enemy armies to arrive at your city soon, you'll probably want to wait to claim Sovereignty until you've upgraded your farmyards (or other, relevant buildings) in your city to level 20. Sovereignty has an hourly cost to gain it's benefits, while basic buildings and resource plots don't, so it makes sense to upgrade them to level 20 first.

The defensive benefits of sovereignty are: Occupying, Blockading and Sieging (hostile) armies receive a 1% penalty to their defense power when on a level I sovereignty square, a 2% penalty when on a level II sovereignty square, a 3% penalty when on a level III sovereignty square, a 4% penalty when on a level IV sovereignty square, and a 5% penalty when on a level V sovereignty square.


Research Needed
To claim Sovereignty, you need to have researched (in order): Timekeeping, Bureaucracy, Pioneering, and Inventory Management (which requires a level 15 storehouse to research). At that point, you can build a level 1 warehouse, which allows you to research Sovereignty, which opens up the sovereignty research tree.

Socage allows you to claim 20 sovereignty squares. Researching Fee-Farming (50 squares), Copyholding (75 squares), Burgage (100 squares), and Serjeanty (150 squares) allows you to claim more squares under Sovereignty.

Landholding allows you to claim a level I sovereignty on a square. Tenancy allows a level II claim, Fiefdom allows a level III claim, Vassalage allows a level IV claim, and Feudalism allows a level V claim.

Serfs allows you to build sovereignty structures on 3 squares that you have claimed sovereignty on. Peasants (6 structures), Thralls (10 structures), Lieges (15 structures), and Subjects (20 structures) allow you to build structures on more squares, but you can only build sovereignty structures on a maximum of 20 sovereignty squares.

You will need at least Landholding and Socage researched before you can claim sovereignty. If you wish to build a sovereignty structure, you will need to research at least Serfs and the level I technology for the structure you wish to build. You must have a level I claim on a square before you can build a level I structure, and you must have the level I structure technology researched before that structure can be built.

You will also need to have researched Militia, Stratagem, and Occupy Territory. You need at least 1 commander with 1 military unit under him.


Looking at the World Map
Click on the World Map and move your mouse over a square. Now look at the panel to the right of the map.



This will tell you if anyone has already claimed sovereignty on the square, if sovereignty can be claimed on that square, and the benefits of claiming sovereignty on that square. Some squares can't be claimed with sovereignty, like squares with cities on them and impassable squares (like the Lake, Loch, Volcanic peak, Fiery mountain, Canyon, and Swampland tiles).

You can have only one sovereignty structure on a square. In the above right example, Sarky receives a 6% bonus to his total farmyard production because of his level V farmstead on this square with 6 food. His Farmstead gives him a 1.2% boost to his total farmyard production per level of his Farmstead. If this square had a 3 beneath the food instead of a 6, then he'd get a 3% bonus to farmyard production with a level V Farmstead. If it was a 20 beneath the food, then it'd give a 20% bonus to farmyard production with a level V Farmstead.

If King Sigurd had claimed sovereignty on that square instead of building his city there, and he built a level I Poleturner on it, his spear production time would be decreased by 6%. A level V Poleturner on that square would decrease his spear production time by 30%. The 1% bonus in the picture is 5%+1% for a 6% bonus per level of sovereignty structure. A square with a 2% production bonus would give a bonus of 7% for a level I structure and a 35% bonus for a level V structure. A 3% production bonus on a structure would give a 8% to 40% bonus to production times.

Certain terrain types give certain bonuses. For example, a Rocky Outcrop tile always gives a +3% bonus to horse production when a Farrier structure is built on it. (This would be a 40% decrease in horse production time with a level V Farrier). You can find the full list of tiles with special bonuses near the end of http://forum.illyriad.co.uk/a-guide-to-sovereignty_topic1939.html" rel="nofollow - this post .

You can build any sovereignty structure that you have researched on any sovereignty square you have claimed as long as you're in your limit of total structures. If there is no special bonus for the structure on that square, you will receive a 5% bonus per level of the structure.


Sovereignty Structures
Sovereignty structures can be upgraded to the same level as the Sovereignty level of the square it is on. The structures that boost your basic resource production require no hourly upkeep beyond that required for the sovereignty claim. You will see these bonuses applied under the City Map's side button for Resource Summary.

Logging Camp - boosts lumberjack production. Requires the Logging research line.
 Level I = 10 wood 30 clay 20 iron 20 stone build cost, 180s build time
 Level II = 98 wood 294 clay 196 iron 196 stone, 26m build time
 Level III = 1,312 wood 3,936 clay 2,624 iron 2,624 stone, 3h 34m build time
 Level IV = 12,910 wood 38,730 clay 25,820 iron 25,820 stone, 18h 10m build time
 Level V = 91,592 wood 274,768 clay 183,176 iron 183,176 stone, 2d 13h 20m build time

Earthworks - boosts clay pit production. Requires the Clay Firing research line.
 Level I = 30 wood 10 clay 20 iron 20 stone build cost, 180s build time
 Level II = 294 wood 98 clay 196 iron 196 stone, 26m build time
 Level III = 3,936 wood 1,312 clay 2,624 iron 2,624 stone, 3h 34m build time
 Level IV = 38,730 wood 12,910 clay 25,820 iron 25,820 stone, 18h 10m build time
 Level V = 274,768 wood 91,592 clay 183,176 iron 183,176 stone, 2d 13h 20m build time

Mineshaft - boosts iron mine production. Requires the Square-Set Timbering research line.
 Level I = 20 wood 20 clay 10 iron 30 stone build cost, 180s build time
 Level II = 196 wood 196 clay 98 iron 294 stone, 26m build time
 Level III = 2,624 wood 2,624 clay 1,312 iron 3,936 stone, 3h 34m build time
 Level IV = 25,820 wood 25,820 clay 12,910 iron 38,730 stone, 18h 10m build time
 Level V = 183,176 wood 183,176 clay 91,592 iron 274,768 stone, 2d 13h 20m build time

Gravel Pit - boosts quarry production. Requires the Soffolding research line.
 Level I = 20 wood 20 clay 30 iron 10 stone build cost, 180s build time
 Level II = 196 wood 196 clay 294 iron 98 stone, 26m build time
 Level III = 2,624 wood 2,624 clay 3,936 iron 1,312 stone, 3h 34m build time
 Level IV = 25,820 wood 25,820 clay 38,730 iron 12,910 stone, 18h 10m build time
 Level V = 183,176 wood 183,176 clay 274,768 iron 91,592 stone, 2d 13h 20m build time

Farmstead - boosts farmyard production. Requires the Threshing research line.
 Level I = 20 wood 20 clay 20 iron 20 stone build cost, 4m 10s build time
 Level II = 196 wood 196 clay 196 iron 196 stone, 30m build time
 Level III = 2,624 wood 2,624 clay 2,624 iron 2,624 stone, 4h 45m build time
 Level IV = 25,820 wood 25,820 clay 25,820 iron 25,820 stone, 23h 55m build time
 Level V = 183,176 wood 183,176 clay 183,176 iron 183,176 stone, 3d 9h 59m build time


The structures that decrease the production time of an advanced resource or diplomatic unit or army unit have an hourly upkeep in addition to that required for the sovereignty claim:

Level I: 150 wood, 150 clay, 150 iron, 150 stone hourly upkeep cost
Level II: 300 wood, 300 clay, 300 iron, 300 stone hourly upkeep cost
Level III: 600 wood, 600 clay, 600 iron, 600 stone hourly upkeep cost
Level IV: 1,200 wood, 1,200 clay, 1,200 iron, 1,200 stone hourly upkeep cost
Level V: 2,400 wood, 2,400 clay, 2,400 iron, 2,400 stone hourly upkeep cost


You will see the bonus for these structures applied on the Production page of the building that produces the advanced resource or unit. (The bonus for swords is seen next to where you queue up the production for swords, for example.) The upkeep cost is automatically removed so that your basic resource hourly production numbers will appear smaller.

Cattle Rancher - decreases livestock production time. Requires the Droving research line.
 Level I = 50 wood 100 clay 50 iron 50 stone build cost, 300s build time
 Level II = 253 wood 506 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 3,844 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 29,192 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 221,682 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Bladesmith - decreases sword production time. Requires the Billetmaking research line.
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 253 wood 253 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 1,922 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 14,596 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 110,841 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Renderer - decreases leather armour production time. Requires Rawhide Preparation research line
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 253 wood 253 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 1,922 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 14,596 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 110,841 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Farrier - decreases horse production time. Requires Stablehands research line.
 Level I = 50 wood 100 clay 50 iron 50 stone build cost, 300s build time
 Level II = 253 wood 506 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 3,844 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 29,192 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 221,682 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Bowyer - decreases bow production time. Requires Bowyer research line.
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 253 wood 253 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 1,922 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 14,596 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 110,841 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Poleturner - decreases spear production time. Requires Poleturner research line.
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 253 wood 253 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 1,922 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 14,596 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 110,841 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Bridlemaker - decreases saddle production time. Requires Saddle Trees research line.
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 253 wood 253 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 1,922 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 14,596 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 110,841 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Plate Forger - decreases production time on plate armour. Requires Gauntlet Making research line
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 253 wood 253 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 1,922 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 14,596 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 110,841 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Armourer - decreases chainmail production time. Requires Coif Making research line.
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 253 wood 253 clay 253 iron 253 stone, 2h 10m build time
 Level III = 1,922 wood 1,922 clay 1,922 iron 1,922 stone, 16h 40m build time
 Level IV = 14,596 wood 14,596 clay 14,596 iron 14,596 stone, 2d 2h build time
 Level V = 110,841 wood 110,841 clay 110,841 iron 110,841 stone, 4d 12h 20m build time

Papermill - decreases book production time. Requires Pulping research line.
 Level I = 50 wood 50 clay 50 iron 50 stone build cost, 600s build time
 Level II = 490 wood 490 clay 490 iron 490 stone, 2h 10m build time
 Level III = 6,560 wood 6,560 clay 6,560 iron 6,560 stone, 16h 40m build time
 Level IV = 64,549 wood 64,549 clay 64,549 iron 64,549 stone, 2d 2h build time
 Level V = 457,936 wood 457,936 clay 457,936 iron 457,936 stone, 4d 12h 20m build time

Brewer's Yard - decreases beer production time. Requires Malting research line.
 Level I = 38 wood 35 clay 32 iron 30 stone build cost, 240s build time
 Level II = 372 wood 343 clay 313 iron 294 stone, 33m build time
 Level III = 4,986 wood 4,592 clay 4,199 iron 3,936 stone, 3h 5m 3s build time
 Level IV = 49,057 wood 45,185 clay 41,312 iron 38,730 stone, 13h 49m 28s build time
 Level V = 348,032 wood 320,563 clay 293,086 iron 274,768 stone, 2d 3h 18m 45s build time

Engineering Yard - decreases siege block production time. Requires Wheelwrights research line.
 Level I = 50 wood 50 clay 50 iron 50 stone, 600s build time
 Level II = 490 wood 490 clay 490 iron 490 stone, 2h 10m build time
 Level III = 6,560 wood 6,560 clay 6,560 iron 6,560 stone, 16h 40m build time
 Level IV = 64,549 wood 64,549 clay 64,549 iron 64,549 stone, 2d 2h build time
 Level V = 457,936 wood 457,936 clay 457,936 iron 457,936 stone, 4d 12h 20m build time

Training Ground - decreases spearmen production time. Requires Stamina Training research line.
 Level I = 25 wood 20 clay 35 iron 30 stone build cost, 180s build time
 Level II = 245 wood 196 clay 343 iron 294 stone, 30m build time
 Level III = 3,280 wood 2,624 clay 4,592 iron 3,936 stone, 2h 50m build time
 Level IV = 32,276 wood 25,820 clay 45,185 iron 38,730 stone, 13h 5m build time
 Level V = 228,980 wood 183,176 clay 320,563 iron 274,768 stone, 2d 44m build time

Target Range - decreases range troop production time. Requires Upper Body Conditioning line.
 Level I = 25 wood 20 clay 35 iron 30 stone build cost, 180s build time
 Level II = 245 wood 196 clay 343 iron 294 stone, 30m build time
 Level III = 3,280 wood 2,624 clay 4,592 iron 3,936 stone, 2h 50m build time
 Level IV = 32,276 wood 25,820 clay 45,185 iron 38,730 stone, 13h 5m build time
 Level V = 228,980 wood 183,176 clay 320,563 iron 274,768 stone, 2d 44m build time

Military Academy - decreases swordsmen production time. Requires Basic Training research line.
 Level I = 25 wood 20 clay 35 iron 30 stone build cost, 180s build time
 Level II = 245 wood 196 clay 343 iron 294 stone, 30m build time
 Level III = 3,280 wood 2,624 clay 4,592 iron 3,936 stone, 2h 50m build time
 Level IV = 32,276 wood 25,820 clay 45,185 iron 38,730 stone, 13h 5m build time
 Level V = 228,980 wood 183,176 clay 320,563 iron 274,768 stone, 2d 44m build time

Jousting Yard - decreases cavalry production time. Requires Jousting research line.
 Level I = 25 wood 20 clay 35 iron 30 stone build cost, 180s build time
 Level II = 245 wood 196 clay 343 iron 294 stone, 30m build time
 Level III = 3,280 wood 2,624 clay 4,592 iron 3,936 stone, 2h 50m build time
 Level IV = 32,276 wood 25,820 clay 45,185 iron 38,730 stone, 13h 5m build time
 Level V = 228,980 wood 183,176 clay 320,563 iron 274,768 stone, 2d 44m build time

Assembly Yard - decreases siege engine production time. Requires Welding research line.
 Level I = 25 wood 20 clay 35 iron 30 stone build cost, 180s build time
 Level II = 245 wood 196 clay 343 iron 294 stone, 30m build time
 Level III = 3,280 wood 2,624 clay 4,592 iron 3,936 stone, 2h 50m build time
 Level IV = 32,276 wood 25,820 clay 45,185 iron 38,730 stone, 13h 5m build time
 Level V = 228,980 wood 183,176 clay 320,563 iron 274,768 stone, 2d 44m build time

Finishing School - decreases diplomat production time. Requires Etiquette research line.
 Level I = 29 wood 30 clay 28 iron 38 stone build cost, 180s build time
 Level II = 284 wood 294 clay 274 iron 372 stone, 32 m build time
 Level III = 3,805 wood 3,936 clay 3,674 iron 4,986 stone, 3h 17m build time
 Level IV = 37,440 wood 38,730 clay 36,148 iron 49,057 stone, 15h build time
 Level V = 265,618 wood 274,768 clay 256,448 iron 348,032 stone, 2d 5h 40m build time

How Much Will Sovereignty Cost Me?
Claiming Sovereignty on a square has an hourly upkeep cost in research points and gold. It costs the least to claim the squares immediately around your city to a depth of two squares. However, you choose which squares you want to claim--there aren't certain squares that you have to claim.

You will see the research point cost listed on the Resource Summary page and the gold cost listed on the Taxation page in your Castle. The upkeep cost is automatically removed. If you city is no longer able to support the claims (the stored gold or stored research points drop below 0), all Sovereignty claims will automatically start dropping to 0 and will be lost unless re-claimed. (Due to a bug, what actually happens is that you're told that all your claims are immediately lost, but the claims still appear under the Sovereignty menu and on the map. You no longer pay for the claim, but you also no longer get any structure bonuses.)

A square 1 square away (directly N, S, E, or W) of your city will cost:
 Level I: 10 research points & 100 gold per hour
 Level II: 20 research points & 200 gold per hour
 Level III: 30 research points & 300 gold per hour
 Level IV: 40 research points & 400 gold per hour
 Level: V: 50 research points & 500 gold per hour

A square 1.41 away (directly NE, NW, SE, SW) of your city will cost:
 Level I: 14.1 research points & 141 gold per hour
 Level II: 28.2 research points & 282 gold per hour
 Level III: 42.3 research points & 423 gold per hour
 Level IV: 56.4 research points & 564 gold per hour
 Level: V: 70.5 research points & 705 gold per hour

A square 2 away from your city (2 squares directly N, S, E, or W) will cost:
 Level I: 20 research points & 200 gold per hour
 Level II: 40 research points & 400 gold per hour
 Level III: 60 research points & 600 gold per hour
 Level IV: 80 research points & 800 gold per hour
 Level: V: 100 research points & 1000 gold per hour

A square 2.24 away from your city (2 squares away & 1 square to the side) will cost:
 Level I: 22.4 research points & 224 gold per hour
 Level II: 44.8 research points & 448 gold per hour
 Level III: 67.2 research points & 672 gold per hour
 Level IV: 89.6 research points & 896 gold per hour
 Level: V: 112 research points & 1,120 gold per hour

These are the cheapest 20 squares to claim. To get all 20 squares to level V Sovereignty would cost 1,778 research points and 17,780 gold every hour.

If your Library is upgraded to level 20 and you have a 25% tax rate, it produces 1,013 research points per hour. If you have the Allembine Research Discovery (from completing the http://illyriad.honoredsoft.com/wiki/Heroic_Human_Statue" rel="nofollow - Human Statue Mystery ), you will produce an additional 100 research points every hour. So, basically, you can't claim 20 Sovereignty squares up to level V, even if you use this best configuration.

Silent/Steadfast provided this chart of gold costs for the various distances:



Example 1
Let's say that you have no sovereignty currently claimed, but there's a 13 food dolmen square at 6 squares away and one square over (or 6.08 distance). The squares directly around your city are 5 food squares. Is it worth claiming sovereignty that far away for the higher food bonus?

sovereignty structure level x distance x 10 research points or 100 gold = hourly cost

So a level V Farmstead on the 13 food square will give a 13% bonus to your total farmyard production, but it will cost 304 research points and 3040 gold per hour.

If you put a level V Farmstead on a 5 food square 1 square distance away (directly north, south, east, or west) from your city, it costs 50 research points and 500 gold per hour for each. Three of these Farmsteads would give you a 15% bonus to your total farmyard production and will cost a total of 150 research points and 1500 gold per hour. That's a higher total bonus for less than half the hourly cost.

So it'd be better to build on the squares around your city.


Example 2
Let's say that you have sovereignty claimed on all 8 squares directly touching your city and all 4 squares that are 2 squares distance from your city. You can now claim a square 2 out and 1 over (2.24 distance) with 6 food or a square 3 out (3 distance) with a 12 food dolmen. Which is better for the cost?

If you put a level V Farmstead on the 6 food square that is 2.24 square distance away from your city, it costs 112 research points & 1,120 gold per hour for a 6% farmyard production bonus.

If you put a level V Farmstead on the 12 food square that is 3 square distance away from your city, it costs 150 research points & 1,500 gold per hour for a 12% farmyard production bonus.

In this case, the 3 distance square gives more benefit for the cost.


Example 3
You have a 5 farmyard city with each farmyard at level 20, the flourmill at level 20, the 8% Nature's Bounty spell cast on the city, and a 25% tax rate. You're hoping to maximize your population. As I say in my http://forum.illyriad.co.uk/topic2262_post24765.html" rel="nofollow - Sovereignty Made Simple guide, you'll need about a 109.6% bonus from sovereignty to your food output.

Just to make this example easier to understand, we'll assume you can handle the cost of claiming 20 squares with level V Farmsteads on them. If every one of those squares were 5 food (and so gave a 5% bonus), then you'd receive a 100% bonus to your total farmyard production. That's pretty good, but it restricts either your population or your ability to raise your taxes and you can't use your sovereignty for anything else.

What if you had a 15 food dolmen on one of those 20 squares? Then you'd have a 110% bonus to your total farmyard production. You can maximize your population, but your taxes can't be raised.

What if you had a 15 food dolmen and a 17 food dolmen? You'd have a 122% bonus. Now you have some flexibility.

What if you have 10 squares with 5 food, 6 squares with 6 food, and 4 squares with 7 food on them? You'd have a 114% food bonus. Again, you'd have a little bit of flexibility.

Keep in mind that you can't easily raise all 20 squares to level V sovereignty at this time (even if you claim only the cheapest squares) due to lack of enough research points. Raising taxes only decreases your research point production and makes this harder. These examples show that there are several ways to make 5 food cities produce enough food for high populations. But it's either high population or high taxes, not both, and you'll need to claim 20 squares of sovereignty that will almost totally be used for Farmsteads.

In contrast, a 7 farmyard city with each farmyard at level 20, the flourmill at level 20, the 8% Nature's Bounty spell cast on the city, and a 25% tax rate could produce as much food as the above 5 farmyard examples but with only 8 (or less) sovereignty squares with level V Farmyards on them.


What about the Chancery of Estates?
The Chancery of Estates decreases the research point and gold cost of claiming level I Sovereignty by 2% per level--that's 40% at level 20. Two of these buildings would give a 60% decrease if both were at level 20. This building allows you to claim more Sovereignty squares than you could without it. At this time, any squares above the 20 that can take Sovereignty structures are basically only giving you a land claim.

This building can save you gold that can be used for other purposes. It can also allow a player to build slightly higher Sovereignty structures than they might otherwise be able to due to their tax rate (which decreases research points) or the distance of the square claimed.

Normally, the cost of a Sovereignty level I claim on a square that is 1 square distance away would be 10 research points and 100 gold. Level II would be 20 research points and 200 gold, Level III would be 30 research points and 300 gold, Level IV would be 40 research points and 400 gold, and Level V would be 50 research points and 500 gold.

With one Chancery of Estates at level 20, a level I claim at 1 distance would be 6 research points and 60 gold. Level II would be 16 research points and 160 gold, Level III would be 26 research points and 260 gold, Level IV would be 36 research points and 360 gold, and Level V would be 46 research points and 460 gold.


Claiming Sovereignty
To start your sovereignty claim, go to the World Map, click on the square you wish to claim, and select Send Army from the menu. This will take you to the Military Orders page. Your army only needs to be a commander with one army unit under him. For to the army you want to use, select Occupy for the Orders. Select the amount of time you want them to stay there. They only need to be there long enough for you to do the next step (about 10 minutes). Leaving the army there longer does not decrease the amount of time it takes to claim Sovereignty on the square. (Test that for yourself if you doubt me.)

Once the army is Occupying the square, click on the army on the World Map and select Claim Sovereignty from the menu. You will be taken to the Sovereignty page (which is a side button of the City Map menu button).

This page will tell you if another town holds sovereignty on the square or if it's unclaimed. It gives the coordinates and distance of the square, the level already claimed (and the % completed if you are increasing or decreasing your Sovereignty level on the square), claim status (rising, balanced, or decreasing), the total hourly cost in gold and research points to maintain this claim, and the time it will take to complete your sovereignty claim.

Click on the Confirm Claim button. The hourly research point and gold upkeep cost will immediately start being deducted (even before that claim level for the square is complete). You will receive a system mail saying:

Sovereignty claim initiated at -1|-1
Sent By: System
Received By: You
Date: 10/4/2011 4:12:37 PM

You have begun claiming Sovereignty I at this location. This square had no pre-existing Sovereignty Claim. Your claim - if uncontested - will finish on or around 05OCT11 04:12.


To view the information for or interact with your Sovereignty claims, move your mouse over the City Map menu button and click on the Sovereignty side button. It will show a list of your Sovereignty claims by listing the coordinates, Sovereignty level, and structures present.

After you start the claim, the Sovereignty page will show all of the previous information plus the specific Sovereignty bonuses for that square, the upkeep costs for any sovereignty structures on that square, the resource cost to build the various Sovereignty structures, and any hourly upkeep costs for each structure. You can build any building that you have the research completed for. Finally, at the bottom is a Cancel Sovereignty button and the time it will take to lose a level of sovereignty if you no longer want Sovereignty over that square.

When your Sovereignty claim is "Balanced" (which means you've finished claiming that level of Sovereignty and it is neither rising or descreasing), you will also have the option to Claim Sovereignty from this page. It tells you how long it will take to claim that sovereignty, but the number given is twice as long as it will actually take. You must place an Occupying army on the square to claim more sovereignty ("You can only claim Sovereignty on a square at which you have an Army present."). When an Occupying army is present on the square, you will notice that the time to claim sovereignty if half that given when there is no army on the square. The amount of time you leave the army on the square doesn't effect how long it takes to claim it.

You must claim one level of Sovereignty before you can start your claim for the next level of Sovereignty. To claim the next level of Sovereignty, send your army to Occupy the desire square. Once the Occupying army arrives, you can claim sovereignty like before--by going to the World Map and clicking on the army--or by going to your Sovereignty page, selecting the correct Sovereignty claim from the list, and clicking the Claim Sovereignty button.

Once you have a balanced Sovereignty claim on a square, you can select a Sovereignty structure from the list of structures you have researched and click the Build Structure button. This will not take up a building queue in the city but is built separately. You are told that the structure is being built and you will receive a system mail when the structure has been completed. Once the structure is completed, it's bonus will start. In the list of Sovereignty claims, the bar for each claim will list what structure is being built or is on the square and what bonus it will give.

Once a structure is selected and built, you can only increase or decrease the level of that same structure. You can have only one Sovereignty structure on a square, but you have the option to demolish an existing Structure level by level until you reach 0. Then you can build a different structure there. The amount of time it takes to demolish a structure is much less than it takes to build that same level of structure.


Time to Claim Sovereignty
Level I: 12 hours to claim
    1 day to cancel the claim (or 12 hour to cancel if an army is Occupying the square)

Level II: 1 day to claim
    2 days to cancel the claim (or 1 day to cancel if an army is Occupying the square)

Level III: 1 day 12 hours to claim
    3 days to cancel the claim (or 1 day 12 hours to cancel if an army is Occupying the square)

Level IV: 2 days to claim
    4 days to cancel the claim (or 2 days to cancel if an army is Occupying the square)

Level V: 2 days 12 hours to claim
    5 days to cancel the claim (or 2 days 12 hours to cancel if an army is Occupying the square)


Cancelling a Claim or Reducing the Sovereignty Level
Move your mouse over the City Map menu button and click on the Sovereignty side button. Select the desired Sovereignty claim from the list and click on the Cancel Claim button at the bottom. You are taken to a page that says:

You are about to cancel a Sovereign claim over a square. Cancelling Sovereignty will instantly remove the cost of maintaining Sovereignty, as well as any Sovereign Structure bonuses you might be receiving from this square. Sovereignty over this square will continue to fall until you put an Army back on the square and claim Sovereignty again. If you're sure you wish to continue, press the Cancel Claim button below.


If you click the Cancel Claim button, the claim will continue to decrease until all claim is lost unless you put an Occupying army back on the square when it's at the desired level. You must watch to see when the claim reaches the desired level since you won't receive a system mail telling you when a lower level has been reached.

You do not need to first Demolish the structure on that square. I believe it automatically demolishes down a level when the Sovereignty level of the square falls below that of the structure. [If someone knows from experience that I'm incorrect, please inform me so I can fix this information.]


Ways to Claim Sovereignty Claimed by Another Player
If you capture a city using Siege, the Sovereignty for that city should transfer to the new owner of the city. A player can also send his army to Occupy the Sovereignty square of another player and Claim Sovereignty on that square. The army must remain there long enough for the sovereignty level to decrease to 0 for the other player, then the claim for the current player starts to rise and the army may be removed.


But That Square Over There Has a Bonus....Surely....
I've seen many players claiming sovereignty on far away squares simply because those squares have a bonus, so I thought I'd add a section with cost/benefit charts.

You can build any sovereignty structure on any sovereignty square (as long as you have the research for it done and you have less than 20 sovereignty structures already built). For sovereignty structures that give a bonus to production rates, if a special bonus isn't mentioned, then the square gives you a 5% production speed bonus per sovereignty structure level.

If the desired square is: 1 square away
Then the cost in gold per 1% benefit given is: 20 gold per 1% benefit

So, for the squares that give a 5% bonus per sovereignty building level: 
1 square away =  20 gold
1 square away and 1 over =  28.2 gold
2 squares away =  40 gold
2 square away and 1 over =  44.8 gold
2 square away and 2 over =  56.6 gold
3 squares away =  60 gold
3 square away and 1 over =  63.2 gold
3 square away and 2 over =  72.2 gold
3 square away and 3 over =  84.8 gold
4 squares away =  80 gold


Some squares give a 6% bonus per level of the sovereignty building for a specific type of sovereignty structure.  (These terrains are: Fertile ground, Alluvial plain, Fertile orchard, Light woods, Mountains, Forested hilltop, Heavy Clay Seam, Exposed Clay, Stony ground, Lonely peaks, Scrubland, Tundra, Clearing, Moor, Open Plains, and Wooded Quarry.)

So, for the squares that give a 6% bonus per sovereignty building level: 
1 square away =  16.67 gold
1 square away and 1 over =  23.5 gold
2 squares away =  33.33 gold
2 square away and 1 over =  37.33 gold
2 square away and 2 over =  47.17 gold
3 squares away =  50 gold
3 square away and 1 over =  52.67 gold
3 square away and 2 over =  60.17 gold
3 square away and 3 over =  70.67 gold
4 squares away =  66.67 gold

So the cost per benefit charts show that it isn't worth claiming a 6% bonus square at a greater than 2 squares away and 1 over distance instead of a square that's less than that distance with no special bonus for that structure.


Some squares give a 7% bonus per level of the sovereignty building  for a specific type of sovereignty structure.  (These terrains are: Treacherous mountains, Abundant Clay, Turned Clay, Bleak mountains, Wooded Glade, Dense Forest, Rich quarry, Fertile pasture, and Landslip.)

So, for the squares that give a 7% bonus per sovereignty building level: 
1 square away =  14.29 gold
1 square away and 1 over =  20.14 gold
2 squares away =  28.57 gold
2 square away and 1 over =  32 gold
2 square away and 2 over = 40.43  gold
3 squares away =  42.86 gold
3 square away and 1 over =  45.14 gold
3 square away and 2 over =  51.57 gold
3 square away and 3 over =  60.57 gold
4 squares away =  57.14 gold

So the cost per benefit charts show that it isn't worth claiming a 7% bonus square at a greater than 3 squares away distance instead of a square that's less than that distance with no special bonus for that structure.


Some squares give a 8% bonus  per level of the sovereignty building for a specific type of sovereignty structure. (These terrains are: Rocky Outcrop, Bountiful Land, Abundant Crops, Rich Clay Seam, Wooded Land, Sharp Crags, Thick Forest, Clay Seam, Craggy Peaks, and Abundant Quarry.)

So, for the squares that give a 8% bonus per sovereignty building level: 
1 square away =  12.5 gold
1 square away and 1 over =  17.63 gold
2 squares away =  25 gold
2 square away and 1 over =  28 gold
2 square away and 2 over =  35.38 gold
3 squares away =  37.5 gold
3 square away and 1 over =  39.5 gold
3 square away and 2 over =  45.13 gold
3 square away and 3 over =  53 gold
4 squares away =  50 gold

So the cost per benefit charts show that it isn't worth claiming a 8% bonus square at a greater than 3 squares away and 1 over distance instead of a square that's less than that distance with no special bonus for that structure.

How to use the cost-benefit charts: Build on the most cost-efficient squares and then on the next most cost-efficient squares and so on. It works out in the above charts that it will be most cost-efficient to build on the four squares that are 1 square distance from your city first. But then--if you plan to build the structure with the special bonus--an 8% bonus square that's 2 squares distance is better to claim next (at 25 gold per 1% benefit) than a 5% bonus square that's 1 square away and 1 over (at 28.2 gold per 1% benefit). Otherwise, you'd claim the 1 square away and 1 over square next.

To put it another way, if you wish to claim an 8% bonus square that's 3 squares away and 1 over, it'll cost you 158 research points and 1580 gold per hour to have a level V sovereignty and the 40% bonus from the square. If you built this structure on two general 5% bonus squares that are 1 distance from your city, you'd get a total of a 50% bonus for 100 research points and 1,000 gold. So more benefit for less cost. If you built this structure on one general 5% bonus square that is 2 squares away and 1 over distance from your city, you'd get a 25% bonus for 112 research points and 1,120 gold. So it'd cost less per benefit to build that structure on the specialized square that's 3 squares away and 1 over.

Of course, usually you're not going to build production-boosting structures on all of your sovereignty squares since they also have an hourly cost in wood, clay, iron, and stone. The above mainly just shows that it is not cost effective to build production-boosting buildings on squares further away than 3 squares away and 1 over--even if those distant squares have high bonuses.


What about for sovereignty structures that boost basic resource output? If the square says 13 under the food, for example, then it gives a 13% bonus to farmyard output if a level V farmstead is built on it. Here are some sample gold cost per 1% benefit charts:

For squares that give a 5% bonus per level V sovereignty building:
1 square away =  100 gold
1 square away and 1 over =  141 gold
2 squares away =  200 gold
2 square away and 1 over =  224 gold
2 square away and 2 over =  283 gold

For squares that give a 6% bonus per level V sovereignty building:
1 square away =  83.33 gold
1 square away and 1 over =  117.5 gold
2 squares away =  166.67 gold
2 square away and 1 over =  186.67 gold
2 square away and 2 over =  235.83 gold

For squares that give a 7% bonus per level V sovereignty building:
1 square away =  71.43 gold
1 square away and 1 over =  100.71 gold
2 squares away =  142.86 gold
2 square away and 1 over =  160 gold
2 square away and 2 over =  202.14 gold
3 squares away =  214.29 gold
3 square away and 1 over =  225.71 gold

So you should claim sovereignty on a 21 food square that's 9 squares away (cost of 214.29 gold per 1% benefit)? As previously mentioned, you'd want to build on all the "cheaper" squares first, which means all the squares up to 2 squares distance away, then any 6% or 7% bonus squares that are 2 squares away and 1 square over. And then any 7% bonus squares that are 2 squares away and 2 over or 3 squares away.

To put it another way, to claim level V sovereignty on that 21 food square that's 9 squares away, it'd cost you 450 research and 4,500 gold per hour. Compare that to four 5 food squares that are 1 square distance away, which would give you a total bonus of 20% for a total hourly cost of 200 research points and 2000 gold. Or compare it to four 5 food squares that are 2 square distance away,  which would give you a total bonus of 20% for  a total hourly cost of 400 research points and 4,000 gold.

As you can see, you can usually claim several closer squares for less cost and the same benefit as one very high benefit square that's far away. If you really want that high-bonus square as sovereignty, settle close to it so you can actually benefit from it.

In general, I'd suggest not claiming sovereignty further than 4 squares away from your city even when the bonus looks wonderful. Once you've claimed all the more cost-efficient squares first, you probably don't have enough research points left to claim a square further away than that, anyway.


Information for this Guide came from personal experience, help from my wonderful VIC alliance mates, and the information provided by the developers and http://forum.illyriad.co.uk/a-guide-to-sovereignty_topic1939.html" rel="nofollow - compiled by Manannan . Special thanks to my alliance mates.



Replies:
Posted By: The_Dude
Date Posted: 25 Oct 2011 at 03:39
WOW!

Ok, this will take me a few weeks to digest.

Most impressive, MZ.  I know this will be a long lasting player tool.

TD


Posted By: GreatDane
Date Posted: 25 Oct 2011 at 04:29

You have done wonders, once again.

Thank you, this will greatly help me and every player in Illyriad.

I salute you.



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If


Posted By: Gilthoniel
Date Posted: 25 Oct 2011 at 10:41

I promise never to ask anyone a question about sovereignty ever again Smile



Posted By: Mara Zira
Date Posted: 25 Oct 2011 at 17:46
Thank you TD, GreatDane, and Gilthoniel. I'm always glad to know that people find my guides helpful.  Smile


Posted By: Ector
Date Posted: 26 Oct 2011 at 07:43
  --- Removed to attract somebody's attention :)


Posted By: Ector
Date Posted: 26 Oct 2011 at 07:51
Quote With one Chancery of Estates at level 20, a level I claim at 1 distance would be 6 research points and 60 gold. Level II would be 16 research points and 160 gold, Level III would be 26 research points and 260 gold, Level IV would be 36 research points and 360 gold, and Level V would be 46 research points and 460 gold.
I'm a bit confused here... Does the Chancery reduce the cost of higher level claims, or only the first level?


Posted By: Rill
Date Posted: 26 Oct 2011 at 07:59
It reduces the cost of the first level, and that "savings" carries over into the TOTAL cost of each additional level.  Think of sov as a stack of shoeboxes.  Each shoebox costs 100 gold and 10 rp.  The Chancery reduces the cost of the first "shoebox" by up to 40% (regardless of how many shoeboxes you buy) but does not affect any of the other shoeboxes in the stack.

so Level 1 Sov = 60% of level 1 sov cost (instead of 100%)
Level 2 sov = 160% of level 1 sov cost (instead of 200%)
Level 3 sov = 260% of level 1 sov cost (instead of 300%)

and so on


Posted By: Ector
Date Posted: 26 Oct 2011 at 10:01
Will anybody discuss which squares are the best for claiming Souvereignty or generally about the claiming strategy? Yes, I know about the Food 20 squares or close, but what else?
I'm a new player, and it's VERY important for me to know where is the "bottleneck" in the army building? What's better - the resource bonus (like +20% iron), +40% to Plate armor production or +35% to infantry production? Or I should build an empire with all bonuses for the chain (resources, weapon/armor and infantry/cavalry/diplo)?


Posted By: Mara Zira
Date Posted: 26 Oct 2011 at 21:25
Ector, I think no one discusses it because this is an area where playstyles determine what is valuable to the player. For example, if you're a human who wants a big knight army, then sov that have bonuses for knight production or the production of equipment needed to produce knights would be valuable.If you want to be a merchant, finding sov that speed up production of high-price items on the market would be valuable. If you plan on putting 3 advanced buildings in that all have a high hourly cost in clay, for example, then a square with a high clay bonus would be useful.

The bottleneck in army building... Hmm. Well, when you start building an army, the bottleneck is usually in producing enough of the advanced goods. At little later, it's usually in having enough gold to sustain the army. If you're being attacked and you have a stockpile of the needed equipment, then it would be in the production time. This is why it's nice you can change structures on the sov squares.

Does that help?


Posted By: Ector
Date Posted: 27 Oct 2011 at 10:35
Quote Ector, I think no one discusses it because this is an area where playstyles determine what is valuable to the player. For example, if you're a human who wants a big knight army, then sov that have bonuses for knight production or the production of equipment needed to produce knights would be valuable.If you want to be a merchant, finding sov that speed up production of high-price items on the market would be valuable. If you plan on putting 3 advanced buildings in that all have a high hourly cost in clay, for example, then a square with a high clay bonus would be useful.
The thing I've asked for is the list of the playing strategies and the corresponding souvereignty sites. Especially, how good is resource gathering bonus (20% max) compared to equipment bonus (40% max) and army building bonus (35% max)? Is it good to claim, say, two Cavalry bonuses, and no Horses bonus?


Posted By: Kilotov of DokGthung
Date Posted: 27 Oct 2011 at 16:04
Originally posted by Ector Ector wrote:

Quote Ector, I think no one discusses it because this is an area where playstyles determine what is valuable to the player. For example, if you're a human who wants a big knight army, then sov that have bonuses for knight production or the production of equipment needed to produce knights would be valuable.If you want to be a merchant, finding sov that speed up production of high-price items on the market would be valuable. If you plan on putting 3 advanced buildings in that all have a high hourly cost in clay, for example, then a square with a high clay bonus would be useful.
The thing I've asked for is the list of the playing strategies and the corresponding souvereignty sites. Especially, how good is resource gathering bonus (20% max) compared to equipment bonus (40% max) and army building bonus (35% max)? Is it good to claim, say, two Cavalry bonuses, and no Horses bonus?

if you have big horse supply from other towns, why not?
still, depends on what race you are, so you can focus on yer prime weapons, your tier units


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my words on this forum are from me alone.
DLords official words only come from HighKing Belargyle


Posted By: Sloter
Date Posted: 27 Oct 2011 at 20:07
There are way to many options Ector, i doubt that someone can make list of all.Not to mention that many change their sovs very often depending on number of troop they hold at given moment.For exmpl when you lost all troops you can afford to lower taxes and change sovs to speed up training and advance res production to avoid runing low on weapons, and when you are maxed out with troops you use sovs to get more grain so you can increase taxes.Also if you have military buildings for lowering troop upkeep you will have to use more sovs for basic res production (not just grain)

Ector i see that you have some 300 pop, you will learn in time what is best depending on your cities location and troops you want to make in each city.Basicly your needs that will vary during the game will determent what will you use your sovs for, there is no way of knowing that in advance.


Posted By: Zork2012
Date Posted: 27 Oct 2011 at 20:27
i have had many lv 2 or lv 3 sov squares, when at war I have made almost all of them quicken the production of military unit, usually cav, so I can replace troops quickly, but once the fighting slows down, i can quickly change those sov squares to speed up production of the equipment I need to make troops. Once I have a huge stockpile, I can again change the sov to work on resources or diplos or whatever.
lv 3 sov can be demolished and rebuilt in a short amount of time. Even with no production bonus added all sov gives a +5% production bonus for things other than resources.


Posted By: Ector
Date Posted: 27 Oct 2011 at 22:15
Quote still, depends on what race you are, so you can focus on yer prime weapons, your tier units
Well, I'm a dwarf as I've told you :) Which units are "tier" for us, and what weapons do they require?


Posted By: Ector
Date Posted: 27 Oct 2011 at 22:22
Quote Ector i see that you have some 300 pop, you will learn in time what is best depending on your cities location and troops you want to make in each city.
Sloter, I'm not going to build some cities at bad locations and then "learn in time" that they are bad.
I want to build my cities in the best places possible, and thus I'm trying to determine which places are the best. I'm a dwarf, and I know that I will go to war eventually, though I like trading too. Which souvereignty squares should I seek for?

Unfortunately, nobody answered still: how good are resource bonuses compared to equipment bonuses and troops production bonuses?


Posted By: Sloter
Date Posted: 27 Oct 2011 at 22:46
In perfect situation you would have cities in some biome, like jungle for exmpl, so you will have extra bonus for troops.You would have city on 7 farm square and good food sovs around you, also you would be surrounded by wooded terrain (or jungle) where your dwarf infantry+biome bonus will give good def and off against any siege.In same time your city on 7 farm city will allow you to train larger amount of troops cos you will have large gold income.

As for res bonus versus equipment i will give you answer in spirit of your question, res bonus is best one when you are low on res, quipment onus is best when you are low on equipment, troop training bonus is best when you are low on troops

On 7 farm cities you would have atleast 3 building of same type that would lower your troop upkeep, i presume that building for infantry uses more iron?So when you make many infantry units for exmpl you would use some sovs to increase your iron production (also try to settle on 7 farm that does not have low iron production, if i am right about iron usage for infantry military buildings)

Just my opinion,maybe some dwarf will give more precise info...Why you bother playing the game if you want all questions answered :) you just want to skip to the part of having good army?


Posted By: Ector
Date Posted: 28 Oct 2011 at 00:55
Quote In perfect situation you would have cities in some biome, like jungle for exmpl, so you will have extra bonus for troops.You would have city on 7 farm square and good food sovs around you, also you would be surrounded by wooded terrain (or jungle) where your dwarf infantry+biome bonus will give good def and off against any siege.
But if my enemy knows about my biome bonus, wouldn't he choose to siege from the plains? It's almost impossible to find a 7-food square completely surrounded by forests. I've found an open place with good Cavalry production bonuses and no forests/hills around. Wouldn't it be better to build a town there and attack any besiegers with my cavalry? I don't know how good is the dwarven cavalry though...


Quote Why you bother playing the game if you want all questions answered :) you just want to skip to the part of having good army?
I don't want "all questions answered". I just want to avoid mistakes that would be very difficult to fix. If my cities are at the right places, everything else can be fixed more or less easily.


Posted By: Anjire
Date Posted: 28 Oct 2011 at 01:14
The jungle biome bonus will more than likely cover the plains sector 

example of a plains square with jungle biome
http://uk1.illyriad.co.uk/#/World/Map/-762/-356/4" rel="nofollow - http://uk1.illyriad.co.uk/#/World/Map/-762/-356/4

I have not seen an arctic or desert biome square that is particular habitable in the same manner that a jungle biome square can be.


Posted By: Zork2012
Date Posted: 28 Oct 2011 at 01:17
Dwarfs are best with sword, your first sword troop should be made with a sword and a beer. these are your cheepest troops to produce, Elves have archers with a bow and a beer and Orcs have spearmen with a spear and a beer. Humans have cavalry with horse saddle and a beer.


Posted By: Mara Zira
Date Posted: 11 Jan 2012 at 02:48
I updated the guide to add Example 1, Example 2, and Example 3 and the section titled "But That Square Over There Has a Bonus....Surely...." This post is just to let people know that new material has been added.


Posted By: Marquesta
Date Posted: 09 Apr 2012 at 20:35
>Ways to Claim Sovereignty Claimed by Another Player
If you capture a city using Siege, the Sovereignty for that city should transfer to the new owner of the city.

This didn't happen when I sieged and captured a city. I was notified at the capture, that all sov claims were reduced and lost. There was a glitch that caused it to say that I still had sov but it didn't reflect in the production page. I had to start the claims over at lvl 1. 

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~~Marquesta
Whether tis nobler in the mind to suffer the slings and arrows of outrageous fortune, or to take arms against a sea of troubles, and by opposing, end them...


Posted By: dunnoob
Date Posted: 05 Jun 2012 at 05:33
Originally posted by Marquesta Marquesta wrote:

> all sov claims were reduced and lost
Was there any gold left after you reduced the captured town to a quarter of its initial population?  If all research points are always lost this could be an unintended side-effect of the http://forum.illyriad.co.uk/09dec11-release-notes-apopalypse-now_topic2924.html" rel="nofollow - 2011-12-09  release; no research points => no sovereignty.Question


Posted By: Rill
Date Posted: 05 Jun 2012 at 06:02
All sovereignty claims owned by a city are forfeited when the city is captured by another player.  This mechanic was having some glitches for a while (still showed the sov as active but did not give sov benefits or charge sov costs), but I believe it is working now.

Mana and research points are reset to 0 when a city is captured, but the library will continue to generate research points (if you did not completely demolish the library).  So in many cases the city COULD continue to support one or more sovereignty squares, but as mentioned all sovereignty is canceled when the city is captured.


Posted By: Nyth
Date Posted: 05 Jun 2012 at 09:42
I very stoopidly lost sight of the amount of gold I had at a town while arranging an exodus at another, and lost the sov at it.  I have reclaimed two of the spots I had, but one was a Level V and I can see no way to reclaim it.  There is no option to do anything but demolish the structure.. but I cannot see how that will let me reclaim the square?  Any help would be much appreciated!
Nyth


Posted By: The_Dude
Date Posted: 05 Jun 2012 at 16:31
Originally posted by Nyth Nyth wrote:

I very stoopidly lost sight of the amount of gold I had at a town while arranging an exodus at another, and lost the sov at it.  I have reclaimed two of the spots I had, but one was a Level V and I can see no way to reclaim it.  There is no option to do anything but demolish the structure.. but I cannot see how that will let me reclaim the square?  Any help would be much appreciated!
Nyth
Send your army to the Sov sq and initiate a Sov Claim as usual.  I had the same situation and my level 5 Sov was immediately restored.  However, I did act quickly so time might be working against you.


Posted By: Nyth
Date Posted: 05 Jun 2012 at 23:02
Thank you TD - but I did that but couldn't reclaim the square.... the option is just not there on the list.  It was for the other two...... 


Posted By: Nyth
Date Posted: 05 Jun 2012 at 23:04
Originally posted by Nyth Nyth wrote:

Thank you TD - but I did that but couldn't reclaim the square.... the option is just not there on the list.  It was for the other two...... 


I just tried again, and the option was there this time........ how strange... it definitely wasnt before.... honest!!!
thanks TD again :)


Posted By: ibwebb
Date Posted: 15 Jul 2013 at 05:35
WOW and THANK YOU! This is a wonderful tool and I have it bookmarked to reference! 

ibwebb


Posted By: st aug
Date Posted: 15 Jul 2013 at 20:27
Very nice job and very well done. This post will help a lot of people. Thank you.


Posted By: Llyr
Date Posted: 23 Jul 2013 at 16:48
Originally posted by Mara Zira Mara Zira wrote:

To start your sovereignty claim, go to the World Map, click on the square you wish to claim, and select Send Army from the menu. This will take you to the Military Orders page. Your army only needs to be a commander with one army unit under him. For to the army you want to use, select Occupy for the Orders. Select the amount of time you want them to stay there. They only need to be there long enough for you to do the next step (about 10 minutes). Leaving the army there longer does not decrease the amount of time it takes to claim Sovereignty on the square. (Test that for yourself if you doubt me.)

With the recent bug fixes for sovereignty this is no longer the case. Sovereignty claims now take much longer to balance if the army does not stay throughout the entire claim process, which was the original intent.


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http://elgea.illyriad.co.uk/a/p/187558" rel="nofollow">


Posted By: Rill
Date Posted: 24 Jul 2013 at 00:59
Llyr, does it work as documented, with the occupying army reducing time to claim sovereignty by 50%?

Thanks!


Posted By: Llyr
Date Posted: 24 Jul 2013 at 04:04
It appears to Rill; a couple of days ago (after the sov bug fixes were announced) I did some sov claims using the usual trick of only leaving the armies there long enough to push the claim button; when I looked back the balance time was much longer than it used to be. I'm assuming the devs "corrected" the "bug" that actually worked in our favour.

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http://elgea.illyriad.co.uk/a/p/187558" rel="nofollow">


Posted By: Llyr
Date Posted: 24 Jul 2013 at 18:53
Originally posted by Llyr Llyr wrote:

With the recent bug fixes for sovereignty this is no longer the case. Sovereignty claims now take much longer to balance if the army does not stay throughout the entire claim process, which was the original intent.

STUPIDITY ALERT! It turns out I was mistaken; the times are still the same regardless of whether the army stays or not. WARNING: Do not play this game while sober, you start to imagine things.


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http://elgea.illyriad.co.uk/a/p/187558" rel="nofollow">


Posted By: AmosCB
Date Posted: 31 Mar 2014 at 21:29
  Wow  17 pages copied to MS word 7 Big smile.   This will take a bit more time to view let alone comprehend  Smile
Love your details (the few I read, so far)   and will be moving toward claiming sov soon LOL

Thank You!   this might stretch my little mind a bit more Big smile  to bad I'm Sleepy tis Embarrassed
 but i am what I am LOL


Posted By: juliaroberts2403
Date Posted: 30 Sep 2016 at 11:01
Good guide. This is helpful, Thanks !



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