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Territory Siege: Difference between revisions

From Per Regna
Created page with "'''Territory Siege''' turns system conquest into a '''two-phase campaign''' instead of a single raid. An alliance must '''Contest''' a system, wait through a random timer, then win a '''Takeover''' fight in a short Vulnerable window before ownership changes hands.<blockquote>Requires the '''Territory Siege''' feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have '''System Conquering''' and use '''FCS''' (Fleet Coordinat..."
 
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'''Territory Siege''' turns system conquest into a '''two-phase campaign''' instead of a single raid. An alliance must '''Contest''' a system, wait through a random timer, then win a '''Takeover''' fight in a short Vulnerable window before ownership changes hands.<blockquote>Requires the '''Territory Siege''' feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have '''System Conquering''' and use '''FCS''' (Fleet Coordination System) for system-center assaults. See Alliances → Territorial control.</blockquote>
'''Territory Siege''' turns system conquest into a '''multi-stage campaign''' instead of a single raid. An alliance must clear '''stages''' at the system center: the opening Contest has no wait, then each later stage opens a short Vulnerable window after a reinforcement gap. Ownership changes only on the '''final''' stage.<blockquote>Requires the '''Territory Siege''' feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have '''System Conquering''' and use '''FCS''' (Fleet Coordination System) for system-center assaults. See Alliances → Territorial control.
 
Bastions, doctrines, connected territory, and the caps referenced below live on the Alliance Territory page.</blockquote>


== Contents ==
== Contents ==
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* Why sieges exist
* Why sieges exist
* The flow
* The flow
* Timers
* Stages by target
* Contest (Phase 1)
* Timers & defence window
* Vulnerable window (Phase 2)
* How long a campaign takes
* Contest (stage 1)
* Vulnerable windows (stages 2+)
* Takeover success
* Takeover success
* Bastion clusters
* Defending
* Defending
* Economy while Contested
* Economy while Contested
Line 24: Line 29:


* Giving both sides '''notice''' before ownership changes
* Giving both sides '''notice''' before ownership changes
* Using a '''random''' Contested timer (no defender-picked “Defense Hour”) so alliances cannot permanently timezone-tank each other
* Scheduling later stages around the '''defender’s alliance defence window''' (EVE-style), so attackers adapt to the holder’s timezone
* Softening hull loss through the '''Ship Graveyard''' with phase-specific debris rates
* Softening hull loss through the '''Ship Graveyard''' with phase-specific debris rates


== The flow ==
== The flow ==
  <code>Neutral or Held Division
  <code>Neutral / Division / Bastion child    Bastion root
         │
         │                                   
         │  FCS Contest win
         │  FCS Contest (stage 1)            │  FCS Contest (stage 1)
         ▼
         ▼                                   
     Contested ──(random 20–28h)──► Vulnerable (2h)
     Contested ──(≥24h + defence window)──► Vulnerable (2h)
         │                              
         │                                  
         │                               ├─ Contester FCS win → ownership flips
         │ FCS stage 2                      │  FCS stage 2 Contested again
                                      ├─ Contester loses / blocked → defenders keep it
        ▼                                    ▼
                                      └─ Window ends with no Takeover → defenders keep it
    ownership flips                     Contested ──(≥24h + window)──► Vulnerable
        │
                                                               
                                                                FCS stage 3
                                                                ▼
                                                          ownership flips
                                                                (whole cluster)
         └── Headquarters cannot be sieged</code>
         └── Headquarters cannot be sieged</code>
Ownership '''never''' changes on Contest — only on a successful '''Takeover''' inside the Vulnerable window.
Ownership '''never''' changes on Contest or on intermediate Bastion stages — only on the '''final''' Vulnerable clear.
 
== Stages by target ==
{| class="wikitable"
!Target
!Stages
!Scheduled waits
|-
|Neutral system / Division / Bastion '''child'''
|'''2'''
|'''1'''
|-
|Bastion '''root'''
|'''3'''
|'''2'''
|}
Stage 1 is the opening Contest attack (no wait). Stages 2+ each have a Vulnerable window.
 
== Timers & defence window ==
After a stage is cleared, the next Vulnerable window is scheduled as:
 
# Wait at least '''<code>minReinforcementGapHours</code>''' (default '''24h''')
# Take the defender’s next '''8-hour defence window''' that '''starts''' at or after that point (alliance-wide start hour UTC, default '''17:00''')
# Place a random '''2-hour''' strike slot inside that envelope
 
The window must start ''after'' the gap — a window already half-elapsed when the gap runs out is skipped, so the defender always gets their full envelope of warning. Each wait therefore spans '''24–54 hours''', expected ≈ '''39h'''.
 
For example, with a 17:00 UTC window and a stage cleared at 20:00: the next day's window has already opened by the time the 24h gap elapses, so the slot lands in the following day's window — '''45–51h''' after the clear.
 
'''Defence window rules:'''
 
* Only the '''start hour''' is player-chosen (deputy/leader); length is fixed at 8h
* '''168h''' cooldown between changes; '''blocked''' while the alliance has any open siege (attacking or defending)
* If '''no''' alliance member has been active within '''7 days''', the defence-window benefit is skipped and the 2h slot opens as soon as the gap elapses
 
Attackers may land the FCS '''anytime''' in the 2h Vulnerable window. You do '''not''' need to sit and DPS for two hours — Regna resolves one battle when the fleet arrives.
 
'''Why the defender picks the hour.''' Making attackers adapt to the holder’s clock is the point. Fixing timers relative to the attack is what produces timezone tanking — hitting sleeping alliances on purpose — and fully randomising the window does not fix that either: it re-creates the same unfairness with the blame moved to chance, while making defensive organisation harder. Randomising only the 2h slot inside a known 8h envelope keeps attacks unpredictable without making them unanswerable.


== Timers ==
== How long a campaign takes ==
{| class="wikitable"
{| class="wikitable"
!Phase
!
!Duration
!Division / child (1 wait)
!Who chooses it?
!Bastion root (2 waits)
|-
|Best case
|1.0 day
|'''2.0 days'''
|-
|-
|'''Contested'''
|Expected
|Random '''20–28 hours''' after Contest
|1.6 days
|Nobody — rolled when Contest succeeds
|'''3.25 days'''
|-
|-
|'''Vulnerable'''
|Worst case
|Exactly '''2 hours'''
|2.25 days
|Starts when Contested ends
|'''4.5 days'''
|}
|}
Attackers may land the Takeover FCS '''anytime''' in those 2 hours. You do '''not''' need to sit and DPS for two hours — Regna resolves one battle when the fleet arrives.
There is '''no campaign timer''' and no cross-stage retry: you either clear each stage inside its own 2h window or the whole siege ends. Multiple attack waves ''within'' a window are fine. Both sides are mailed when a stage is cleared, when the next window is scheduled, and when it opens.


== Contest (Phase 1) ==
== Contest (stage 1) ==


# Scout the system center / rival Division center.
# Scout the Stellar Nexus / rival Division or Bastion center.
# Launch a '''coordinated FCS''' attack on the system center.
# Launch a '''coordinated FCS''' attack on the system center.
# On victory (and if gates pass), the system becomes '''Contested'''.
# On victory (and if gates pass), the system becomes '''Contested''' and stage 1 is cleared.


'''Contest does not:'''
'''Contest does not:'''
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* Raze alliance buildings
* Raze alliance buildings


'''Gates (high level):''' active alliance, System Conquering + Territory Siege enabled, not your own system, not an HQ, not NAP/Ally with the holder, under territory hold cap, system not already sieged / not in re-contest cooldown, and your alliance has fewer than '''5''' open Contests.
'''Gates (high level):''' active alliance, System Conquering + Territory Siege enabled, not your own system, not an HQ, not NAP/Ally with the holder, under territory hold cap (cluster-aware for Bastion roots), not over Bastion '''archetype''' instance cap when Contesting another root of that type, system not already sieged / not in re-contest cooldown, and your alliance has fewer than '''5''' open Contests.


Only the alliance that Contested the system may later finish the Takeover.
Only the alliance that Contested the system may clear later stages.


== Vulnerable window (Phase 2) ==
== Vulnerable windows (stages 2+) ==
When Contested ends, the system becomes '''Vulnerable''' for '''2 hours'''.
When Contested ends, the system becomes '''Vulnerable''' for '''2 hours'''.


* The '''contester''' must win another FCS fight at the system center during that window to take ownership.
* The '''contester''' must win another FCS fight at the system center during that window.
* If they lose, hit a gate failure (e.g. territory cap), or never show up, the siege resolves as '''defended''' / '''expired''' and the holder keeps the system (with cooldown).
* On a '''Division / child / neutral''': that clears the final stage → ownership flips.
 
* On a '''Bastion root''': the first Vulnerable clear advances to the next Contested wait; the '''second''' Vulnerable clear takes the cluster.
Station Guardians and alliance defenses matter most here the battle is a snapshot of whoever is stationed (plus garrison and turrets) when the attackers arrive.
* If they lose, hit a gate failure (e.g. territory cap) on the final stage, or never show up, the siege resolves as '''defended''' / '''expired''' and the holder keeps the system (with cooldown). Failing any stage ends the whole campaign there is no cross-stage retry.


== Takeover success ==
== Takeover success ==
On a successful Takeover:
On a successful '''final''' Takeover:


* Ownership transfers to the contester (same HQ / Division rules as before).
* Ownership transfers to the contester.
* Center military and resources are cleared as on conquest.
* Center military and resources are cleared as on conquest.
* For a '''PvP''' take of a held Division: buildings take a '''level penalty''' (see below) instead of a full raze when Territory Siege is on.
* For a '''PvP''' take of a held system: buildings take a '''level penalty''' (see below) instead of a full raze when Territory Siege is on.
* The usual '''2-day''' grace to build Headquarters / Division Center still applies after a real conquest.
* The usual '''2-day''' grace to build Headquarters / Division Center / Bastion main still applies after a real conquest of an unanchored system.
* Harvest / survey / pool income returns to normal once the siege is resolved.
* Harvest / survey / pool income returns to normal once the siege is resolved.
== Bastion clusters ==
* Capturing a '''Bastion root''' transfers the '''entire cluster''' (root + all attached child Divisions), keeping archetype, doctrine, parent links, and buildings (subject to the penalty).
* Capturing a '''child Division alone''' transfers only that system; it becomes an unattached Division (<code>parent</code> cleared). It may auto-join the conqueror’s HQ blob if adjacent, or need a manual attach to a Bastion.
* Open sieges elsewhere in the cluster are '''cancelled''' when the root changes hands (or when the cluster is abandoned).
* A stunned Embassy captured by another alliance becomes a '''clean, active''' Embassy for the conqueror.


== Defending ==
== Defending ==
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|-
|-
|'''Station Guardians'''
|'''Station Guardians'''
|Park fleets on the system center before the Vulnerable window; they fight in the Takeover battle and earn harvest security cuts in peacetime
|Park fleets on the system center before Vulnerable windows; they fight in stage battles and earn harvest security cuts in peacetime
|-
|-
|'''Defense Yard turrets'''
|'''Defense Yard turrets'''
|Cheap regenerating layer; participate in combat and partially auto-repair
|Cheap regenerating layer; participate in combat and partially auto-repair
|-
|'''Fortress doctrine'''
|The '''strongest''' adjacent Fortress projects '''50%''' of its held defence into the fight — borrowed, never consumed from the projecting colony, and never costing the defender more units than it owns (details)
|-
|-
|'''Alliance research'''
|'''Alliance research'''
|Armor / shields / weapons / garrison capacity strengthen defenses
|Armor / shields / weapons / garrison capacity strengthen defenses
|-
|'''Defence window'''
|Set your alliance’s UTC start hour so Vulnerable slots fall in your waking hours
|}
|}
When Contested mail arrives: form Guardians, refresh station durations, and watch the countdown on the galaxy map, system details, Alliance Systems list, and HQ/Division building modal.
When Contested mail arrives: form Guardians, refresh station durations, and watch the countdown on the galaxy map, system details, Alliance Systems list, and HQ/Division/Bastion building modal.


== Economy while Contested ==
== Economy while Contested ==
Line 123: Line 187:
!Graveyard buyback
!Graveyard buyback
|-
|-
|Contest
|Contest / intermediate stage
|'''~15%'''
|'''~15%'''
|'''~85%'''
|'''~85%'''
|-
|-
|Takeover
|Final Takeover stage
|'''~30%'''
|'''~30%'''
|'''~70%'''
|'''~70%'''
Line 134: Line 198:


== Building penalty ==
== Building penalty ==
When Territory Siege is on and you successfully Take over a '''held''' Division:
When Territory Siege is on and you successfully Take over a '''held''' system:


* Each alliance building on the center loses '''3 levels'''
* Each alliance building on the center loses '''3 levels'''
* If the new level is '''below 4''', the building is '''removed'''
* If the new level is '''below 4''', the building is '''removed''' — '''except''' Headquarters, Division Center, and Bastion mains, which are '''never deleted''' and floor at '''level 1'''
* A main building that was still '''under construction''' (never finished its first level) is '''removed''' instead of being handed over finished — the conqueror does not inherit a main nobody paid for, and the system stays free to anchor again
* If '''your''' alliance lost this system recently and retakes it within '''7 days''', the −3 pass is '''waived''' (you keep buildings as they currently are)
* If '''your''' alliance lost this system recently and retakes it within '''7 days''', the −3 pass is '''waived''' (you keep buildings as they currently are)
Mains are protected because a Bastion whose main was destroyed would have no archetype anchor and children pointing at a parent that no longer exists.


Neutral first takes have no player buildings to penalize. When Territory Siege is '''off''', rival takeovers still use the older full building wipe.
Neutral first takes have no player buildings to penalize. When Territory Siege is '''off''', rival takeovers still use the older full building wipe.
Line 156: Line 223:
|'''Cannot''' be Contested or Taken
|'''Cannot''' be Contested or Taken
|-
|-
|Who can Takeover
|Who can clear later stages
|Only the '''Contester'''
|Only the '''Contester'''
|-
|Bastion archetype cap
|Cannot Contest another root of a type you already hold at cap
|-
|Territory cap on a cluster take
|Checked for the '''whole cluster'''; nets exactly '''+1''' slot
|}
|}
Both caps are checked when a Contest '''starts''', never at the final stage — you should not discover a block after a three-stage campaign. Being at archetype cap still lets you besiege that cluster's '''child''' Divisions.


== Map & UI signals ==
== Map & UI signals ==
Line 172: Line 246:
|-
|-
|Alliance Systems list flags + countdown
|Alliance Systems list flags + countdown
|Per-Division siege status
|Per-system siege status + stage
|-
|-
|HQ / Division Center building modal
|HQ / Division / Bastion building modal
|Live countdown + defend hints
|Live countdown + defend hints
|-
|-
Line 195: Line 269:
!Value
!Value
|-
|-
|Contested duration
|Division stages
|Random 20–28h
|2 (1 wait)
|-
|-
|Vulnerable window
|Bastion root stages
|2h
|3 (2 waits)
|-
|Min reinforcement gap
|24h (12h is the approved shorter fallback)
|-
|Defence window
|8h envelope; start hour alliance-chosen (default 17 UTC)
|-
|Defence window change
|Deputy+; '''168h''' cooldown; blocked during any open siege
|-
|Vulnerable strike slot
|Random 2h inside the envelope
|-
|Span per wait
|24–54h (expected ≈ 39h)
|-
|Total campaign
|Division ≈ 1.6d · Bastion ≈ 3.25d
|-
|-
|Max open Contests
|Max open Contests
Line 213: Line 305:
|~15% / ~85%
|~15% / ~85%
|-
|-
|Takeover debris / Graveyard
|Final Takeover debris / Graveyard
|~30% / ~70%
|~30% / ~70%
|-
|-
|Building penalty
|Building penalty
|−3 levels; remove if < 4
|−3 levels; remove if < 4 (mains floor at 1)
|-
|-
|Previous-owner waiver
|Previous-owner waiver
|7 days
|7 days
|-
|Feature flag
|<code>systemSiege</code> (with system conquering); Bastion tiers additionally need <code>allianceTerritory</code>
|}
|}


== Related ==
== Related ==


* [[Alliances]] — territory, HQ/Divisions, harvest, diplomacy
* [[Alliance Territory]] — Bastions, doctrines, connected territory, caps, territory effects
* [[Alliances]] — territory, HQ/Divisions/Bastions, harvest, diplomacy
* [[Player Classes]] — FCS and harvest/survey class bonuses
* [[Player Classes]] — FCS and harvest/survey class bonuses
* [[Resource Protection]] — general PvP loot context
* [[Resource Protection]] — general PvP loot context
* In-game: '''Settings → Quick Guides → Alliance Territorial Control'''
* In-game: '''Settings → Quick Guides → Alliance Territorial Control'''

Latest revision as of 11:39, 31 July 2026

Territory Siege turns system conquest into a multi-stage campaign instead of a single raid. An alliance must clear stages at the system center: the opening Contest has no wait, then each later stage opens a short Vulnerable window after a reinforcement gap. Ownership changes only on the final stage.

Requires the Territory Siege feature to be enabled. Classic instant conquest still applies when the feature is off. You must also have System Conquering and use FCS (Fleet Coordination System) for system-center assaults. See Alliances → Territorial control. Bastions, doctrines, connected territory, and the caps referenced below live on the Alliance Territory page.

Contents

  • Why sieges exist
  • The flow
  • Stages by target
  • Timers & defence window
  • How long a campaign takes
  • Contest (stage 1)
  • Vulnerable windows (stages 2+)
  • Takeover success
  • Bastion clusters
  • Defending
  • Economy while Contested
  • Ship losses & Ship Graveyard
  • Building penalty
  • Limits & cooldowns
  • Map & UI signals
  • Diplomacy
  • Quick reference

Why sieges exist

Under instant conquest, one FCS win could flip a Division while defenders were offline, and full permanent capital losses made serious territory wars feel suicidal.

Sieges keep wars meaningful while:

  • Giving both sides notice before ownership changes
  • Scheduling later stages around the defender’s alliance defence window (EVE-style), so attackers adapt to the holder’s timezone
  • Softening hull loss through the Ship Graveyard with phase-specific debris rates

The flow

Neutral / Division / Bastion child     Bastion root
        │                                    │
        │  FCS Contest (stage 1)             │  FCS Contest (stage 1)
        ▼                                    ▼
   Contested ──(≥24h + defence window)──► Vulnerable (2h)
        │                                    │
        │  FCS stage 2                       │  FCS stage 2 → Contested again
        ▼                                    ▼
   ownership flips                      Contested ──(≥24h + window)──► Vulnerable
                                                                │
                                                                │  FCS stage 3
                                                                ▼
                                                          ownership flips
                                                                (whole cluster)

        └── Headquarters cannot be sieged

Ownership never changes on Contest or on intermediate Bastion stages — only on the final Vulnerable clear.

Stages by target

Target Stages Scheduled waits
Neutral system / Division / Bastion child 2 1
Bastion root 3 2

Stage 1 is the opening Contest attack (no wait). Stages 2+ each have a Vulnerable window.

Timers & defence window

After a stage is cleared, the next Vulnerable window is scheduled as:

  1. Wait at least minReinforcementGapHours (default 24h)
  2. Take the defender’s next 8-hour defence window that starts at or after that point (alliance-wide start hour UTC, default 17:00)
  3. Place a random 2-hour strike slot inside that envelope

The window must start after the gap — a window already half-elapsed when the gap runs out is skipped, so the defender always gets their full envelope of warning. Each wait therefore spans 24–54 hours, expected ≈ 39h.

For example, with a 17:00 UTC window and a stage cleared at 20:00: the next day's window has already opened by the time the 24h gap elapses, so the slot lands in the following day's window — 45–51h after the clear.

Defence window rules:

  • Only the start hour is player-chosen (deputy/leader); length is fixed at 8h
  • 168h cooldown between changes; blocked while the alliance has any open siege (attacking or defending)
  • If no alliance member has been active within 7 days, the defence-window benefit is skipped and the 2h slot opens as soon as the gap elapses

Attackers may land the FCS anytime in the 2h Vulnerable window. You do not need to sit and DPS for two hours — Regna resolves one battle when the fleet arrives.

Why the defender picks the hour. Making attackers adapt to the holder’s clock is the point. Fixing timers relative to the attack is what produces timezone tanking — hitting sleeping alliances on purpose — and fully randomising the window does not fix that either: it re-creates the same unfairness with the blame moved to chance, while making defensive organisation harder. Randomising only the 2h slot inside a known 8h envelope keeps attacks unpredictable without making them unanswerable.

How long a campaign takes

Division / child (1 wait) Bastion root (2 waits)
Best case 1.0 day 2.0 days
Expected 1.6 days 3.25 days
Worst case 2.25 days 4.5 days

There is no campaign timer and no cross-stage retry: you either clear each stage inside its own 2h window or the whole siege ends. Multiple attack waves within a window are fine. Both sides are mailed when a stage is cleared, when the next window is scheduled, and when it opens.

Contest (stage 1)

  1. Scout the Stellar Nexus / rival Division or Bastion center.
  2. Launch a coordinated FCS attack on the system center.
  3. On victory (and if gates pass), the system becomes Contested and stage 1 is cleared.

Contest does not:

  • Transfer controlling ownership
  • Wipe remaining NPC garrison beyond battle losses
  • Raze alliance buildings

Gates (high level): active alliance, System Conquering + Territory Siege enabled, not your own system, not an HQ, not NAP/Ally with the holder, under territory hold cap (cluster-aware for Bastion roots), not over Bastion archetype instance cap when Contesting another root of that type, system not already sieged / not in re-contest cooldown, and your alliance has fewer than 5 open Contests.

Only the alliance that Contested the system may clear later stages.

Vulnerable windows (stages 2+)

When Contested ends, the system becomes Vulnerable for 2 hours.

  • The contester must win another FCS fight at the system center during that window.
  • On a Division / child / neutral: that clears the final stage → ownership flips.
  • On a Bastion root: the first Vulnerable clear advances to the next Contested wait; the second Vulnerable clear takes the cluster.
  • If they lose, hit a gate failure (e.g. territory cap) on the final stage, or never show up, the siege resolves as defended / expired and the holder keeps the system (with cooldown). Failing any stage ends the whole campaign — there is no cross-stage retry.

Takeover success

On a successful final Takeover:

  • Ownership transfers to the contester.
  • Center military and resources are cleared as on conquest.
  • For a PvP take of a held system: buildings take a level penalty (see below) instead of a full raze when Territory Siege is on.
  • The usual 2-day grace to build Headquarters / Division Center / Bastion main still applies after a real conquest of an unanchored system.
  • Harvest / survey / pool income returns to normal once the siege is resolved.

Bastion clusters

  • Capturing a Bastion root transfers the entire cluster (root + all attached child Divisions), keeping archetype, doctrine, parent links, and buildings (subject to the penalty).
  • Capturing a child Division alone transfers only that system; it becomes an unattached Division (parent cleared). It may auto-join the conqueror’s HQ blob if adjacent, or need a manual attach to a Bastion.
  • Open sieges elsewhere in the cluster are cancelled when the root changes hands (or when the cluster is abandoned).
  • A stunned Embassy captured by another alliance becomes a clean, active Embassy for the conqueror.

Defending

Layer Role
Station Guardians Park fleets on the system center before Vulnerable windows; they fight in stage battles and earn harvest security cuts in peacetime
Defense Yard turrets Cheap regenerating layer; participate in combat and partially auto-repair
Fortress doctrine The strongest adjacent Fortress projects 50% of its held defence into the fight — borrowed, never consumed from the projecting colony, and never costing the defender more units than it owns (details)
Alliance research Armor / shields / weapons / garrison capacity strengthen defenses
Defence window Set your alliance’s UTC start hour so Vulnerable slots fall in your waking hours

When Contested mail arrives: form Guardians, refresh station durations, and watch the countdown on the galaxy map, system details, Alliance Systems list, and HQ/Division/Bastion building modal.

Economy while Contested

While a system is Contested or Vulnerable:

  • That system’s contribution to the alliance daily pool is reduced (×0.5)
  • Harvest and Survey mission yields from that system are reduced (×0.5)

Contesting hurts the holder’s economy without giving the attacker free ownership.

Ship losses & Ship Graveyard

Winner of each fight is still decided by the normal battle simulation — not by who lost more ships.

Destroyed player hull (attackers and stationed Guardians) uses the Ship Graveyard pipeline with siege debris overrides:

Phase Debris (gone / salvage field) Graveyard buyback
Contest / intermediate stage ~15% ~85%
Final Takeover stage ~30% ~70%

NPC protector ships do not enter the Graveyard. Planetary defenses use normal damage + auto-repair (no Graveyard).

Building penalty

When Territory Siege is on and you successfully Take over a held system:

  • Each alliance building on the center loses 3 levels
  • If the new level is below 4, the building is removedexcept Headquarters, Division Center, and Bastion mains, which are never deleted and floor at level 1
  • A main building that was still under construction (never finished its first level) is removed instead of being handed over finished — the conqueror does not inherit a main nobody paid for, and the system stays free to anchor again
  • If your alliance lost this system recently and retakes it within 7 days, the −3 pass is waived (you keep buildings as they currently are)

Mains are protected because a Bastion whose main was destroyed would have no archetype anchor and children pointing at a parent that no longer exists.

Neutral first takes have no player buildings to penalize. When Territory Siege is off, rival takeovers still use the older full building wipe.

Limits & cooldowns

Rule Value
Max open Contests per alliance (Contested + Vulnerable) 5
Re-contest cooldown after fail / expire / cancel 24 hours on that system
Headquarters Cannot be Contested or Taken
Who can clear later stages Only the Contester
Bastion archetype cap Cannot Contest another root of a type you already hold at cap
Territory cap on a cluster take Checked for the whole cluster; nets exactly +1 slot

Both caps are checked when a Contest starts, never at the final stage — you should not discover a block after a three-stage campaign. Being at archetype cap still lets you besiege that cluster's child Divisions.

Map & UI signals

Signal Meaning
Amber / warning system border Contested
Red / danger system border Vulnerable
Alliance Systems list flags + countdown Per-system siege status + stage
HQ / Division / Bastion building modal Live countdown + defend hints
Alliance bottom-nav red border + ! Alliance system under inbound threat and/or under siege
System details popup Contested / Vulnerable status with live timer

Long-press the Alliance button to open the Alliance Systems selector.

Diplomacy

  • You cannot Contest a system held by an alliance you have a NAP or Ally treaty with.
  • If a protective treaty is formed mid-siege between contester and defender, the open siege is cancelled and the holder keeps the system.

Quick reference

Thing Value
Division stages 2 (1 wait)
Bastion root stages 3 (2 waits)
Min reinforcement gap 24h (12h is the approved shorter fallback)
Defence window 8h envelope; start hour alliance-chosen (default 17 UTC)
Defence window change Deputy+; 168h cooldown; blocked during any open siege
Vulnerable strike slot Random 2h inside the envelope
Span per wait 24–54h (expected ≈ 39h)
Total campaign Division ≈ 1.6d · Bastion ≈ 3.25d
Max open Contests 5 per alliance
Failed siege cooldown 24h
Contested income factor ×0.5 (pool + harvest + survey)
Contest debris / Graveyard ~15% / ~85%
Final Takeover debris / Graveyard ~30% / ~70%
Building penalty −3 levels; remove if < 4 (mains floor at 1)
Previous-owner waiver 7 days
Feature flag systemSiege (with system conquering); Bastion tiers additionally need allianceTerritory

Related

  • Alliance Territory — Bastions, doctrines, connected territory, caps, territory effects
  • Alliances — territory, HQ/Divisions/Bastions, harvest, diplomacy
  • Player Classes — FCS and harvest/survey class bonuses
  • Resource Protection — general PvP loot context
  • In-game: Settings → Quick Guides → Alliance Territorial Control