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Valkyrian Gaming
PL

Wszystkie rozdziały poradnika

Clans and Territories

W tym rozdziale (13)

Ten poradnik opisuje VAM 0.0.22. Dopóki ta aktualizacja się nie ukaże, szczegóły oznaczone jako „new in this version” nie są jeszcze w grze.

Szczegółowy poradnik jest na razie po angielsku. Krótki poradnik z gry znajdziesz niżej na stronie poradnika, w swoim języku.

In short

VAM turns the vanilla clan into a small realm. The clan window gets a Bank tab with a shared treasury and a goods bank, and a Diplomacy tab for alliances, truces and war. On the Territories tab your clan buys its first zone on the war table with silver from the treasury, then grows by settling next to its land or conquering zones of NPC powers. Buildings with worker thralls deliver goods every day, a War Camp holds your garrison, and the server fights out battles over claimed zones. A court with four council seats, faith and orders completes it.

The war table: the territory map and the Court panel

The clan window

VAM adds tabs to the vanilla clan window: Clan, Diplomacy, Bank and Territories.

The clan treasury (Bank tab)

Clan Treasury shows the coins in the treasury and the Ledger of the last 20 bookings, for every member.

WhoDepositWithdraw
Every memberyes – from purse and backpackno
Officersyestogether at most 25 % of the treasury per day (standard)
The leaderyeswithout limit
  • Type the amount and click Deposit or Withdraw. Withdrawn coins go into your purse.
  • The day changes at 04:00 server time.
  • The ledger also shows bookings from territories, tributes, trade and war declarations.
  • If a clan has not been seen for 30 days, its treasury expires.
  • New in this version: an open treasury window now shows new bookings at once – also those of other members, your territories and war fees. Before, the amount only caught up with your own next deposit, so it looked as if that deposit was counted wrong.
  • Each clan can place up to 3 Clan Vaults (storage chests) on a standard server.

The clan bank – goods (Bank tab)

The same tab holds the clan's goods, delivered by your territory buildings.

  • Store War Camp goods in the bank moves stackable goods from your War Camp into the bank. If there is nothing to store, or the bank is full, a message says why.
  • Pay out sends goods to a member by letter – they arrive in the mailbox, not in your inventory. The carters keep 10 % (rounded up).
  • The bank holds 1,000 units; Warehouses add 3,000, 8,000 or 20,000 by stage.
  • Members below the leader can take out 500 units a day (the leader can set another limit; the leader has none).

Diplomacy

Where it starts: clan window › Diplomacy, with the sub-tabs Clans, Powers, Calls to arms and Vassals.

ButtonEffect
Propose AllianceThe other clan must accept.
Propose TruceThe other clan must accept.
Declare WarAt once – costs silver (see below).
End Alliance or TruceAt once – back to neutral.

Only the clan leader and officers can propose, accept or declare.

What relations do

  • Allies trade without the Auction House fee (5 % on a standard server).
  • You cannot claim land from an ally, and a truce protects a clan from new claims.
  • Allies, liege and vassals share a quarter of the threat your realm gains.

Alliance rules (standard): at most 3 alliances per clan; both clans need at least 3 members and must be at least 7 days old. A clan can have at most 50 relations; neutral ones are removed by themselves.

Declaring war

  • Costs silver from the treasury: 20 S plus 2 S per member of the enemy clan, at most 200 S.
  • The fee is paid only if the war really begins. If you are already at war, it costs nothing. Not enough in the treasury: no war, no debt.
  • After a war declaration the same two clans cannot start a new war for 48 hours.
  • The ledger shows "war declared" with the name of who declared it.

Territories – the war table

Where it starts: clan window › Territories › Open the war table – or press E at a War Table.

The window. Territories – The war table of your clan, with five areas: Realm, Zone, Host, War and Court.

  • Maps: the Exiled Lands (32 zones) and the Isle of Siptah (14 zones).
  • Four map modes: Owners, Factions, Faith and Claims and wars.
  • Click a zone to select it; right-click shows its owner.

War Tables (War Table of the Exiled Lands, War Table of the Isle of Siptah) are map rooms that show the held zones in their owners' colours, with banners. Everyone can build them at the Artisan's Worktable (120 Wood, 20 Leather, 10 Iron Bars).

Who may act for the clan. The leader decides who may act in five fields – land, buildings and workers, the garrison, events, and the bank – choosing between Only the clan leader, Leader and stewards or Leader, stewards and officers. A clan can have up to 5 stewards.

The territory day runs at 04:00 server time. Deadlines for claims, events and calls to arms end at 20:00 server time. Every member of a clan with land gets a daily report letter.

Your first zone – step by step

  1. Open the war table. Without land it says: Your clan holds no zones yet. Pick a free zone on the map and buy it.
  2. Make sure the clan treasury holds enough silver (see the prices below).
  3. Pick a free zone and buy it. Only your first zone is bought; from then on you settle next to your land.
  4. Three fighters of your reserve settle in a new zone and stay there.
  5. A newly taken zone cannot be claimed for 7 days.

Prices (standard server)

Zone stagePriceDaily tithe
I300 S5 S
II750 S10 S
III1,500 S20 S
  • The price rises by 50 % for every zone your clan already holds on that map; the tithe by 25 % per further zone.
  • Three unpaid tithe days and the zone falls into neglect.
  • How many zones: 2, plus 1 for every two active members (online in the last 14 days) – at most 8 on the Exiled Lands and 4 on Siptah.
  • Release a zone and you get 25 % of its base price back; its buildings and garrison are lost.
  • Keep the peace protects your realm for at most 14 days in 30.

The ages of the realm. The realm opens in four acts: I – Land-taking (buy, settle, conquer free land), II – Feuds (claims between clans, intrigues, vassals), III – Wonders and IV – The Crown. Claims on other clans' zones become possible from act II. Admins can switch the ages off, then everything is open from the start.

Buildings and deliveries

Every zone has building plots. Building needs silver and materials from the clan bank and takes 24 hours.

StageSilverMaterials
I50300 Wood + 300 Stone
II120100 Iron Bars + 300 Wood
III300100 Steel Bars + 600 Stone

The buildings: Sawmill, Iron Mine, Coal Mine, Silver Mine, Gold Mine, Obsidian Quarry, Star Metal Crater, Quarry, Fields, Hunter's Lodge, Toolsmith, Weaponsmith, Armoursmith, Tannery, Trading Post, Warehouse, Temple, Watchtower, Barracks, Training Ground, Field Hospital and Harbour. Stables and Siege Workshop are on the list but cannot be built yet.

  • What a zone can hold depends on its resources. The Trading Post needs a zone of stage II or III, the Tannery game of rank II, the Harbour a coast.
  • Workers: each building that takes workers wants thralls of a fitting profession – smelters for the mines, the Obsidian Quarry and the Star Metal Crater, taskmasters for the Quarry, carpenters for the Sawmill, cooks for the Fields, tanners for the Hunter's Lodge and Tannery, blacksmiths and armorers for the smithies, an entertainer for the Trading Post, priests for the Temple.
    • Workers by stage: 3, 5 or 8 at the Sawmill, the four mines, the Obsidian Quarry, the Quarry, the Fields and the Hunter's Lodge; 4, 6 or 9 at the Star Metal Crater; 2, 4 or 6 at the smithies and the Tannery; 2, 3 or 5 at the Trading Post; 1, 2 or 3 at the Temple.
    • The Warehouse, Watchtower, Barracks, Training Ground, Field Hospital and Harbour take no workers.
  • Workers in a zone without buildings each gather 30 Wood, 30 Stone, 25 Plant Fiber or 10 Ironstone a day, depending on the zone.
  • Deliveries go into the clan bank every day.
  • Upkeep: every week 5 % of the building materials, from the clan bank. Unpaid buildings stand still. A new owner starts paid.
  • Accidents: at mines, obsidian quarries, star metal craters and quarries you lose a worker with a 2 % chance per day.
  • Watchtower: +15, +30 or +45 % defence in battle. Barracks: +10, +20 or +30 garrison places. Training Ground: 150, 200 or 250 % training experience.

Gold Mines deliver Goldstone – 1, 3 or 4 a day by stage at full staff, only in zones with gold. Goldstone smelts into gold bars at a furnace (3 Goldstone → 1 Gold Bar), no talent needed. Gold veins in the world give silverstone in VAM.

The War Camp and your garrison (Host)

  1. Build a War Camp in your zone (build menu; 300 Wood, 60 Leather, 40 Iron Bars – everyone knows the recipe).
  2. Choose Make this the clan's War Camp. A clan has one.
  3. Stand at the War Camp with a follower and pledge him to the clan. Careful: pledged followers and thralls join the host for good and do not come back to you.

The host

  • Roles: Warrior, Archer, Captain, Beast and Worker.
  • Garrison limit: 10 plus 10 per zone (plus Barracks).
  • Training: 15 XP a day (100 XP = one level), up to level 25.
  • A march to a zone or a building takes 12 hours.
  • Fighters and archers serve 60 days and then leave with honours (+2 renown); generals serve 90 days (+15 renown).
  • New in this version: thralls pledged to the garrison no longer come back as a second copy after a server restart.

Rations. Your host eats from the clan bank. Food counts only when it lies in the bank – bring it from the War Camp with Store War Camp goods in the bank. A full bank takes no rations. A hungry host loses morale and can desert. New in this version: the 26 VAM dishes count as rations too (beer does not). The host header shows Men · Strength · Days of rations.

The Court

The Court area holds Council, Faith, Path, Orders and Intrigues.

  • The council has four seats: Marshal, Steward, Spymaster and Court Priest. Clan members and thralls of tier 3 and up can sit on it, at most two thralls.
  • A seat grows in value the longer it is held (1 point every 3 days, up to +8). Changing the task resets the clock; a new seat holder is Settling in – takes effect tomorrow.
  • Tasks include Drill, Border Watch, Recruiting, Taxes, Works, Stores, Spy Network, Counter-Espionage, Stirring Unrest, Prayers, Conversion and Pastoral Care – each with its own tooltip.
  • Path: up to 3 perks per path; changing the path costs renown.
  • Known issue: the clan emblem at the Court is drawn wrongly in this version – the shield cuts the motif off. A fix is on the way.

War over zones

Laying claim (from act II) to another clan's zone:

  1. Choose Lay claim on the zone. Its holders must answer – it may come to battle.
  2. You put down a pledge – half the price the zone would cost your clan, doubled while there is still free land on that map – plus your offer and, if you are not yet at war, the war fee. A claim declares war by itself. If the war cannot begin (for example within the 48 hours above), there is no claim and the pledge goes back.
  3. The holders have at least 3 days to answer: fight (choose a stratagem and the hour), sell the zone (the silver goes to their treasury), make a counter offer or pay tribute.
  4. You can accept a price, fight or withdraw. Give up the claim gives a quarter of your pledge to them. Accepting tribute makes a truce, and you get your pledge back.
  5. If the holders fight and pick an hour, the battle comes the next day at that hour (between 18:00 and 22:00 server time). Without a chosen hour it comes at the deadline hour (20:00 server time), at least 24 hours after the answer. Without an answer, the garrison that stands there fights.

The battle is fought out by the server, over 5 rounds. The defender has +10 % on its own land (towers and neighbouring zones more); the favour of the gods (±30 % for the whole battle) and luck (±10 % per round) play a part. Archers fire a volley, an army whose morale falls under 25 flees.

StratagemEffect
Charge+25 % attack in the first two rounds, −10 % defence
Shield Wall+25 % defence, −15 % attack – breaks a Charge
Ambush+50 % volley, needs at least 30 % archers – fails against a Shield Wall
Attrition7 rounds instead of 5, both sides lose 30 % less – beats an Ambush

Your chosen stratagem stays hidden from the enemy.

After the battle

  • Fallen thralls are only wounded in 55 % of the cases (75 % with a Field Hospital) and come back after 2 days (captains take twice as long); otherwise they are dead.
  • Sellswords: 90 silver each per battle, strength 30, at most 10 per side – and no more than a quarter of the strength of that side's own fighters.
  • Calls to arms: allies send fighters from their reserve; refusing a defender help is punished afterwards.
  • Old right: a clan that lost a zone in battle may reclaim it within 30 days – without fee, pledge or neighbouring zone.
  • Open season: from a threat of 60, any clan may attack that realm without the war fee and with half the pledge.
  • The Chronicle and letters report every battle; prisoners, ransom and warlords are part of it.

Tips

  • Fill the treasury first. Zone, tithe, war fee and claims all come from it.
  • Ally with neighbours you trade with – no Auction House fee, and they cannot take your land.
  • Feed your host through the bank, not the War Camp – food only counts in the bank.
  • Pledge spare thralls, not your best companion: pledged followers never come back.
  • Pick your stratagem with care – each one beats another.

Common mistakes

MistakeWhat happensWhat to do
Food left in the War CampThe host goes hungry.Store War Camp goods in the bank.
Looking for paid-out goods in your inventoryThey come by letter.Check your mailbox.
A member tries to declare warOnly leader and officers can.Ask an officer.
Claiming a clan's zone in the first actClaims between clans start in act II.Settle and conquer free land first.
Releasing a zone with buildingsBuildings and garrison are lost.Move the garrison first.

Known issue in this version: the clan emblem at the Court (see above).

Stan na 7 lis 2026. Liczby to standardowe wartości serwera – administratorzy mogą zmienić wiele z nich.