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Raze Empires with the Imperial Heir Collector’s Pack!



Destiny lies in dominion. The brand-new Imperial Heir Collector’s Pack is a special collection featuring the Diadochi Hero Attire, ancient armour passed down through generations that is said to herald the destruction of empires.

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Also, power up your play with a 30-day Premium Account, 50,000 Silver, and three Optimal Cannons:

Imperial Heir Collector’s Pack
● Diadochi Hero Attire
● 30-Day Premium Account
● 50,000 Silver
● 3x Optimal Cannons
IMPORTANT: Attire for Heroes, Horses and Units in Conqueror’s Blade is purely cosmetic, and does not grant additional bonuses or advantages during gameplay. It just looks really, really cool.

The Imperial Heir Collector’s Pack is available to buy now. The Diadochi Hero Attire is also available to buy separately in-game.

https://store.steampowered.com/app/1515110/Conquerors_Blade__Imperial_Heir_Collectors_Pack/

Server downtime - January 28


Please be aware that from 7:00 CET on January 28 (10:00 pm PST 1/27), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 5 hours.

Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.

NA server transfers ending February 25



For North American players that still wish to have their characters transferred to the Eagle Range (NA East) server, please be aware that the last opportunity to do so is fast approaching.

There will be a penultimate transfer during scheduled maintenance on January 28, with the very last batch of characters due to complete the move on Thursday, February 25. If you’ve been holding off on your journey east, now is the time to book your place. February 25 will be your very last chance to make the change.

To initiate the process, check out this guide.

See you on the other side!

Classic siege map Hidden City reappears!



After being successfully reintroduced as a Free Battle map, Hidden City has returned to the Siege rotation. Just bring up the Battle screen in-game (press ‘J’) to join the matchmaking queue. You can then check out the guide below while waiting to join the fray.

Hidden City



History

There is some logic to the idea that if you give somewhere an unattractive name, no one will want to go there. However, there will always be a determined minority, with resources equal to their curiosity, who will try to seek it out. Hence why Hidden City quickly became a popular destination for conquering warbands, rather than the quiet backwater town its citizens hoped it would remain. Unfortunately, by the time an effort was made to rechristen the settlement, it was too late and the name had stuck. Only the occasional sandstorm is able to obscure the city these days.



Scouting Report

Hidden City maintains a low profile that should be easy to defend. Its wide battlements can accommodate large numbers of troops, all with unobscured views of the featureless terrain beyond and the uncomplicated layout within. Once the outer wall is breached, both sides should be able to reinforce and counterattack almost at will, promising intense battles with quick and decisive outcomes.



General Tips
  • The main gate is relatively well defended for a Siege map, so be prepared to switch your attention to the flanks at a moment’s notice. Taking or holding point A is a key objective for both sides, so broadening the front line may be necessary for the attackers.
  • The straight streets are surprisingly good terrain for all unit types, including cavalry. Just because you need to be direct in your attacks, doesn’t mean the defenders will play to the same script. Just when you think a control point is about to become yours is when it’s most likely to slip from your grasp. Remain mobile!
  • The attack is going to be focused on progressing from point A to B and then to C in a fairly direct route. The inner terrain will help such an advance, but equally, it allows the defenders to direct lightning-fast counterattacks. Both sides will need to harass the enemy with mobile units to maintain or suppress the main flow of the attack.

Season VI: Regional Influence, Capital and Rewards [updated]



Update 25/01/2021: Article has been updated to show that a level of Influence is required to attack AND defend capitals.

13/01/2021: Battles for regional capitals are returning! Throughout Season VI: Scourge of Winter, we will continue to host these epic Territory War battles across Stage 4 and Stage 5. New to this season, all accessible regional capitals will remain in play during Stage 5, even after the core capital is open for conquest.
 
 
Stage 4 Conquerable Capitals
Stage 5 Conquerable Capitals
Turul Város (Ungverija)
Reginopolis (Anadolou)
Core Capital: Augolia (Ostaria)
Turul Város (Ungverija)
Reginopolis (Anadolou)
Turul Varos (Unverija)
Daicheng (Liangyun)
Core Capital: Reginopolis (Anadolou)
 
Core Capital: Conqueror’s City (Borderlands)
 
Core Capital: Conqueror’s City (Borderlands)





AMASSING INFLUENCE

The ability to wage war for control of regional capital, as well as the season’s core capital, is dependent on an alliance’s ability to amass Influence prior to mounting an attack. In order to defend or declare war on a region’s capital, an alliance must have 3,000 Influence in that same region. To subsequently battle for control of the core capital, an alliance must have amassed 4,000 Influence (from fiefs across Ostaria, in the case of Season VI).

Accessible regions and the designated core region will change from season to season, depending on its lore, timeline, and themes. However, aside from the status of a region’s capital in separating a season’s champions from the runners-up, the only fundamental difference between the regions is that all core region fiefs (Ostaria for Season VI) will award alliances with 30% more Influence than those in other regions.
 
To defend or declare war on...
An Alliance requires...
Control of the city bestows...
Turul Város (Stage 4 and 5)
3,000 Influence from fiefs in Ungverija
1,000 Influence
Reginopolis (Stage 4 and 5)
3,000 Influence from fiefs in Anadolou
1,000 Influence
Augolia (Stage 5)
4,000 Influence from fiefs in Ostaria
 





DECLARING WAR AND COMMENCING AN ATTACK

Without the required levels of Influence, an alliance cannot declare war on a capitol. The only circumstances in which an alliance can fight for a capital otherwise is to aid in its defence or if a battle in which the alliance was able to join is already underway. If the alliance subsequently loses a battle that reduces its Influence below the required amount, it will no longer be in a position to declare war on the capital. 

There is a strict order in which alliances that successfully declare war on a capital city will be allowed to fight for its control once Territory War preparation is concluded:
  • Alliances will be ordered from high to low depending on their Influence (regional or total, depending on the capital being targetted).
  • If alliances have equal Influence, those that declared war first will take precedence.
  • Following this order alliances may contend for the capital.
  • The ruling house of an alliance will always be placed first in the attack order.

Once a battle is underway, the order of attack can only be changed under the following circumstances. In all cases the house or alliance will be placed last in the attack order:
  • If an alliance fails to launch an attack within three minutes after gaining the ability to do so.
  • If an alliance fails to successfully occupy the city.
  • If an eligible house successfully declares war against the city while Territory War is in progress.
  • If for some reason a house is removed from the attack order and is subsequently able to rejoin.



IMPERIAL RESTORATIONISTS: IN DEFENCE OF THE REALM

Members of Imperial Restorationist forces (Cohorts and Legions) cannot declare war on a regional capital, only fight to defend those that have yet to be taken by a player alliance. Once a city is occupied by an alliance, it can only be targetted by other alliances. Access to capital city battles is further limited to Imperial Restorationist ranked Decanos or Patrol Leader and above.

One benefit of defending a regional capital on behalf of Imperial Restorationists is that Unit Kits are not consumed in the course of a battle.




SOME GREAT REWARDS

Controlling regional capitals and, more specifically, the core capital, is what separates the victors from the vanquished when eventually a season comes to an end.

For the leader of an alliance’s ruling house to secure the nobility rank of Hegemon, and the leaders of the alliance’s other houses to receive the nobility rank of Chamberlain:
For the leader of an alliance’s ruling house to secure the nobility rank of Monarch, and the leaders of the alliance’s other houses to receive the nobility rank of Chief Justiciar:
They must be members of the alliance that controls the Core Capital when the season ends. The alliance must also command a total Influence of 8,000 or more (disregarding any Influence gained from regional capitals)
They must be members of the alliance that controls the Core Capital while having LESS than 8,000 total Influence (disregarding any Influence gained from regional capitals)

OR

Must be a member of an alliance that controls a regional capital when the season ends. The alliance must also command an Influence of 5,000 or more from that same region.


Liege leaders that are awarded the nobility rank of Hegemon or Monarch (it’s not possible to attain both or multiples of either) will also receive regal attires in keeping with their status and the themes of the recently-concluded season. Officers and other alliance members who took part in the season’s climactic battles and remain members during the close season will also receive rewards for their effort and achievements. As with nobility ranks, alliance members will not receive multiple rewards for taking multiple capitals - only the highest level of reward will apply. These rewards will be announced in detail at the end of each season.

Finally, with great rewards come great responsibilities: The occupier of a capital city will receive a tribute to reflect its economic and social importance, in return for which all players will continue to enjoy full access to its goods and services. Unlike other fiefs, the owner of a capital city will not be allowed to install upgrades and change permissions that favour one group of players over another. Even under occupation, capitals are the hub of each region and must retain some autonomy.