
The Ultimate hitchhikers guide to GvG
GvG is hands-down the most fun part of the game - it offers the ability to join other players to amount battles against other guilds, using from strategic planning to leveraging the power of numbers (players). Aside from the fun and meaning it brings to the game it also offers significant point advances for the individual player and the rank of the guild. One need not only be a Fighter to participate, Farmers are arguably as important as the Fighter, as GvG requires a healthy supply of Goods in the Guild Treasury. Guild Members also help via the Support Pool GBs they have in their cities and via supplying defensive armies, not to mention special forces that members can take roles.
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AWESOME!!! So, how do we start? The big issue for many is: GvG is ONLY playable via PC/Mac play - correct, NO mobile platform, so no iPads, phones, or such. Now you will want to locate this icon >>>
Its located at the bottom left of your player screen. Clicking on the highlighted icon
will take you to the GvG world map. All action takes place on this GvG world map
The map is divided into provinces with each province representing a different age
begining with Iron Age, stopping at Future Era, and one All Ages province. Below is
the map - click on the Province name to go to the individual province map.
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The GvG continent map allows you to see a quick overview of your guild's influence in different provinces and also serves as the entry point into those provinces, where your guild will do battle. In the image above, you can see your own guild's area of influence highlighted in green, with enemy territory shown in red. White areas indicate territory which is owned by NPCs, in which player guilds have yet to expand.
Your guild can fight in a single province, or all of them... However, you can only do battle using units and goods from the same age as the province you are fighting in -- example Iron age troops can only fight on Iron Age map and so forth. The exception is All Ages; in AA any age troop may be used for fighting (thus, best to fight with the highest age troop you have). Otherwise, troops that are "age-less", such as Rogues, Drummers, Flag Bearers are allowed when coupled with at least one troop of the age -- thus, you may fight in Iron Age with 1 Archer and 7 Rogues.
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In game, hovering over one of the provinces in the map will display a popup containing information
about the province which includes: The province name, the province's age, the top 3 guilds in land
holding, the number of guilds participating in that province, the Support Factor the province gives,
and the average Power of all the sectors in that province. Clicking the province in the GvG map
will take you to the province view.
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Provinces & Sectors
It's in the province map where battles are fought. From here you are able to conquer new turf by laying siege to a sector and then attacking it. Sectors are represented by hexes in the Province map. The objective is your guild must conquer sectors, keep them for ReCalc and defend them from invasion. Again, just as seen on the whole GvG Map, sectors are colored according to who owns them: Red is opponent guilds, Green is your guild, White is neutral (NPCs).
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Now, when you enter a province map, you may notice several new icons not seen before these represent when a sector is being attacked (swords) or when a sector has been taken (shield) within the 24hr time stage. The green icon notes your guilds activity and the red icon notes another guilds activity. As a side note: This overview is important when you enter the Province as your can quickly see if another guild is attacking one of your guilds sectors - when you see this, send out a notice to your guild so that a defense can be mounted if needed. Now hovering over a Sector produces a popup>>>
containing the Sector's name, Clicking on the Sector produces a new pop up box.
Coordinates (xx xx), who owns This box is your action popup>>>
the Sector, and Power gained. View Sector brings up your Army
Also, if the Sector is being Management popup. Guild Profile
attacked, the popup will indicate produces guild information.
the name of the attacking guild. Guild Rank shows the Province's
guild leaderboard as to how many
Sectors each owns. And, if your guild owns the Sector, then
two additional action buttons show - Relocate HQ and
Grant Freedom which allows for those actions respectively.
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Now, basically what to do:
Enter an enemy sector by clicking its hex and selecting the "View Sector" option (it will go straight to the "View Sector" action when entering an NPC-controlled sector), and this will take you to the army management screen. At the top right of the screen is a space where you can deploy armies to or attack the sector. There are two possible options for deploying armies: siege army (if you don't own the sector), and defense armies (if you do own the sector).
Before you can begin attacking, you first need to stake a claim to the sector you want to conquer. Deploying your guild's first siege army costs goods from the guilds treasury, the amount required which is shown when you hover over the deployment button. Once you deploy a siege army, those units are removed from your unit pool (the player), they then belong to your guild and you cannot get them back. Going thru this process a second time deploys the actual attack (the goods are only paid once per Siege) Thus, conquering a sector is a two part process - first you lay siege, then you must attack!
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Conquering the Sector then is a series of attacks after the siege is placed. In the army management window you will notice the enemies army and their life meter under each one - the difference with GvG is each troop avatar represents a battalion, hence each tic of the life bar represents a whole army to fight. For example, if in the above picture you see a Archer instead of the arrow, and under that Archer you see a life meter of 9/10 -- this actually means you have 9 fights to win (each one separately). Thus, it the enemy side of the army management window shows 8 troops all with 10/10 meter, this equals 80 fights to be had for control of the Sector. To win the Sector, all fights must be won. Also, understand when a guild is attacking a sector, the owning guild may select the same sector and deploy armies to actively defend against your attack in addition to the defensive armies already deployed (see below). Lastly, only unprotected Sectors may be attacked and they may only be attacked from an unprotected sector or from a HQ sector - this is why you may want to move your HQ at some point.
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When you conquer a sector you start with only one defending army (which was formerly your siege army). You can place up to seven additional armies in the empty slots, making a total of eight. But you need to pay goods to unlock each army slot, and the cost increases with every 2 slots you unlock. Units deployed to defensive armies belong to your guild and cannot be retrieved. These defensive deployed troops are the troops an opponent fights when they siege the Sector. In addition, when the sector is under attack, you as the owner can actively deploy more troops to fight the opponent as they attack the Sector, this active defense may break / end the opponents siege of the Sector - thus, making them retreat or pay another set of goods to start a new siege.
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Once a sector is taken, it is protected from further attack (represented by the shield icon) until the next server recalc. At the end of every server day (for US server: 8pm / 2000Hrs Eastern Time Zone), guild experience is calculated according to the territory they own, and this experience contributes to the guild's level. During this "recalc" time several things take place -
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Guild Level calculation.
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Guild ranking calculations.
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Support Pool/Support Bonus calculation and distribution.
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Power is paid out.
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Protection on sectors is lifted.
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If you have relocated your HQ the previous day, the relocate option is reset and you are again able to move your guild headquarter.
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Grant Freedom limit for a specific player resets
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Any sector that has been granted freedom can be sieged again
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Guild Treasury Cost
As your guild conquers and expands its territory, goods cost rise for siege and defensive army slots. Your whole guild will need to contribute goods (via Arc Obs Atom many event blds and by manual Donation) to pay for new army deployment and unlock defense slots, and this is where the guild Treasury comes in.
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Defending a sector
When a Sector owned by the guild is actively under attack as player may actively defend the said Sector. This is done by clicking on the Sector, clicking View Sector (which brings up the Army Management popup), selecting an Army and then Attacking. In this particular instance, your Army will be attacking the initial siege army placed by the offensive guild, not the sector's units. Once this siege army take 10 hits total, it is defeated and the attack siege ends. This then requires the potential attacker to re-deploy a siege army thus costing additional goods and units. The other possible action in defending a sector is deploying defenders or re-deploying defenders. This is done by clicking on the Sector, clicking View Sector (which brings up the Army Management popup), selecting an Army and then clicking a defending
army Slot on the right side of the Army Management popup. Here you will see grey (not available) or orange (available) arrow (unlocked) or padlock (locked) icon buttons, these are "Slots." A selected full army may be deployed to the sector by clicking on a orange arrow icon and you will lose those troops from your personal stash. One last note, when a sector is under active siege then these defensive armies cannot be refilled.
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Guild rights
OK so now you are eager to join GvG but nothing works... This is due to not all GvG actions are available to all players. The following actions require the guild member to have the "trusted" right: Unlocking a defending army slot. Replacing any army. Deploying/Deleting a siege army, Granting freedom and Relocating the headquarter. If these things don't work for you then contact a guild leader to adjust your guild rights. Also, worth noting; if you have done any GvG action excluding Treasury donations (i.e. attacking a sector in GvG, replacing a defending army, relocating the headquarters, etc.) you have a 96-hour allegiance to that guild. This allegiance prevents you from performing any GvG action (excluding Treasury donations) when entering/creating another guild during those 96 hours. Note the timer is entirely dependent on your last GvG action, not when you left the guild or when you joined the new guild. It also applys when the previous guild was dissolved.
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Click here
catch a ride to the
guild only area
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Click here for a look at the key terms used in GvG and their definitions



