Territory design · No land is available

Chapter 08

Claim ground.
Keep it alive.

Territory would be an operated game system: qualifying groups conquer a map cell, construct a limited settlement, supply it with currency and resources, configure approved local fees, and keep its protection alive—or expose it to takeover.

4+ members to initiateBuildings consume capacityLand control is not an NFT

Conquest is a territory operation

A qualifying group would need preparation and presence.

The intended first claim requires at least four qualifying clan members in the target area at the same time. Clan membership provides eligibility; the territory service validates and executes the claim.

  • The server would validate membership, role eligibility, relevant skills, territory state, safety, and physical presence.
  • The group would complete a server-controlled objective rather than purchase a map cell.
  • Commander, Vanguard, Architect, and Totem Keeper are the four current conquest-role proposals.
  • Successful conquest would create the territory record, initial building capacity, settlement totem, and protection state.
  • Claim capacity could depend on active membership, demonstrated roles, relevant skills, and existing holdings.

Map control is game state—not property.

A claimed cell would not be an NFT, deed, land token, or legal right over the corresponding real-world location.

Four specialist players activate a central settlement totem as a protection boundary spreads through a ruined district
Territory conquest conceptIllustrative · no territory system is live

The complete operating model

Claim. Supply. Build. Operate. Defend.

The map cell, totem reserve, protection state, buildings, service operators, resource storage, local fee policy, and siege exposure would be linked—but separately auditable—game systems.

A radial dark fantasy territory diagram with four conquest roles, a resource-fed central totem, protection states, service buildings, membership capacity, and a vulnerable breached edge
Conquest, resources, settlement capacity, and vulnerabilityIllustrative · land control is not an NFT
  1. ClaimFour qualifying members would fill different roles and complete a server-controlled objective in the target area.
  2. SupplyCurrency, wood, stone, metal, crafted parts, labour, and repairs would support construction and upkeep.
  3. OperateCapacity, staffing, supplies, permissions, and protection state would limit active buildings and services.
  4. ExposeStarvation, dissolution, or governed siege would weaken protection and make structures vulnerable.

Settlement resource economy

Resources would enter, circulate, and leave for specific reasons.

Territory should create demand for gatherers, traders, builders, crafters, guards, and service operators. A settlement would not generate unlimited value merely because a clan holds its map cell.

Raw materials

Wood, stone, metal, and regional inputs

Gathered or purchased materials could fund foundations, walls, repairs, tools, production buildings, and recurring maintenance.

Crafted components

Specialists convert supply

Architectural parts, mechanisms, fortifications, tools, and tier-specific components could require trained players rather than raw stacks alone.

Game currency

A mandatory economic sink

Totem upkeep, construction, upgrades, staffing, licences, and approved settlement actions could consume NFTerra currency alongside material inputs.

Labour and operation

Buildings need players

Construction skill, assigned operators, active membership, repairs, guard coverage, and service availability could determine whether infrastructure functions.

  1. 01

    Acquire

    Gather, trade, commission, or recover materials and currency through ordinary game activity.

  2. 02

    Store

    Deposit approved inputs into settlement storage under explicit custody and withdrawal permissions.

  3. 03

    Construct

    Consume materials, currency, specialist work, and available capacity to place or upgrade a building.

  4. 04

    Operate

    Assign a qualified operator, stock inputs, pay recurring costs, and expose the service to eligible users.

  5. 05

    Collect

    Approved service fees could settle to the configured settlement treasury and operator shares.

  6. 06

    Reinvest

    Use revenue and new supply for upkeep, repair, defence, expansion, or member-approved payouts.

Candidate settlement systems · Recovered from the legacy Miro board

Buildings would be maintained services—not decorative ownership badges.

Every active building could consume construction capacity, materials, recurring upkeep, and an assigned operator. Membership and leadership might expand capacity, but no settlement could activate every service without trade-offs.

Shops and market stalls

Player-managed storefronts could expose approved listings to nearby customers, including bounded offline operation.

Bank and storage

A managed vault could increase capacity or protect selected items, creating explicit custody, access, takeover, and recovery obligations.

Tavern and recovery

A maintained social building could provide bounded rest, recovery, experience, or production benefits to eligible nearby players.

Walls, towers, and guards

Crafted fortifications and hired NPC protection could defend structures while owners are offline, limited by skills and upkeep.

Mines and workshops

Terrain-appropriate gathering and production stations could improve access or efficiency only while staffed, supplied, and protected.

Post and radio

Communication buildings could extend recruitment, contracts, notices, or broadcasts beyond ordinary proximity limits.

Capacity would force choices.

The board suggests roughly one managed building per active member, modified by leadership and tier. A small settlement might choose trade and storage while sacrificing defence or production. The final formula remains open.

Operating a successful town

Town decisions can be shared even though land remains game state.

A settlement may outgrow one leader's permissions and personal wallet. Planned DAO modules could give members explicit control over the resources and decisions needed to keep it alive.

The DAO operates the organization—not the map cell.

Members may govern budgets, contracts, upkeep, and approved fees. Conquest, construction validity, protection, siege, and control remain authoritative server decisions; land control is not an NFT.

Budget

Fund upkeep and defence

Members could contribute under explicit rights, reserve totem upkeep, approve repair and defence spending, and audit distributions.

Work

Contract specialists

Builders, suppliers, guards, and service operators could accept milestone agreements backed by materials and currency in escrow.

Policy

Vote on town priorities

Eligible members could decide construction order, storage rules, operators, service access, and fee policy inside server-defined limits.

Value

Own eligible assets together

The organization could hold eligible currency, materials, and NFTs collectively or through explicit member shares without tokenizing territory.

Local taxes and service fees

A settlement could charge for value it actually provides.

“Tax” would mean a disclosed in-game levy or service charge configured through the settlement—not a real-world tax, unrestricted wallet seizure, or fee on unrelated play.

  • Shop commissions could apply to sales completed through settlement storefronts.
  • Stall rent could charge for listing capacity, visibility, or bounded offline operation.
  • Workshop fees could cover use of a forge, crafting station, repair bench, or production bonus.
  • Storage fees could cover protected capacity and disclosed custody risk.
  • Extraction or access fees could apply to a settlement-operated mine, service, guard route, or other scarce facility.

Protection depends on upkeep

The totem would convert resources into temporary protection.

A settlement that expands faster than its economy can sustain would expose its own frontier. Fueling a totem would maintain game protection; it would never make the land permanently invulnerable.

Fortified100–70%

Strong reserve, full working protection, and normal service operation.

Stable69–35%

Protected, but the settlement has a visible need to replenish its reserve.

Starving34–1%

Warning state with reduced resilience, higher exposure, or siege disadvantages.

Dormant / abandoned0%

Protection fails; buildings, services, storage, and control become vulnerable under takeover rules.

Fourteen days is the current reserve-cap proposal.

The cap is intended to require recurring attention without demanding constant feeding. The exact cap, grace period, minimum interval, and contribution permissions remain open.

Settlement progression

Larger holdings would demand deeper mastery.

Higher tiers could unlock more buildings, services, defence, capacity, and economic influence while increasing upkeep, coordination demands, and attack value.

The role-level gates below—20, 40, 60, and 80—are working values intended to show the progression shape.

TierWorking role gateDesign intent
Outpost20A limited first claim with a totem, basic storage, and one or two initial services.
Settlement40More service buildings, production support, stronger protection, and local trade activity.
Stronghold60Serious defence, specialist infrastructure, wider capacity, and strategic resource value.
Citadel80A rare endgame holding with high upkeep, coordination demands, and siege importance.

Siege, loss, and takeover

Control would turn over without deleting history.

Territory is intended to create vulnerability and conflict, not permanent ownership. Personal inventory remains separate from assets deliberately placed into settlement custody.

Upkeep failure

Reserves reach zero

The totem would stop protecting the cell and its structures after the configured warnings and grace period.

Clan dissolution

Operator authority disappears

The territory record would lose its authorized group. Buildings, shared storage, contracts, and fees would enter disclosed wind-down and vulnerability rules.

Governed siege

Control can change

Another eligible group could attack, capture, damage, salvage, or reclaim vulnerable territory through scheduled and server-controlled gameplay.

Building fate must be explicit before players deposit value.

Capture, destruction, salvage, customer-property recovery, operator payouts, and personal storage protections are unresolved and require clear rules before any settlement economy can launch.

Still to be decided.

  • Cell size, claim shape, adjacency, and restricted-location exclusions
  • Conquest objective, physical-presence tolerance, combat, and anti-spoofing
  • Siege windows, defender notice, and offline protection
  • Construction recipes, placement, capacity, staffing, and repair
  • Resource-production limits and regional availability
  • Allowed fee categories, rate caps, recipients, and treasury permissions
  • Upkeep formula, reserve cap, warnings, and grace period
  • Building, storage, and customer-asset fate during takeover

Connect people, governance, and place

A town needs both an organization and an operating system.

Review the guilds that create persistent membership, or the DAO systems that coordinate shared assets, contracts, escrow, rights, and member decisions.