Your guild is fighting against others for survival and power. Your goal is to expand your guild's territory and hold on to it, to level up your guild and gain bonuses and glory for all its members.
Each day in GvG your guild must conquer new sectors and defend the sectors it already has under its control. At the end of every day (when the countdown timer ends), guilds' experience are calculated according to the territory they own, and this experience contributes to the guild's level. Level up your guild to gain better rewards!
To get involved in the action, you need to be part of a guild. No matter your guild's size, if you are in Iron age or above, you can still participate. GvG battle gives battle points, too, so you don't need to make a choice between towers or GvG.
To access GvG, click the bottom right menu icon:
Guild Continent Map
All action takes place via the GvG continent map, which is a special map designed for inter-guild battles and warfare. The map is split up into provinces, which you can see are separated by rivers and mountain borders. Each area represents a different age.
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 below, 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... the choice is yours! However, you can only do battle using units and goods from the same age as the province you are fighting in (with the exception of the All Ages Map, but let's ignore that and give it a section of its own)... so, for example, in the Iron Age map, you can only use units and goods from the Iron Age.
Hovering over one of the provinces in the map will display a tooltip containing information about the province which includes: The name, the province's age, the top guilds, the number of guilds participating, the support factor, and the average power of all the sectors in that province. At the top left of the screen, you can also see your guild's current ranking, and clicking the area will open the guild ranking window.
Clicking a province in the GvG continent map will take you to the province view.
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, with help from your guild members.
Sectors are represented by hexes in the province map. Your guild must conquer sectors - and defend them from invasion - to expand its territory. Conquering a sector is in two stages - first you lay siege, then you must attack!
Sectors are coloured according to who owns them:
Red - Enemy guilds.
Green - Your guild.
White - Neutral (NPCs).
When you open the Guild province map for an era, you may notice that some of the map is dark, which indicates unexplored, unclaimed territory. The active area is where you can land your first army and establish your guild's headquarter.
Which sectors to attack
When you initially enter a province map, you are able to place a siege army in any of the sectors in the landing zone sectors (indicated by a bouncing golden arrow). Once you have your guild's headquarter set up you can only attack sectors neighboring your headquarters or any of your unshielded sectors.
You can see in the map above if a sector is under siege, as it has an icon with crossed swords above it. A shield icon above a sector means that the sector is protected, as it was recently conquered and cannot currently be attacked. Protected sectors also do not count for attacking and placing siege armies. This means that if you only have one, protected sector next to an enemy sector you want to attack, you will need to wait until the protection is lifted from your sector before you are able to deploy your siege army there.
The event log records actions made by your own guild members and enemy guilds. You can access it from the province map by clicking the event log button in the menu at the bottom left of the screen.
Three different tabs are available in the log:
- Important events
- Your guild actions
- Enemy guild actions
Clicking on a tab in the event log will show a list of recent events and where the event took place. Clicking the log entry will center the map on that area.
You can view information about a sector by hovering your mouse over it in the province map. When you control a sector, you gain "power" which you can see in the sector's information. Different sectors provide more or less power and, as you gain power, this converts to experience points for your guild, which are used to increase your guild level.
HINT: A sector that contains a lot of trees gives more power than a sector with fewer trees.
The white color of the hex in the image indicates that the sector is controlled by a peaceful NPC. You can also see the guild's co-ordinates (handy for communicating strategies with your guild members!), power, and if the sector is under siege, information about the besieger is also displayed.
When you click on a sector, the options displayed depend on whether the sector belongs to your guild, if an enemy guild controls it, or an NPC (in which case no options are shown). Pictured is an example of sector options for one of your own guild's sectors.
Clicking the Profile option will take you to your guild's profile, and Guild in Ranking will bring up the Guild Ranking screen.
Every day, your support pool bonus is applied first to your HQ, which gets the strongest bonus, and then to adjacent sectors, spiraling outwards. This makes your HQ a strategic center which your guild may wish to relocate on occasion. Clicking the Relocate HQ button will move your HQ to the chosen location, but this can only be done once per day. Note that the support pool bonuses for sectors will not change until the next daily calculation. You also cannot move your HQ from or to a sector under siege.
If a sector is no longer strategically useful for your guild, you can choose to grant it freedom. This will result in the sector becoming controlled by an NPC, the sector not being able to be re-sieged by your guild until the next calculation, and a goods payout being made to your guild treasury, which is based on the total territory owned by your guild in that province, the number of siege armies that are currently active, and the amount of slots unlocked on that specific sector. In each province, a single trusted member can only grant freedom to up to four sectors a day.
Conquering a sector
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). As we are trying to conquer the sector, in this case you would want to deploy a siege army.
Deploying a siege army
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, and 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, they belong to your guild and you cannot get them back!
Attacking a sector
Once you have laid claim to the sector you want, and deployed your siege army, the attacks can begin to conquer it! One single attack is unlikely to be enough and it may take many successive attacks to gain control of a sector. You need to use your own army (and your own boosts) to attack... you cannot attack with the siege army.
Click the red defensive icon in the army management screen to view your enemy's defensive armies.
It's possible to have up to 8 armies defending a sector, and you need to defeat them all to gain control of the sector. In this case there are two defending armies. Each time you attack, your army will fight against a random defending army (you cannot choose which army to attack). Below the army's icon, you can see the army's health bar. The armies in the picture have 8 and 9 health respectively, which means they need to be defeated 17 times total in battle to be utterly destroyed and removed from your opponent's defending armies.
When you have killed all of your opponent's defending armies, your siege army moves in and becomes the sector's first defending army.
HINT: After you have beaten a defending army for the first time, the units in the army become visible to everyone when you hover your mouse over the army's icon in the army management screen.
After you win a sector
After you have gained control of a sector, it is protected from attack for a period of time, until the end of the "day", which is indicated by a countdown timer at the top left of the province map. When the countdown reaches zero, the day ends and scores are calculated for the previous day. The protection is also lifted. It's in your interests to hold on to a sector until the timer runs out!
Defending a sector
Every day when the countdown runs out, scores are calculated for the previous day. You need to be holding on to a sector when the timer runs out for it to count! So, it's in your interests to hold on to a sector for as long as you can, or at least until the timer reaches zero.
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. As the cost of goods rises, a single person may no longer be able to afford to unlock slots, and so goods contributing to unlock slots go into a guild treasury, which holds goods until they are ready for use.
When one of your sectors is under siege by an enemy, the sector will not produce power. Most actions are also blocked (placing a defending army, granting freedom, or relocating your HQ to or from that sector). So, it's in your guild's interest to kill off any armies that are besieging your sectors.
Every guild has a "support pool", which gives bonuses in GvG warfare. A guild's support pool is calculated from the guild's level and certain buildings that its members have. It gives a percentage bonus to the attack and defense (or boost) of all units of that guild in this sector.
Your total pool applies to each individual province. Then for each province, they are divided by the Support Factor before they are distributed. The support pool is distributed among sectors controlled by a guild, with the guild HQ taking precedence, before adjacent sectors receive a bonus, and then sectors further away after that. If a sector is not connected to your HQ, it will not get a bonus.
You can see a support bonus by hovering your mouse over an army. Defending armies and siege armies can have a support bonus if they are in range. A guild's support pool is recalculated every day, when the countdown ends. A siege army will only receive a support bonus if it exists at the time of the daily calculation, when the countdown ends.
The maximum support bonuses vary according to province - this is in order to make the lower age maps more accessible to players from earlier ages. The maximum bonus for each age is set according to the following table:
|Max outpost bonus||Max HQ bonus|
|InA and after||50%||75%|
The daily calculation occurs at a set time every day. You can see from the countdown in your GvG province map how much time is left until the calculation is run. During the calculation, the following steps occur:
- Guild Level calculation.
- Guild ranking calculations.
- Support Pool/Support Bonus calculation and distribution.
- Power is paid out.
- Attack protection on sectors is lifted.
- If you have relocated your HQ the previous day, the relocate option is reset and you are again able to move your guild headquarter.
- Grant Freedom limit for a specific player resets
- Any sector that has been granted freedom can be sieged again
Leveling up your guild will improve its ranking and give bonuses to all its members. Some bonuses will help your guild in the GvG maps, and there are also player bonuses to be gained.
You can view information about your guild’s level, and requirements for all levels, in the guild level window, which is accessible from your guild menu icon.
To see rewards and requirements, you can scroll through the levels using the arrows at the bottom of the guild level window.
How to level up your guild
In order to level up your guild you need to gather power. You gain power by acquiring and holding onto territory. Every sector you control gives power and, at the end of each day, your guild's power points are calculated and added to your guild's total, which contribute towards leveling up your guild.
As you increase your guild's level, the following bonuses for your guild will also increase:
- Prestige bonus - Adds prestige to the guild’s prestige ranking
- Support pool bonus - Adds to the guild’s support pool (attack/defense bonus in GvG)
Some levels will also provide a player bonus:
- Recruitment boost - Reduces the time needed to recruit units, and healing times for units (new times are shown in the recruitment screen).
- Research boost - Gives additional Forge Points each day in your town hall.
- Construction rebate
Reduces coin and supply cost of all buildings by a percentage (the original cost is shown in the research tree, and the reduced cost is displayed in the building menu).
Two GvG rankings exist: guild ranking, and map ranking.
The guild ranking is global and determined by the amount of prestige points a guild has, which your guild can gain from the level bonuses obtained while leveling up your guild.
Provinces also have their own map ranking, which is ordered by guilds' power gained in that province map. Getting to the top of the map ranking will not only increase your guild's fame and notoriety, but it also provides its own benefits.
Every day after the new map rankings are calculated, a power bonus is given to the top 3 guilds. The bonus is as follows:
Top guild - 15%
2nd place - 10%
3rd place - 5%
Guild Rights, Treasury, & All Ages Province
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 Relocating the headquarter
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.
As your guild conquers and expands its territory, goods cost rise for siege and defensive army slots. Your whole guild may need to contribute goods to pay for new army deployment and unlock defense slots, and this is where the guild treasury comes in. When you attempt to place an army, you are first taken to the unlock screen, where you can access - and contribute to - your guild's treasury.
In the image, 5 jewelry are required, and below the requirement you can see that they are already available in your guild treasury. Also needed are iron, cloth, ebony and limestone, which the guild need to collect and pay in order to unlock this slot. Buttons below the good requirement show what you as a player are able to contribute: in this case, 5 iron and 5 limestone, or Diamonds to purchase the goods for your guild.
Only when all required goods are available can the siege be placed (or slot be unlocked).
HINT: Granting freedom to a sector your guild no longer wants will also result in goods being paid to your guild's treasury.
This feature is also accessible from your guild screen, in its own tab. To donate goods to your guild, simply select the good from the drop-down menu, add an amount, then hit the donate button:
All Ages Province
The all ages province on the GvG map functions almost identical to the other eras with a couple of exceptions. Instead of paying goods, you pay medals to unlock defending armies or place sieges. The costs are the same as goods in a sense (i.e. if it normally cost 30 of each good to unlock a defending army, you are paying 30*5 = 150 goods, so instead, you now pay 150 medals to unlock the defending army). You are also allowed to use any unit you want to place sieges, attack sectors, or place defending armies. This means that you will likely have the best chance at participating with using the latest era units, but feel free to get creative: try keeping one strong defending army followed by 7 armies of (Iron Age) archers; this will force higher-era players to attack while giving them very little battle points for getting through the sector!
GvG Glossary of Terms
AF, BA, CE, TE, etc. - This technically isn't a GvG term, but rather an abbreviation for different eras (AF = Arctic Future, BA = Bronze Age, CE = Contemporary Era, etc.) The All Ages map may be abbreviated into AA, FFA (Free-For-All), or even use the latest era's abbreviation since most defending armies will consist of them.
Attack protection - A protection for sectors that have just been conquered. It prevents sectors from being attacked by another guild until the next daily calculation. Also, unless it is a HQ, you cannot place sieges from a sector in this state.
Average power - The average power of a sector in the province.
Besieged, under siege - A sector that holds a siege army. Besieged sectors do not produce power, and most actions are blocked (like placing a defending army, relocate HQ or grant freedom).
Construction Rebate - A discount on the coins and supply costs of their buildings that all guild members according to the level of the guild.
Coordinates - A unique identifier for every sector.
Daily Calculation - An event at the end of every day where power is paid out, aggressive NPCs attack, attack protection is lifted, power is added to guild level, guild and map rankings are determined, support pool bonus is determined/distributed, relocation and grant-freedom limits are reset.
Defending Army - An army that can be placed to defend your sector. A sector can hold up to 8 defending armies. If the sector gets attacked, each of these armies has to be defeated 10 times (or less mattering on the health of the defending army).
Grant Freedom - An action to a sector that hands it and all defending armies in it to the original (NPC) owner again. The guild will gain a few goods for doing so. A guild cannot re-siege a sector they granted freedom to until the next calculation, and one player may only grant freedom to 4 sectors each day.
Guild Continent Map - The map in which the provinces are located. Entering GvG will lead you there.
Guild Level - Accumulated power will contribute to the guild level. Whenever enough points are gathered, the guild levels up and unlocks bonuses for their members.
Guild Ranking - A ranking that displays all guilds sorted by their prestige.
Guild Treasury - The guild treasury holds goods that are contributed by the players and certain events/actions. The treasury is used to pay goods for unlocking slots or placing siege armies.
Guild versus Guild - The official name of the feature is “Guild versus Guild”.
Guild’s area - The sectors controlled by a guild in a province. These sectors will be green on the continent and province maps.
GvG / GVG - Abbreviation for “Guild versus Guild”.
Headquarter - The first sector a guild conquers on a map will hold the headquarter. The headquarter can be moved to other sectors. It is important for the distribution of the support bonuses. Also, siege armies can always be placed from this sector (there is no restriction from the attack protection).
HQ - Abbreviation for headquarter.
Landing Zone - A defined area of sectors in every province in which new guilds entering the map can start and place their initial siege army. If your guild does not own a sector in a province, all the landing zones will have an orange arrow above them.
Map Ranking - A ranking for each province that displays the guilds sorted according to their daily power in that province.
NAP - “Non-Aggression Pact” – An agreement between two guilds to not attack each other's sectors or sieges. May or may not apply to multiple provinces.
NPC - “Non-Playing Character” – if a sector is not controlled by a guild, it is controlled by a NPC instead. However, they are mostly opposed to war.
Owner - Either the guild or the NPC's name of whoever owns that sector.
Peaceful NPC - NPCs that are used in the landing zone. They will not attack guild sectors during daily calculation.
Power - What your sector produces daily for your guild which contributes to the guild level.
Prestige - What is used to determine the guild ranking and is calculated from the total power gained from each province during the daily calculation plus the prestige bonus gained from the guild's level.
Prestige Bonus - The bonus prestige that is gained from the level of the guild.
Province - The guild continent map holds the provinces in which the guilds fight. There is one province for each age, meaning only units and goods from that age are used.
Province’s age - The age of a province; according to our normal ages in the game. In a province, only goods and units from the province’s age can be used.
Recruitment Boost - According to the level of the guild, the recruitment and healing times of units are reduced for all guild members.
Relocate Headquarter - A guild can relocate its headquarter; effectively, the headquarter gets put on to another sector of their territory, as long as neither of the two sectors is under siege.
Research Boost - According to the level of the guild, all guild members receive additional Forge Points (obtained with daily coin bonus from the Town Hall).
Sector - Every province holds a large number of sectors. Guilds battle for control of these sectors. A sector provides power.
Siege Army - An army that has to be placed in order to take a sector. Any trusted member has the ability to place a siege from a guild's sector that is not protected, or any landing zone if the guild does not own a sector in the province yet. Placing a siege army requires both goods and units. Only after placing the siege army the defending armies in that sector can be attacked by members of the guild. Note that the siege army itself does not attack, but it can be attacked and defeated by any guild adjacent or on the sector (guilds not on a specific map are technically adjacent to any landing zone).
Support Bonus - A boost that can be applied to defending or siege armies mattering on the support pool, the province (and its support factor), and the distance from the headquarter.
Support Factor - A unique factor for every province that lowers the total support bonus; support pool / support factor = total support bonus of that province
Support Pool - A component that used along with the Support Factor to determine the Support Bonus in a province and can be increased through your guild level and certain buildings
Support Pool Bonus - The bonus that increases the support pool for the guild.
Unlock - Opening up another slot for a defending army (up to 8 in total). This action requires goods.
Unlocked Slot - A slot that was unlocked and can take a defending army now.