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{{DISPLAYTITLE:Principality | {{Button|text=Back to Guides|link=Player_Guide}} | ||
{{DISPLAYTITLE:Principality & Territory Guide}} | |||
''Clans of Clans in Irontide'' | ''Clans of Clans in Irontide'' | ||
Latest revision as of 08:28, 24 December 2025
Clans of Clans in Irontide
The Principality System is Irontide’s expansion of the vanilla clan system used in Conan Exiles. A Principality represents a sovereign political and military power formed by multiple clans acting under a single banner.
Principalities are the primary drivers of territory control, warfare, and long-term world development. All large-scale political action within Irontide is conducted through Principalities.
What Is a Principality
A Principality is:
- A clan of clans
- A sovereign political entity
- A military power capable of conquest
- The core unit of territory ownership and governance
Through Principalities, players shape the persistent world, establish borders, wage wars, and leave lasting marks on the map.
Forming a Principality
To form a Principality, the following conditions must be met:
- A minimum of four players of the same race
- Human sub-races may mix freely
- Founding members must agree on leadership
- A Discord ticket must be opened using the official application template
Once approved:
- The founding clan becomes the core clan
- The Principality is officially registered
- Initial Influence is granted based on the founders’ Prestige
The Principality’s name, identity, and public information are derived from the founding clan’s name and message of the day.
Influence
Influence represents the political, administrative, and military capacity of a Principality. It is the primary currency used for expansion and development.
Influence Is Used For
- Colonizing unclaimed regions
- Claiming enemy-controlled regions
- Developing and upgrading controlled territories
- Initiating territorial wars
How Influence Is Earned
Influence is generated through Prestige.
- Prestige is a player-specific, non-tradable currency
- When members gain Prestige, their Principality gains Influence
- Active participation and roleplay directly strengthen the Principality
This system rewards activity and commitment while preventing hoarding and alt abuse.
Membership Limits
To maintain balance and prevent uncontrolled growth, strict membership limits apply to all Principalities.
- A Principality may have a maximum of 12 total members
- This limit includes all members of the founding clan and all Subject Clans combined
- Once the Principality reaches 12 members, no affiliated clan may recruit additional players
- Recruitment may only resume if the total member count drops below the limit
Clan Size Limit
- Each individual clan may have a maximum of 10 members
- This limit applies to both founding clans and Subject Clans
- Clan limits are enforced regardless of Principality size
These limits ensure that power is derived from organization, diplomacy, and strategy rather than raw numbers.
Subject Clans
Principalities may accept Subject Clans under their banner.
This allows smaller groups to operate within the political sphere without forming an independent Principality.
Benefits
- Access to Principality-controlled territories
- Protection under the Principality banner
- Participation in wars, raids, and development
Restrictions
- Subject Clans cannot own territory independently
- Subject Clans cannot place territorial claims
- Subject Clans still generate Influence through Prestige
Only Principalities may directly control land.
Territory System Overview
The world map is divided into a fixed number of regions, each of which may exist in different states.
The faction system has been fully abolished. All territorial control is handled exclusively by Principalities.
Territory Rules
Ownership
- A Principality may control multiple regions
- Each controlled region must border at least one other region owned by the Principality
- Isolated claims are not permitted
This ensures organic expansion and the formation of contiguous realms.
Uncolonized Regions
Uncolonized regions have no owner.
- Principalities may colonize them by investing Influence
- Only regions bordering existing Principality territory may be colonized
- The Principality that commits the most Influence gains control
Player-Controlled Regions
Regions owned by a Principality:
- May be claimed by other Principalities
- Must be contested through war
- Can be developed and upgraded
- Must border the attacking Principality’s territory to be claimable
Towns and PvE Regions
- Cannot be claimed or contested
- Do not belong to any Principality
- Serve social, economic, or PvE purposes
Claims and Warfare
- Claims are placed by spending Influence
- A Principality may hold multiple active claims
- Only bordering regions may be claimed
- Claimed regions may be contested through scheduled wars
Wars are fought during designated time windows and determine control of the region. Detailed mechanics are covered in the Warfare and Siege Guide.
Territory Development
Each region has two primary statistics.
Development
- Represents the region’s level
- Improves monument effects and regional boons
- Increases over time
Prosperity
- Acts as regional experience
- Increases through peace and upgrades
- Decreases through wars and raids
Raids reduce Prosperity and allow attackers to steal a portion to enhance their own regions. Prosperity directly affects how quickly Development increases.
Roleplay Expectations
Principalities are expected to:
- Maintain consistent roleplay standards
- Govern their territories responsibly
- Provide roleplay opportunities for outsiders
- Teach new players and characters Irontide systems
Failure to uphold these standards may result in administrative action.
Principality Application
Principalities are sovereign forces that shape Irontide’s political landscape. They are not simple factions, but entities that leave lasting marks upon the world through conquest, diplomacy, and ambition.
Each Principality raises its own banner, carving its name into the map through influence and war. In the struggle for territory, they are not merely participants, but architects of the server’s evolving story.
Requirements
- A clan consisting of at least five players
- Any four members besides the leader must be of the same race as the leader
- The clan must have played together for at least five days without major breaks
- A clear clan concept with original lore and long-term goals
- A clan base capable of hosting roleplay with outsiders
- Willingness to teach new members or new characters
Benefits
- Ability to colonize land
- Ability to claim enemy territory
- Ability to declare wars for conquest
- Ownership of multiple territories
- Ability to subjugate or confederate other clans
- Access to territory upgrades purchased with Influence
- Ability to coordinate with the Irontide Crew for events
Application Form
| Application Form (Copy and paste into your Discord ticket) |
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Related Guides
- Warfare and Siege Rules
- Prestige System
- Territory Upgrades and Investment