The November Conquest Update
More fights, fewer trades
More fights, fewer trades
The October Shake-Up is wrapping up, so let's look at how it went and what we're changing for November. Let's get into it!
Overall we're really happy with how the October changes played out.
- The fights were better, and there were more of them. October had 213 fights where both sides showed up and 60 fights with 50+ players, the most of any month this year (2025 averaged about 120 and 41 a month).
- There was more activity across all of
Ascalon,
Kalros and
Garama, instead of a few alliances dominating every continent at once. - Smaller alliances led to smaller conflicts, but a lot more of them. More sides worth fighting is exactly what we were hoping for.
The not-so-good: win trading. A lot of it.
- Partner alliances placed fights on each other that nobody showed up for, purely to farm Strength or to burn through a rival's 5 daily defenses so the real contender couldn't attack them.
- Nearly half of October's defenses (74 of 157) were fights where the attackers never showed up or never fought. In 2025 it was about 1 in 10.
Here's how October stacks up against the rest of the year, on
Ascalon,
Kalros and
Garama:| Month | Fights | Both Sides Showed | 50+ Player Fights | Defenses | No-Show Defenses |
|---|---|---|---|---|---|
| 2025 (monthly avg) | 251 | 119 | 41 | 55 | 5 (10%) |
| January | 176 | 92 | 52 | 47 | 7 (15%) |
| February | 278 | 122 | 57 | 47 | 5 (11%) |
| March | 381 | 155 | 31 | 111 | 29 (26%) |
| April | 320 | 115 | 42 | 94 | 43 (46%) |
| May | 180 | 59 | 23 | 34 | 15 (44%) |
| June | 188 | 83 | 35 | 44 | 12 (27%) |
| July | 235 | 80 | 29 | 45 | 13 (29%) |
| August | 215 | 93 | 42 | 64 | 12 (19%) |
| September | 370 | 137 | 24 | 71 | 25 (35%) |
| October (through the 24th) | 411 | 213 | 60 | 157 | 74 (47%) |
- Fights includes neutral captures. Both Sides Showed is fights where attackers and defenders both had players there.
- A no-show defense is one the defenders won where the attackers either never showed up, or showed up and never landed a hit, a kill or an objective.
Win trading isn't against the rules, and we don't plan to start policing individual fights. If something can be gamed, that's on the system, so we're fixing the system.
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⚔ November Changes ⚔
Keep the good, close the gaps
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⚔ November Changes ⚔
Keep the good, close the gaps
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Wherever a change mentions #1, #2 or #3, that's the current standings by Strength on that continent, not who placed last month.
If one side is so much stronger than the other that a win would be worth practically no Strength at all, the fight isn't really about anything. Those are just the fights that are easiest to trade.
- You can no longer place a fight where either side winning would be worth 3 or less Strength.
- You'll be told the side you're attacking is too strong or too weak for you, and to go fight someone closer to you in Strength.
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Staging a no-show attack only ever took one player at the plate. Real attacks on the top of a continent bring a crowd anyway, so this only gets in the way of the fake ones. So to add some bigger intention to placing on the top alliances, real players need to show up, not just one player being asked to logon, go place an attack, and then log. From now on, to place on 1st-3rd, you need to bring allies with you:
- On #1: 4 players
- On #2: 3 players
- On #3: 2 players
- Everyone else: 1 player (the usual)
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The biggest problem this month was partners filling up #1's daily defenses so the side actually chasing them couldn't get a fight in. Now the sides right behind #1 always get their shot. 2nd and 3rd place get reserved attacks on the towns above them, regardless of whether their 5 defenses have already been used up. Attacks would still count towards that pool of 5, but if somehow that pool is exhausted, they still get a chance:
- #2 always gets 2 attacks a day on #1. #3 gets 1.
- These count as #1's normal defenses, but if #1 has none left, #2 and #3 still get them.
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A nomad trying to start a town in someone's territory used up one of their daily defenses, which made it a cheap way to burn them.
- Nomad town attempts no longer use up a defense.
- Each Alliance can only have 1 nomad town attempt placed against it per day, so they can't be spammed either.
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Smaller alliances worked, but 3 towns was tight. The spread of allies was interesting, and we don't want to kneejerk return to large alliances either. Many players miss being able to be a merc, so we're giving 1 slot back.
- Alliances are capped at 5 towns, up from 3.
- Up to 1 of those can be a merc town from another continent.
That's all! All of the other changes we made, as they were not referenced here, will stay as is for the time being. This includes shulker caps, player caps proportional to territories owned, etc. We want to make marginal balance changes as opposed to sweeping number changes so we can better tell what was a fluke or what was an actual pattern change. And as always, we'll be watching closely and may make mid-month changes depending on how things go. Let's see how November goes!
EDIT: Updated the 0 strength fight block to be 3 or less strength to actually matter, basically.
Go Forth!
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