Guild & Siege Prep
Fief points competition, location upgrades through six levels, guild ownership mechanics, and preparing for State of War castle warfare.
Last verified: v2026.06 Relaunch
Guilds in Gloria Victis are not social chat rooms with tags—they are feudal entities competing for national location ownership through Fief points, upgrading captured sites across six levels, and preparing for the return of State of War castle sieges. Whether you are a guild officer planning season strategy or a recruit wondering why officers obsess over wheelbarrows, this guide explains ownership mechanics, upgrade paths, siege preparation, and links to Bastion Logistics, State of War Roadmap, and Combat & PvP.
Feudal System Overview
The Season of Feudal Lords update introduced guild ownership of national locations—forts, towns, mines, and farms assigned to the capturing nation but managed by one guild based on Fief point totals. Owners receive:
- Profit shares and crafting discounts at the location
- Strategic influence over upgrade priorities
- Prestige on map card challenger tables
- Responsibility for defense and supply during wars
Captured locations remain nation property; guilds compete as vassals for stewardship.
Fief Points: Earning and Defending
Fief points quantify guild activity at a specific location. The highest-scoring guild becomes owner displayed on the location map card.
Fief Point Sources
| Activity | Point Yield | Notes |
|---|---|---|
| Defeating enemies near location | Medium per kill | PvE and PvP both count |
| Completing local quests | Medium burst | Rotate members through dailies |
| World events at site | High burst | Coordinate attendance |
| Bastion supply delivery | High sustained | Bastion Logistics |
| Crafting on location | Steady trickle | Workshop bonus encourages on-site production |
| Building structures | High one-time | Requires architect coordination |
| Successful defense during siege | Massive | Win/lose seasons here |
Fief Competition Table
The location detail card shows a challenger table—guilds ranked by points. Officers monitor weekly:
- Identify #1 guild margin over #2.
- Assign squads to grind lagging activities (usually supply or local quests).
- Block enemy guilds from questing in force during push weeks.
- Negotiate nation alliances—two guilds splitting activities beats internal nation griefing.
Losing #1 rank means losing owner benefits immediately when rankings update—treat Fief like a leaderboard boss fight.
Cross-Guild Nation Coordination
Healthy nations assign primary guild per border fort to reduce internal Fief sniping. Nation leaders call:
- Guild A owns east mine
- Guild B owns central fort
- Guild C contests enemy farm as challenger
Internal competition is feature, not bug—but unmanaged sniping loses wars to organized enemy nations (Nations & Territories).
Location Upgrades: Six Levels
Each capturable location progresses through six upgrade levels. Higher levels unlock:
- Better workshop tiers (Workshops Guide)
- Stronger defensive structures
- Increased resource output modifiers
- Reduced crafting costs for nation members
- Prerequisites for State of War siege engines (post-roadmap)
Upgrade Requirements Pattern
Exact materials vary by location type (mine vs. farm vs. fort)—verify in-game architect UI. General pattern:
| Level | Typical Requirements | Strategic Value |
|---|---|---|
| 1 → 2 | Basic planks, nails, stone | Workshop access |
| 2 → 3 | Ingots, processed leather, bulk food | Green workshop bonus |
| 3 → 4 | Rare materials, nation warehouse pulls | Military stockpiles |
| 4 → 5 | Bulk Greatest Need fulfillment | Siege prep tier |
| 5 → 6 | Mass event participation, rare drops | Maximum bonuses |
Upgrade Step List for Officers
- Open location architect panel; read next level requirements.
- Cross-reference Greatest Need on map card (Bastion Logistics).
- Publish material list to guild Discord with quantity targets.
- Schedule Fill the Bastion participation if level gate requires event.
- Coordinate wheelbarrow/wagon trains from national warehouse.
- Deposit into architect table crate (left side)—not wrong UI panel.
- Confirm level-up broadcast to nation.
- Reassign Fief farming squads to new local quests unlocked at tier.
Under-upgraded locations fall first in State of War—level six is long-term nation goal, not luxury.
Guild Structure for Siege Prep
Recommended Roles
| Role | Responsibility |
|---|---|
| Guild master / officer | Fief strategy, diplomacy, upgrade scheduling |
| Logistics officer | Greatest Need, alcohol morale, wagon trains |
| Recruitment officer | Onboard recruits with Beginner’s Guide |
| PvP shot caller | Role assignments per Combat & PvP |
| Crafter lead | Bulk arrows, repair kits, siege materials |
| Scout | Map timers, enemy movements, horse spawn intel (Horse Taming) |
Small guilds merge roles; large guilds specialize.
Member Expectations Pre-Siege
Minimum weekly contribution before State of War:
- Two Greatest Need deliveries OR one Fill event
- One border PvP attendance with assigned role
- Deposit spare materials to guild stash or nation warehouse
- Maintain repair gear in Depot for callouts (Depot & Economy)
- Attend officer meeting for upgrade push weeks
Clear expectations prevent officer burnout.
State of War: Roadmap and Preparation
State of War is Gloria Victis’s guild castle warfare mode—epic sieges with structures, siege equipment, and territorial consequences. The 2023 shutdown paused development; the June 2026 relaunch restores the world with State of War returning in phases per State of War Roadmap and official FAQ.
Planned Phase Order
- Launch stabilization — population scaling, bug fixes, core loop polish
- Guild Isles and free building — guild-owned spaces, construction sandbox
- State of War mechanics — siege engines, castle assault/defense rework
- Full seasonal warfare — competitive seasons with rewards
Do not expect day-one castle sieges at relaunch—prepare during interim.
Pre-Launch Siege Checklist (Guild Level)
Infrastructure:
- Push primary fort to upgrade level 5+ toward six
- Stock alcohol, arrows, planks in bastion (Bastion Logistics)
- Level logistic profession on ten+ members for wagons
- Identify fallback fallback respawn chain (Fast Travel)
Combat:
- Run weekly group drills in non-loot zones—anchors, archers, flankers (Combat & PvP)
- Arena roster for 1v1 matchups during siege downtime
- Review Build Tier List for siege meta builds
- Partial loot squad optional for enemy supply denial (Partial Loot)
Economy:
- Guild bank via Depot coordination (Depot & Economy)
- Market stockpile repair materials for post-siege spike pricing
- Recipe unlocks for siege consumables (Recipes Overview)
Intelligence:
- Scout enemy nation upgrade levels on map
- Monitor Patch Notes Hub for siege rule changes
- Cross-server Valley of Death practice with allies (Leveling)
Siege Day Tactics Preview
When State of War returns, expect refined rules from pre-shutdown lessons. Likely fundamentals:
Attackers
- Muster at staging fort; wheelbarrow siege materials (Bastion Logistics)
- Breach gates with engines—protect engineers PvP
- Establish spawn camp asymmetrically—defenders rez closer
- Partial loot squads deny enemy rez gear in loot-enabled siege zones if applicable
- Cap objective before timer; hold against counterattack
Defenders
- Pre-siege alcohol and arrow stockpile complete
- Anchors hold chokepoints; archers from walls
- Bodyguard downed allies—30-second rez window (Partial Loot)
- Call nation reinforcements via Discord before gate falls
- Accept loss gracefully—rez capital, counter-attack adjacent fort
Exact mechanics await roadmap phase three—drill role discipline now regardless.
Fief Points During Peacetime
Peacetime is Fief farming time, not vacation.
| Activity | Officer Action |
|---|---|
| Daily | Publish top Fief location needs |
| Weekly | Review challenger table margins |
| Monthly | Plan upgrade push to next level |
| Event windows | Mandate Fill the Bastion attendance |
Guilds that only PvP without supply lose locations to industrious challengers without firing a shot.
Location Types and Priorities
| Type | Fief Value | Upgrade Priority |
|---|---|---|
| Border fort | Highest | Military first |
| Mine | High economic | Output modifiers |
| Farm | Medium sustain | Food for nation |
| Interior town | Logistics hub | Workshop quality |
| Remote outpost | Strategic flank | Low unless roadmap demands |
Nation war plans dictate which location gets level-six push first—officers align with national command.
Recruiting for Siege Guilds
Advertise honestly:
- Activity expectations (hours/week)
- Fief and logistics requirements
- Voice comms mandatory or optional
- PvP skill floor vs. training guild
Recruits from Leveling quest chain arrive daily—mentor them through first wheelbarrow run before arena trials.
Common Guild Mistakes
Internal Fief griefing. Nation loses war while guilds snipe same fort points.
Upgrade tunnel vision without supply. Level five fort with empty arrow crates loses siege anyway.
Ignoring morale/alcohol. Bastion Logistics morale debuff silently loses defenses.
No shot caller in group fights. Mob loses to organized eight-man enemy.
Skipping peacetime drills. State of War launch day chaos with untrained roster.
Hoarding Fief on wrong location. Points don’t transfer—farm where you want ownership.
Relationship to Relaunch Features
Relaunch Overview preserves feudal systems with stability improvements. F2P & Monetization avoids pay-to-win siege advantages—prep beats wallet.
Cross-server events (Leveling Valley of Death) build inter-guild relationships before State of War cross-server phases.
Long-Term Season Mindset
Treat each capture season as cycle:
- Capture — nation war effort
- Stabilize — Fief assignment, upgrade push to level 3
- Fortify — level 4–6, stockpile, recruit
- Defend or contest — State of War when live
- Rebuild or expand — after loss, reset Fief on new target
Guilds maintaining discipline across peacetime dominate when sieges return.
Fief points are the scoreboard, six upgrade levels are the infrastructure, and State of War is the exam. Supply the bastion, rank the challenger table, drill the roles—when the gates shake, your guild owns the wall.
Frequently Asked Questions
How does a guild become owner of a national location?
The guild with the most Fief points at a captured location becomes its feudal owner. Points accumulate from defense, crafting, quests, events, and bastion supply in that area.
How many upgrade levels can a location have?
Locations support up to six upgrade levels. Each level requires specific resources, Greatest Need fulfillment, and often nation-wide coordination.
When does State of War return after relaunch?
State of War arrives in post-launch phases: Guild Isles and free building first, then siege equipment and castle warfare per the official roadmap.
Do Fief points reset?
Fief competition is seasonal per location capture. Losing the location to enemy nation resets ownership context; active guild ranking tables show challengers on the map card.
What should my guild do before State of War launches?
Maximize location upgrades, stock bastions, level logistic characters, assign Fief farming squads, and practice non-loot group combat roles.