State of War Roadmap
Guild vs Guild warfare, free building, and siege equipment coming post-launch in Gloria Victis.
Last verified: v2026.06 Relaunch
State of War: The Post-Relaunch War Phase
Gloria Victis relaunched June 17, 2026 on Steam as free-to-play under gamigo, restoring directional combat, three nations (Ismir, Midlander, Sangmar), partial loot zones, capital depots, and nearly 1,000 recipes. The relaunch day build is a foundation—not the final vision for nation-scale warfare. State of War names the roadmap arc where guild conflict escalates from border skirmishes and arena duels into structured territorial contests with free building, siege equipment, and deeper guild versus guild objectives.
This page documents what State of War means, what is live at relaunch versus planned, how guilds should prepare, and where to track official updates. Pair it with Relaunch Overview, Guild & Siege Prep, Nations & Territories, and Patch Notes Hub.
Roadmap Philosophy: Hardcore PvP With Structure
Black Eye Games-era Gloria Victis already punished careless gear choices in partial loot areas. gamigo’s relaunch preserves that ethos while adding clearer seasonal structure so guilds can plan campaigns instead of only reacting to random encounters. State of War is not a casual battle royale mode dropped into an MMORPG—it extends existing systems:
- Directional combat remains the individual skill floor—see Combat Controls.
- Crafting supplies siege materials, weapons, and armor—see Professions and Recipes.
- Depot logistics bank surplus before offensives—see Depot & Economy.
- Nation identity frames alliances and rivalries—see Nation Tier List.
Structured warfare amplifies stakes without replacing sandbox emergence. A surprise raid on a mining vein can still occur outside scheduled sieges; State of War adds focal points that nations rally around.
Phase Overview Table
The following phase table summarizes publicly communicated roadmap structure at v2026.06 Relaunch. Dates shift with development; verify against patch notes before planning guild vacations.
| Phase | Focus | Player Activities | Status at Relaunch |
|---|---|---|---|
| Phase 0: Relaunch Core | F2P access, tutorial, depots, recipes | Leveling, crafting, open PvP, arenas | Live June 17, 2026 |
| Phase 1: Guild Foundations | Fief points, location upgrades, recruitment tools | Guild halls, shared planning, bastion events | Live baseline; polish ongoing |
| Phase 2: Free Building | Player-placed structures in permitted zones | Walls, gates, workshops, defensive prep | Post-launch rollout |
| Phase 3: Siege Equipment | Catapults, ballistae, supply engines | Craft, deploy, maintain siege kits | Post-launch rollout |
| Phase 4: State of War Cycles | Scheduled sieges, territory flips, war seasons | Nation campaigns, victory conditions | Post-launch rollout |
Phases may overlap. Building prototypes might appear in test patches before siege weapons receive final tuning. Treat this table as orientation, not a contract.
Phase 0: What Relaunch Already Delivers
Before State of War fully arrives, Stoneholm is already dangerous and productive.
Open-World PvP and Partial Loot
Central contested regions apply partial loot rules—timed loot windows after kills, not full inventory wipes. Border and hub areas offer safer transit. Misjudging zone boundaries is a classic mistake; read Loot Zone Map and Partial Loot System before carrying raid-grade gear.
Three Nations at War Posture
Ismir, Midlander, and Sangmar maintain territorial tension across forts, roads, and resource nodes. Population and guild concentration vary by server—World Map Overview contextualizes geography.
Guild Systems Baseline
Guilds recruit, communicate, and pursue fief-related progression. Officers coordinate group mining, bastion deliveries, and training sessions. UI flows for guild management appear in UI & Interface.
Capital Depots and Economy
Each nation’s capital hosts a depot for safe storage—critical before any siege season when bulk stone, timber, and ingots must be stockpiled without risking partial loot transit.
Phase 1: Guild Foundations in Detail
Guilds are the unit of State of War. Individual duelists matter in arenas; campaigns belong to organized groups with roles, schedules, and supply chains.
Fief Points and Location Upgrades
Fief points measure guild territorial investment. Spending them on location upgrades improves defensive utility, crafting access, or logistical perks—exact upgrade trees evolve per patch. Guild & Siege Prep walks through prioritization: scout towers before cosmetic fountains when war looms.
Bastion and National Logistics
Fill the Bastion events and Greatest Need chains reward nations that move bulk goods efficiently—wheelbarrows, escorted caravans, timed deliveries. Bastion Logistics explains how peacetime logistics train the same crews needed for wartime supply.
Combat Role Training
State of War amplifies group fights. Train:
| Role | Primary Skills | Wiki Reference |
|---|---|---|
| Frontline | Blocks, kicks, stamina discipline | Combat Controls, Build Tier List |
| Flanker | Angle attacks, feints | Combat & PvP |
| Archer | Ranged pressure, mount kiting | Weapon Tier List |
| Support | Bandages, food buffs, tool repairs | Consumables & Food |
Recruits must learn Alt mouse toggle and keybind defaults—Keybinds—before first guild war practice.
Phase 2: Free Building
Free building lets guilds place structures in designated territorial spaces—palisades, gates, crafting annexes, storage sheds, and potentially war camps. This transforms maps from static backdrops into evolving battlefields.
Anticipated Building Categories
| Structure Type | Strategic Purpose | Resource Implications |
|---|---|---|
| Palisades / walls | Channel attackers, protect crafters | Timber, stone, labor hours |
| Gates | Controlled access points | Reinforced materials, maintenance |
| Workshops | Field crafting and repairs | Tool durability cycles |
| Scout posts | Vision on approach routes | Light timber, climb gear |
| Supply depots | Forward staging—not capital safe storage | Risk partial loot in contested forward depots |
Forward depots differ from capital depots. Anything placed in contested ground may be looted or destroyed. Bank irreplaceable gear at nation capitals before experimenting with forward staging.
Building and Crafting Interdependence
Nearly 1,000 recipes include structural components and siege consumables. Miners and woodcutters feed builders; smiths produce nails, brackets, and reinforcements. Group mining veins grant bonuses—Material Farming—making peacetime resource evenings a war preparation ritual.
Zoning and Rules (Expected)
Free building will not mean arbitrary towers in market squares. Expect:
- Build permissions tied to fief control or guild charters
- No-build buffers around capitals and newbie hubs
- Destruction rules during sieges vs peacetime vandalism policies
Official patch notes will define enforcement. Until then, guild officers should scout live test patches on secondary characters if available.
Phase 3: Siege Equipment
Siege equipment introduces engines that change wall fights from pure melee stacks into combined arms problems.
Equipment Types (Roadmap)
| Siege Piece | Function | Counterplay |
|---|---|---|
| Ballista | Ranged structure damage, player pressure | Flank crews, smoke, melee on operators |
| Catapult | Area bombardment, wall breaches | Spread formations, repair teams |
| Supply carts / engines | Ammunition and fuel logistics | Intercept caravans in partial loot routes |
| Defensive emplacements | Anchor hold points | Combined assault timing |
Siege weapons should require crafting, assembly, and maintenance—not shop purchases. Aligns with F2P & Monetization non-P2W framing.
Crew Skills
Operating siege equipment is a minigame of positioning, timing, and vulnerability. Crews must train while vulnerable to directional combat pushes—stamina breaks, kick disarms, and coordinated rushes from Combat & PvP tactics.
Horses and Mounted Logistics
Mounts move crews and materials faster along roads—Horse Taming and Mount Tier List. Mounted archers harass builders; counter with spears and ambush terrain from World Map Overview.
Phase 4: State of War Cycles
Scheduled war cycles convert persistent tension into victories with map consequences.
Potential Victory Conditions (Speculative Framework)
Official details will arrive in patch notes. Guild planners often hypothesize:
- Control percentage of fort nodes within a season window
- Successful defense during scheduled siege windows
- National bastion fulfillment totals war-modified
- Glory or reputation thresholds unlocking war declarations
Document confirmed rules in Patch Notes Hub as they ship.
Territory Flips and Player Impact
When territories flip, crafters gain or lose workshop access, traders shift routes, and partial loot borders may move. Nations & Territories will require updates each season.
Downtime and Recovery
War cycles need recovery beats—farm repairs, refill depots, retrain recruits. Burnout kills guilds faster than enemy raids. Schedule practice arenas between wars.
Preparation Checklist for Guild Officers
Use this checklist leading into State of War phases:
- Recruitment pipeline — Link Beginner’s Guide and enforce
/unstuckand/capitalliteracy via Chat Commands. - Depot discipline — Separate raid kits, siege mats, and personal valuables in capital depots.
- Recipe coverage — Identify guild crafters for each profession; gap analysis on Recipes Overview.
- Resource stockpiles — Coal, timber, stone, bulat chains per Material Farming.
- Voice comms roles — Callers for blocks, focus fire, and retreat timing.
- Scouting routine — Map enemy building attempts during Phase 2 tests.
- Diplomacy — Temporary alliances between nations happen; document agreements to avoid betrayal chaos.
- Patch monitoring — Assign an officer to summarize Patch Notes Hub weekly.
Individual Player Preparation
Not everyone leads guilds. Individual contributors matter:
- Master one weapon family deeply—Weapon Tier List.
- Passive skills optimized—Passive Skills Ranking.
- Maintain two gear sets: safe zone and contested zone.
- Practice directional feints until muscle memory returns.
- Contribute to bastion events even when war schedules look distant—logistics skill transfers directly.
Risks and Community Concerns
State of War excitement carries risks:
| Concern | Mitigation |
|---|---|
| Zerg stacking | Directional combat and stamina limits reward disciplined cores |
| Pay-to-win siege items | Community scrutiny + gamigo non-P2W commitment |
| Offline defenders | Scheduled windows vs 24/7 grief—await official design |
| Builder griefing | Permissions and GM tools must be robust |
| New player exclusion | Tutorial guilds, mentor programs, safe hub buffers |
Voice concerns through official channels with constructive specifics, not vague outrage threads.
Tracking the Roadmap
| Source | Use |
|---|---|
| Patch Notes Hub | Verified mechanic changes |
| Steam news | Release dates, maintenance |
| Official forums | Developer Q&A |
| This wiki | Consolidated guides with lastVerified tags |
| In-game event calendar | UI tab—see UI & Interface |
State of War and the Bigger Picture
Gloria Victis’s relaunch restores a world where directional combat meets partial loot stakes and crafting depth. State of War is the chapter where guild names become map features—walls rise, siege engines roll, and nations remember which alliance broke the gate first. The roadmap is ambitious; the preparation is already playable. Train your block timing, fill the depot, upgrade your fief, and read every patch note. Stoneholm is not waiting for you to be ready—it will be contested whether you show up prepared or not.
Frequently Asked Questions
What is State of War in Gloria Victis?
State of War is the post-relaunch content roadmap phase focused on guild-versus-guild territorial warfare, player-placed structures, and siege equipment beyond the baseline relaunch feature set.
Is State of War available on relaunch day?
At v2026.06 Relaunch, core open-world PvP, partial loot zones, and guild frameworks exist, but full State of War systems—including free building and siege cycles—roll out in phased post-launch updates.
How do guilds prepare before State of War launches?
Accumulate fief points, upgrade guild locations, stockpile depot resources, train directional combat roles, and coordinate logistics per the Guild & Siege Prep guide.
Will sieges affect all three nations equally?
Ismir, Midlander, and Sangmar all participate in territorial conflict. Border geography and population trends may shift advantage nation-by-nation and server-by-server.
Where can I track State of War patch dates?
Follow the Patch Notes Hub and official Steam news. This wiki updates roadmap summaries after verified releases.