Lords of the Lands: Exclusive interactive map Tutorial
Learn the key strategies and techniques required to excel in the tournament’s climactic battles
In each League 12 alliances are spread around map of 169 zones - 12 headquarters, 36 exclusives, 105 independents and 16 empty ones.
Headquarters are your entry point towards the map. They do not generate points and each is surrounded by 3 non-occupied zones that are exclusive for each HQ and cannot be conquered by any another alliance.
Independent zones can be conquered by all alliances by sending an army to attack the independent castle holding the zone. After successfully reducing the army of the independent castle tile to under 1 000 units combined, the territory is conquered. A cooldown of 1-hour starts during which the zone does not generate points. Simultaneously a 2-hour cooldown starts stopping enemy alliances from attacking it until it is finished. Attacks cannot be sent from the zone during this period. However, espionage missions to and from the zone remain possible.
Points:
Once the cooldown ends the zone starts to generate points for the alliance ranking and it is open for attacks.
Independent zones can generate different amounts of points per hour. All of them are outlined in a description.
The empty zones are out of bounds and no actions can be taken on them.
Attacks can be sent only from an already occupied zone of the alliance towards an adjacent zone which is independent or already occupied from another alliance.
Any actions can be taken only from the zone that the player is currently in.
Zones containing any number of alliance armies will have a flag in the center of the zone tile on the tournament map.
Enemy zones containing armies are not shown on the tournament map zones. Intel can be gathered by espionage.
Any zone that is under attack will be marked with a shield in the top right corner of the zone tile. Any zone that your alliance attacks will be marked with a sword in the top right corner of the zone tile.
Sending an army from one zone to the other happens only between zones that share an uninterrupted connection. If two zones are separated by an independent zone or one occupied by another alliance, armies cannot be moved from one to the other.
At the end of Phase III the winner is the alliance with the highest number of points generated on the tournament map.