Conquest events
Conquest is a territory event, loosely based on the board game Risk and the
territory events some clans have been running by hand for years. The map is
split into regions, every region is made up of tiles, and every tile is
a boss or activity. Teams take land by playing it, defend it by playing it, and
try to be holding the most (or have held the most) by the time the event ends.
Conquest is still being tested, so only DropTracker staff can create one right
now. If you'd like to try it with your clan, let us know.
- Your team plays the bosses on the map like it would for any other event.
- Every so many kills (or any unique drop) earns your team troops on that
boss's tile.
- Troops land straight away. They claim an empty tile, reinforce one you already
own, or attack one that belongs to another team.
- You can only take land next to land you already hold, so you have to push
outward from where you are. Crossing water means taking a sea tile first.
- Own every tile in a region and you control it, which is worth bonus points.
- Depending on how the event is set up, you either score points for every hour
you hold land, or only what you're holding when the event ends counts.
The default map is Gielinor: 56 tiles spread over 12 regions, drawn on the
real world map. Vorkath sits up in Fremennik, the God Wars bosses share a region,
Karamja has TzHaar and Slayer, and so on.
The Seas cover all the open water between the landmasses. Each sea tile is a
Sailing collection log page, and it borders every coast it touches. Since you
can only attack next to your own land, getting from the mainland to Karamja,
Zeah or an island boss like Vorkath means taking a sea tile on the way.
Organisers can leave out any region or tile. The map is then redrawn without
them: neighbouring regions take over the land, islands with nothing left on them
disappear, and the map is cropped to fit. It still follows the real map, just
without the parts you're not using. Organisers can also build their own map from
scratch in the map designer and upload their own background art.
Every tile has a value (1 point on the Gielinor map) and every region has a
bonus for holding all of its tiles (about half the region's tile count on
the Gielinor map, so a 5-tile region is worth 3).
Each tile has one or more ways to earn troops on it. These are just normal event
tasks, like "35 Zulrah kills" or "any Zulrah unique". The difference is that they
never complete. Every time your team crosses another multiple of the target, you
get that tile's troops again, for the whole event.
On the Gielinor map every tile gets two:
- Kills: 1 troop every N kills, where N is roughly 30 minutes of efficient
kills at that boss. This keeps things fair, since a troop costs about the same
time at Zulrah as it does at Nex, so nobody wins just by camping the fastest
boss. The organiser can make troops cheaper or more expensive (anywhere from 15
minutes to 8 hours per troop) and the designer suggests a cost based on how
many teams, players and days the event has.
- Uniques: 2 troops for any of the boss's uniques, so a lucky drop turns into
a surge of troops.
Troops come from your normal submissions (drops, KC, the collection log and so
on), so nothing extra needs installing. If your event has manual review turned
on, troops only land once the submission is approved.
Troops always land on the tile that earned them. Killing Zulrah sends troops
to the Zulrah tile. You can't save them up or send them somewhere else.
Troops only count on tiles you can reach. That means tiles your team owns and
the tiles right next to them. If you kill a boss on the other side of the map,
those troops are wasted, so it pays to play the bosses on your border. On the
site, tiles out of your team's reach are faded out. (Organisers can turn this off
and let teams attack anywhere.)
| The tile is... | Your troop... |
|---|
| Unowned with no defense | Claims it for your team |
| Yours | Adds 1 defense (up to 5, unless the organiser changed it for that tile). A troop on a maxed-out tile does nothing |
| Another team's, with no defense left | Captures it |
| Another team's, with defense | Attacks it (see below) |
When a tile changes hands, the troop that took it stays behind as 1 defense,
so it can't flip straight back on the very next troop.
Attacks work like Risk. Your troop rolls 2 dice and the defender rolls 1
die per defense point, up to 2. The highest dice are compared in pairs, and
every pair you win knocks 1 defense off the tile. Ties go to the defender.
Knock the last point of defense off and the tile is breached. It doesn't fall
yet: the next enemy troop takes it. That gives the owner a window to throw
troops back in and rebuild the defense before it's lost.
If you'd rather leave luck out of it, the organiser can switch to no dice,
where every attacking troop simply removes 1 defense.
The organiser picks one of four ways to start:
- Land grab: every tile starts unowned. A team with no land can claim any
tile, then has to grow from there.
- Deal the whole map: every tile is shared out evenly between the teams
(balancing both the number of tiles and their value).
- One random tile each: every team starts on a single random tile, spread as
far apart from each other as the map allows.
- Home tiles: the organiser picks each team's starting tile. A team that loses
everything comes back in at its home.
In the other modes, a team that loses all of its land can come back in anywhere.
Unowned tiles can also start with their own garrison, so the first team there has
to fight for it instead of just walking in.
There are two scoring modes, picked by the organiser:
- Points for every hour held: every tile pays its value in points for every
hour your team holds it, and every region you control pays its bonus per hour.
It's worked out to the minute, so grabbing a tile right before a cut-off doesn't
earn you a whole hour. Points you've earned are yours to keep, even after you
lose the land.
- Only the map at the end counts: nothing builds up over time. Your score is
whatever you're holding right now, so if a tile gets taken from you, you lose
its points and never earned any while you had it. The standings during the
event show where things would land "if it ended now", and it's all settled when
the event ends.
Ties are broken by tiles held, then regions held.
The organiser can switch scoring modes while the event is running, but keep in
mind this recalculates every team's score for the whole event, not just from that
point on. Once the event has ended, the scoring can't be changed anymore.
- On the site, the event page shows the live map. Hover over (or tap) a tile
to see who owns it, its defense, and how close each team is to its next troop.
Tiles your team can't reach yet are faded. There's also a battle log and the
team standings.
- On Discord, the bot posts when a tile is claimed or captured, when a battle
happens (with the dice rolls), and when a region changes hands. It also posts
a map update with the standings every 24 hours by default (every 6, 12 or 48
hours, or never, are options too). There's no map update in the last hour,
since the final results post covers it.
- Standings update about once a minute.
Everything is set up from the event's Map tab while it's still a draft:
- Start from the Gielinor preset and untick any regions or tiles you don't
want (the map is redrawn for you, which takes about half a minute), or build
your own map from scratch. You can have up to 24 regions and 120 tiles.
- Every tile's tasks are yours to change. The preset fills them in for you,
but they're normal event tasks: change the kill count, swap in a different
task, or add your own from the Tasks tab. Each tile can have up to 8 tasks, and
each one pays however many troops you want (up to 50).
- Tick only once on a task to make it a one-time award, like a first pet or a
mega-rare drop, instead of paying out every time the target is reached again.
- Tile tasks have to be ones that count up: kills, items (a single item, "any
of" a list, or a points list), XP, loot value, pets, combat achievements,
slayer tasks, or a manual task. Things like "get all of these items" or PB
times can't drive a tile, since there's no such thing as doing them a second
time.
- Each tile can have its own limits: the most defense it can hold and the
garrison it starts with, or leave them to the map's rules. This is also where
you pick each team's home tile.
- Connections decide which tiles border each other. The Gielinor map comes
with them already, following the real borders and coastlines. On your own map,
use Connect tiles (click a tile, then the ones it borders), or Connect
nearby tiles to have it done for you.
- Rules (under the map) cover scoring, whether teams can only attack next to
their own land, dice or no dice, how many dice each side rolls, the most
defense a tile can have, how the event starts, and how often the Discord map
update posts. Battle rules can be changed at any time and apply from the next
troop.
- Before the event can start, every tile needs a way to earn troops, there need
to be at least two teams, every tile has to be connected to the rest of the
map, and with home tiles, every team needs one.
- Mistakes can be fixed while the event runs: you can hand a tile to a team
(or back to nobody) and set its defense. These fixes show in the battle log but
aren't announced on Discord.
- If a submission gets revoked after its troops already fought, the dice
can't be un-rolled. Instead, the team owes those troops back, and its next
troops on that tile pay off the debt first.
A few things that work in other events don't work with Conquest yet: templates,
recurring schedules, the live map inside the Discord Activity, and a proper
in-game display in the plugin.
This section is for the people testing Conquest with us, and will come out before
the page goes public. These are the parts of the design we'd like opinions on:
- Troops earned out of reach are simply wasted for now. We kept them on
record, so we could instead have them wait and join the fight once the tile is
reachable, or go into a team pool a captain sends out. Which would you prefer?
- Troops still fight on the tile that earned them. To take Zulrah you kill
Zulrah, and to defend Zulrah you also kill Zulrah. You can't use your strongest
bosses to shore up your weak ones.
- Troops get wasted once a tile is maxed out. When all of your tiles are at
full defense, extra kills on them don't do anything.
- The northern ocean is a big hub. With only seven sea tiles to share out all
the water, the one up north touches a lot of coast. More sea tiles would split
it up, but each needs something to play.
- Bigger teams have the advantage. Troop costs don't change with team size.