Turfs are given varying designations based on their status, and the difficulty of conquest. There are five designations that each island is given: Owner
The owner of the turf is the person or group that the island is under the protection of. This means that when this turf is contested, the owner has the right to intervene in the thread using all of their assets, along with the island's local security. Even if the turf is not designated an owner, its inhabitants (if any) will provide resistance to any conquest unless dealt with diplomatically through the thread.
This island is currently not being challenged by any player groups and is open for conquest.Contested:
This island is currently being challenged by a player group, and the conquest threads can only be joined in if your group has an active thread here, or if the leader of the challenging group permits you to join. If you join a conquest thread, you have the chance to either stop the attacker, or share in the spoils. But, if you're strong enough and ballsy enough, you can also attempt to hijack the takeover and muscle the competition out. However, be careful when attempting the last option without warning, as it can lead to trust issues with your group in future threads.Untouchable:
This island can only be contested by player groups of Tier 5 or above.Uncontestable:
This island cannot be contested unless a World Event changes its designation.
The Turf Security Designation lists important local NPC bosses that the contesting group would have to defeat or pacify in order to successfully conquer the turf. The following is a list of designations you will see under security.Boss (Level X):
Each security designation will include varying levels of NPC bosses, which allow you to judge whether you stand a chance when contesting this territory.Mini-bosses (Level X):
This will mention up to how many mini-bosses you will be facing when contesting this territory.Minions:
This will mention how many throwaway troops the turf's defense has to place in your path.Ships (Tier X):
This designation will mention if the island has any ships defending it from naval attacks.
This designation gives you an idea of the potential rewards of conquering this turf. The economy reward system works rather simply. This designation will have a number anywhere between 0 to 25. This will be the percentage multiplier that will be added to your monetary reward calculation after every quest you complete once you have captured this turf.
This designation will be a list of turf improvements that provide a basis for the turf's economy and security. But, certain buildings will provide additional IC benefits. Once you've captured a turf, you can improve it by purchasing turf improvements in the Shop of Dreams
. The following is a list of all possible Turf improvements.SECURITY IMPROVEMENTSOfficers I/II/III/IV/V:
Provides the turf with 2/4/6/8/10 mini-bosses respectively.Infantry I/II/III/IV/V:
Provides the turf with approximately 2500/5000/10000/20000/50000 minions respectively.Navy I/II/III/IV/V:
Provides the navy of the turf with 1/2/3/4/5 notable ships respectively.Leader Training I/II/III/IV/V:
Makes the boss of a turf the lowest level of Tier 2/3/4/5/6 respectively.Officer Training I/II/III/IV/V:
Makes the mini-bosses of a turf level 10/30/50/70/90 respectively.Naval Training I/II/III/IV/V:
Makes the notable ships of a turf's navy Tier 1/2/3/4/5 respectively.ECONOMY IMPROVEMENTSTrade Routes I/II/III/IV/V:
Improves the economy by +1/+2/+3/+4/+5 respectively.Taxes I/II/III/IV/V:
Improves the economy by +1/+2/+3/+4/+5 respectively.Markets I/II/III/IV/V:
Improves the economy by +1/+2/+3/+4/+5 respectively.SPECIAL IMPROVEMENTSTariff Collection I/II/III/IV/V:
Provides you with 2/4/6/8/10 percent of monetary rewards collected by any quest-takers on your turf respectively. (This income is not deducted from the quest-takers' rewards.)Medical Services I/II/III/IV/V:
Heals up to 10%/30%/50%/70%/90% HP of a character twice per thread (or two characters once per thread).Secret Passages I/II/III/IV/V:
Allows a roll-free escape of up to 1/2/3/4/5 turf-allied defenders from combat once per thread. The escape must still be appropriately roleplayed.Weaponry Production I/II/III/IV/V:
Allows you to repair any broken equipment up to tiers 1/2/3/4/5. Only one piece of broken equipment may be repaired for each character per thread.Shipyard Services I/II/III/IV/V:
Allows you to repair any damaged ships of tiers up to 2/3/4/5/6 that aren't completely sunk. Only one ship can be repaired per thread.