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Rival Colonies

Rival colonies are settlements belonging to the Tensura factions. You can discover one, declare war on it, march in with a war party, defeat its garrison and boss, and conquer it for rewards. It's the combat counterpart to diplomacy, and runs behind the same config switch (factionSystemEnabled).

Settlements

Physical factions generate settlements in the world. There are two kinds, which play the same way:

  • Faction towns — generated clusters of buildings for the six town factions (Luminous, Falmuth, Shizu, Leon, Otherworlders, the Jura Alliance), each themed to its faction.
  • Dwargon villages — Dwargon uses existing Tensura dwarven villages rather than a generated town; some of them become Dwargon settlements, anchored by Gazel.

Each settlement has an anchor boss (the faction's champion) and a garrison of faction-themed defenders. How many settlements exist is set by the config (rivalSettlementMode: all / some / none).

Discovery

You discover a settlement by coming within ~80 blocks of its centre. Once discovered, you get a notice and can declare war on it from the roster.

Declaring war

Open the roster (G) and the Wars tab. It lists the settlements you've discovered, each with a Declare War button. Pressing it opens a picker: choose up to 15 of your at-your-side monsters as a war party, then confirm. You and the chosen party are teleported into the settlement, the garrison turns hostile, and the assault begins. Your pre-war location is remembered for the trip home.

The garrison

The garrison is the settlement's defenders plus its anchor boss. Its size and strength scale with the boss's power — a stronger faction champion means more, tougher defenders. Defenders are tethered to the settlement (they won't chase you far from it).

If you leave a settlement without conquering it, its garrison is restored and its boss healed for next time — each assault starts fresh.

Winning the assault

You conquer a settlement when you have:

  • killed its boss, and
  • killed at least 60% of its garrison.

The Wars tab swaps Declare War for a Retreat button during an assault. Retreating teleports you (and your surviving party) home and resets the garrison. Dying or logging out mid-assault counts as a retreat — you're returned home on respawn/login and the garrison resets.

Conquest rewards

When you win, the settlement is sacked and you receive:

  • Citizens — 10–20 faction-themed colonists added to your existing colony, arriving trained in skills that fit the faction (Dwargon sends Strength-heavy miners, the Jura Alliance sends Knowledge-heavy sages, and so on). If your colony is at its housing cap, as many as fit are added and the rest are noted.
  • The faction's skill — you're granted that faction's signature Tensura skill, the same one its hardest diplomacy deal would give.
  • Loot — chests at the settlement, filled from that faction's own reward pool.

A conquered settlement becomes a permanent ruin: the buildings remain, the boss is gone, the garrison is cleared and won't return, and it can't be warred again. Conquest doesn't found a second colony — the rewards go to the colony you already have.

Betrayal: warring an ally

If you declare war on a faction you have diplomatic relations with, two things happen:

  1. The relationship shatters — your standing crashes and relations collapse to nothing (lent citizens come home, deals cancel).
  2. The garrison is scaled up as a betrayal penalty, by the depth of the bond you broke:
Relationship betrayed Garrison strength Defender skills
Diplomacy ×1.25
Alliance ×1.6 + damage resistance
Covenant ×2.0 + resistance, self-healing, the faction's own skill

So betraying a deep ally means a markedly harder fight than attacking a faction you were never friendly with. (A retaliatory siege from a betrayed faction is planned but not yet in the game.)