Warfare¶
Warfare is the combat path against the Tensura factions.
Each faction with a physical presence has a settlement — a rival colony —
that you can discover, declare war on, and conquer for rewards. It's the
counterpart to diplomacy, and runs behind the same
config switch (enableFactionSystem), which is off
by default. While it's off, no settlements generate.
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 five town factions (Luminous, Falmuth, Leon, the Eastern Empire, the Jura-Tempest Federation), each themed to its faction.
- Dwargon villages — Dwargon uses existing Tensura dwarven villages rather than a generated town. Every dwarven village you walk into becomes a Dwargon settlement, anchored by Gazel.
Each settlement has an anchor boss and a
garrison of faction-themed defenders. Settlements form as you explore. You
can stop that entirely with the rivalNaturalGeneration
config option.
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 (from 4 up to 20 defenders) and strength scale with the boss's power — a stronger boss 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-Tempest Federation 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:
- The relationship shatters — your standing crashes and relations collapse to nothing (lent citizens come home, deals cancel).
- 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 |
(A retaliatory siege from a betrayed faction is planned but not yet in the game.)