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War & Territory

Territory, Frontlines & Bastions

Why holding ground matters — the nationwide Territory Control bonus, frontlines and how they lock fast travel, the bastion that anchors every hold, the four supply needs and efficiency, and Nation Points.

Gloria Victis is a war over ground. Every castle, fort and outpost belongs to a nation (or a guild), and who holds what feeds a nationwide buff, decides where you can fast-travel, and shapes every siege. This guide is the map-level economy of war.

The Territory Control bonus

Holding territory grants a real-time, nationwide buff that scales with how much of the map — and how many guild provinces — your nation controls. The more you own, the stronger it gets for every member of the nation, which is why a single hold is never just about that hold.

The wiki doesn't publish the exact percentage tiers for the Territory Control bonus (the numbers live only in an in-game chart). Rather than invent figures, check the buff in-game; the rule that matters is simple — more territory is always better for the whole nation. Controlling more ground also helps your nation win the Deadly Harvest event (a craft-chance buff), while losing your native territory to enemies lengthens your respawn timers.

Frontlines

A frontline location is one adjacent to enemy territory — and that's where almost all open-world fighting happens. The frontline status changes the rules around travel and defence:

  • You can't fast-travel to a frontline location that's under siege — you have to ride or run there.
  • Defenders can still teleport into a Threatened frontline, but not one that's Under Attack or Under Siege.
  • Frontline bastions burn through their supplies faster than rear locations, so they need constant resupply.
  • Each nation-controlled location has two siege camps (one per side) with a built-in Emperor's Flame AoE defence.

The bastion

The bastion is the keep at the heart of a location — it holds the flag (top floor), the respawn point, a depot, the Architect's Table, and the defensive structures: ballistas, dropping logs and boiling oil (which respawns every 60 seconds). Bastions take no melee damage — only catapults and rams, plus splash from adjacent walls that fall — and mounts auto-despawn the moment you ride into one.

  • Minor locations (farms, mines, lumbermills) have small bastions, upgradeable to level 3.
  • Major locations climb to level 6 — a full stone keep.

Supply & efficiency

Open the Bastion System at the Architect's Table and you'll see a location's efficiency, scored 1 to 3 (3 is best). Efficiency decides how strong the guards are and whether the location's NPC vendors and crafting stations work at full strength — a +3 crafting station at efficiency 2 only crafts as a +2. Efficiency degrades over time and can only be raised when the location is not under siege.

The four supply needsevery location wants some mix of these (a minimum of two each); higher efficiency demands higher-tier supplies:

  • Armaments
  • Tools
  • Food
  • Morale (raised mainly by delivering alcohol)

You don't have to gear up to feed a bastion — [Player-Driven Logistics](/wiki/economy-guides/logistics) lets you haul free supply packs to wherever they're needed and get paid for it.

Nation Points

Nation Points (NP) are how the war funds your guild. You earn them on every PvP kill, scaled to your share of the damage — a full solo kill is 750 NP, and doing more than 25% of the damage to a kill adds +250. They're account-bound, and you donate them at a Nation Commander (capital) or Castle Keeper (guild province), where they become Guild Points that level the guild.

  • You lose up to 500 NP each death — PvP or PvE, including fall damage and drowning — but never below zero.
  • NP banks as unsecured until you die; on death you lose 500 unsecured and the rest converts to secured (persistent, never lost, capped at 20,000).
  • Holding 1,001 unsecured NP grants the Fighter Buff: −5 seconds off your respawn time.

The full breakdown of NP — diminishing returns, underdog rules, secured vs. unsecured maths — lives with the other currencies in Points: Contribution, Nation & Mentor.