Quest log: on this page
- The Old War Had One Target and Three Days a Month
- What a Grand Strategy Game Actually Needs
- The Map Became the Board
- Explore: Nothing Is Known Until Someone Rides Out and Looks
- Expand: A Banner Party Walks to Claim the Land
- Distance Became the Strategy
- Exploit: The Land Now Runs Out
- Held Land Belongs to Its Guild
- Provinces Now Hold Buildings That Change the Map
- Exterminate: Skirmishes Are Raids, Not Crusades
- War Became a Vote, and Peace Became Possible
- Sixteen Seats Split the Money One Castle Used to Keep
- Seats Are Built to Be Held
- The Capital Is Still the Crown, With the Calendar Taken Away
- The Guild Builds Together Now
- How It Compares With Other Browser Strategy Games
- What Did Not Change
- New, Reworked and Unchanged at a Glance
- Where to Start, Depending on Who You Are
For seven months, the whole of guild warfare in TerraX came down to one castle. Guilds trained armies, forged supply crates and argued in chat, and all of it pointed at a single building on the World Map that could only be attacked for three days a month. That is gone. TerraX is now a browser strategy game in the full sense: a realm of 223 provinces and 17 kingdoms that guilds scout, claim, work, tax, fortify and fight over every day of the week. The Capital is still the crown. It is simply no longer the only thing worth owning. This is the story of how the game got from there to here, what is genuinely new, what was rebuilt, and what stayed exactly as it was.
The Old War Had One Target and Three Days a Month
When Guild Wars arrived in February, they brought a real war engine. Seven troop types with counters, three formation rows, morale, supplies and walls. Armies were trained from guild population, which grows with your member count, and from crates forged out of ordinary mined ore. That engine was good. Everything in this overhaul still runs on it.
The problem was where it pointed. There was one target, the Capital, and one window to hit it: 72 hours opening on the first of each month at 18:00 UTC. Only the guild leader could declare. The army marched for a flat six hours, and only one siege could run at a time. Whoever held the Capital took the entire guild revenue pool, 10% of all game revenue, paid out every day.
Put those rules together and the result was predictable. A single guild could hold the prize, grow rich from it, recruit with the money, and field the biggest army when the next window opened. A challenger had one shot a month. Miss it and you waited four weeks. Most guilds never had a reason to train a single spearman, because there was nothing on the map for a mid-sized guild to win.
Meanwhile the map itself sat empty. A detailed atlas of the realm existed, kingdoms and provinces and coastlines, but it was a preview players could not reach. Your workers mined and harvested at fixed zones on the old World Map. Where they went changed nothing, and nothing another player did could touch them.
What a Grand Strategy Game Actually Needs
The genre has a name for the loop this overhaul builds. 4X stands for explore, expand, exploit and exterminate, the four verbs of every empire game from Civilization onwards. Grand strategy adds politics and economy on top: who owes whom, what the land produces, what a war costs before a single soldier moves.
TerraX had one of the four verbs, and only just. You could exterminate, once a month, at one address. There was nothing to explore, no land to expand into and no economy on the map to exploit. The redesign did not start by inventing systems. It started by connecting the three the game already had: a war engine with no map, a map with no game on it, and a worker economy with no geography. The rest of this article walks the four verbs in order, because that is the order a new guild will meet them.
The Map Became the Board
The strategic map now opens from a tile in the corner of the world screen and lays itself over whatever you were doing. Close it and you are standing exactly where you were. It is a place you glance at between errands, the way a general glances at a campaign table.
What it shows is the realm of TerraX: 17 kingdoms carved into 223 provinces. Sixteen of those kingdoms have a seat, a capital city of their own. The seventeenth seat is the Capital itself, at Sanyagia. Scattered across the provinces are 39 marked sites: 12 mines, 11 forests, 7 dungeons, 6 ruins and 3 shrines. Everything else is open country.
Held land wears its guild's emblem and colour. Zoom out and you read kingdoms, who holds each seat and where the fighting is. Zoom in and you read provinces, sites, garrisons and the columns of troops marching between them. The kingdoms are wildly uneven, and deliberately left that way. Loslavia sprawls across 49 provinces. Fokorosia has two. A big kingdom is rich and hard to hold. A small one is a fortress. That is flavour, not a balance bug, because the money hangs off seats and sites rather than raw province count.
Explore: Nothing Is Known Until Someone Rides Out and Looks
The strategy map is dark where you have not been, the oldest idea in the genre, the fog of war, and the same principle as the fog you clear by walking the overworld, applied to the whole realm. The tool for lifting it is the scout. You send one of your workers out from the province card, it rides across the map, and when it returns the land it crossed is charted and your guild gets a report.
Scouting is priced like any other progression verb. A ride costs 5 energy plus 2 for every province crossed, and 1 water per province. A neighbouring province is 7 energy and 1 water. Riders cover a province every ten minutes, and you can have three out at once, one per destination. The worker earns XP for the trip, capped per day so a scout levels a scout rather than your whole roster.
The report is the point. It records the garrison standing there, the supplies, the walls and buildings, and any construction underway with its finish time. A report under 24 hours old is fresh. Past 72 hours it is a guess. Every new report is compared with the one before and written up in plain sentences: the garrison has thinned from 40 to 12 troops; another guild has taken this land; the walls have fallen and only rubble remains.
Fresh intel is not optional. You cannot claim a province, attack it or march on the Capital without a report from the last 24 hours. That single rule makes scouting load-bearing. Guilds reward the riders, too. Filing a report on somewhere that matters, another guild's land or any site, seat or the Capital, pays the scout 25 guild contribution and the guild 50 guild XP, once per province per day. If something changed since the last report, the scout earns another 25.
Expand: A Banner Party Walks to Claim the Land
Claiming land is new, and it is not a button. A guild leader or officer sends a banner party from the map, and it marches there like any army. An escort of troops can ride with it and become the land's first garrison on arrival. Supplies can travel with it too. Two guilds can race for the same empty province, and the one that arrives first plants its flag. The loser turns home with its runes refunded.
What you can claim, and what it costs:
- Open land. No rune cost, one claim slot. Its value is pure position: a forward base, a road, a building plot.
- Mines, forests and dungeons. Two slots each. Tier 1 sites are free, tier 2 cost 250 guild runes, tier 3 cost 600 and tier 4 cost 1,200.
- Kingdom seats. Six slots and 2,500 runes, from guild level 5 onwards.
- Ruins and shrines. Never claimable. They are left for players, not guilds.
The slot budget grows with guild level, from 4 slots at level 1 to 42 at level 10. Seats are capped separately: one at levels 5 and 6, two at 7 and 8, three at 9 and 10. Six slots for a seat makes the choice real. You can build tall, one seat and the sites around it, or wide, a scatter of forward posts across several kingdoms. A freshly claimed province gets a 48 hour shield before anyone can touch it.
Release is free and refunds nothing, and a guild that releases a province cannot claim it back for 72 hours. Holdings are commitments, not parking spaces. And claiming empty land never needs a war. Diplomacy only starts when you want someone else's ground.
Distance Became the Strategy
Every army movement in the new game is a real journey across the province map. A march takes 30 minutes plus 20 for every province it crosses, so a neighbour is under an hour away and a raid across the realm takes most of a day. Your troops leave from the guild's muster point: your nearest held province to the target, or your leader's home kingdom if you hold nothing.
That one rule quietly shapes everything. Power projects locally, so empires grow as connected shapes instead of scattered dots. Attacking far from home hands the defender hours of warning. Every new holding becomes a closer place to march from. Troops can also march straight from one of your garrisons to another, never touching the reserve, which turns your holdings into a military network. When one province is threatened, the garrison next door is hours closer than home.
Held ground speeds you up. Every step into a province your guild holds is 20% quicker, so a connected realm marches faster than a scattered one. A Waystation raises that to half the time. The old Capital march of a flat six hours, with no route drawn on any map, is gone too. Armies now walk to the Capital like anywhere else.
Exploit: The Land Now Runs Out
This is the change a solo player will feel first. Idle mining and harvesting used to run at fixed zones, and every mine of the same tier was identical and bottomless. Now every expedition launches at a real province on the map, and your worker walks there across it. What they can dig depends on what is in the ground.
Every province holds up to four veins of ore or timber, or nothing at all. Mountains hold metal. Forests hold timber. Flat plains often hold only coal or balsa. Some land is barren. Each vein is finite: every run takes its haul out of the vein's real stock, and when a vein hits zero it is worked out for everyone. The stocks are large, sized for months of play rather than days, and at launch a spent vein does not grow back.
The marked mines and forests advertise what they hold. Everywhere else you have to survey. A survey is a scout trip with a shovel: 10 energy plus 2 per province crossed, 1 water per province, and half an hour on site. Your worker rolls against the least-known vein, and a mining specialist is better at finding ore just as a harvesting specialist is better at finding timber. Every failure makes the next attempt likelier. Knowledge sharpens in three steps: traces of a resource, then a richness band, then the exact stock left. Three empty surveys in a row confirm a province is barren. Surveys are shared with your guild, so ten members prospecting one province get there far faster than one.
Nothing you already paid for lost its value. Your shaft and grove levels still decide how deep your crew can work. The province decides what is there to dig, and the mining basics guide still explains how ore tiers and pickaxes fit together. A tier 4 shaft now has a reason to travel, because only land with a tier 4 vein lets it work that deep. And home never goes dark: every starting kingdom has a claimable starter mine and forest, so day one plays the way it always did. The workers guide still covers rolling and specialising the crew you send.
Held Land Belongs to Its Guild
Once a guild holds a province, only its members can work the veins there. That is what makes land worth fighting for when it pays no cash. A mining cartel that holds the best iron in a kingdom decides who digs it.
Unless they open it. A leader or officer can open the guild's land in a kingdom to outsiders at a toll, and this is where holding land starts to earn:
- The rate is set per kingdom, from 0 to 25%. A guild holding twenty provinces sets two rates, not twenty.
- It only touches ore and timber drawn from the land. Sap, gems, keys, beast eggs and other lucky drops are never taxed.
- Rounding favours the worker. Each material is taxed rounded down, so a single unit at 20% costs nothing.
- The rate is locked when the run starts. A raise waits 12 hours before it applies, so nobody can spring one on an expedition already underway. Cuts and opening the land apply at once.
- Members can pay a separate rate, zero by default, for guilds that want an internal tithe.
- War closes the gate. A guild at war with the holder cannot work its land, open or not.
The toll lands in the holder's guild bank, and the guild keeps a ledger of who paid what. The expedition panel names the holder and the rate before you launch. Nothing about it is hidden.
Provinces Now Hold Buildings That Change the Map
The Capital always had walls. Palisade, Stone and Citadel Walls give defenders 10%, 20% and 30% extra defence, each needing a higher guild forge level and four days to raise. Every held province can now build the same walls from the same recipes. On top of them sit five new buildings, paid for with materials from the guild bank:
- Waystation (forge level 1, one day). Your marches through this province take half the time.
- Watchtower (forge level 1, a day and a half). Enemy armies marching within two provinces are revealed to your guild. Towers never show on the public map. Only a scout finds one.
- Granary (forge level 2, two days). When a neighbouring province you hold is attacked, its defenders draw up to 200 supplies from these stores as the battle joins.
- Lodge (forge level 2, two days). Mining and harvesting expeditions here need no water from your own stores.
- Deep Works (forge level 3, three days). Every expedition on this land brings back 15% more ore and timber, taken from the vein's real stock.
Population decides how much a province can hold. Every province supports one building, a second once its population passes 50,000 and a third past 150,000. Walls never take a slot. That makes the realm's big towns worth contesting for their capacity alone. Only one construction runs per province at a time.
The Lodge and Deep Works help whoever works the land, not just the holder's members. That is what makes an open, tolled province worth travelling to: the guild takes its cut, and in exchange the ground is genuinely better to work. Lose the province and every building on it is razed. The forge guide covers the bricks, planks and ingots these recipes eat.
Exterminate: Skirmishes Are Raids, Not Crusades
Held land is taken by skirmish. It is the Capital siege at a tenth of the scale and ten times the pace, fought on the same engine with the same rows, counters, morale and supplies. The battle resolves a round every 15 minutes, just as sieges always have.
The rules that matter:
- Garrison it or lose it. An ungarrisoned province falls without a battle the moment an attacking army arrives. Troops standing on one province are not defending another, so your army, not just your claim slots, limits how far you can stretch.
- Six hours, and ties go to the attacker. If the defenders are not wiped out, whoever holds more total health at the bell wins. Sites are meant to change hands.
- Raids are capped. Each side can commit at most 2,000 population of troops, reinforcements included. The grand army stays home.
- Winners hold. The victor's survivors become the new garrison, and the province gets a 48 hour shield. A defence that holds earns 12 hours. The same guild cannot hit the same province again for 24 hours.
- Walls count. A province's walls fight exactly as the Capital's do, and a capture razes them along with every building.
The defender's game is the race. An attack is never a surprise: the defending guild sees the army on the map with its arrival time, and every other player sees the column once it crosses land they have charted. Outsiders get a rough size word, never numbers. The only way to learn a garrison's real strength is still a scout. The defender rushes troops from the nearest garrison or the reserve, and whoever arrives first shapes the fight. Once the attackers are within two provinces, the garrison can no longer be pulled out. No denying the battle at the last second.
War Became a Vote, and Peace Became Possible
In the old game, war was a button only the guild leader could press, and it meant one thing: this guild is in the Capital siege. Now war is a lasting relationship between two guilds, and it is decided by the guild's leadership rather than by one person.
Any leader or officer of a guild at level 3 or above can open a war proposal against another guild, straight from the map. The leaders and officers active in the last 72 hours form the voting roll, frozen the moment the vote opens. It passes on a strict majority of that roll, not of votes cast, so staying silent counts against it. The vote runs for up to 48 hours and closes early the moment the result is settled either way. A failed vote puts the proposer on a 24 hour cooldown against that guild.
When it passes, both guilds are at war immediately and the whole realm is told. The target does not get a vote. You cannot refuse a war declared on you. From then on, either side may attack any province the other holds, and the war lasts until peace.
Peace is new, and it takes two votes. One side sues for peace with the same majority rule. If that passes, the offer lands on the other guild's ballot, and their leadership votes to accept or refuse. Accept, and the war ends with a 72 hour truce during which neither side may call a new war vote. The old siege vote system is gone, replaced entirely by these proposals.
Sixteen Seats Split the Money One Castle Used to Keep
This is the heart of the redesign. The guild revenue pool is the same as ever: 10% of all game revenue, from market fees, store purchases, forge speed-ups and the rest. What changed is who gets it. It used to go entirely to the Capital. Now it splits every day:
- 40% to the Crown, the treasury of whoever rules the Capital.
- 60% to the sixteen kingdom seats, shared by weight.
A seat's weight is 2, plus 1 for every mine, forest or dungeon in that kingdom its holder also holds. Ruins, shrines, open land and sites held by other guilds add nothing. So a seat earns more when the same guild develops the land around it, and holding the countryside of your kingdom is how you grow its income. Three small kingdoms have no sites at all, which makes their seats the cheap, lower-yield way in for a guild that has just reached level 5.
Nothing pays out on its own anymore. Every day each seat's share is banked into its own treasury, and the Crown's into the Crown's. A leader or officer of the holding guild collects it, into the guild balance, with a confirmation that says exactly how much is moving and where. Three rules keep that honest:
- Hold it for 48 hours first. A guild that snatches a seat the evening before the split collects nothing. The share banks until the new holder has settled in, and whoever takes the seat off them inherits the pot.
- Nothing leaves while it is fought over. A seat under attack keeps earning into its treasury, but cannot be collected until the attack is beaten off.
- Taking a seat takes its treasury. Claim an empty seat or capture a held one and whatever it has banked is yours on arrival. An unheld seat banks up to seven days of its share, and the rest flows to the Crown.
A fat, uncollected treasury is visible to everyone on the map. That is the lure. A lazy holder who never collects is sitting on a prize for the next guild with an army. The Treasury tab also gained an Income ledger showing every collection, where it came from and which officer collected it. From the guild balance, the money reaches members through the same weekly treasury payout guilds have always used, and the guide to earning in TerraX covers how that becomes USDT in your wallet.
Seats Are Built to Be Held
Sites are meant to change hands. Seats are meant to be kept. An assault on a held seat uses the same dispatch, march and battle card as a skirmish, with heavier numbers: a 12 hour battle, up to 6,000 population a side, and a 72 hour cooldown before the same guild can try that seat again.
At the bell the defender holds unless their garrison is gone, the Capital's rule rather than the site's. Capture a seat and you get a seven day shield. Hold one against an assault and you get 48 hours. An ungarrisoned seat still falls without a fight, which keeps absentee empires honest. The Capital ruler can hold seats too, and simply collects from both.
The Capital Is Still the Crown, With the Calendar Taken Away
The Capital kept most of what made it the Capital. It is still the biggest single treasury in the game. Its walls still run from Palisade to Citadel. A guild that takes it still starts from a blank slate, walls and garrison wiped. The assault is still ordered by the guild leader and still runs for up to 72 hours, one siege at a time.
What changed is when and how you get to it. The monthly war window is gone. The Capital now carries a rolling shield: seven days after it changes hands, 48 hours after its ruler beats off a siege. Whenever no shield stands, it can be assaulted at any hour. Attacking a ruled Capital now needs a declared war with the ruling guild and a fresh scout report on the city. An unruled Capital is open to any march. The army walks a real route across the map, so the ruler sees it coming.
The Crown's treasury follows the seat rules. It banks 40% of the pool every day, is collected by the ruler's leader or officers once they have ruled for 48 hours, cannot be collected during a siege, and is seized in full by whoever takes the city. Losing the Capital used to mean losing everything. Now it means losing the largest of seventeen incomes, which makes defeat survivable and attack thinkable.
The Guild Builds Together Now
Two guild activities were rebuilt from the ground up to feed all of this.
Guild Works replaced the tapping mini-game. Clearing land and raising guild buildings used to be a screen you tapped at. Now every building project is a shared bar the guild works in shovel shifts. A member takes one of the guild's shovels for a 1, 4 or 8 hour shift, paying 200, 500 or 800 energy, and the shovel returns to the bank when the shift ends. Shovels are bought in the store and never used up, and how many the guild owns is how many members can dig at once. Clearing only moves while someone digs. Construction also moves on its own at a hired crew's pace, so a building still finishes if nobody helps, and every shift makes it sooner. Each shift pays 30 guild contribution and 15 guild XP an hour, and the top five diggers go on the finished building's plaque.
The Guild Delve replaced the co-op dungeon. This matters more than it looks. Guild runes and clay each had exactly one source in the game, the old co-op dungeon, and runes now pay for claims and seats while clay becomes the bricks in every wall and building. The Delve is a sealed cave in the live world. An officer opens a session at the Delve portal on the overworld, and guildmates walk up and take a seat: two vanguards and up to three miners. It needs a guild at level 5, a Guild Contract from the guild forge, and 50 energy from each player.
Inside, you get ten minutes. Monsters pour from the tunnels in waves that grow tougher every quarter of the run, and they go for the miners first. Vanguards hold the line, and their kills can drop runes. Miners dig ore and clay, which halves their speed until they haul it back to the Guild Chest. From the five minute mark the run leader can extract early and bank the haul. Hold out to the end and everything comes home. If the whole party falls, only a quarter of the chest is saved and the runes are lost. Every run is recorded in the guild's Delve log.
How It Compares With Other Browser Strategy Games
Browser games have a long strategy tradition. Travian and its imitators built a genre on villages, troops that march in real hours, and alliances that coordinate in chat. Anyone who has played one will recognise the bones here: real marches over real distance, attacks you can see coming, and the fact that geography decides who can help whom.
The difference is the unit of play. In Travian your village is your empire, and your whole game is managing it. In TerraX the empire belongs to the guild, while your own character goes on mining, forging, fishing and fighting in a live world. The strategy layer sits on top of an MMO rather than replacing it. A player who never touches an army still feels the map, because the veins they dig and the tolls they pay are decided by who holds the land.
Single-player grand strategy games like Crusader Kings put one ruler in charge of everything. Here there is no ruler, only guilds, and a war needs a majority of a guild's leadership before a single column moves. The nearest cousin is EVE Online, where player alliances hold territory and the economy runs on what players extract from it. TerraX is far smaller, and its wars are fought by troops rather than by players in person. But the principle is the same. Land matters because of what comes out of it. We have made the same kind of honest comparison between TerraX and Cambria, and the wider field of online multiplayer RPGs is worth a look if you want the strategy layer to be only part of your game.
What Did Not Change
Plenty of this overhaul is new, and it is worth being exact about what is not. Troops are the same seven types with the same costs, counters and training times. Population still grows with your member count and guild level. Supply crates still come from the guild forge. The siege engine underneath every battle is the one that has run the Capital since February. Guild bank donations, the treasury payout formula and its weekly cooldown are unchanged. Your shaft and grove upgrades mean exactly what they meant. Your personal overworld fog and its titles are untouched.
And one honest gap. Your character's gear still plays no part in a battle. Armies fight; heroes do not. A player in a legendary weapon contributes to a war through scouting, surveying, digging shifts, Delve runs and the resources they bring home, not by standing in the battle line.
The map will also feel thin at first. There are far more provinces than any one guild can hold: even a level 10 guild spending every slot holds a small share of the realm. Until enough guilds are active, many seats will sit unheld, banking treasuries for whoever arrives. That is the honest state of a new frontier, and the reason to move early.
New, Reworked and Unchanged at a Glance
- New: the playable strategy map, scouting and intel reports, land claims and claim slots, garrisons, skirmishes, kingdom seats and seat treasuries, province deposits and surveys, province buildings, land tolls, war proposals, peace treaties and truces, the Guild Delve.
- Reworked: the Capital (rolling shield, real marches, war required, a banked Crown treasury you collect), the guild revenue pool (split 40% Crown, 60% seats), idle mining and harvesting (launched at real provinces from finite veins), guild building (shovel shifts), walls (now on any held province).
- Unchanged: troop types, population, crates, the battle engine, guild bank and treasury payouts, shaft and grove levels, worker rolls, personal fog and titles.
Where to Start, Depending on Who You Are
If you play solo, send a worker to survey. Your home mine will carry you for a long time, but the provinces nobody has prospected are where the unclaimed veins are, and a mining specialist with a few spare energy is the best prospector you own. Price what comes home against the live market before you sell it, and the trading tips cover how to list it well.
If you are a guild member, the three things your guild needs most are fresh reports, shovel shifts and Delve runs. All three pay guild contribution, and contribution is your share of every treasury payout. If you are not in a guild yet, the new player guide explains why joining one early pays.
If you lead one, start with the land nearest home. Claim a free tier 1 site, garrison it, and build outward so every holding shortens the road to the next. Look at the seats in your kingdom and at what their treasuries have banked. Scout before every move, because the report is the only honest look you get at anyone else's strength.
TerraX began as a game about mining, forging and trading, and it still is. What changed is that all of it now happens somewhere, on land someone holds, in a realm that remembers who took what. If you have been looking for a free online RPG with a strategy layer that runs in a browser tab, this is the moment the map opened. New to the game entirely? Start with the TerraX beginner's guide, and check the TerraX FAQ for anything it leaves out.
The map is open. Plant your banner.
Scout a province, survey its veins, claim your first site. Free to start, straight from your browser.
Play TerraXTerraX Team
The chroniclers of TerraX: builders and storytellers of the mines, forges and battlefields. Follow along in the game itself.















