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Guild Wars have officially landed in TerraX. This is one of the biggest systems we've ever shipped, and it changes the game in a real way. Guilds can now train armies, march on the Capital, siege it, and if they win — they earn a cut of all game revenue. Not some token reward. Actual USDT, paid out daily.
Here's everything you need to know.
The Revenue Split
Let's start with the part everyone cares about. We've introduced a new revenue pool alongside the existing boss battle rewards. Here's how game revenue is now split:
60% goes to the main TerraX treasury
30% goes to the weekly boss battle reward pool (same as before)
10% goes to the new Guild Capital revenue pool
That 10% pool accumulates from all game activity — marketplace fees, store purchases, forge accelerations, everything. Once per day at midnight UTC, the entire pool gets distributed to whichever guild holds the Capital. If nobody holds the Capital, the pool just keeps growing until someone takes it.
The Capital
The Capital is a location on the World Map that any guild can try to capture through siege warfare. Holding the Capital is the only way to earn from the 10% revenue pool.
When your guild captures the Capital, you start with a blank slate — no walls, no garrison, no supplies. It's on you to build it up and defend it. The ruling guild can install wall fortifications, station troops as a garrison, and stockpile supplies to hold off attackers.
The guild emblem and name are displayed on the World Map for everyone to see. You rule until someone takes it from you.
Troop Types
There are seven troop types in the game, each with different roles, costs, and strengths. Training troops costs guild population (which regenerates over time based on your guild level) and requires specific supply crates crafted at the Guild Forge.
Frontline Units
Peasants — Cheap and fast to train (50 pop, 6 hours). Low damage and health. They're your cannon fodder, and every army needs some.
Spearmen — Solid frontline unit (100 pop, 12 hours). Strong against Swordsmen, weak against Archers. Good all-round choice.
Swordsmen — Higher damage and health (200 pop, 12 hours). Strong against Peasants and Archers, but Spearmen counter them hard.
Ranged Units
Archers — Mid-row ranged damage (100 pop, 12 hours). Strong against Spearmen and Peasants. Low health, so keep them behind your frontline.
Crossbowmen — Premium ranged unit (350 pop, 18 hours). Counters Archers and Swordsmen. They can also deal some wall damage, making them versatile.
Siege Units
Cannons — The wall breaker (350 pop, 24 hours). 2x damage to walls, strong against fortifications. Weak against Archers though, so protect them.
Catapults — Area siege damage (250 pop, 24 hours). 1.5x wall damage. Lower troop damage than Cannons, but still essential for any serious siege.
Combat uses a formation system: damage hits the front row first, then spills to the middle, then the back. Strong matchups deal 1.5x damage, weak matchups deal 0.5x. Army composition matters — a lot.
Declaring War
Only guild leaders can declare war. To do it, your guild needs a Barracks building and you need to have trained troops ready. You also can't be the guild currently holding the Capital (you can't attack yourself).
Wars can only be declared during a War Window — a 72-hour period that opens on the 1st of each month at 18:00 UTC. Outside of this window, nobody can start a war. There's also a 24-hour cooldown after any siege ends before a new one can begin.
When you declare war, you pick which troops to send. Your army then marches for 6 hours before combat begins. During the march, you can still send reinforcements if needed.
Siege Combat
Once your army arrives, the siege begins. Combat ticks every 15 minutes — both sides take and deal damage automatically based on troop composition, formation, and matchups.
A few things to watch:
Morale starts at 100 and drops from casualties, low supplies, or being outnumbered. If it hits 10, you will take morale damage.
Supplies are consumed every tick (roughly 3 per 10 troops). Running low tanks your morale fast.
Walls absorb damage and give defenders a bonus, but only siege units (Cannons, Catapults, Crossbowmen) can damage them.
Reinforcements can be sent during combat, with a 1-hour cooldown between sends. They take 6 hours to arrive.
The siege can last up to 72 hours. If the attacker wipes out all defenders, they capture the Capital. If the defenders survive until the timer runs out or the attacker retreats, the defense holds. Retreat is only available when your army's HP drops to 20% or below of its initial total; 70% of retreating troops survive.
Officers and leaders can also call a vote to retreat. Eligible members get a 1-hour window to vote, and a simple majority decides it.
Getting Paid
If your guild holds the Capital, you earn the 10% revenue pool. It's distributed daily at midnight UTC directly into the guild's balance. The ruling guild can track total earnings, pending revenue, and distribution history from the Capital management screen.
This isn't a small amount. Every marketplace sale, every store purchase, every forge speed-up across the entire game feeds into this pool. The more active the player base, the bigger the payout. Hold the Capital long enough and it adds up fast.
Strategy Tips
Don't just spam one troop type. Balanced armies with frontline, ranged, and siege do better.
If you're defending, invest in walls early. They buy you time and reduce incoming damage.
Keep your supplies stocked. Running out mid-siege is a death sentence for morale.
Time your reinforcements. A fresh wave arriving mid-battle can completely turn the tide.
Watch the War Window calendar. Preparation during peacetime is what wins wars.
What This Means for TerraX
Guild Wars add a layer of strategy and stakes that TerraX hasn't had before. It's not just about individual progress anymore — your guild, your coordination, and your army management now directly translate to real earnings. The 10% revenue pool on top of the existing 30% boss battle pool means there's now even more reason to play, trade, and fight.
Get your guild together, start training troops, and get ready. The next War Window is coming.
TerraX Team
The chroniclers of TerraX: builders and storytellers of the mines, forges and battlefields. Follow along in the game itself.









