# Land

At its core, Heroes of Aviel is a game focused on controlling and conquering land to bring glory to your God!&#x20;

## Land Plots <a href="#hardbreak-land-plots" id="hardbreak-land-plots"></a>

Land Plots come in five varieties, each variety entitles the holding player to a different amount of income from the land. Most types of Land Plots can be conquered to generate income. More significant types of land generate more income. The following types are possible:

| Land Plot Type    | Can be Conquered      |
| ----------------- | --------------------- |
| Land Parcel       | *Cannot be Conquered* |
| Point of Interest | Yes                   |
| Village           | Yes                   |
| Town              | Yes                   |
| City              | Yes                   |

<figure><img src="/files/xiDGPTrsnB99p0ugfGME" alt=""><figcaption></figcaption></figure>

## Income <a href="#income" id="income"></a>

Income is the name given to the **GP** (gold pieces) awarded for each day you hold a land plot. GP can be used to purchase items, units and other perks. At Launch GP will not be tokenised, but we will consider the tokenisation of the in game currency at a future date.

If land is **conquered** (see below) the controller must hold the land for a full 24 hour income period to receive income. If they leave the plot with no defending army the land is no longer considered conquered. If their army is defeated before the period ends they will not receive income.

When new land is introduced to the world the land has no controller but it may be defended by an NPC army. In this case to gain the income from the land you must defeat the NPC army and become controller of the land. If there is no NPC army defending the land you simply need to move to the land tile to conquer it.

The income generated by each land is as follows:

<table><thead><tr><th width="238">Land Plot Type</th><th width="168">GP Earned per Day</th></tr></thead><tbody><tr><td>Point of Interest</td><td>20</td></tr><tr><td>Village</td><td>50</td></tr><tr><td>Town</td><td>250</td></tr><tr><td>City</td><td>1000</td></tr></tbody></table>

## Conquering <a href="#controlling-and-conquering" id="controlling-and-conquering"></a>

| TLDR                                                                                                                                                            |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| <ul><li>To <strong>attack</strong> and conquer a land plot move your army on to a land plot occupied by enemies (anyone who doesn’t follow your god).</li></ul> |
| <ul><li>To help <strong>defend</strong> a land plot move your units on to a land plot controlled by friendly units (anyone who follows your god).</li></ul>     |

A player may become the **Controller** of a land plot, and therefore receive income generated by the Land Plot, by **conquering** the land plot. To do so they simply move their army to the plot they wish to conquer. This action will start a battle where the attacking army battles any defending armies present on the land plot. You cannot attack a Land Plot controlled by someone who follows the same god as you (see *Defenders* below)

In order to conquer the Land Plot **the attacker must defeat each defending army** on the Land Plot. Each defending army is fought one at a time. The attacker may choose to stop attacking after a battle finishes or they may choose to enter the battle and fight the next defending army. If there are no more defending armies on the land plot the attacker conquers the land.

**Offline Battles**

An army defending a plot will always be involved in battle even if the player who owns that army is not online. Their army will be controlled by the Hero (i.e. an AI playing with basic tactical awareness).

### **Defenders**

You cannot attack a land plot that is controlled by someone who follows the same god as you. If you move your army on to a land plots that is controlled by your god, instead of attacking you automatically become a **Defender** of that land plot.&#x20;

A Defender will battle against enemy attackers to help defend the land plot. A defender does not receive income from the land plot they defend.

#### Abandonment

In order to avoid a single player controlling a large number of land plots without actively defending them, a land plot that is not defended by an army owned by the controller for at least 4 hours in every 24 hour period, becomes abandoned.

The idea is to allow armies to sally forth from their land plot, or even allow a signle army to patrol a small number of land plots, but to not allow players pin and hold tens or hundreds of plots with a single army.

An abandoned land plot becomes controlled by the Defender who has been there the longest. If there is no Defender the first ally army to occupy the tile will automatically become the controller. The new army must maintain position on the land plot for 24 hours in order to start generating income. If the players moves their army away during this period the plot is abandoned again, with the next longest standing Defender becoming the new candidate for controller.

#### Favour Bonuses for Defenders

There is additional incentive for Defenders to help defend plots, with a significant favour bonus awarded to Heroes for each day they defend a land plot. And further bonuses if they successful fight off an enemy army during that period.

## Land Improvement and Constructions

After the launch we plan on adding features which let users improve their land. Specifically players will be able able to construct new buildings which add features to their land plot. The type of plot will influence the type and number of structures that can be built. For example you could:

* add a Blacksmith shop to a Village which will allow you to generate additional income from your plot
* add an Archers Tower to your city which increase the defensive characteristics of the plot


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