Preview: Season 2 Territory War Rule Adjustments
Greetings, Warlords!
The flames of war reignite as the Conquest begins. The Season 2 Territory War is about to unfold. Before the new season officially launches, we want to talk about the upcoming rule adjustments for Territory War.
During Season 1, our most common feedback was that the power dynamics on some servers became set in stone by mid-season, leaving fewer and fewer targets to fight for, and sometimes no cities to attack at all. So this time, we focused on making the war more logical and ensuring a stronger sense of progression.
In the new season's Territory War, territorial borders will truly dictate your attack range. Decisions like where to attack, when to strike, and how to advance will once again require careful strategic consideration.
New Rules Quick Glance:

Here are the detailed explanations of the new Territory War rules for Season 2 :
Clan:
- To open a battleline against any City or Pass (excluding Villages), you must first declare war and become the Commander's Clan.
- Clans can only declare war on Cities or Passes adjacent to those occupied by their own Clan or their Alliance.
- Fiefs surrounding the three starting Cities (Xinye, Xiaopei, and Changshan) are treated as permanently adjacent, meaning war can be declared on them at any time.
- Villages allow battlelines to be opened without a war declaration and are exempt from City declaration rules. In this case, post-war ownership is determined by the battle contribution ranking.
- Upon successfully capturing a City or Pass, the Commander's Clan will become the new occupant.
- If you choose to declare war to attack a Village, the adjacent fief requirement still applies.
- For adjacency relationships between Cities, refer to the image below (in-game, open , and activate the button on the bottom left).

*The final in-game version dictates the actual adjacency relationships between Cities.
In short:
Your territory dictates your reach. To conquer a distant City, you must first clear a path to it. Cities held by your Alliance also count toward this adjacency range, requiring coordinated progression across the entire Alliance.
To attack any City or Pass, you must first declare war, which costs Clan Prestige. Deciding who will act as the Commander's Clan becomes a new strategic choice. Due to Prestige costs, the number of simultaneous battlelines an Alliance can maintain is limited. How to select targets, prioritize orders, and calculate risks versus rewards will become vital questions for every Warlord to weigh.
For example:
A Clan occupies Pingyang. Assuming they meet the Clan war declaration level and Prestige requirements:
- Tong Pass, a City adjacent to Pingyang, can be targeted for a war declaration.
- Another Clan in the same Alliance occupies the City of Shangdang. Luoyang, which is adjacent to Shangdang, can also be targeted.
- Hangu Pass is highly valuable, but there is no cleared marching route between it and the territory held by the Clan or Alliance. It cannot be directly targeted for a war declaration; intermediate fiefs must be secured first.

Why make exceptions for Villages and fiefs around starting Cities:
This adjacency restriction is unforgiving for Clans that do not yet hold a City. Therefore, we provided two entry points: battlelines can be opened at Villages without a war declaration, and Cities around the three starting Cities can always be targeted. Establishing a foothold in a Village or expanding outwards from a starting City to join the normal progression pace—we want this path to remain open for all Clans.
Warlords:
- Warlords cannot declare war, nor can they actively open battlelines on non-rally target fiefs (except Villages).
- The system will automatically initiate a War Rally. Upon a successful rally, the corresponding Warlords Cohort will gain permission to open a battleline at the rally target fief.
- War Rally targets will always be Cities or Passes adjacent to those occupied by the Warlords faction.
- War Rallies trigger once every half hour, totaling three times per Territory War round.
- Warlords players can open battlelines at Villages without a war declaration.
To ensure Warlords are not restricted to passive defense, we provided them with scheduled, system-coordinated offensive opportunities: the War Rally. Cities meeting the attack conditions will automatically become rally targets. Consequently, Warlords will act as a proactive, advancing force. Contesting Village ownership with Clans and ensuring the successful completion of a rally in a specific direction will become the core strategic focal points for the Warlords faction's offense and defense.

UI Optimizations:
- A new marching route status indicator will be added below the fief information:
- "Marching Route: Cleared" is displayed when the fief borders a region occupied by your Alliance.
- "Marching Route: Blocked" is displayed when it does not border your Alliance's territory (Villages do not display this information).
[/*][*]
When war declaration conditions are unmet, the system will automatically prompt the required conditions (e.g., "Must occupy any of the following fiefs to declare war").
[/*]
From "Attack at Will" to "Think Before You Strike"
We hope that in Season 2, Territory War outcomes will no longer simply be decided by numbers. Every advance should have a clear goal; every war declaration should carry a corresponding cost; every battle should influence the next choice.
The battlefield has been laid out anew.
Inch by inch, step by step; city by city, clash by clash.
The horns atop the walls are about to sound. Join us in , Warlords!
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.