This proposal introduces a territory system that can be conquered through sieges, where guilds compete for control over specific regions of the map.
Controlling a territory should not grant direct combat advantages, but instead establish economic dominance over the activity taking place within the area.
All player activity within the region — such as hunting, resource gathering, quests, or loot generation — would generate an automatic tax that is transferred to the guild controlling the territory.
The economic value of each territory is directly proportional to the level of activity within the region, making highly active areas naturally more contested and strategically important.
The world would be divided into large regions or continents, each containing multiple disputable territories. This structure creates different centers of power, preventing dominance from being concentrated in a single guild or global alliance.
Within each region, high-activity areas tend to become constant conflict points, while less active regions function as temporary zones of economic stability.
Neutral players play a fundamental role in this dynamic, as they represent the primary source of economic activity within territories. Their choice of hunting locations and in-game activities directly influences the strategic value of each region.
The tax applied to player activity could be defined in two ways: a fixed percentage established by CipSoft, or a hybrid system with a maximum cap set by the developer. Within this cap, guilds would be able to adjust the regional tax rate. For example, with a 10% cap, Guild A could set 3%, Guild B 7%, and Guild C 10%, creating direct competition for territorial attractiveness.
In this context, several situations may naturally arise:
Migration of neutral players toward regions with lower taxation or higher safety
Indirect competition between guilds for population attraction
Formation of temporary alliances for regional stabilization or expansion
Increasing economic pressure in highly contested areas
Constant fluctuation of territorial value based on player activity
As a result, the world operates as a dynamic ecosystem, where territorial control, population activity, and economic stability are deeply interconnected.
The goal of this system is not simply to add another layer of PvP, but to transform the social and economic structure of the game into something more dynamic and interdependent.
Currently, most progression is based on experience, level, and hunting efficiency, with PvP often being limited to isolated conflicts or occasional disputes. This proposal aims to expand that scenario by introducing a structural reason for continuous guild conflict.
Wars would have a clear and recurring motivation: economic control and territorial influence. Guilds would not engage in conflict solely due to rivalry, but due to the need to maintain or expand their participation in the server’s economic ecosystem.
Neutral players would no longer be passive participants in progression; instead, they would become central actors in the world’s functioning. Their choices of where to play, hunt, or settle would directly affect the balance of power between guilds, making them an active part of the server’s political dynamics.
As a result, the game evolves from a system primarily focused on individual progression into an environment with additional layers of politics, economy, and territorial conflict, where collective decisions have a direct impact on the world’s functioning.
The expected outcome is a more living ecosystem, where:
wars have purpose beyond personal rivalry
territories hold real economic value
neutrals influence the balance of power
and PvP becomes a structural part of server progression, not just an isolated event.
In Tibia, siege events would occur at fixed intervals, either every 15 days or monthly, creating structured cycles of conflict and strategic planning between guilds.
1. Tax Control with Strategic Cooldown
When a guild changes the tax rate of a controlled area, it enters a cooldown period, preventing further adjustments for a set time.
This creates three direct effects:
prevents “tax spam” adjustments
forces meaningful strategic decisions
allows rival guilds to exploit economic opportunities
Guilds can use tax policy in two main ways:
high taxes: maximize short-term profit during high farming activity
low taxes: attract consistent player flow and maintain long-term presence
2. Bosses and Resources Under Taxation
All regional bosses are also included in the tax system.
This turns:
boss hunting → into a direct source of territorial economy
area control → into control over endgame content access
3. Economy Based on Farming Volume
The system encourages dominant guilds not to expel players, but instead to do the opposite:
the more players farming in the area, the higher the total income
guild dominance is achieved through economic flow, not exclusion
This creates a “investment zone” model rather than a purely hostile war zone.
4. Player Flow Strategy
Guilds begin competing not only through strength, but through player behavior engineering:
lowering taxes to attract population
increasing taxes during high-demand periods (e.g. events, double XP)
creating “economically safe zones” vs “high-profit exploitation zones”
5. Farming Control During Events
During events such as XP boosts:
the dominant guild may increase taxes or even restrict economic efficiency in the area
rival guilds may lower taxes to attract mass player flow to their regions
This creates a “game within the game”:
one guild focuses on military dominance
the other focuses on economic dominance
6. Scope of Territories (CipSoft Decision)
The number and size of controllable areas would be defined by Cipsoft, and could vary between:
entire cities
continental regions
specific hunting zones
boss spawn clusters
This is important because it defines the global server meta:
fewer territories → concentrated, intense wars
more territories → fragmented economy and stronger diplomacy systems
Overall System Vision
This system creates three layers of competition:
Military: control of territory (sieges)
Economic: taxation and player flow
Social: attraction of neutral players
In non-PvP servers, sieges would still exist as a core mechanic to define ownership of hunting areas and economic zones.
Siege System
Sieges would operate through a guild registration system, with a defined minimum and maximum number of players allowed per siege.
Once registered, participants represent the entire guild as a unified force.
The outcome of a siege determines which guild gains control over the contested area.
Territory Ownership and Taxes
The winning guild gains control over the area and is allowed to define a tax rate applied to all activity within it, including hunting and resource gathering.
This tax system would have a hard cap defined by CipSoft, ensuring balance and preventing extreme exploitation.
Importantly, controlled areas would remain open for all players. However, anyone hunting inside a guild-controlled territory would be subject to the active tax rate.
Strategic Economic Pressure
Because of the taxation system, players would need to pay attention to where they choose to hunt.
Over-taxation could push players away from certain areas, making other regions more attractive.
This creates natural economic pressure, where guilds must balance profit against player retention.
Market and Trade Influence
Territory control would also influence the in-game market.
Guilds could indirectly affect item flow and pricing by controlling high-value hunting zones. Players would naturally prefer to sell and trade in areas with better economic conditions, encouraging competition between guild-controlled markets.
This creates a layered system of economic and political warfare, where dominance is not only about combat, but also about controlling efficiency, taxation, and trade flow.
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