New holdings

In Otenos, you start with a single holding, but a kingdom doesn't fit in one: you gain new holdings by settling or by conquest. Your settlers found new holdings on empty land or on a ruin, and your governors take your rival's holdings. This chapter covers founding a second holding, running your holdings together and what your main holding means.

Settling a new holding

  • Requirement: Palace 10 in your main holding and 4 settlers waiting there.
  • Site: an empty holding or a ruin. You can't settle on someone else's holding.
  • Limit: through settling you can have at most 2 holdings; a settling march on the road counts too.
  • The journey: settlers walk 4 km per hour; at sea, the same rules apply as for armies. They can be recalled at any time before they arrive.
  • Arrival: if the site has gone to someone else in the meantime, or your limit is full, the settlers head home.

The Settler is an expensive unit: you'll find its cost and training time in its Codex entry.

A new holding's first day

  • A holding founded on empty land starts like your first one: 400 timber, 400 stone, 300 iron, 400 grain and Palace 1.
  • A holding founded on a ruin starts with the ruin's surviving buildings and no Wall.
  • A new holding has full loyalty and an empty garrison.

Conquering a new holding

You can take your rival's holding with governors (Conquest). There's no limit on holdings taken by conquest. A conquered holding's Palace drops to half, while its deeds and specializations come with the holding.

Running your holdings together

Each holding has its own:

  • build and training queues,
  • storehouse, production and region,
  • merchants,
  • specializations and placed deeds,
  • garrison.

Shared across all your holdings:

  • your Tender balance and auction bids,
  • raid charges and altar charges,
  • declarations of war, alliance and pacts,
  • quests and your score in the rankings.

Use Switch holding at the top of the screen to move between holdings; the resources in the bar belong to the selected holding.

Sending resources

You move resources between your holdings with the Market's merchants; all four resources can be sent (Sending between holdings). Feeding a new holding from your main one in its first days makes it grow much faster.

Main holding

Your first holding is your main holding. The main holding is where:

  • the wounded return,
  • quest rewards arrive,
  • upkeep for reinforcements and altar garrisons is paid,
  • reinforcements withdrawn from an ally come back.

If your main holding falls, the role passes to the oldest of your remaining holdings.

Ruins

A holding whose owner gives no orders for 7 days turns into a ruin. A warning comes on day 5; giving any order starts the count over.

  • In a ruin, every building drops to half its level and the Wall comes down.
  • A ruin can't be conquered; it is resettled with settlers.
  • When a world runs out of empty holdings, new players take over ruins.