Overview
This guide summarizes the official, confirmed mechanics that determine port war outcomes, the Overlord system for Star Ports, and the immediate consequences after a Port is captured. All statements are drawn from the official Foundation guide on Port Occupation.
How Victory Is Determined
- To seize control of a Port, a guild must defeat the garrison forces stationed within the Port's Space Station.
- When several guilds attack the same Port, the deciding factor is which fleet deals the final blow to the Port's Fortress HP—the guild whose fleet delivers that final damage claims the victory.
- This rule enables tactics where guilds weaken a fortress and other groups attempt to secure the final strike.
War Declaration and Attack Timing
- There is a Declaration Phase that ends with a countdown; when that timer reaches zero the assault phase begins.
- When multiple guilds declare war on the same Port, the battle time is determined by whichever guild declared first.
- After the declaration phase concludes, the attacking guild has a one-hour window to begin its assault.
- There is a limited number of War Declarations available daily (the exact daily limit is not specified in the confirmed evidence).
Who Can Declare War
- Only Commerce Guild Chairmen and Executive Managers have the authority to initiate a Port War.
- To declare war on a Star Port, a guild must already control at least one Planet Port in that same system.
- To declare war on a Planet Port, a guild must occupy a Star Port within the same or an adjacent star system—except for Level 1 Planet Ports, which can be attacked freely the first time.
Overlord Nomination and Limits
- After occupying a Star Port, a guild can nominate an Overlord.
- There are five Overlord positions in total: one for each quadrant of the Province map and one central Overlord.
- A guild can hold at most one Overlord per quadrant.
- Overlord nominations grant strategic bonuses (the official guide gives an example of a 10% increase in Attack power as an Overlord benefit).
Immediate Effects After Conquest
- Winning control of a Port grants all guild members increased resource yields (resource buffs), and access to the Port’s trade routes, bonuses, and influence.
- Members who actively join the battle receive additional rewards for their contributions.
- The first time a Port is conquered, all participating members receive an exclusive honor bonus.
- Losing a Port means surrendering its associated trade routes, bonuses, and influence to the new owners.
- Once a Port battle concludes, the Port enters a period of temporary protection during which it cannot be attacked or have war declared against it.
Tactical Notes (from confirmed mechanics)
- The "final blow" rule rewards precise timing—guilds may coordinate to either deliver the decisive hit or to deny others that opportunity.
- Because war timing is influenced by declaration order when multiple guilds declare simultaneously, early declaration can affect battle scheduling.
Where These Rules Matter
- Guild leadership should centralize war declarations (Chairman/Executive Managers) and coordinate assault timing to avoid losing opportunities to final‑hit exploitation.
- Overlord nominations after occupying Star Ports are strategically valuable; guilds should plan how to assign Overlord positions across provinces and quadrants to maximize bonuses.
- Expect a post‑conquest protection period—use the time to set up trade routes, assign Home Ports (for Planet Ports) and claim associated rewards.
Evidence and Sources
This guide uses only confirmed facts from the official Foundation guide on Port Occupation.
