The MMO of Life is Feudal is in early access and is continuously being developed. To keep players updated, developer and publisher Bitbox is constantly releasing new videos. The latest one is about an important aspect: politics.
The Life is Feudal MMO is a huge sandbox survival game that is unparalleled in size and scope. In a realistic medieval world, you fight for survival, establish cities and kingdoms, make friends, and create enemies.
With many players in close quarters, conflicts naturally arise. Larger guilds dominate smaller ones or negotiate contracts with others. Politics and war are ever-present and crucial components of the gameplay experience. The video explains how they work.
The foundation of any politics: The Guild
To participate in world events or play a role, you need to be part of a guild. The larger the guild, the greater the influence. There are different stages of development that a guild goes through:
- First Stage – Band Stage: The beginning of every journey. A few people come together to not be alone in the world. You cannot claim land and play no role in world politics.
- The suitable option for: Drifters, brigands, thieves, and strays.
- Second Stage – Order Stage: Once the guild reaches 10 members, it can rise to the Order. It has no land rights, but has its own symbols and badges for permanent memberships.
- The suitable option for: Mercenaries, adventurers, and those who don’t play a big role but still want to be noticed.
- Third Stage – Country Stage: The next stage is significantly larger. Countries can claim land and interact directly with other countries. They have a place in politics and are usually vassals of the next larger kingdom.
- The suitable option for: Players who want to experience village life and specialize in professions without investing too much time and effort in politics and war.
- Fourth Stage – Kingdom Stage: The last and largest stage a guild can reach is the kingdom. Smaller guilds around the kingdom automatically become vassals when they form an alliance with you.
Kingdoms – the centers of world politics
The guild becomes the center of the kingdom’s politics, to which all surrounding countries belong. Vassals lose their privileges in politics, which are all regulated by the kingdom. The established course must be followed – after all, life is feudal!
To not sink, the guild must remain influential and ideally keep growing. If the kingdom appoints a person as a minister to handle recruitment, it is already on a good path to becoming a world power.
With bad neighbors, there is war!
Of course, it is not just the growth of a guild through new players that is important. If the space becomes too cramped, and you no longer get along with the lord across the way, the sword is the only solution left. To do so, quite bureaucratically, war must be declared.
Guild leaders can change the status of the guild with other guilds in the world through the “Standings” menu. The options are:
- Ally: The guild is an ally, there is likely a dependency.
- Friendly: Guild members do not attack each other; they work together.
- Neutral: No cooperation or conflicts.
- Hostile: Members are attacked upon encounter, but not targeted.
- War: There is open war, territories are targeted.
The theory of politics sounds quite simple and straightforward. But with just a few hundred members in the alliance, coordination becomes tricky. In the end, diplomacy decides politics. How you want to fit into it is up to you!
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