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Conquest
From FFXI Wiki
Participating in Conquest
There are various ways of participating in Conquest and gaining influence over regions.
- Equipping Signet and defeating monsters.
- It has been confirmed by Square-Enix staff that gaining Experience Points is unnecessary in order to sway a country's influence in a region.
- Trading equipment to the the Outpost vendors.
- Participation in the Expeditionary Force.
- Participation in Garrison.
Conquest Tally
Effects of being 1st
Effects of being 2nd or 3rd
Draws and Alliances
Outposts
Delivering Supplies
Regional Merchants
Expeditionary Force
Expeditionary Force operations are exciting battle content pitting teams of adventurers of Vana'diel against teams of Beastmen for the glory and conquest of the various regions of Quon and Mindartia.
Related Links
Courtesy: docvicious of BGForums
- Weekly Tally system for FFXI, Zilart, and C.O.P. areas.
- Tally system works on a Three nation basis:
- Tally is done Every Midnight Saturday JP time (going into Sunday).
- At this point all three nations are equal.
- Influence is what determines who wins what at the end of the tally.
- Minimal 0-24% approx.
- Minor 25-50% approx.
- Major 51-54% approx.
- Dominant 55%-100% approx.
- The dominant nation will stay dominant until its percentage decreases under 65% at which point Nation #1 will be Major(51-65%) while nation two will be Minor (16-50%).
- In the event Nation #2 takes over the influence of nation #1, it creates a simple flip flop Nation #2 is now Major while Nation #1 is now Minor thus changing their placing in the tally.
- Example:
- Sandy - Minimal 5%
- Bastok - Minimal 5%
- Windurst - Dominant 80%
- Sandy - Minimal 5%
- Bastok - Minor about 25-35% is when it changed to minor
- Windurst Stayed Dominant 55-65%
- Sandy - 4%
- Bastok 45-50% Stayed Minor however
- Windurst about 50-55% reduced to Major instead of dominant
What equipment to trade in and limits
- What you are looking for for great point values is a high NPC resale price
- 1 - 900 Gil = Small amount
- 901 - 3000 Gil = Moderate
- 3001 - Above Gil = Greatly
- After a Certain amount of the same type of weapon/armor/ etc has been turned in the actual value is decreased only upon trade (not sure if it ever reaches zero.
- You can also gain Influence by having signet and gaining exp in those areas I'm assuming influence is based on the same system that C.P. are. Where as 1 C.P = .5-1 Influence point or some mathematical formula.
On to the Gear that was traded That is Just an example of some of the gear you can trade.
- Lvl 40 breast plate set - Great Return for 1-2 / diminished to needing 6-8 for a moderate / great return.
- Warwolf Belt - Great return 1/ Diminished rather quickly to needing 4-5 for great return and then further where 8 only gave a moderate return
- Most body armor is a great return for awhile
- Staves were great returns but were capped very fast to the point that 8 only gave a moderate return
- The very cheap Rare 2hnd weapons
- Some R/E equipment that you don't use can turned in for great returns that were pretty beneficial
Examples of gear you cant trade:
- Some of the JSE earrings / ring
- The paralyze effect : 8% haste necklace etc.
So don't go buying a horde of gear until you make sure it can be traded however I would safely say 95% of it is able to be traded.
Related Links