Map warfare in Lordrush is not a power check. It is an adjacency check, a rank check and a clock, and all three will stop a strong alliance that has not read the rules.
You cannot attack what you are not next to
If the attack button is missing on an Outpost, the publisher’s answer is blunt: check whether your alliance territory is adjacent to it. Territory has to reach the building before a battle is possible at all. There is one exception, and it explains the alliances that seem to break the rule — an alliance that held a building in the previous phase is signed up for it again automatically, adjacent or not, and keeps it if nobody attacks.
Sources: Century Games’ English help centre — Why you cannot attack an Outpost · Automatic sign-up for a held building. Checked 2026-07-30.
Thirty unbroken minutes is the whole game
| Situation | Who ends up holding it |
|---|---|
| Nobody contests you | Your alliance gains full control automatically when the countdown ends. |
| Another alliance attacks | A battle phase opens. Hold the building for 30 minutes without interruption and it is yours. |
| Nobody holds it for 30 minutes | Control goes to the last alliance occupying the building when the battle ends. |
| Nobody claims it for 24 hours | It reverts to the alliance that held it before. |
The word that matters is continuous. Being pushed off for two minutes and retaking it does not resume the timer. How long that hold has to be depends on the Outpost's level.
| Outpost level | Unbroken hold required | What happens to your troops |
|---|---|---|
| Lv. 1 | 15 minutes | Severely injured only |
| Lv. 2 | 20 minutes | Severely injured only |
| Lv. 3 | 25 minutes | Severely injured only |
| Lv. 4 | 30 minutes | Killed |
Where these four numbers come from, and why we are telling you. Century Games' English article only says occupation takes 15 to 30 minutes depending on level. The same publisher's Korean article for the same feature lists the figure for every level, and that is what the table above is: Century Games' Korean help centre, “Outpost”, read on 2026-07-30. It is the publisher's own documentation either way, but it is not their English wording, so we are not going to present it as if it were. Plan your defence around the Lv. 4 number until you know which level you are taking.
Sources: Century Games’ English help centre — Rules for occupying buildings · Outpost types, timings and losses. Checked 2026-07-30.
Lv. 4 Outposts are the ones that actually cost you
This is the single most expensive detail on the page. At Lv. 4 Outposts your soldiers die. At every other level they come back severely injured instead. Same event, same button, completely different bill — so if your infirmary capacity is thin, fight anywhere but a Lv. 4.
Outposts come in six flavours: attack and defense bonus, training speedup, gathering speedup, research speedup, march speedup and production speedup, and higher-level Outposts give stronger versions of the same buff. Once your alliance owns one, the buff keeps working even after you enter another empire during Empire of Power. After a change of hands, Protection Status locks the Outpost for 3 days, so a lost Outpost is not a thing you retake this evening.
Sources: Century Games’ English help centre — Outpost types, timings and losses · How Outpost buffs apply · Protection Status duration. Checked 2026-07-30.
Where the rewards go
| Reward | Who receives it |
|---|---|
| Occupation Reward | Granted when the Outpost is occupied and the rebels are defeated. |
| Control Reward | Granted to every participating lord from the alliance that holds the Outpost at the end. |
| Battle Reward | A special Control Reward that goes to the holding alliance and is then divided among members above R4. |
Note the asymmetry: taking a building pays the people who took it, but the Battle Reward is split among R4 and above. If you are R1 to R3, your return comes from the Occupation and Control rewards, so turning up for the fight matters more than landing the final hit.
Sources: Century Games’ English help centre — Outpost Battle reward types. Checked 2026-07-30.
Sanctuaries and Fortresses run on different rules
Signing up is restricted twice over: only members above R4 can do it, and only in an alliance with 20 or more members. Each alliance may sign up for exactly one Sanctuary and one Fortress per phase, which is why a rival holding several is holding them across phases, not stacking them in one. Hold a Sanctuary and you are re-registered for it automatically next phase — except at the last phase of a season, where the automatic Fortress registration does not carry into the new season’s opening phase.
After you take one you get roughly two days before the Defense Phase: a shield goes up and the building cannot be attacked at all. When the next battle cycle opens, NPCs are stationed there and your alliance has to clear them out to keep the building — the members who kill them are the ones who get paid.
One scheduling trap: R4 and R5 pick three time slots at sign-up, but the actual battle time is decided by a vote among every alliance in the empire that signed up for that building. The slot with the most votes wins. Your three choices are a ballot, not a booking, so do not promise your members a time before the vote lands.
Sources: Century Games’ English help centre — Sanctuary Battle sign-up rank · One Sanctuary and one Fortress per phase · The Defense Phase · How the battle time is voted on. Checked 2026-07-30.