Capital Clash

Capital Clash
Description
Schedule & Win
Rewards

State Warfare
Description
Schedule
Rewards


Description

The Capital Clash is an event that takes place every two weeks. The goal is to capture the central building in the middle of the state as an alliance and occupy it as long as possible.

In addition to the capital building, there are four missile towers that can also be captured. If the capital is occupied by another alliance, the towers fire missiles at the capital every four minutes and wounding 2% of the troops in the capital for each tower. The attack interval shortens the longer the tower is occupied, so if the tower is occupied for a longer period of time, it fires every minute.

Around the capital, there is a red area called the alert zone. Before the battle, an Electrostatic Field is activated, causing all settlements in this area to be moved to a random location within the state. This makes it impossible to occupy the area around the capital, several days in advance to reserve places. As long as the Electrostatic Field is active, it is not possible to move your settlement to the Alert Zone. After the alarm zone is opened, settlements can move to the capital, but it is not possible for them to activate their shields.

Schedule & Win

08:45UTC – Closure of the Alert Zone
09:45UTC – Opening of the Alert Zone
10:00UTC – start of the battle
18:00UTC – end of battle

The winner is the alliance that has the most total occupation time or has held the capital for four hours straight, at which point the battle ends early.

The leader of the winning alliance then appoints himself or an alliance member as governor of the state. If someone from another alliance is to get the post, that person must briefly join the winning alliance.

Rewards

To get rewards, you have to make points. You get them when you occupy the capital or a tower, you are attacked in that building and lose troops, or you attack one of the buildings and wound/kill your opponent’s troops.

Rewards by points:

PointsReward
>180.00040x 5m Construction Speedup
4255x Crate with 1000 Food
>350.00040x 5m Training Speedup
4255x Crate with 1000 Wood
>530.00040x 5m Research Speedup
850x Crate with 1000 Metal
>710.000100x 5m Healing Speedup
215x Crate with 1000 Gas
>890.0006x Badge Tag
36x Mercenary Influence
>3.840.0006x Badge Tag
36x Mercenary Influence
>6.790.0006x Badge Tag
36x Mercenary Influence

Rewards by event rank:

RankBiocapsBadge TagMercenary Influence
117.330150219
216.280141207
315.235132192
414.185123180
513.965121177
RankBiocapsBadge TagMercenary Influence
613.750119174
713.530117171
813.315115168
913.095114165
1012.875112162
RankBiocapsBadge TagMercenary Influence
11-2010.80094138
21-507.6456696
51-1005.7955072
101-1504.9404363
151-2004.4053857
RankBiocapsBadge TagMercenary Influence
201-2503.8703448
251-3003.3352942
301-3502.7952436
351-4002.2602030
401-4501.7251521
RankBiocapsBadge TagMercenary Influence
451-5001.1901015
501-550835712

State Warfare

Description

State Warfare is an event that takes place every four weeks. Two states compete against each other. The event is divided into four phases.

Phase 1 is the announcement of the opponent state.

Phase 2 is the preparation phase. In this phase, each commander can complete tasks that change daily to earn points. The points collected by each commander are added up for the entire state. The state with the most points at the end of the phase wins the preparation phase.

Phase 3 is the Battle phase. The core of this phase is the Capital Clash. This takes place in the state that lost the preparation phase. Before and after the Capital Clash there is some time in which everyone with an HQ level of 16+ can switch to the other state, e.g. to attack settlements to collect resources or points. The HQ level of the attacked settlement must not be more than three levels different from your own level, otherwise you will get neither points nor resources. During the Capital Clash, only the commanders who have won the preparation phase can change states.

Unlike the normal Capital Clash, the towers only fire when an alliance from the other state occupies the capital. If an alliance from your own state occupies the capital, the towers remain inactive, regardless of whether it is your own alliance or an alliance from your home state. The event is won by the state from which the alliance that wins the Capital Clash is from.

The appointment of governors depends on who won the preparation phase and the Capital Clash.
Preparation phase won – Capital Clash won
Own state: The winning alliance appoints the governor
Opposing state: This state has no governor until the next Capital Clash
Preparation phase won – Capital Clash lost
Own state: The alliance that won the last Capital Clash appoints the governor for its own state.
Opposing state: The alliance that won the Capital Clash appoints the governor for its own state.
Preparation phase lost – Capital Clash won
Own state: The alliance that won the Capital Clash appoints the governor for its own state.
Opposing state: The alliance that won the last Capital Clash appoints the governor for its own state.
Preparation phase lost – Capital Clash lost
Own state: Our state has no governor until the next Capital Clash.
Opposing state: The winning alliance appoints the governor for its own state.

Phase 4 is a healing phase. At the beginning of this phase, all settlements are returned to their state and a healing buff is activated. Additionally, resource camps appear every eight hours for you to collect. The winning state gets the better rewards from this.

Schedule

Sunday – announcement of the opposing state.
Monday to Saturday 8:45UTC – preparation phase.
Saturday
08:45UTC – Commanders may invade the other state; closure of the alert zone.
09:45UTC – Opening of the alarm zone.
10:00UTC – Start of the Capital Clash.
18:00UTC – End of the Capital Clash if no alliance could hold the capital for four hours at a stretch.
19:00UTC – End of the battle phase and start of the healing phase.
Sunday 20:00UTC – end of the State Warfare event.

Rewards

Besides the rewards for the capital battle, there are also rewards for completing the tasks. Three crates can be earned daily by each player and additionally three alliance crates for earning points in the alliance. From these crates, among other things, there are State Warfare coins that can be spent in the appropriate store.


Governor

The governor is something of a guardian of the state, a peacekeeper, and sometimes a mediator of disputes. He can give buffs or debuffs to individual players, give them credit for their efforts, or activate buffs for the entire state.

During his two-week term, he has the governor’s buff. This gives him
+5% Troop Attack
+5% Troop Defense
+5% Troop Health
+5% Troop Lethality.

Governor abilities

In order for the governor to use his abilities, governor credits are needed. These are collected by all players of the state by performing the daily tasks and are automatically sent to the capital

Black Market Contacts
Allows the exchange of 27,000 governor credits for 250 Biocaps.
Deployments: 3
Cooldown: none

Enforced Eviction
Any settlement is removed from its location and relocate to a random location within the state.
Deployments: 14
Cooldown: 2 hours

Prison Shackles
The settlement with this debuff cannot attack settlements for one hour.
Deployments: 14
Cooldown: 2 hours

Rapid Finderr
Locates a player by name within the state.
Deployments: 56
Cooldown: 2 hours

Fast Work
Increases building speed by +10% for all players in the state for 24 hours.
Deployments: 2
Cooldown: 7 Days

Research Accelerator
Increases research speed by +10% for all players in the state for 24 hours.
Deployments: 2
Cooldown: 7 Days

Troop Treatment
Increases healing speed by +50% for all players in the state for 24 hours.
Deployments: 2
Cooldown: 7 Days

Training Incubator
Increases troop training speed by +30% for all players in the state for 24 hours.
Deployments: 2
Cooldown: 7 Days

Honors

Honors are applied to individual players. Honors are active for at least 24 hours, unless the governor’s term ends earlier (start of the Capital Clash). After 24 hours, honors may be removed and transferred to another player. As long as the honor is not removed, it remains on that player. Multiple honors cannot be applied to a player at the same time. The Governor’s buff counts as an honor that is automatically awarded and cannot be removed, preventing the Governor from receiving another honor.

Honors (Buff)

Chief Strategist
+10% Construction Speed
+10% Research Speed
+10% Training Speed

Mighty Ox
+80% Basic Resource Production.
Refers to the resources produced in the settlement.

Master Medic
+100% Healing Speed
+5,0 Tsd. Hospital Capacity

War Wolf
+10% Troop Lethality

Iron Fist
+5% Troop Attack
+2,50Tsd. March Capacity

Patriot
+50% Training Speed
+200 Training Capacity

Markings (Debuff)

Sloth
-10% Construction Speed
-10% Research Speed
-10% Trainings Speed

Worm
-40% Basic Resource Production.
Refers to the resources produced in the settlement.

Quack
-50% Healing Speed
-2,5 Tsd. Hospital Capacity

Blunt Blade
-50% Troop Lethality

Chicken
-2% Troop Attack
-1,50Tsd. March Capacity

Donkey
-25% Training Speed
-100 Training Capacity

Governor Packs

The governor can distribute packages to players, e.g. to honor their engagement during the Capital Clash or in the alliance/state. He has 21 packages at his disposal for this purpose. If the State Warfare event is won, the number of respective packages will be doubled, so that 42 packages are then available.

1x Hero Pack includes
20x Plasma Core
24x 1h Speedup
20x Mercenary Influence
20x Badge Tag

5x Defender Pack includes each
10x Plasma Core
8x 1h Speedup
10x Mercenary Influencet
10x Badge Tag

15x Support Pack includes each
5x Plasma Core
4x 1h Speedup
5x Mercenary Influence
5x Badge Tag