Season 2 – The Ultimate Strategy Guide for Season 2 Growth, Captures and War

In this guide you will find the most useful strategies for 🧊 Season 2 – Polar Storm for:

There are some similarities with RA virus molecule Season 1 – The Crimson Plague, but many other things changed so read carefully.

Contents

Fast Growth

Prepare for Season 2 to gain an early advantage:

Generic:

  • Buy Violet, Mason and Universal Epic shards from stores to use them for upgrade to UR events
  • Ask your R4/5 to give priority to alliance tech “Veteran Craftsman” to have a lower building cost for Season 2 seasonal buildings in coal and titanium alloy. (even if the description explicitly says food/iron/gold reduction it also applies to seasonal resources)

Season 1:

  • don’t spend all hero return tickets heroes return recruitment ticket in Season 1, use them in season 2 the first days in which even a low amount of coal makes a difference (1k coal or titanium alloy are among rare possibilities, check probabilities below )

Season 1 Celebration:

  • during black market event purchase tower of victory to use its buff in season 2

First days strategy

The first days of Season 2 is a struggle because of coal shortage and low virus resistance, all these activities will help you to grow faster.

  • buy right away season battle pass and weekly pass if you can
  • move your alliance to a better spot if you are in a bad position in map to go towards level 6 cities or if you have unfriendly alliance neighbors
  • identify on map which one is going to be the first dig site you are going to conquer taking into consideration that different mutant beasts have different weaknesses, read Dig Site capture section in next paragraphs
  • don’t do a Doom Walker after reset the day your server receives Season 2. Wait for Season 2 to start and then kill the highest level of Doom Walker you are able to to receive a lot of coal with first kill. Do that every day.
  • upgrade all Titanium Alloy Factory only up to level 15 until you unlocked all of them (4 + 1 additional with weekly pass), then first all to level 16, then all to level 17, etc. Each time you reach level 15 of a titanium alloy factory the next one is unlocked.
  • if you have the additional Titanium Alloy Factory ( through the weekly pass) before leveling up a titanium alloy factory check if this one has a lower cost, if it does prefer upgrading this factory.
  • kill small zombies with the highest level you can to do first kill rewards. Since Season 1 small zombies have a type (tank/missile/aircraft) so take into consideration the dealt damage debuffs
  • use war fever for all the activities that use attack to increment by 1% the power
  • check how to reduce costs for Titanium Alloy Factory and High Heat Furnace in the next paragraph
  • as soon as Alliance Furnace is available build it and maintain Furnace on: Keep the alliance furnace running at all times to meet alliance goals, which are tied to furnace uptime. Season 2-> Season 2 Banner -> Goals -> Alliance
  • rallies: the virus resistance of the leader of the rally is applied to all participants, use this for dig site captures.
  • low virus resistance ally can request help to high virus resistance allies to kill higher level of doom elites for first kill rewards: low virus resistance ally starts rally with 1 low power hero squad and high virus resistance allies join to kill doom elite.
  • ask your allies to send recon plan to heat you up to 40 °C as allows you to hit some Season Battle Pass targets
  • acquire level 40 Season Skill “Intense Overdrive”, both for engineer and warlord, to have a few additional degrees that will boost your buffs
  • after your high heat furnace completed a level up check for rewards in Season 2-> Season 2 main banner-> Goals-> Individual (often it does not show red dot notification)
  • if possible acquire decoration “Tower of victory” as it gives temperature boost as described in Season 2 -> Season 2 Banner -> Frost boosts
  • Blizzard event (Cold Wave):
    • do activities before blizzard arrives to gain coal, they are described in the event page
    • ensure you don’t freeze during blizzard to earn more rewards
    • collect Blizzard event rewards: Cold Wave event page -> upper right button “Goals”-> claim alliance and individual rewards (there is no red dot notification for that)
  • purchase coal pack (5,99 $)
  • capture dig sites as soon as possible, as they provide hourly coal to all members of alliance. Go to Alliance button -> Alliance Cities -> Tab Dig Sites and click on Claim all hourly.
  • once a city is capture try to capture all connected dig sites as fast as you can (max 2 per days)

Reduce costs for Titanium Alloy Factory and High Heat Furnace

Titanium Alloy Factory coal coast and High Heat Furnace titanium alloy costs can be reduced with:

  • your tech researches for building cost reduction “Master Craftsman”
  • the engineer profession specialization, specifically level 35 “Resource Saving” skill (up to -5%)
  • your alliance tech “Veteran Craftsman” about cost building cost reduction, ask your alliance to focus on that before season starts

Engineer – level 35 skill

Alliance Tech -> Development

Tech Research -> Development

Rules and suggestions for land capture

When Season 2 starts there is a new map, it is composed by alternating cities and dig sites.

The temperature gets lower the more you move to the center.

Cities are similar to Season 1 cities, they unlock following the City Clash event.

Dig Sites are similar to Season 1 strongholds but they have a completely new function too.

Go to Alliance button -> Alliance City to see the Dig Sites and City you own, and to see limits of capture.

Dig Sites

Dig Sites are guarded by Mutant Beasts, similarly to Corruptors of Season 1. There are 3 different type of beasts and they have different weaknesses. Choose your location on map so that your first Dig Site is of the right type. Alliance with mostly Tank hero squads should target Polar Bears as first Dig Site.

Gorilla:
Type: Aircraft
Weakness: Missile Vehicle

Bear:
Type: Missile
Weakness: Tank

Mammoth:
Type: Tank
Weakness: Aircraft

Dig Site Capture Requirements

  • The first alliance territory must be a level 1 Dig Site
  • Mutant Beasts guarding dig sites have a virus resistance, it is necessary that the alliance have allies increasing their virus resistance so to be able to kill mutant beasts
  • At least a virus resistance of 2500 and squads of 25+ m are required to kill mutant beasts
  • Dig Sites might be in lands with lower temperature, if you relocate close to them to be faster to do rallies make sure you can sustain the temperature and not freeze

Virus Resistance per Dig Site level

  • Level 1: 4000
  • Level 2: 6500
  • Level 3: 8500
  • Level 4: 9500
  • Level 5: 1000
  • Level 6: 10500

Level 6 Dig Site

Dig Sites Capture Rules

  • Maximum number of Dig Site you can own: 4, regardless of how many cities you own
  • Maximum daily limit of dig site captures: 2
  • Initial capture requires Mutant Beasts defeat with adequate Virus Resistance. The Polar Beast might be frozen, so you need to send squads to unfreeze it before attacking them. Multiple rallies are needed to defeat these beasts (each hit give % damage), check rally suggestions in next paragraph. Once the Polar Beast is defeated you need to reinforce the Dig Site, max 10 squads reinforcing
  • The Dig Site capture process is a challenge where the first alliance to reach 100% wins. The maximum capture time is 4 hours, and if full progress 100% isn’t made within that time, the attempt fails. If the Dig Site was unowned, it stays unowned; if it was owned, it remains with the previous owner. An alliance’s capture percentage increases while reinforcing the site, with stronger squads accelerating the process.
  • Once a Dig Site is captured it goes in protection status for 36 hours and it is surrounded by Dig Site Guards
  • You can technically attack and reinforce an unlimited number of Dig Sites at the same time, but the moment you complete the second daily capture you will not be able to attack neutral or owned Dig Sites any more. If you were reinforcing another dig site (that so would count as third capture) your squads will be automatically kicked the moment the second capture completes.
  • If a Dig Site is owned by an alliance and attacked by another, a failed capture attempt will not count as a daily capture for the defending alliance.
  • Your first alliance territory must be a Dig Site level 1. Starting from this you can capture any adjacent territory. Territories in Season 2 are adjacent also at their corners.
  • Territory capture can be extended to adjacent territories (dig sites and cities) from both owned cities and Dig Sites
  • If you drop or lose an alliance territory and so you have now 2 separate sets of alliance territories you can continue to capture any territory that is adjacent either to one set or the other.
  • When your alliance abandons a Dig Site (with a 1-hour abandonment process), it becomes unowned, allowing any alliance, including yours, to recapture it. However, if the Dig Site is still under protection status when abandoned, the protection status cooldown must expire before any alliance, including your own, can take control.
  • There will be no cross-warzone Dig Sites captures in Season 2.
Virus Resistance in Rallies

When a rally is started, the virus resistance of the rally leader is applied to all rally members, unless they have a higher virus resistance, in which case it does not change for that single member.
This is an amazing feature that can be used to capture sooner Dig Sites, just ask your highest virus resistance ally to start the rallies

Example:

Rally Participants
Rally Leader: Resistance 2500
Member A: Resistance 3000
Members B, C, D: Resistance 1000

Virus Resistance applied during combat:
Rally Leader has a resistance of 2500.
Member A keeps his resistance of 3000.
Members B, C, D increase resistance to 2500.

Participation rewards

To earn participation rewards for first time dig site capture it is enough to do 1 of the following:

  • Participate in a rally to attack Mutant Beast with your high power squad (so a normal rally)
  • Participate or start a rally to attack Mutant Beast with a 1 low power hero squad (a participation rally)
  • Reinforce Dig Site during capture even just for 2 seconds

Initial Captures

Given the increased virus resistance of Mutant Beasts it is highly probable that your alliance will not be able to capture the first level 1 Dig Site the first day.
If you manage to capture the first level Dig Site then it is possible for you only to capture level 2 Dig Sites that are connected, since Cities are still locked until day 3 at server time 12:00.

Day 1/2 Dig Sites

Day 1 and 2 probably you will be able to capture only the first level 1 Dig Site.

You will need to wait for day 3 when city level 1 unlock to capture further Dig Sites, since there are only level 2 Dig Sites and cities adjacent to the level 1 Dig Site.

Dig Site level 1

Day 3 Dig Sites for very very strong alliances before city capture

If you have very strong allies you might be able to capture a level 2 Dig site. This would allow you to expand further like in the image on the right, because Dig Sites are adjacent on the corners.

IMPORTANT: After the latest game update you can now own only 4 dig sites!

Day 3 Dig Sites and Cities

For all “normal” alliances you will be able to proceed with captures once City level 1 unlock. Based on your starting dig site position in map, you are able to capture in best scenario 2 level 1 cities that give you access to other 2 level 1 dig sites.

So if you were positioned well in the map you end up day 3 with:

  • 3 Dig sites level 1
  • 2 Cities level 1

3 Dig sites level 1 + 2 Cities level 1

Cities

Cities have now 2 additional features:

  • once they are captured they provide heat to the city area
  • they provide rare soil per hour

The capture of cities is similar to Season 1, where dig sites have the same role as strongholds.

Cities Capture Rules

  • Maximum number of Cities you can own: 6
  • Maximum daily limit of declarations of war on cities: 2
  • You must have an adjacent dig site to be able to capture a city, after Alliance Dig Sites and City connection, Alliance R5/R4 can declare war on Cities.
  • After the declaration, Cities can be captured. Only one City can be targeted by each Alliance at a time
  • Without Sites or Cities, an Alliance must first capture a level 1 Dig Site. Connected territories allow further declarations.
  • Troops will be affected by toxins during sieges. Please increase troop Virus Resistance to reduce impact.
  • Siege battles are risky, with a portion of units dying directly. The specific ratio is detailed on Cities.
  • There will be first-time City capture rewards for participants. Alliance members will also receive City rewards. Alliances receive Loot chests as well, distributed by R5 or Butler.
  • After capturing a City, all Alliance members get buffs. The City enters a protected state for a period, during which it can’t be declared war upon by others.
  • When a city is captured by another Alliance, it also enters a protection period (~ 6 days). Abandoning a city does not reset the protection countdown
  • After declaring war on a city you’ve abandoned, there’s a waiting period (~ 5 days)
  • There will be no cross-warzone city captures.

Cities follow the City Clash event unlock schedule:

  • Level 1: week 1 day 3 + 12 hours
  • Level 2: week 1 day 6 + 12 hours
  • Level 3: week 2 day 3 + 12 hours
  • Level 4: week 2 day 6 + 12 hours
  • Level 5: week 3 day 3 + 12 hours
  • Level 6: week 3 day 6 + 12 hours
  • Level 7: week 4 day 7 + 12 hours

Level 6 cities

Level 6 cities are for sure the most wanted because of their buff, here their full description.

They are located on North, East , South and West of the capitol.

North

East

South

West

Rare Soil War

In Season 2 the cross-warzone wars change. Warzones will be separated in 2 factions.
Warzones can choose which faction to join through the Faction Award Event in week 3 and then these 2 faction will fight each other during Rare Soil War Event in week 4

Faction Awards Event

The purpose of the Faction Awards (week 3) is to divide Warzones into two factions: Rebels and Gendarmerie.

In the upcoming Rare Soil War, the two factions will battle to capture the Rare Soil reserves from each other’s alliance furnaces.

Faction Awards phases:

  • Phase 1: Teaser
  • Phase 2: Select Faction
  • Phase 3: Faction Notice

Phase 1: Teaser of Faction Awards and Rare Soil War

A few days before the events of week 3 teasers of both Faction Awards and Rare Soil War appear

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Phase 2: Select Faction

On Monday at reset of week 3 the Faction Awards section opens up and the Select Faction phase starts (it will last 3 days).

  • There are 2 factions: Rebels or Gendarmerie
  • Each faction will be composed by exactly 4 Warzones
  • Warzone Presidents can choose which faction to join
  • If a Warzone President wants to join a faction for which a slot is available the Warzone will be added to such faction immediately.
  • If a Warzone President wants to join a faction for which there is NO slot available, the “Force Join” button can be used. A “Force Join” will free a space for the Warzone in the selected faction, moving randomly one of the already allocated Warzones to the other faction.
  • Once a Warzone is assigned to a faction, the Warzone President can still “Force join” the other faction. The effect will be same as above as this action will free a space for the Warzone in the selected faction, moving randomly one of the already allocated Warzones to the other faction. There is a 12 hour cooldown period for “Force join” for the same Warzone.
  • The faction information of each Warzone joining is hidden
  • During the Faction Selection phase, the President can choose to reveal the identity of the Warzone, once revealed it cannot be hidden again
  • Warzone identities in faction will become public during Faction Announcement phase
  • The selection of a faction has impact on the upcoming event Rare Soil War. Alliances from different factions can declare war on each other for Rare Soil. If multiple Alliances declare war on on Alliance, the defending side can invite other Alliances from the same faction that have not been declared war upon to assist in defense during a specific time phase.
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Rules
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Phase 3: Faction Notice

Day 4 of week 3, during Faction Notice phase, all warzones are revealed. You will be able to claim the Faction Badge.

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The Leaderboard of Season 2 will be updated to show also the faction for each Warzone

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A new section in the Leaderboard appears, “Faction”

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Rare Soil War Event

Rare Soil Wars will start on day 1 of week 4.

First of all: NO cross-warzone city and dig site captures in Season 2! 🎉

The Warzone’s factions, Rebels and Gendarmerie, determine attack and defense roles.

The attack and defense roles will switch over time. When the attacking side wins a round of the war, they can plunder a certain percentage (up to 20% and up to 30% after Rare Soil Showdown event) of Rare Soil from the defending Alliance.

Each war declaration round includes five stages: declaration, invitation, preparation, war, and end of war. There is also a waiting for declaration stage at the beginning.

There are a total of 8 rounds, 2 per each week. The Rare Soil Event starts the 4th week of Season 2 and its end is aligned with the end of the Season.

The day the Rare Soil Event starts it is possible to enter the event detail page.

From here you can see countdowns of the various stages.
On Mondays the countdown for waiting for war declaration stage is shown.

Timing of stages

This is the timeline of a whole week once the Rare Soil Event starts on day 1 of week 4, it includes 2 rounds:

Round 1 of week
  • Stage 0) Waiting for Declaration War stage
    Monday, for 24 hours:
    During this stage you can only see the current Rare Soil ranking groups
  • Stage 1) Declaration War
    Tuesday, for 24 hours:
    The faction that is in charge of attack will be able to declare war to alliances of the other faction
  • Stage 2) Invitation stage
    Wednesday, for 12 hours:
    Alliances that were declared war upon can invite other alliances to help them defend
  • Stage 3) Preparation stage
    Wednesday, for 30 minutes:
    War alliances are now decided, rewards are adjusted with multipliers based on how many alliance participate
  • Stage 4) War
    Wednesday, for 20 to 40 minutes:
    War starts at 12:30 server time (12 and half hours after reset) and it’s duration depends on how many alliances participate in the war.
  • Stage 5) End of War
    Wednesday, for the remaining time until reset:
    Rewards can be collected and Rare Soil is given to winning alliances

Rare Soil ranking groups

Both factions are divided up in 4 ranking groups. They determine the alliances on which the attackers can declare war on.

The Rare Soil quantities in these lists were recorded at the start of the war declaration stage, so they may differ from the actual quantities currently held by each Alliance

The group separations are not based on the amount of rare soil, so each group is not defined by a Rare Soil amount range, but rather groups are a split of the the list of alliances ranked by rare soil and divided in group 1: 1-10, group 2: 11-20, group 3: 21-30, group 4: 31-50.

For example you can see here that a Rebel alliance is in group 2 with 928.9k rare soil, but a Gendarmerie alliance with 995.k rare soil ended up in group 3 of the Gendarmerie faction.

For each attackable alliance you can see also the amount of plunderable rare soil (the amount seems to be always up to 20% in these images).

Here a video that goes through all ranking groups for who is curious to see all the details.

Stage 0: Waiting for Declaration of War

This stage starts on Mondays (and Thursdays for the 2nd round) at reset and lasts for 24 hours.

The Rare Soil amounts are recorded at the very beginning of this phase and it is possible to view the updated Rare Soil Ranking groups.

Stage 1: Declaration of War

This stage starts on Tuesday (and Fridays for the 2nd round) at reset and lasts for 24 hours.

R4 and above members in the attacking faction’s Alliances can declare war on Alliances in the defending faction.

  • Only one Alliance can be declared on at a time.
  • You can only declare war on Alliances within the defending faction that are in the same Rare Soil ranking group as your Alliance.
  • Up to three Alliances can declare war on one Alliance at the same time.
  • The war target can be changed anytime during the declaration stage. The final target at the end of the stage becomes the war opponent.

Here you can see the main Rare Soil War page during War Declaration stage. In this screenshot the alliance is in the Rebels faction and in this first round is an attacker.

Below you can see how entering the opponent faction section the button Declare War is available. For each alliance an indication of how many alliances declared war is visible. Clicking on Declare War you can access the details.

Here a video going through these sections

Stage 2: Invitation

This stage starts on Wednesdays (and Saturdays for the 2nd round) at reset and lasts for 12 hours.

If multiple Alliances declare war on a defending Alliance, R4 members of the defending Alliance can invite other Alliances from the same faction that have not been declared war upon to assist in defense.

  • If three Alliances declare war, the defending side can invite up to two Alliances as defense partners. If two Alliances declare war, one Alliance can be invited.
  • You can only invite Alliances within the defending faction that are in the same Rare Soil ranking group as your Alliance for defense support.
  • If the invited Alliance agrees to defend, no further changes to defense partners can be made. If the R4 and above members of the invited Alliance do not agree, the R4 and above members of the inviting Alliance can change the defense invitation anytime.
  • R3 members of the invited Alliance can vote on the invitation.

During Invitation stage, it is possible to access the War Status panel, in which rewards are shown.

These are the rewards for 1 vs 1:

Here a video:

Stage 3: Preparation

This stage starts on Wednesdays (and Saturdays for the 2nd round) at 12:00 server time (so 12 hours after reset) and lasts for 30 minutes.

During this stage, the war between the attacking and defending Alliances is confirmed and cannot be changed. The war stage begins after the preparation stage countdown ends.

  • The war duration and reward (the chests in war status panel) multiplier will be adjusted based on the number of attacking and defending Alliances
  • The base war duration 1v1, 2v2 and 3v3 is 40 minutes.
  • If the defending alliances are one fewer than the attackers, the war time reduces to 30 minutes, with x2 rewards for defense victory
  • If the defending alliances are two fewer, the war time reduces to 20 minutes, with x3 rewards for defense victory
  • It is not possible to change the alliance furnace during this stage

So:

  • 1v1, 2v2, and 3v3 battles last 40 mins
  • 2v1 and 3v2 battles last 30 mins
  • 3v1 battles last 20 mins.
Warlord Missile

The attacking alliances will have at disposal the Warlord Missile. It blows up all bases in the target area, leaving Contaminated Land there temporarily. This skill is exclusively available to the Warlord within your alliance! (Please note: here, Warlord refers to the player holding the Warlord title within the alliance.)

The Warlord Missile is available going to Alliance Button -> Official Skill. From here the Warlord can start the launch procedure.

Skill rules:

  1. During both the preparation and war phases of the Rare Soil War, the Warlord from the attacking alliance that successfully declares war can choose to launch a [Warlord Missile] at the defending alliance’s Alliance Furnace area. The Warlord and the target alliance must be on the same server, and while the launch origin is not restricted, the missile’s target location must be within the target’s Alliance Furnace range.
  2. Once launched, there is a 3-minute preparation time. During this period, the Warlord will enter War Fever status, and the location of their base will be revealed to the entire server, allowing the base to be attacked. Players on the server, including those who come from other servers, can attack the Warlord’s base during this time.
  3. The Warlord base can be continuously attacked during the launch procedure phase. This should make it easier to avoid missile launch even if body block strategy is applied.
  4. If the Warlord’s base moves (relocates or gets breached) during preparation, the missile launch fails, and the skill goes into cooldown (72 hours). If the Warlord’s base remains in position, the missile will launch successfully.
  5. Upon a successful launch, all bases within the blast radius will be forcefully relocated to random positions on the map, but it won’t break shields. Bases and the Alliance Furnace within the blast radius will also take damage, reducing their durability. Additionally, the explosion area will become a Contaminated Land for one hour, during which bases within this zone cannot activate shields and they can be attacked (both on Wednesdays and on Saturdays).
  6. If multiple alliances declare war on a single alliance, each attacking alliance’s Warlord can use the [Warlord Missile] skill. Be sure to strategically coordinate with other alliances when organizing your defenses!
  7. Warlord Missile launches are announced with System messages both on the world chat and the alliance chat. Furthermore if your alliance is targeted by a Warlord Missile you will see it in the Alliance Wars -> Single Intel interface.

In this video you can see how a Warlord Missile is getting prepared to be launched.

Once it is launched it hits his target, in this case it was one of the Alliance Furnaces, creating a Contaminated Land and all the bases within its radius are immediately teleported away

This video was recorded when the explosion radius was still 37*37, it changed afterwards.

Once the launch procedure is stared you get notified by the alarm and you can see the Warlord position and the missile’s target location

Stage 4: War

This stage starts on Wednesdays (and Saturdays for the 2nd round) at 12:30 server time (so 12 and half hours after reset) and lasts for 20 to 40 minutes based on how many alliances participate, check previous stage to know more.

The defending Alliance’s Furnace CAN be attacked. The attacking and defending Alliances can fight each other to determine the war’s outcome.

  • The Warlord missile can be launched even before the stage begins! You can start launching it during the preparation phase.
  • The War starts at 12:30 server time, and its duration will vary based on the number of Alliances on the attacking and defending sides. The specific time is shown in the war stage countdown in the event interface. Check Preparation stage information to know the duration of war.
  • The attacking Alliance’s Furnace does not need to be connected to the territory, and troops can directly execute attack commands. Defense partners entering the defending Alliance’s Furnace won’t engage with the inviter’s or other defense partners’ troops. Alliance’s Furnace can be reinforced by 100 squads.
  • If the attacking troops defeat all defending troops in the Furnace, they can reduce the Furnace’s durability.
  • If the Furnace is destroyed within the countdown, the attacking side wins, ending the war stage early. [The durability of the Alliance Furnace depends on its level.]
  • If the attacking side fails to destroy the Furnace within the countdown, the defending side wins.
  • Certain actions during the war stage, such as killing enemy units or healing, can earn event points. Reaching point milestones will earn corresponding rewards.
  • During the war stage, the Furnace’s durability will not automatically recover, nor can the Furnace be relocated.
  • If several Alliances attack one Alliance and win (destroying the defending Alliance’s Furnace), Rare soil is shared according to durability of the Alliance Furnace dismantled by the attacker, while the defending Alliance’s losses remain unchanged. Example: if there are 2 attacking alliances A and B, if the alliance A causes the 80% of damage to the durability of the Alliance Furnace, then alliance A receives the 80% of the Rare Soil that was possible to be plundered, while alliance B receives the 20% of the Rare Soil that was possible to be plundered

Additional points:

  • Any base located in contaminated land in the map can be attacked by anyone at any time, as usual.
  • Additionally, the explosion area of the Warlord Missile (25*25) will become a Contaminated Land for one hour, during which bases within this zone cannot activate shields and they can be attacked (both on Wednesdays and on Saturdays).
  • On Wednesday it is not possible to attack bases outside the contaminated lands.
  • On Saturday, any base can attack or be attacked by anyone in any part of the map
Attack victory

In this war video done on Wednesday:

  • It is possible to access War status panel and use the coordinates to locate the defender’s Alliance Furnace
  • Teleports with 2 minutes of cooldown allow to relocate close to the Alliance Furnace to attack
  • It is possible to launch single or rally attacks towards the Alliance Furnace
  • It is NOT possible to attack enemy bases (it is possible only on Saturdays). Bases located in the contaminated land instead are attackable.

In this video you can see the defender’s Alliance Furnace being destroyed.

Once done the War status panel will show the amount of Rare Soil lost by the defender and won by the attacker

War Results

In the War status panel it is possible to see the details of the ongoing war and also its end result.

The durability of the Alliance Furnace needs to reach 0% for the attacking alliances to be winners.

Stage 5: End of war

This stage starts on Wednesdays (and Saturdays for the 2nd round) once the war is over and it will last until reset.

During this stage, rewards are sent based on the war’s final outcome.

  • The winning Alliance can receive victory rewards in the event interface. If the defending Alliances (including defense partners) are fewer than the attackers, the rewards will be boosted, up to three times the normal rewards.
  • If the attacking side wins, they can plunder a portion of Rare Soil from the defending Alliance (defense partners are NOT affected).
  • If there are multiple attacking Alliances, the rewards are sent based on the ranking of Furnace durability reduction, proportional to the damage inflicted (the defending side’s Rare Soil loss remains unchanged).
  • The end of war stage lasts until server time 0:00 the next day. Unclaimed victory and event point rewards will be sent via mail.
  • If the defending Alliance’s R4 does not rebuild the Furnace ruins by the end of this stage, the ruins will be automatically rebuilt.

14 Comments

  1. Anonymous

    hi, are the groups fixed for the 4W duration or are these re-drawn each week based on the new rare soil levels?

    • cristian

      Hi, rare soil groups are re-calculated at each round 🙂

  2. Anonymous

    Troops you lose during the war will need to be re-trained or do you get them back like desert storm?

    • cristian

      You will lose the troops and you need to re-train them. The war happens on your warzone (or the one of the other alliance depending on who is defender) and is like any other war.

  3. Manuel

    Can R2, R1 participate in the war too?
    Thanks!

    • cristian

      Yes R1 and R2 can participate in the war. But they might not be entitled to vote for inviting other alliances as allies.

  4. Anonymous

    Can you explain the point of upgrading the tank once your furnace reaches 30? Doesn’t seem to add power to your squad like in season 1. It says it provides a buff of a certain % but how and where do you see/notice that?

    • cristian

      From my understanding it is similar to the paper scissor rock logic that applies to Tank, Missile and Aircraft.
      You know that if a Tank squad 20m faces an Aircraft 20m the outcome (on average, not considering critical hits and other things) is Aircraft wins because of the -20% damage dealt. (go on your wall, than click on the squad and then click on the upper left icon to see the damage dealt logic)
      So given the fact that people complained about the fact that the building was increasing the march power and then when Season 1 ended the march power was lost, this time the implementation is done so that if you upgrade say the Tank building you are increasing the negative damage dealt. So for example if by default a Tank receives -20% damage by Missile Vehicle, now upgrading the tank building to level 2, Tanks will receive -21% damage from missile vehicle (I guess also -1% from other squad types).

  5. Adam

    Hi Cristian,

    When the warlord launches the missile in prep stage, does this mean the attacking alliance has to be teleported on to the server of the defending alliance? Also is there a range on the missile?

    Thank you in advance!

    • cristian

      Yes the Warlord has to be on the same warzone of the target Furnace. The missile can be launched from anywhere in the map, but it’s target must be a point that is within the range of the target Furnace. But yes the warlord can be anywhere.

  6. Max

    Ciao ragazzi, ma se il mercoledì l’alleanza è stata in difesa, il sabato delle stessa settimana sarà in attacco e così via, oppure i due turni settimanali sono entrambi in difesa o in attacco a seconda della fazione?

  7. Amber

    Hi, do you know at what point the 6s lock in for post season? For rotating purposes.

    • cristian

      The cities and the dig sites will lock at the beginning of week 8.

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