In this guide you will find the most useful strategies for ☀️ Season 4 – Golden Kingdom for:
- Preparation
- Fast growth, useful especially in the first days
🌸 Season 4 – Evernight Isleguides are divided into more articles to keep these guides mobile friendly:
- Season 4 – Main Overview
- Weeks guides: Week 1 , Week 2, Week 3 , Week 4, Week 5, Week 6, Week 7, Week 8
- Season 4 – Game modes
- Season 4 – The Ultimate Strategy Guide
- Season 4 Professions
- Season 4 Tactics Card
Contents
Preparation
You should already know by now that all Seasons share a few facts:
- There are going to be Seasonal Buildings that need to be leveled up, therefore skills and technologies that lower construction costs and increase construction speed are really important
- Hero return tickets
usually provide seasonal resources, so you should spare them at the end of the previous season, they will be stored in the inventory in off-season periods
- An SSR Hero will be promoted, making purple shards
important items to purchase waiting for the new season
- A base skin usually provides some bonus buffs during the Season
- A lot of stamina is needed to kill world zombies and to participate to new seasonal game-plays
Season Store
Here a few important points you should take into consideration before using your Season medals:
- The Season Store NEVER closes, it will always be available, even during off-season, so don’t rush to use season medals and make smart decisions
- The Season Store resets the availability of the items at each Season start. So for example if you need Mythic Gear Blueprints, make sure you purchase all those available before the new Season starts
At the end of Season 3 a new base skin will be shown in the Season Store, but it will not be available until Season 4 starts. Below the images available already at week 8 of Season 3. Check out here the updated Season Store of Season 4


Alliance technologies to prioritize
Ask your R4/5 to give priority to alliance tech “Veteran Craftsman” to have a lower building cost for seasonal buildings also regarding seasonal resources. The buff applies also to Oil and season resources.



It’s also important to ensure that you have the full building speed increase through the Alliance Tech “Quick Construction”, but I would expect all alliances to already have it maxed out at Season 4.

Skills to acquire
At the beginning of a Season, given that usually there are no wars in that stage, it is highly suggested to use Engineer instead of War Leader. This also allows you to take advantage of some specific skills to lower costs and increase building and research speed.
These are the MUST have in my opinion to push your growth at the season beginning.
You should have these skills maxed out since the very beginning of the season, and you should also prepare to have them available right away when the season starts, without having to wait for their cooldowns
The ones below are related to research, they are not fundamental in new seasons usually, but its best to have them too anyway.

Skill Level 95, more info here

Skill Level 35, more info here
Fast Growth
First days strategy
The first days of Season 4 is a struggle because of stone shortage and low virus resistance, all these activities will help you to grow faster.
Generic suggestions:
- 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
- use war fever for all the activities that use attack to increment by 1% the power (not possible at the very beginning with everyone having a shield)
- rallies: the virus resistance of the leader of the rally is applied to all participants, use this for digging strongholds 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.
- Sending electricians to your allies can help them increase their light status and virus resistance
Purchases:
- buy right away season battle pass and weekly pass (this one will be available only once Quartz Workshop are unlocked)
- purchase stone packs, they are available since the very beginning of the season but only the first week and even if it says the availability is 1, actually you can purchase multiple packs, but each pack progressively doubles in cost and in stone amount (~ 5/10/20/50 $)
- if possible acquire decoration “Year of the Dragon” as it gives boost as described in Season 4 -> Season Boost
Stone and Quartz:
- arrive to Season 4 start with the radar with stacked missions, so to be sure to get a Izakaya Bar radar mission (stone reward)
- IMPORTANT: In season 4 there are no Alliance Resource Tiles of Stone and Quartz, so no more tricks centralizing all the resource in a single resistance leader unfortunately. But as an alternative you can send electricians to your alliance members.
- don’t do a Doom Walker after reset the day your server receives Season 4. Wait for Season 4 to start and then kill the highest level of Doom Walker you are able to to receive a lot of stone with first kill. Do that every day, level 190 can reward you with 207k stone as first blood, no need to kill higher levels as they don’t give more stone than level 190.
- upgrade all Quartz Workshops 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 quartz workshop the next one is unlocked. Read more about it in this article
- capture digging strongholds as soon as possible, as they provide hourly stone to all members of alliance. Just remember to always collect the stone, to do so go to Alliance button -> Alliance Cities -> Tab Digging Strongholds and click on Claim all hourly.
- start killing immediately small zombies up to level 3 that don’t require curse resistance, you will obtain first kill rewards. Take into consideration that small zombies have a type (tank/missile/aircraft) and so dealt damage debuffs apply
- day 2 week 1 blood moon descend event will start and 3 times a day for 30 minutes the moon descends, during this times you will be able to kill world zombies gaining first kill rewards again and you will also earn tactics cards. This applies also to doom elites.
Collect extra Stone and Quartz:
- once you captured a digging stronghold: Alliance button -> Alliance Cities -> Tab Digging Strongholds
- after 7 days an additional building is added to your Alliance Center, the Stone Warehouse and it will produce Stone
Rules and suggestions for land capture
Season 4 has some news regarding the map: you will find cities, digging strongholds and trade posts and they are a different amount than those in Season 3.
Cities are similar to Season 1/2/3 cities, they unlock following the S4 City Clash event.
Go to Alliance button -> Alliance City to see the Digging Strongholds and City you own, and to see limits of capture.



Digging Strongholds
Digging Strongholds are locations on maps that allow to dig stone. They are similar to dig strongholds of Season 3.
They are protected by Oni Samurai / Oni Dōji / Oni Tengu. The higher the level of the Digging Stronghold the stronger the protector.
The digging strongholds produce Stone/h based on their level:
- Level 1: 100/h Stone
- Level 2: 120/h Stone
- Level 3: 140/h Stone
- Level 4: 160/h Stone
- Level 5: 180/h Stone
- Level 6: 200/h Stone
There are 3 different types of protectors of the Digging Strongholds, each with its own weakness.
(Thanks to Ziva#368 for this info/screenshots)



Digging Strongholds Capture Requirements
- Digging Strongholds are open for capture since the beginning of the Season, you are limited to capturing them because you need to increase your virus resistance to be effective against the Onis.
- The first alliance territory must be a level 1 Digging Stronghold
Digging Strongholds Capture Rules
- Maximum number of Dig Site you can own: 6, regardless of how many cities you own
- Maximum daily limit of dig site captures: 2
- Initial capture requires Oni defeat with adequate Virus Resistance. Multiple rallies are needed to defeat these beasts (each hit give % damage), check rally suggestions in next paragraph. Once the Oni is defeated you need to reinforce the Digging Strongholds, max 10 squads reinforcing
- The Digging Stronghold 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 Digging Stronghold was neutral, it stays neutral; 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 Digging Stronghold is captured it goes in protection status for 36 hours and it is surrounded by Digging Stronghold Guards
- You can technically attack and reinforce an unlimited number of Digging Stronghold at the same time, but the moment you complete the second daily capture you will not be able to attack neutral or owned Digging Stronghold 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 Digging Stronghold 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 Digging Stronghold level 1. Starting from this you can capture any adjacent territory.
- 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 Digging Stronghold (with a 1-hour abandonment process), it becomes neutral, allowing any alliance, including yours, to recapture it. However, if the Digging Stronghold 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 Digging Stronghold captures in Season 4.
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 digging strongholds capture it is enough to do 1 of the following:
- Participate in a rally to attack the Oni with your high power squad (so a normal rally)
- Participate or start a rally to attack Oni with a 1 low power hero squad (a participation rally)
- Reinforce Digging Stronghold during capture even just for 2 seconds
If you did on of the above actions you will receive this mail, with both member and participation rewards

Initial Captures
Given the increased virus resistance of Onis it is highly probable that not all alliances will not be able to capture the first level 1 Digging Stronghold the first day.
If you manage to capture the first level Dig Site then it is not possible for you to capture an additional level 1 Digging Stronghold the same day. You could try to capture a level 2 Digging Stronghold day 1 because they are considered to be adjacent on the corners but it will take whales to do so, the virus resistance needed is too high.
- Digging Strongholds are open for capture since the beginning of the Season, you are limited to capturing them because you need to increase your virus resistance to be effective against the Oni guards of Digging Strongholds.
- The first alliance territory must be a level 1 Digging Stronghold
At the end of day 1 strong alliances will be able to capture a level 1 stronghold, but there is no way of capturing additional level 1 stronghold.
Given the fact that cities unlock only starting from day 3 of week 1, you can aim to capture level 2 strongholds that are adjacent to the level 1 stronghold on the corners. If you are able to do so you could extend from there and capture the other level 1 stronghold.
In this image the X indicates strongholds that are considered adjacent to the one already capture by the alliance BZa.

What will happen later on in the Season is that alliances will capture strongholds through the adjacent corners while some city levels are still not available as shown in this picture.

Copper war
In Season 4 the cross-warzone wars are similar to the ones in Season 3, based on 2 opposing factions, but with some changes.
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 Copper War Event in week 4.
You will see a teaser of the event in week 3 in the Season 4 tile menu:


Important Changes in war logics for Copper wars
There are some important changes in Season 4, I will first explicitly list them all here, and then they are also discussed in detail in the next paragraphs in their corresponding sections
Phased narrowing mechanism for Declaration/Ranking groups
In Season 2 and Season 3, during wars, alliances were allowed only to attack alliances of the opponent faction that were in the same rare soil / spice bracket. But given the fact that each bracket included 10 alliances for each faction it often happened that the most powerful alliance of that bracket would attack the weakest therefore a change was applied to Copper wars to prevent this:
As the weekly rounds progress, the Alliance Grouping range narrows.
Alliances in the same Declaration Group can declare war on each other.
Basically, the more the Copper War progresses, the more alliances of similar power are forced to face each other.




Butler Tesla Coil
In Season 4 Muse’s Skill removed and new Butler Skill added: Tesla Coil
[soon more info about it]
Alliance Center Re-location requirements/limitations
After the update, the spacing between Alliance Centers (Relocation Spot) has been adjusted—now there must be at least 11 tiles between each. The 11 tiles distance is calculated on the center of the Alliance Centers and not on the border.


Faction Awards Event
The purpose of the Faction Awards (week 3) is to divide Warzones into two factions: Kage no Sato andKoubutai.
In the upcoming Copper War, the two factions will battle to capture the Copper reserves from each other’s alliance centers.
Faction Awards phases:
After the event begins, commanders can teleport freely across eight warzones within the same season group.
This event is announced with a teaser tile at the end of week 2:


Phase 1: Faction Leader Selection Stage
On Monday at reset of week 3 the Faction Awards section opens up and the Faction Leader Selection Stage starts.
The overall duration of this phase is 2 days.

- When the event begins, two Faction Leaders will be chosen based on the combined power of the warzones at the start of the season.
The Faction Leaders will decide the division of the two factions – Kage no Sato andKoubutai– by a coin toss in the first 24 hours of this phase.
One warzone will join Kage no Satowhile the other will join Koubutai. - The logic of selection of the 2 Faction Leaders :
The warzone strength is determined after migration, considering the overall power across multiple dimensions, including the number of active players, the power of individual players, and past event participation, etc.
Day 2 of week 3 at reset the Faction Leader assignment to factions will be announced. This will last for 24 hours. No action to be done during these 24 hours.

Phase 2: Select Faction
This phase starts day 3 of week 3 at reset and it will last for 2 days.
Once the assignment of the 2 Faction Leaders to the 2 factions is established, the remaining warzones can join the Select Faction Process.
- After the Faction Leaders select their factions, the Presidents of other warzones can choose their faction during the faction selection stage. Each faction change will trigger a cooldown. If the desired faction is already full, the President can use “Force Join” to add their warzone to that faction, displacing a random warzone from it to the opposite faction (this does not affect the Faction Leaders’ factions). A cooldown period applies between each use of “Force Join.” (it should be 12 hours of cooldown like in Season 2/3)
- Factions are divided into Kage no Sato andKoubutai, with 4 warzones in each faction. The chosen faction will influence the declaration order during the subsequent Copper Wars. See Copper War Event section for the schedule
- During the faction selection stage, warzone faction choices will remain hidden. Once the faction announcement stage begins, all hidden information will be revealed.
- During the faction selection stage, the president can choose to Reveal Identity, making their warzone information public early. Once revealed, you can’t hide it again. If a warzone revels its identity some rewards are sent to all the players of that warzone (500 diamonds).
- If the president didn’t select a faction, the Warzone will be randomly assigned after the countdown

Phase 3: Faction Notice
This phase starts day 4 of week 3 at reset and it will last for 4 days.
During this phase there is no action needed from any warzone, as it only announces the final faction groups.

It is possible to access the Record log that will show all the actions done by the presidents for the faction selection.

The Leaderboard of Season 4 will be updated to show also the faction for each Warzone



Copper War Event
Copper Wars will start on day 1 of week 4.
First of all: NO cross-warzone city and digging site captures in Season 4! 🎉.
The Warzone’s factions, Kage no Sato andKoubutai , 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 of Cooper from the defending Alliance. More details about the exact % amount will be shared once the event starts on early servers.
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 Copper War Event starts the 4th week of Season 4 and its end is aligned with the end of the Season.

The day the Copper War 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 the Copper War Events starts:

Copper declaration/ranking groups/brackets
Both factions are divided up in declaration/ranking groups/brackets. They determine the alliances on which the attackers can declare war on.


The Copper quantities that determine these groups are recorded at the start of the war declaration stage, so they may differ from the actual quantities currently held by each Alliance in time.
The group separations are not based on the amount of copper, so each group is not defined by a copper amount range, but rather groups are a split of the the list of alliances ranked by copper and divided in group 1: 1-10, group 2: 11-20, group 3: 21-30, group 4: 31-50.
For each attackable alliance you can see also the amount of plunderable copper.


In Season 4, a key change is that declaration groups will shrink as the season advances. As a result, each group will contain fewer alliances, reducing the options available for choosing attack targets.
As you can see from the images below, for example, Declaration Group 1 will include 10 alliances the first copper war week but it progressively will be reduced: 6 during week 2, 3 during week 3 and only 1 during week 4.
This means that week 4 the top alliance of the attacking faction can only declare war to the top alliance of the defending faction, where top alliance means the ones having the most amount of copper.




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 Copper amounts are recorded at the very beginning of this phase and it is possible to view the updated Copper 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 Copper 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 Copper War page during War Declaration stage.


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.


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 Copper 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.
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 center during this stage
So:
- 1v1, 2v2, and 3v3 battles last 40 mins
- 2v1 and 3v2 battles last 30 mins
- 3v1 battles last 20 mins.
Starting from the Invitation stage, , it is possible to access the War Status panel, in which rewards are shown.
- From here the most important info is the number of buildings you can attack/defend. In fact in Copper Wars you can attack the Alliance Center and the 3 buildings that are on top of it.
- For each secondary building destroyed (Stone/Oil/Magatama Warehouse ) the attacking alliance will plunder 3%.
- If the Alliance Center is destroyed the attacking alliance will plunder an additional 6%. Once the Alliance Center is destroyed the war is over, so make sure to first destroy the other buildings first. They also have lower durability compared to the Alliance Center (50k vs 200k).
- Defenders MUST send reinforcements to all the building they intend to protect, not only to the Alliance Center


Each building can be defended by 100 squads:




War rewards:


These are the rewards for 1 vs 1:



Attack/Defend Skills
In Season 4 the attacking alliance will have the Warlord’s skill: Atomic Breath and the defending alliance the Butler’s skill: Tesla Coil.
Warlord’s Atomic Breath
The attacking alliances will have at disposal the Warlord’s Atomic Breath.
This is basically the same as Warlord’s Missile of previous Seasons but it has a different skin, Godzilla like. It blows up all bases in the target area (35*35), 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.)
If the Atomic Breath hits an Alliance Center it will cause a 30k durability damage.
The Warlord’s Atomic Breath is available going to Alliance Button -> Official Skill. From here the Warlord can start the launch procedure.




Skill rules:
- During both the preparation and war phases of the Copper War, the Warlord from the attacking alliance that successfully declares war can choose to launch the Atomic Breath at the defending alliance’s Alliance Center 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 Center range.
- 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 and announced through the world chat 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.
- 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.
- If the Warlord’s base moves (relocates or knocked off the map [reaches 0 durability]) 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.
- Upon a successful launch, all bases within the blast radius (35*35) will be forcefully relocated to random positions on the map, but it won’t break shields. Bases and the Alliance Center 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).
- If multiple alliances declare war on a single alliance, each attacking alliance’s Warlord can use the [Warlord Atomic Breath] skill. Be sure to strategically coordinate with other alliances when organizing your defenses!
- Warlord’s Atomic Breath launches are announced with System messages both on the world chat and the alliance chat. Furthermore if your alliance is targeted by a Warlord Atomic Breath you will see it in the Alliance Wars -> Single Intel interface.
Butler’s Tesla Coil
In Season 4 the defending alliance will have at its disposal a more powerful skill than the previous Mummy’s Army of Season 3. This time the defending skill is reserved to the Butler: Tesla Coil.




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 Center CAN be attacked. The attacking and defending Alliances can fight each other to determine the war’s outcome.
- The Warlord Atomic Breath can be launched even before the stage begins! You can start launching it during the preparation phase.
- The Butler’s Tesla Coil 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 Center does not need to be connected to the territory, and troops can directly execute attack commands. Defense partners entering the defending Alliance’s Center won’t engage with the inviter’s or other defense partners’ troops.
- If the attacking troops defeat all defending troops in the Center, they can reduce the Center’s durability.
- If the Center is destroyed within the countdown, the attacking side wins, ending the war stage early.
- If the attacking side fails to destroy the Center within the countdown, the defending side wins.
- If the defending Alliance’s Alliance Center has 0 durability or hasn’t been constructed when the battle begins, the defense will be considered lost. The attacking side will loot copper (divided evenly among multiple attacking Alliances).
- The Alliance Center has 3 support structures: Stone/Oil/Magatama Warehouse. Destroying these structures allows attackers to plunder 3% of the defenders’ copper for each one taken down.
Taking down the Alliance Center allows to plunder additional 6% of copper. - Once the Alliance Center is destroyed the war ends immediately. Destroying the Alliance Center does not automatically destroy the other buildings, so to maximize the plundering of copper (up to 15%), first destroy all secondary buildings, and afterwards the Alliance Center.
- The game can be misleading about this, so let me clarify: If any building (Alliance Center, Stone/Oil/Magatama Warehouse) is destroyed, the attacker loots the corresponding percentage of copper, regardless of whether the Alliance Center remains intact. This means you can technically lose the war (i.e., if the Alliance Center is not destroyed) yet still loot copper by taking down secondary buildings.
- Defenders MUST send reinforcements to all the building they intend to protect, not only to the Alliance Center (up to 100 squads for each building)
- The Alliance Center durability is 200k, the secondary buildings’ durability is 50k each.
- 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 Center’s durability will not automatically recover, nor can the Center be relocated.
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.
- The game can be misleading about this, so let me clarify: If any building (Alliance Center, Stone/Oil/Magatama Warehouse) is destroyed, the attacker loots the corresponding percentage of copper, regardless of whether the Alliance Center remains intact. This means you can technically lose the war (i.e., if the Alliance Center is not destroyed) yet still loot copper by taking down secondary buildings.
- If there are multiple attacking Alliances, the rewards are sent based on the ranking of Center durability reduction, proportional to the damage inflicted (the defending side’s Copper 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 Center ruins by the end of this stage, the ruins will be automatically rebuilt.


How many days from end of season 3 till season 4 begins?
There is no precise number, Season 4 is still being deployed based on devs decisions.
Cuando se recomienda pasar de ingeniero a líder de guerra??
Usually when wars start