State of Survival - State Warfare - State vs State- Event

State of Survival - State Warfare - State vs State- Event

State of Survival - State Warfare - State vs State- Event
State of Survivals Stage Warfare is a longed for event which finally allows for combat between different states. The event in its whole is not all about combat though but consists of different stages, this article will try to give some understanding about those stages and general infos.

UPDATE: Schedule below updated for the SvS starting at Monday 2020-10-12 UPDATE2: Note the changes on the duration like we saw in the normal capital. Meaning Warefare stage will be 14 hours, capital 12 hours also for SvS.

The Points/Stages on this page will get updated the week before if there were changes from last one.

It will replace both your scheduled Survival of the Fittest and your Capital Clash!

Capital Clash will be the Second (Cross State Fighting) Stage of State Warfare

Beginn/Schedule:

  • Starts for states which are at least 14 weeks old.

  • After your first State Warfare / State vs State it will be every 4 weeks with the normal Capital Clash in between.

  • State vs State will alternate with normal Capital Clash every 2 weeks, meaning -> SvS - CC - SvS - CC, so on**

CONTENT


  1. SCHEDULE

State vs State Schedule: will get updated if there is a change

Schedule

Note: there are some stages that go over multiple days

Invasion start at Saturday 09:00 (AM)

Day Timeframe UTC Stage
Monday 00:00 - 24:00 PrepStage 1 - Plasma & Speedups
Tuesday 00:00 - 24:00 PrepStage 2 - Ray & Fragments & Plasma & Speedups
Wednesday 00:00 - 24:00 PrepStage 3 - Medals & Troop Train/Upgrade
Thursday 00:00 - 24:00 PrepStage 4 - Hero Gear/Parts & Fragments
Friday 00:00 - 24:00 PrepStage 5 - Chief Gear & Plasma & Speedups
Saturday 00:00 - 09:00 PrepStage 5 - Chief Gear & Plasma & Speedups
Saturday 09:00 - 24:00 Fighting Stage
Sunday 00:00 - 11:00 Fighting Stage
Sunday 11:00 - 24:00 Revival Stage
Monday 00:00 - 11:00 Revival Stage

  1. MATCHING

    Nothing happens really in that stage, take your time to read up on some rules and prepare for the next one.

    You will see which state you are up against a little time before the preparation stage begins you may want to start scouting it to see what you are up against.


  1. Preparation Stage

Very similar to Survival of the fittest but you also compete against the other state. Get points by doing the tasks -> state with the most points will win the preparation stage.

Tip: Time your governor state buffs for the stages like you would do with Survival of the fittest to get the most points out of the challenges.

STAGE OUTCOME

WINNER

  • Gets 15% Heal buff for the SvS fight
  • Can fight for the opponents capital

LOSER

  • Battle will be for your capital

STRATEGY NOTES

Wining preparation Stage will take some pressure off your state because winning or losing the fight will mean that you still keep your capital benefits. The added healing buff for the fight should also give you some edge.

To make the preparation easier for you state try to time you governor buffs accordingly.

Some lost the preparation stage deliberately so they can have the area around the capital prepared. I am not advocating for that strategy because the invaders will most likely also have strong players so protecting all those settlements around capital will be a nightmare. You could try to have many shielded but that still needs some good organization.

Stage Stage Name Points Tasks Points
1 Settlement Evolution Consume 1 Plasma Core 2000
1 Settlement Evolution Use 1 minute of speedups on Construction (Excludes Alliance Timer Help) 30
1 Settlement Evolution Use 1 minute of speedups on Research (Excludes Alliance Timer Help) 30
1 Settlement Evolution Use 1 minute of speedups on Troop Training/Upgrading 30
2 Basic Power Up Make 1 spin(s) in Ray's Place 8000
2 Basic Power Up Use 1 Elite Hero Fragment(s) (excluding general Fragments) 350
2 Basic Power Up Use 1 Epic Hero Fragment(s) (excluding general Fragments) 1220
2 Basic Power Up Use 1 Legendary Hero Fragment(s) (excluding general Fragments) 3040
2 Basic Power Up Consume 1 Plasma Core 2000
2 Basic Power Up Use 1 minute of speedups on Construction (Excludes Alliance Timer Help) 30
2 Basic Power Up Use 1 minute of speedups on Research (Excludes Alliance Timer Help) 30
2 Basic Power Up Use 1 minute of speedups on Troop Training/Upgrading 30
3 Troops Power Up Increase Highest Chief Gear Badge Score by 1 70
3 Troops Power Up Train a Lv.1 Soldier 3
3 Troops Power Up Train a Lv.2 Soldier 4
3 Troops Power Up Train a Lv.3 Soldier 5
3 Troops Power Up Train a Lv.4 Soldier 8
3 Troops Power Up Train a Lv.5 Soldier 12
3 Troops Power Up Train a Lv.6 Soldier 18
3 Troops Power Up Train a Lv.7 Soldier 25
3 Troops Power Up Train a Lv.8 Soldier 35
3 Troops Power Up Train a Lv.9 Soldier 45
3 Troops Power Up Train a Lv.10 Soldier 60
4 Hero Power Up Use 1 Hero Gear Parts 100
4 Hero Power Up Use 1 Hero Gear Designs 900
4 Hero Power Up Use 1 Elite Hero Fragment(s) (excluding general Fragments) 350
4 Hero Power Up Use 1 Epic Hero Fragment(s) (excluding general Fragments) 1220
4 Hero Power Up Use 1 Legendary Hero Fragment(s) (excluding general Fragments) 3040
5 Chief Power Up Increase Highest Chief Gear Score by 1 36
5 Chief Power Up Consume 1 Plasma Core 2000
5 Chief Power Up Use 1 minute of speedups on Construction (Excludes Alliance Timer Help) 30
5 Chief Power Up Use 1 minute of speedups on Research (Excludes Alliance Timer Help) 30
5 Chief Power Up Use 1 minute of speedups on Troop Training/Upgrading 30

  1. Cross State Fighting - Warfare Stage

This is finally the stage where you can fight against the other state. Collect points by killing/wounding troops and fighting for the capital.

NOTE: You can only invade 1 hour before Capital clash (CC) starts.

So be prepared if the defending state holds all the space around Capital. You have 1 hour to clear out some HQs around capital before CC starts, remember a failed defense will port the hq out of the zone

INVASION

You can invade the other state 1 hour before the fighting at capital starts.

BOTH WINNERS AND LOSERS OF THE PREPARATION STAGE CAN INVADE THE OTHER STATE

When you "invade"/port to the other state you will be placed in a random location so you should be relatively save. Getting your alliance members first to the other state and the grouping up together at the same spot would make sense.

If you will fight for the enemy capital use that 1 hour to secure your spaces around the capital to launch your attacks from.

Everyone can start invading at that time also the state which lost the preparation. So make sure that players who are not participating are shielded up.

After the capital fight ends you still have 1 hour to invade/fight the other state.

FIGHT

Most of the fighting will happen on the capital of the losers of preparation, because only this one will be fought for and it will give extra points there.

Remember that you can revive troops in the last stage

Note that invaders can not attack alliance structures meaning Headquarter and Towers. So if you need to hide troops you could use those to do it.

The same state will not be able to damage capital via towers, so if your state occupies both capital and towers those towers will not shoot. But its still possible to attack/rally something held by the same state.

You will not get points for attacking settlements more than 3 levels bellow yours. Note: Plasma 3 counts as a level 33 settlement

Restriction

The CAPITAL CLASH event will run as normal just for one capital of 2 states

STAGE OUTCOME

WINNER

  • Increased Buffs/Titles
  • Double the governor chests/packs
  • Better titles

LOSER

  • If you won preparation -> no change
  • If you lost preparation -> no capital till next Capital Clash

WINNER OF BOTH STAGES GOVERNOR OFFICE

Gov Office 1 Gov Office 2

Packs

Gov Title Title1 Title2 Title3 Title4 Title5 Title6

RETURNING HOME

To return home use the event page again, also make sure you have no reinforcements in your settlement. You can send them back in your assembly point building

Port Back

Task Points
Occupy Capital/Tower with >= 100 Troop Power for 60m 1
Kill/H-Wound 1 Lvl. 1 Enemy Troop 1
Kill/H-Wound 1 Lvl. 2 Enemy Troop 1
Kill/H-Wound 1 Lvl. 3 Enemy Troop 2
Kill/H-Wound 1 Lvl. 4 Enemy Troop 3
Kill/H-Wound 1 Lvl. 5 Enemy Troop 4
Kill/H-Wound 1 Lvl. 6 Enemy Troop 5
Kill/H-Wound 1 Lvl. 7 Enemy Troop 7
Kill/H-Wound 1 Lvl. 8 Enemy Troop 9
Kill/H-Wound 1 Lvl. 9 Enemy Troop 11
Kill/H-Wound 1 Lvl. 10 Enemy Troop 13
Lose 1 Lvl. 1 Troop 1
Lose 1 Lvl. 2 Troop 1
Lose 1 Lvl. 3 Troop 2
Lose 1 Lvl. 4 Troop 3
Lose 1 Lvl. 5 Troop 4
Lose 1 Lvl. 6 Troop 5
Lose 1 Lvl. 7 Troop 7
Lose 1 Lvl. 8 Troop 9
Lose 1 Lvl. 9 Troop 11
Lose 1 Lvl. 10 Troop 13

Points for kills/h-wounded and looses are tripled (x3) while in capital or towers


  1. Revival Stage

In this stage you can get back losses from the previous stage.

You can heal up to 90% of lost troops back.

  • 30% standard
  • 10% from biocaps (2250 biocaps)
  • 50% from alliance

For the alliance bonus each member can donate up to 10% in total to other members of the alliance. If you need the help you can go into the event page and send help requests out.

So for example to get max revival you also need 5 of your alliance members to give you ALL their helps You can invite chiefs over lvl5 to your alliance to just get the helps from them so use your farms alt accounts.

SCREENSHOTS

Revive Page

Revival Kit

Alliance Request Alliance Assist


Recuperation Event

There is a special mini event to get additional healing speed buffs for your wounded troops. Just make use of the revival stage to unlock the buff.

Event Event2 Buff


  1. Notes and Tips

You will most likely have 2 simultaneous events at the same time:

  • State Warfare
  • Capital Clash

The revival stage allows other chiefs to give out percentage helps -> to you may want to have some second account to join and give theirs out.

Time your governor buffs with the preparation stages to maximize their use


Special Thanks to: Request / SOS FR

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