![]() Note: A starred settlement increases a player's level.Players can attack any settlement, which means they can still zero players to make it difficult for an alliance to fill rallies. Remember that the HQ level only makes a difference for getting points and resources. In addition, troops still get wounded and die.If a level 30 HQ player rallies a level 27 HQ player, and he has plasma 5 joiners in his rallies, these P5 players will get points and resources. In rallies, this rule only applies to the HQ level of the rally leader.For example, if a player's headquarters is level 30, the lowest settlement level he can attack for points and resources is level 27 and the highest settlement level would be a plasma 3 headquarters.It is allowed for players to attack any settlement level, but to earn points and get resources, they must only attack settlements that are ☓ levels from the level of their headquarters.This item must be claimed and manually activated for it to take effect. There will be a 24-hour peace flare sent via mail for player's protection.To be able to teleport to your enemy state, your headquarters must be at least level 16.Once you have used those up, you can teleport 3 more times by using biocaps. You will have 3 free chances to teleport from your home state to the enemy state.If the Capital Clash finishes early, players from both states are free to cross states within the given limited chances.If they cross back to their home state, however, they will not be able to teleport back to the state that won the preparation stage during the capital fight. The players of the state that lost the Preparation Stage are free to stay in the other state if they wish. Once the Capital Clash commences, only the players from the state that won the Preparation Stage can teleport back and forth from their home state and to the enemy state.Players, regardless of if their state won or lost the Preparation Stage, can teleport to their matched state 2 hours before (8:45 UTC - 10:45 UTC) and an hour after (22:45 UTC - 23:45 UTC) Capital Clash.The outcome of the Preparation Stage has an effect on players of both states.The hours between 10:45 UTC and 18:45 UTC constitute the Capital Clash fight, where the rules are the standard Capital Clash rules with the exception that the alliances within each state considered as allies rather than enemies. Players will be able to cross to the other state the moment this stage begins. The Warfare Stage is a 15-hour-long event of SvS that starts at 8:45 UTC and ends at 23:45 UTC.It would be best to perform chief gear upgrades with the Classic Power Sprint event. If you, your alliance, and your state want to win the preparation stage, you might want to save your items during Throwdown week and only use them when the SvS Preparation Stage begins.Ģ.) State buffs, such as the construction speed boost and the research speed boost can be scheduled during stages that have speed-up tasks, and the training speed boost on the troop's power up stage to maximize the use of speed-ups.ģ.) The last stage of preparation is 32:45-hours long, which means you can still perform tasks for points 8:45 hours after reset on Saturday. The losing state from the preparation stage will host the Capital Clash.ġ.) SvS week comes after Throwdown week.The invaded state can activate the state healing buff (governor benefit) before the Capital Clash starts, so they can still benefit from a healing buff even though they are not the victorious state of the preparation stage. It will receive a 15% healing speed-up buff that will be activated during the warfare stage. The state which has the most points at the end of the Preparation Stage will be declared the winner.The final overall score of the states will determine where the Capital Clash will be held The Preparation Stage will consist of 5 phases, where chiefs of the two opposing states will gain points by doing tasks.Starts on Sunday and ends at 12 UTC on Monday.Players of both states will be able to port to their opponent’s state once this stage has started.Cross state Capital Clash will ensue from 10:45 UTC to 18:45 UTC.Starts at 8:45 UTC on Saturday and ends before Sunday.The fifth phase lasts 32 hours, starting on Friday and ending before 8:45 UTC on Saturday. The first to fourth phases of the SvS preparation stage last for 24 hours.Consists of 5 phases that are similar to Survival of the Fittest stages.Upgrading the headquarters to level 8 will allow you to view the state's leaderboards. Players can spy on the opposing state by creating an account in that state through character management.Opposing state will be known on Sunday at reset.Chiefs can check for detailed rules, opponent information, start times, and reward details.Begins on Friday of Throwdown week and ends at 23:59:59 UTC on Saturday.
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