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LUCKY ROSES #3 Gathering Speed +30%
Cross-State Battle · Blackridge Volcano

Volcano War

Ten days of diplomacy and preparation. One hour to control the volcano.

Volcano War pits state camps against one another on the defender's map. Presidents arrange partnerships and rewards before the battle; alliance leaders organize objective teams; individual players contribute through combat, mining, and building control.

SIN's Quick Read

Win through camp points, not personal score.

The camp with more Camp Points wins. Personal Points and Contribution determine separate player rewards. The battle is scheduled for Day 6, 12:00 Apocalypse Time and runs for 60 minutes. Use the event countdown to coordinate your state’s muster time.

BEFORE THE BATTLE

Diplomacy is part of the event.

Normal Mode centers on a one-versus-one matchup, with partner states supporting their chosen camps. In Hard Mode, the defender fights alone against an attacking camp of up to three states and receives added defensive advantages and reward incentives. Presidents should choose the mode based on available defenders, partner commitments, and the state’s ability to hold key buildings for a full hour.

TROOP SAFETY

Budget for real losses.

Volcano War building battles can cause permanent troop losses. Plan around 10% mortality and 10% seriously injured in building combat. Enter with hospital capacity, healing resources, and fresh squads available to rotate into contested objectives. Do not commit more troops than your state can afford to lose.

01
EVENT FLOW

The ten-day timeline

The battle is only one step. State leadership work before and after combat matters just as much.

01
Day 1

Publicity

Inspect your assigned state grouping. Presidents begin identifying potential partners.

02
Day 2

Comms

Presidents negotiate and defenders evaluate Normal versus Hard Mode.

03
Days 3–4

Invitations

Confirm alliances, invitation acceptance, and negotiated spoil shares.

04
After invitations

System allocation

Unpartnered states are allocated. Check your final camp and eligibility.

05
Day 5

Battle preparation

Publish objectives, muster times, fallback teams, and casualty expectations.

06
Day 6 · 12:00 Apocalypse Time

Volcano battle

One hour of contested objectives on the defender's map.

07
Days 7–8

President distribution

Presidents distribute eligible spoils to alliances.

08
Days 9–10

Alliance distribution

Alliance leadership distributes allocated spoils to members.

02
MAP CONTROL

Know what each building provides

Point rates matter, but holding buff buildings can change the result of the larger fight.

ObjectiveCamp ptsPersonal ptsStrategic value
Volcano Core150/s100/sHighest camp scoring; central no-teleport zone
Energy Tower80/s60/s+10% Volcano Camp Points
Lava Furnace80/s60/s+20% damage dealt in volcanic area
Radiation Warehouse80/s60/s+50% Destruction in volcanic area
Lava Pool60/s40/sSteady secondary objective

Point rates shown are earned by qualifying occupying forces. Your camp does not automatically receive each building’s Personal Points; assign players to objectives with both camp scoring and individual milestones in mind.

03
THE BATTLE PLAN

Turn your objective assignments into a win

Opening minutes

Confirm assigned state and alliance lanes, then send your strongest eligible objective teams to priority buildings. Reinforcement teams should know where to respond rather than scatter across the map.

Hold and rotate

Track the camp-point lead, reinforce challenged buildings, and weigh the value of the Energy Tower's score buff against central scoring. Keep replacements ready when frontline squads lose troops.

Personal rewards

Use assigned buildings, energy mines, or eligible combat to build personal points without abandoning your camp's priorities. Advanced, medium, and basic energy mines earn 20, 10, and 5 Personal Points per second, respectively.

Last ten minutes

Stop chasing disconnected personal scores. Put available combat power where it can hold or flip the camp's highest-value objectives, and follow the appointed battle commander.

04
RESPONSIBILITIES

What each role should handle

President

Choose camp strategy, confirm partners and spoil shares, review Hard Mode risks, publish decisions.

Alliance leadership

Assign primary and relief teams to buildings; coordinate rally and reinforcement timing.

Players

Check HQ eligibility, troop and hospital capacity, assigned objective, teleport cooldown, and personal reward progress.

05
ENTRY & REWARDS

Rules that change your planning

Entering the battlefield

The minimum entry requirement is HQ 15. HQs inside the battle zone are repositioned when battle starts. Entering the volcanic area from outside is free. Relocations within the zone have a five-minute cooldown in Normal Mode and a three-minute cooldown in Hard Mode. The central zone restricts teleporting and shields.

Invitation and prize pool

Successful invitations, victory, and a defending Hard Mode choice can alter the shared reward pool. Negotiated camp shares matter. Automatically assigned states do not receive the same negotiated spoil allocation as invited partners. Finalize eligible shares before combat and communicate them clearly to alliance leaders.

Personal milestones

Reach 400,000 Personal Points to complete the personal milestone chests. Earn at least 2,000 Contribution to qualify for personal rankings. Personal Points and Contribution are separate measures: plan to meet both thresholds.

After battle

Camp results, personal ranking rewards, and negotiated spoils are separate. Presidents allocate qualifying spoils to alliances first; R4/R5 leaders distribute member shares afterward. Prepare a transparent roster before distribution opens.

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