01. Overview & What's at Stake

Capitol War is two events welded together. First, a six-hour siege where alliances fight to occupy the State Capitol and the four Cannons surrounding it. Then, for the two weeks until the next war, the winning alliance installs a Governor with sweeping server-wide power. The siege is the spectacle; the governorship is the prize.
✓ The Three Things That Decide Outcomes
- ▸You win on 3 CONTINUOUS hours, not total time. The instant an alliance holds the Capitol for three unbroken hours, the war ends and they win. Total occupation only decides it if nobody reaches 3h continuous within the 6-hour window. Breaking the enemy's streak resets their clock to zero — denial of continuity is the whole defensive game.
- ▸The Governor effectively runs the server for two weeks. Not a cosmetic title: server-wide stat buffs through appointed Offices, statewide 24-hour skill buffs, a Ceasefire Edict that locks a rival out of attacking, Forced Teleportation of any chief, Statewide Search, and direct debuff "Punishments" on enemies.
- ▸The Cannons counter a turtling holder. When a Cannon and the Capitol are held by different alliances, that Cannon fires on the Capitol's defenders for 2% per shot — and the interval shortens with every shot. A defender who can't also clear the four corner Cannons bleeds out.
💡 Officers Are Wounded, Not Killed
Every battle in Capitol War sends losses to the hospital instead of the graveyard — your officers don't perish. That flips the real constraint from troop loss to hospital capacity: if your hospital fills up, you can't keep feeding waves. Build hospital capacity before the war, not troops to replace dead ones.
02. Schedule & Eligibility
When It Runs
| Phase | Timing |
|---|---|
| First war (new server) | About 53–54 days (~7½ weeks) after the server opens |
| Cadence | Every 2 weeks, on alternating Saturdays — aligned to a global grid shared by all servers |
| Occupation Phase (the battle) | 6 hours |
| Protection Phase (between wars) | 2 weeks — the Governor's term |
Who Can Participate
| Alliance | Required — this is an alliance event end to end |
| Chief's Office level | Lvl 16+. At Lvl 15 or below you cannot teleport into the zone, scout, attack, or rally the Capitol or Cannons. |
⚠️ The Forbidden Zone & Your Shield
The Capitol sits inside a Forbidden Zone with special teleport rules. Two hours before the war, any PD already inside the zone is forcibly and randomly teleported out. From one hour before the war until it ends, you can teleport your PD into the zone to fight.
The catch: the moment you relocate into the zone, your Tactical Shield is disabled and cannot be reactivated while you're there. You are exposed for the entire war. Plan to commit — don't teleport in expecting to hide behind a shield.
03. Winning the Siege
The Capitol opens each cycle held by the Skull Gang (a PvE monster); the alliance that clears it earns a mailed reward, and the real fight begins. From there, two clocks run for every alliance that holds the Capitol.
Continuous Occupation
The current holder's unbroken streak since they seized the Capitol. This is the clock that wins the war at 3 hours. Lose the Capitol and your streak resets to zero — the next holder starts from scratch.
Time Occupied (Total)
Each alliance's banked total across all its holds this war. This only matters as the tiebreaker: if nobody reaches 3h continuous in the 6-hour window, the alliance with the most total occupation wins.
The Win Rule, Exactly
The battle lasts 6 hours. The winner is the first alliance to occupy the Capitol continuously for 3 hours — the instant that streak completes, the war is decided. If no alliance manages 3 unbroken hours, the alliance with the longest total occupation when the 6 hours expire wins. So there are two ways to play it: go for the clean 3-hour lockout, or grind for total time and contest the tiebreak — while constantly breaking everyone else's continuous streak.
04. 💣 The 4 Cannons
Four Cannons sit at the corners around the Capitol. Each is separately occupiable, with the same scout / attack / garrison flow as the Capitol itself. They are the lever that breaks a turtle.
How They Fire
When a Cannon and the Capitol are held by different alliances, the Cannon turns toward the Capitol and fires on the officers garrisoned there. Each shot deals 2.0% damage, and the interval between shots shortens with every consecutive shot — the longer a hostile Cannon stays up, the faster it fires.
A Cannon only fires while it's held by someone who isn't the Capitol holder. If the same alliance holds both the Cannon and the Capitol, that Cannon stays silent ("No" bombardment). The "Next Bombardment" timer only appears under that hostile condition.
⭐ Cannons Are How You Pry Loose a Defender
If you hold the Capitol: you must also control or deny all four Cannons. Leave even one in enemy hands and your garrison takes escalating 2%-per-shot chip damage that accelerates over time — eventually enough to crack a hold you'd otherwise keep.
If you're the challenger: take the corner Cannons first. Let them soften the entrenched defender's garrison with mounting bombardment, then storm the Capitol when they're bleeding. Cannons turn a frontal stalemate into a war of attrition you control.
05. Scoring & Personal Rank
Your personal score is the sum of three components — and crucially, all three reward participation, including taking losses. There's no way to "score nothing" if you show up and fight.
| Component | How You Earn It |
|---|---|
| Occupation Points | Awarded while you occupy the Capitol or a Cannon, scaling with your squad's combat power — higher power, more points |
| Elimination Points | Earned by defeating enemy forces fighting for the Capitol and Cannons |
| Casualty Points | Awarded based on how many of your officers are injured or killed — you score even when you lose the fight |
Your personal rank is your position on the server's score leaderboard (the sum of the three above). Both your score total and your rank feed the reward streams in Section 08 — and because Casualty Points exist, sitting out to "protect" your troops is the one guaranteed way to earn nothing.
06. 👑 Becoming Governor

Winning the Capitol earns the alliance the right to install a Governor — the seat that turns a six-hour win into two weeks of server control.
Who appoints: only the winning alliance's Leader (R5), and only from that alliance's own Leader and R1–R4 members.
The 10-hour window: after the win, the Leader has 10 hours to appoint a Governor. Miss the window and the Leader automatically becomes Governor.
Locked in: once appointed, the Governor can't be swapped until they lose protected status. The Governor also cannot leave their alliance, and their alliance cannot be disbanded while they hold the seat.
👑 Don't Sleepwalk the Appointment
The default-to-Leader rule means the seat never goes empty — but it also means a passive Leader hands themselves a job they may not want to actively run. Decide before the war who your Governor will be and appoint deliberately within the 10 hours. The Governor is going to be making server-wide decisions for two weeks; that shouldn't be an accident of a missed timer.
07. 🏤 Governing the Server
The Governor can appoint six Officers (server-wide buffs), imprison enemies with six Punishments (targeted debuffs), cast eight Governor Skills, and hand out Honors.


The 6 Offices (server-wide buffs)
| Office | Buff (applies to the whole state) |
|---|---|
| Squad Attack / Defense / Health / Penetration +5% each | |
| Construction / Research / Training Speed +10% each | |
| Resource Production +80% — and is the only Officer who can appoint others | |
| Healing Speed +100%, Hospital Capacity +5,000 | |
| Squad Penetration +10% | |
| Squad Attack +5%, Deployment Capacity +2,500 | |
| Training Speed +50%, Training Capacity +200 |
Officers fill via a petition + reservation queue (Office Lvl 16+ to petition; approved by the Governor or Secretary of State). A vacated seat sits on a 30-minute refill cooldown; an official can swap which buff-set is active on a 5-minute cooldown. Reservations reset at the start of each Capitol War.
The 6 Punishments (debuff an enemy chief)
| Punishment | Debuff applied to the sentenced chief |
|---|---|
| Construction / Research / Training Speed −10% each | |
| Resource Production −80% | |
| Healing Speed −50%, Hospital Capacity −2,500 | |
| Squad Penetration −5% | |
| Squad Attack −2%, Deployment Capacity −1,500 | |
| Training Speed −25%, Training Capacity −100 |
The 8 Governor Skills
Skills are paid for with Reputation, which the Governor accrues whenever chiefs of the state claim Daily Task Chests or confiscate resources. Buff skills can target "Victorious State Only" or "Includes Losing State."
| Skill | Rep | Uses | Cooldown | Effect |
|---|---|---|---|---|
| 27,000 | 3 | — | Exchange Reputation for 300 / 400 / 500 Diamonds (three tiers) | |
| 45,000 | 2 | 7d | Statewide Healing Speed +50% (24h) | |
| 45,000 | 2 | 7d | Statewide Construction Speed +10% (24h) | |
| 45,000 | 2 | 7d | Statewide Research Speed +10% (24h) | |
| 45,000 | 2 | 7d | Statewide Training Speed +30% (24h) | |
| 27,000 | 14 | 2h | Stop a chief from attacking other chiefs for 1 hour | |
| 27,000 | 14 | 2h | Teleport a chief's PD to a random location (gives them a 10-hour shield) | |
| 18,000 | 56 | 2h | Locate any chief's PD on the map |
Skills 1–5 are economy/buff tools (and are schedulable for later); skills 6–8 are the Governor's "police powers" — silence an attacker, relocate a troublemaker, or find anyone on the map.
Honors
The Governor can hand out 36 Honor packs per term — 1 Commander's Honor, 5 General's Honors, and 30 Warrior's Honors — to chiefs who participated and scored, in either state (winner or loser). It's both a spoils-distribution lever and a political one: who gets the single Commander's Honor is a public statement. Contents are in Section 08.
08. 🎁 Rewards
⭐ Badges Are the Prize Currency
Badge Warrants and Badge Blanks are Capitol War's headline payout — they appear in the top tiers of the point ladder and in every rank bracket. They're the feature's pull for end-game players, and they're gated behind performance: the Badge tiers are the hardest score thresholds. If you want Badges, you have to push score.
1. Point Rewards (every participant)
A 7-tier ladder unlocked by hitting score thresholds — but bracketed by your Chief's Office level. The non-obvious part: a higher Office level puts you in a bracket with bigger rewards and much higher thresholds to reach them. Tiers 1–4 pay speedups and resources; tiers 5–7 pay the Badges.
| Office Level | Tier 1 threshold | Top tier threshold |
|---|---|---|
| Lvl 30 | 150,000 | 6,700,000 |
| Lvl 22 | 20,000 | 920,000 |
| Lvl 1–21 | 20,000 | 920,000 |
Same ladder shape in every bracket; only the numbers move. A Lvl 30 chief earns far more at the top but must score roughly 7× what a Lvl 22 chief needs.
2. Rank Rewards (top ~550 scorers)
| Rank | Reward (Diamonds + Badge Warrants + Badge Blanks) |
|---|---|
| 1 | 17,300 💎 + 150 Warrants + 200 Blanks |
| 10 | 12,800 💎 + 80 + 110 |
| 11–20 | 10,800 💎 + 70 + 100 |
| 21–50 | 7,600 💎 + 65 + 80 |
| 51–100 | 5,700 💎 + 50 + 70 |
| 451–500 | 1,100 💎 + 10 + 15 |
| 501–550 | 800 💎 + 5 + 10 |
Below rank 550, no rank reward. Every paying bracket includes Badges, so cracking the top 550 is the floor worth aiming for.
3. The Capitol Pack (the Governor's win prize)
20,000 Diamonds + 20× Advanced Bulletproof Fibers + 5× 10K Hero EXP + 10× 3-Hr Universal Speedup + 200× 10K Ammo + 200× 10K Cash + 40× 10K Electricity + 10× 10K Gas. Claimed by the Governor for the win.
4. Honor Gift Bags (Governor's grants)
| Honor | Recipients | Highlights |
|---|---|---|
| 1 | 5,000 💎 + 10 Bulletproof Fibers + 20× 1K Hero EXP + speedups | |
| 5 | 1,000 💎 + 7 Fibers + 10× 1K Hero EXP + speedups | |
| 30 | 500 💎 + 5 Fibers + 5× 1K Hero EXP + resources |
Plus the Skull-Gang clear: the alliance that defeats the opening monster gets a mailed reward of resources and Diamond chests.
09. Strategy & Common Mistakes
Winning the Siege
- ▸Play the continuous clock, not the total. Your win comes from 3 unbroken hours. If you can't lock that down, the next-best plan is to make sure no rival can either — flip the Capitol to zero their streak whenever theirs is maturing.
- ▸Own the Cannons. Holding the Capitol without the four corners means escalating 2%-per-shot bombardment. As a challenger, take the Cannons first and let them grind the defender down before you commit to the Capitol.
- ▸Build hospital capacity, not replacements. Officers are wounded, not killed — a full hospital, not dead troops, is what ends your participation. Expand it ahead of the war; the Health Commissioner office and the Medical Assistance skill stack on top.
- ▸Coordinate waves. One squad per chief means timing matters more than any single roster — stagger garrisons and attacks so the alliance always has fresh squads cycling in.
Running the Governorship
- ▸Fill every office for your alliance. Secretary of State (+80% resources), Attorney General (+10% all speeds), and the Governor's own +5% squad stats are a two-week server-wide advantage — appoint your own people fast.
- ▸Weaponize Punishments. A −80% resource-production sentence on a key rival leader is a real economic hit. Use them on the people who'll contest the next war.
- ▸Use the police-power skills. Ceasefire Edict neutralizes an attacker for an hour; Forced Teleportation relocates a troublemaker; Statewide Search finds anyone. These are cheap (Reputation) and high-impact.
- ▸Spend Honors deliberately. 36 packs reward your scorers and signal your alliance's pecking order — the single Commander's Honor especially.
⚠️ Common Mistakes
- ▸ Holding the Capitol but ignoring the Cannons. You'll take accelerating 2%-per-shot fire and bleed your garrison out of a hold you could've kept.
- ▸ Teleporting in expecting to shield up. Your Tactical Shield is disabled inside the Forbidden Zone and can't be reactivated. Commit or stay out.
- ▸ Under-building your hospital. Wounded officers need hospital space; a full hospital sidelines you mid-war.
- ▸ Sitting out to "save troops." You don't lose them, and Casualty Points reward you for fighting — sitting out is the only way to score nothing.
- ▸ Winning, then governing passively. The seat is a two-week server-control engine — an idle Governor wastes the entire prize.
TL;DR — The Quick Hits
- 1. Capitol War is a biweekly, server-wide alliance siege for the State Capitol and its 4 Cannons. First war hits a new server ~53–54 days after launch, then every other Saturday.
- 2. Win = hold the Capitol 3 CONTINUOUS hours within the 6-hour window. If nobody does, longest total occupation wins. Retaking the Capitol resets the enemy's streak to zero.
- 3. Two clocks per alliance: a live Continuous Occupation streak (wins at 3h) and a banked Time Occupied total (the tiebreaker only).
- 4. The 4 Cannons counter a turtle: a Cannon held by a different alliance than the Capitol fires on the defenders for 2% per shot, and the interval shortens with each shot. Hold the Cannons or bleed.
- 5. Officers are wounded, not killed — they go to hospital. Hospital capacity, not troop loss, is your real limit. One squad per chief.
- 6. Score = Occupation + Elimination + Casualty Points. You score even when you lose troops — sitting out earns nothing.
- 7. Participation needs an Alliance and Chief's Office Lvl 16+. Lvl 15 and under can't scout/attack/rally/teleport in.
- 8. The Forbidden Zone disables your Tactical Shield — teleport in and you're exposed for the whole war.
- 9. The winning Leader has 10 hours to appoint a Governor; miss it and the Leader auto-takes the seat (a previous Governor in the winning alliance keeps it).
- 10. The Governor runs the server for 2 weeks: 6 Offices with server-wide buffs, 6 targeted "Punishment" debuffs on enemies, and 8 Governor Skills.
- 11. Top office buffs: Secretary of State +80% Resource Production, Attorney General +10% all build speeds, Governor +5% squad stats. Top punishment: −80% enemy Resource Production.
- 12. Governor Skills (paid in Reputation) include Ceasefire Edict (lock a chief out of attacking 1h), Forced Teleportation, Statewide Search, and statewide 24h speed/heal buffs.
- 13. Badges (Warrants + Blanks) are the prize currency — gated behind the top point tiers and paid in every rank bracket down to 550.
- 14. Point rewards are bracketed by Office level: higher level = bigger rewards but much higher score thresholds (Lvl 30 needs ~7× a Lvl 22 chief).
- 15. The Governor claims a 20,000-Diamond Capitol pack and hands out 36 Honor packs (1 Commander / 5 General / 30 Warrior) to scoring chiefs.
