
01. Two Ledgers, One Capitol
Points do not win this event. Occupation time does. Every Point you earn buys your personal rewards and your leaderboard rank. None of it decides who takes the State Capitol. You can finish first on the Personal Leaderboard and still watch your State lose the war. Read every section below through that split.

🏆 Ledger 1 — Victory
Occupy the State Capitol continuously for 3 hours. If neither State manages it, the State with the longest total occupation at the 12-hour mark wins. Points are irrelevant here.
💰 Ledger 2 — Points
Missions feed three parallel pools: Personal, Alliance, and State Points. These decide your phase-reward tiers, your rank rewards, and which State wins the Prep Phase. They never decide the Capitol.
The shape of the event
- ▸Two States are matched, and you cannot see who for the first 24 hours. The Matching Phase opens with the opponent hidden. Every banking decision you make is made blind.
- ▸Then they race for Points across a Prep Phase of 5 days 10 hours.
- ▸The higher State Points total wins Prep. Every Chief in that State gets a Buff, and that State becomes the attacker.
- ▸The Capitol War is fought on the losing State's map. The winning State's own Capitol is protected and cannot be challenged.
- ▸The war runs 12 hours. Both sides' Official Buffs are cleared the moment it opens.
- ▸The winning side appoints a Governor. If the attackers win, the Alliance with the longest occupation appoints the week's Supreme Governor.
👑 The Supreme Governor
If the attackers win, the Alliance holding the State Capitol appoints the Supreme Governor. That title appoints Officials across both States and can issue Punishments to Chiefs in both States. The Supreme Governor's State also receives extra Official Buffs. If the defenders win instead, each State's longest-occupying Alliance appoints its own Governor as normal.
Two things are not published in-game: how often the event runs, and how the two States are paired. Both are scheduled by the game, not shown in the event rules. Watch your events calendar.
02. The Four Phases & The Office Level Wall
Chief's Office Lvl 16 lets you join. Lvl 25 is what makes you count. Between those two numbers sits the quietest and most expensive rule in the event: your mission Points are scaled into the State pool by your Office Level, and below Lvl 21 that scale is zero. A Lvl 18 Chief can win the Personal Leaderboard outright and move the State result by nothing at all.
The four phases
| Phase | Length | What you do |
|---|---|---|
| Matching | Not published | Two States are paired. The opponent stays hidden for the first 24 hours. Read the rules and bank your resources. |
| Prep | 5d 10h | Five stages of Missions. The higher State Points total wins and becomes the attacker. |
| Battle | 12h | The Capitol War, fought on the losing State's map. |
| Rescue | Not published | Revive the officers frozen in the war, and read the final results. |
The six scoring stages
| Stage | Name | Length | What scores |
|---|---|---|---|
| 1 | PD Construction | 24h | Electro Core upgrades, build/research/training speedups, Badge Rating |
| 2 | Base Power Boost | 24h | Electro Cores, speedups, Lucky Wheel, hero fragments, resource confiscation |
| 3 | Arresting Criminals | 24h | Whistles, Crime Boss rallies, criminal kills, K9 breakthrough, Lucky Wheel |
| 4 | Hero Growth | 24h | Hardened Steel, Exclusive Equipment materials, officer training and promotion |
| 5 | Power Sprint | 34h | Whistles, Steel, Equipment materials, Electro Cores, speedups, Chief Eqpt. Rating |
| 6 | Final Showdown (War) | 12h | Capitol and Cannon occupation, enemy officers defeated, your own officers lost |
- ▸Prep runs 130 hours. Prep and war together are 5.9 days, and the Matching and Rescue windows sit either side of that.
- ▸Stage 5 is 34 hours, not 24. It is 42% longer than every other stage and it is your last chance to flip who attacks.
- ▸A Field First Aid window follows the war. Plan for it before you commit troops.
⭐ One Office Level can double your entire State contribution
Personal and Alliance Points are never scaled. State Points are. Your Office Level sets the fraction of every Point you earn that reaches the State pool — the pool that decides who attacks.
| Chief's Office | Reaches the State pool | 100,000 Points becomes |
|---|---|---|
| Lvl 25 and above | 100% | 100,000 |
| Lvl 21–24 | 50% | 50,000 |
| Lvl 16–20 | 0% | 0 |
Read the jump from Lvl 24 to Lvl 25. It is worth more to your State than any single mission play in the event — it doubles everything you score for the whole six days, permanently, for one building level. If you are sitting at Lvl 22, 23 or 24 when the event is announced, that upgrade is the highest-value action available to you.
If you are Lvl 16–20, this is not a reason to sit out. Your Points still earn your full Personal and Alliance rewards, your stage tiers, your rank rewards and your Medals. You simply cannot move the Prep result, and the event will tell you so with a message on the Points screen. Farm your own rewards, and let the Lvl 21+ accounts fight the State race. For Alliance leaders the same rule cuts the other way: recruiting small accounts adds Alliance Points and zero State Points.
03. Prep Scoring — What Actually Pays
Every number in the mission list is a rate, not an action. The game almost never lets you spend one of anything. A forge upgrade consumes 10 Hardened Steel per forge level. An officer training batch is 600 to 800 troops. A badge upgrade grants hundreds or thousands of rating points in one tap. So the headline figure tells you almost nothing — what matters is Points per real action, which is the rate multiplied by the smallest quantity the game will actually let you commit.
Rank the list that way and it inverts. The two biggest headline numbers — the 30,000 Crime Boss rally and the 15,000 Premium Whistle — drop to the bottom, because they are among the only missions you genuinely do one at a time. The rows that look like rounding errors sit at the top: "Increase Chief's Max Eqpt. Rating by 1" pays 36, and a single Rare 3-star upgrade grants 5,440 of them — 195,840 Points in one action, over six times the rally. Read the two right-hand columns, never the Points column alone.
Prep Mission Point Table — Members Only
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Confiscation is the great equaliser
The four confiscation missions all pay 2 Points, but at different thresholds. Those thresholds are tuned against node sizes so precisely that every resource type pays exactly 28,000 Points per full Lvl 8 node. There is no "best" resource to gather. Gather whatever you have march capacity and node access for.
| Resource | Threshold | Units per Point | Lvl 8 node | Points per node |
|---|---|---|---|---|
| Ammo | 1,000 → 2 | 500 | 14,000,000 | 28,000 |
| Cash | 1,000 → 2 | 500 | 14,000,000 | 28,000 |
| Electricity | 200 → 2 | 100 | 2,800,000 | 28,000 |
| Gas | 50 → 2 | 25 | 700,000 | 28,000 |
✓ Why this matters for your Alliance
One full node equals roughly one Crime Boss rally, and about 15.5 hours of banked 1-minute speedups. This is the mechanic that lets every member contribute a real score, including small accounts that cannot rally a Crime Boss or burn Electro Cores. Put your farmers on nodes for the whole of Stage 2.
04. The Five-Stage Playbook

Strategy for prep phase — Members Only
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05. Winning Prep Makes You The Attacker
Winning the Prep Phase is not a shield you keep. It is a plane ticket. Your Capitol becomes untouchable, and then you have to leave it. The war happens on the losing State's map, which means your Chiefs teleport into enemy territory to fight. The Prep race is not a contest for a prize. It is a contest over where the war happens.

🅰️ Prep Winner — The Attacker
- ▸ Your Capitol is protected and cannot be challenged.
- ▸ Every Chief gets a Healing Speed and Recovery Center Capacity Buff for 12 hours.
- ▸ You must project force into enemy territory to win.
- ▸ Win the Capitol and your Alliance appoints the Supreme Governor over both States.
🅱️ Prep Loser — The Defender
- ▸ The war is fought on your map, around your Capitol.
- ▸ No Prep Buff, and one third of the winner's reward payout.
- ▸ You fight at home — no teleport cost, no cooldown, all your PDs already in place.
- ▸ Hold the Capitol and your longest-occupying Alliance still appoints your Governor.
💡 The Prep Buff is war fuel, not economy
The winner's Healing Speed and Recovery Center Capacity Buff runs for exactly 12 hours — the same length as the Capitol War. That is not a coincidence. It is designed to be spent on the war, not on your build queue. Faster healing and a bigger Recovery Center mean you can throw officers into the Capitol and get them back. The event advertises a +20% Healing Speed figure, but the underlying value does not cleanly match that display, so treat the exact percentage as unconfirmed. The direction is certain.
The attacker's logistics tax
- ▸3 free Interstate Teleports. That is the whole allowance. Treat each one as a strategic decision, not a repositioning tool.
- ▸A 10-minute cooldown between hops. You cannot bounce in and out of a fight.
- ▸You must recall every deployed squad before you teleport — in either direction. Returning home has the same rule. Plan the hop before you commit marches, not after.
- ▸Interstate Teleport drops you into enemy Alliance Territory. Land near your target, not near theirs.
- ▸Once you are across, the button becomes "Return to original State." It puts your PD back at its old position or nearby.
- ▸Neither side can attack the opponent's Alliance Building. There is no siege play here, only the Capitol and the Cannons.
On Advanced Teleporters: bring them, but do not build a plan on them. When your free hops are on cooldown or spent, the event points you at the Advanced Teleporter to reach the opposing State. What it costs and whether it clears the cooldown are not published in the event rules — treat this as an untested backup, not a fourth free move. Win rewards hand out 2 per phase, so you will have some either way.
‼️Every Official Buff on both sides is wiped the moment the Capitol War opens. Whatever your Governor granted your State before the war does not survive into it. Do not build a war plan around Official Buffs.
06. The Capitol War
Take the Cannons before the Capitol. Every Cannon your State holds gives your Squads Penetration, and if your State's Alliances hold both the Cannons and the Capitol, the Cannons stop firing on the Capitol. Going for the Capitol first means you fight without the Buff while your own Cannons shell the ground you are standing on.

| Cannons held | Squad Penetration | Step gain |
|---|---|---|
| 1 | +8% | — |
| 2 | +12% | +4% |
| 3 | +15% | +3% |
| 4 | +20% | +5% |
Note the shape of that curve. The gain from 2 to 3 Cannons is the smallest step on the board, and the gain from 3 to 4 is the largest after the first. Three Cannons is the worst place to stop. The Buff also lasts 24 hours — twice the length of the war — so capturing early costs you nothing in uptime. Take them in the first hour.
Winning the Capitol
- ▸Hold it continuously for 3 hours and the war ends in your favour.
- ▸Otherwise the longest total occupation wins at the 12-hour mark. Short repeated holds still bank time.
- ▸Occupation pays Points in units of 60 seconds held per 1,000 Power. Both terms multiply, so a garrison with twice the Power banks Points twice as fast for the same minute of holding. The value of each unit is not published.
- ▸Send your strongest squad to sit, not your cheapest. This is the one Point source in the event that rewards holding ground rather than trading officers, and it scales on the Power of whoever is standing there.
- ▸Fighting at the Capitol and Cannons pays more than fighting anywhere else on the map.
- ▸The floating event button only appears during the Battle Phase. For the whole Prep Phase you reach the event through the events centre. Do not assume the event has closed because the button is gone.
🚨 The 3-Level rule decides everything
PvP scores Points only when the two Chiefs' Office Levels are within 3 levels of each other. Outside that window, a battle that kills 30,000 officers pays zero Points to both sides. This is the most expensive mistake available in the War Phase, and it is entirely avoidable. Check the level before you march.
Level-Window Control Tactic — Members Only
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Your own losses pay the same as your kills
Defeating an enemy officer and having one of your own officers lost or injured pay the identical Point curve. Both States score from the same clash. Because a single attack involves tens of thousands of officers, one large battle can clear the entire War top tier. Thirty thousand Lvl 8 officers on the casualty list is 270,000 Points, against a top tier of 250,000.
| Officer Level | Points each | Per 30,000 officers |
|---|---|---|
| Lvl 1–2 | 1 | 30,000 |
| Lvl 5 | 4 | 120,000 |
| Lvl 7 | 7 | 210,000 |
| Lvl 8 | 9 | 270,000 |
| Lvl 9 | 11 | 330,000 |
| Lvl 10 | 13 | 390,000 |
War stage reward tiers sit at 48,000 / 120,000 / 250,000. A Lvl 10 officer pays 3.25× what a Lvl 5 officer pays. For Points, your best officers are worth more than your cheap ones — even when you lose them. The usual instinct to send throwaway troops costs you the tier.
Sitting out scores nothing. There is no defensive Point source in this event that pays for keeping your officers home. Between the 30–90% rescue in the Field First Aid window and the fact that losses score, aggressive trading is far cheaper than it looks on the battle report.
Advanced Troop Healing — Members Only
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07. Field First Aid
Your Alliance can only fully rescue 2 members in every 5. Adrenaline is the bottleneck, and the numbers do not balance. Each Chief holds 20 Adrenaline to give away, but each Chief can receive up to 50. Supply is 20 per member, demand is 50 per member — a 40% coverage ratio, no matter how big or how generous your Alliance is. Adrenaline must be triaged, not shared evenly.

| Source | Rescue rate | Cost |
|---|---|---|
| Base rate | 30% | Free |
| Rescue Potions (max 10) | +10% | 1,000 Diamonds |
| Alliance Adrenaline (max 50 received) | +50% | Free — your Alliance's time |
| Maximum | 90% | Both sources maxed |
⭐ Diamonds buy 10 points. Your Alliance gives 50.
Of the 60 percentage points available above the base rate, Diamonds can only buy 10 of them, and each of those costs 100 Diamonds. The other 50 are free and come entirely from Alliance members spending Adrenaline on you. An Alliance that organises its Adrenaline beats an Alliance that spends Diamonds, every time. Post your loss counts in chat the moment the war ends and send the Adrenaline to the biggest losses first.
💡 Use the request card and the 5-at-a-time button
There are two ways to give Adrenaline, and only one of them scales. Tapping Request Help posts a card into Alliance chat that any member assists with a single tap — no hunting through a list. The other route is the Battlefield Hospital list, where you pick members by hand. Assists spend in batches of 1 or 5, so a Chief empties all 20 in four taps. Post the card first, then send fives. An Alliance that does this clears its Adrenaline in minutes; one that browses the list all evening does not finish.
- ▸Rescue counts your war losses only. Officers already in the Recovery Center do not count toward the rescue pool.
- ▸Each Adrenaline is +1%. Fifty separate assists are needed to max one Chief, so pick your recipients before people start spending.
- ▸A member at 50 assists is closed. The event blocks further help with a limit message, so an over-funded Chief silently wastes your Alliance's remaining Adrenaline. Track who is full.
- ▸You can see your frozen officers during the war. The Dying Officer Details panel counts them while the fighting is still on, but the rescue bar stays at zero until the Rescue Phase opens. Use it to plan your triage early.
- ▸A Rally Capacity Buff runs through this window for 50 hours. The exact percentage is not published in-game.
- ▸The gap between 30% and 90% is your whole war cost. An unassisted Chief loses three times as many officers permanently as a maxed one.
08. Rewards, Medals & The Winner Shop
Both phases pay both States. Winning multiplies the payout by roughly three, but losing is never zero. The one number worth planning around is the event currency, War Bucks, because it is the only way into the winner-exclusive shop — and the shop now stocks nearly nineteen times what a clean sweep pays. This is a rationing problem, not a shopping list.
Win/Loss Reward Table — Members Only
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Winning both phases pays 80 War Bucks. An unmatched State that fights nobody gets 100. Nothing you can do about it — but if your State draws a bye, take the free currency and do not feel cheated. Note also that the War loss cuts Diamonds hardest: 200 against the winner's 1,500.
The winner-exclusive shop
Clearing every shelf costs 1,490 War Bucks. Winning both phases pays 80. Stage tiers and rank finishes top you up, but nobody clears this shop — so the only question that matters is what you buy first. Rank the shelves by the Prep Points each Buck buys you next cycle and the answer is not close.
Winner Shop Stock — Members Only
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Two separate top ladders, not one

Most players chase the Prep leaderboard and stop reading. The richest personal prizes are split across two different rankings, and the second one is decided inside a 12-hour window. A five-day Prep grind does not qualify you for it.
📊 Prep Total Ranking
Five days of Mission Points. Pays the Eagle of Prestige Island decoration, Pamela Fragments, Diamonds and speedups. Rank 1 takes 400 Pamela Fragments, 100,000 Diamonds and 6 Eagles; fragments taper down to rank 200 and stop.
⚔️ Battle Stage Ranking
Twelve hours of war Points. Pays Pamela Fragments, Diamonds, Electro Cores and the PD skin unlock. This is the only source of the skin, and it ignores everything you did in Prep.
- ▸Personal stage tiers run 30,000 / 100,000 / 200,000 in Stage 1 and 48,000 / 120,000 / 250,000 in the War. Claim them manually in the event screen — they are not automatic.
- ▸Alliance phase rewards are split across all members by total member Points, and only go to members present at calculation time. Do not switch Alliance before a phase closes.
- ▸Top 200 on the Personal Leaderboard earns fragments for this round's Hero, the legendary Pamela — "Paramedic Pamela".
- ▸The PD skin is "Wings of Glory," and it runs 7 days. The event advertises it to the top 50, but the Battle-stage reward table hands the unlock to every rank down to 200. Play for top 50 and treat anything past it as a bonus — the two do not agree, and the advertised number is the safe one.

The Medal ladder is a tier, not a podium
A State Medal drops for reaching the top tier of personal phase Points — once in the Prep Phase and once in the Battle Phase. You do not have to finish first. You have to clear the tier, which any committed player can do with the banking plan in section 04. That is 2 Medals per event, and the ladder rungs sit at 2, 3, 4, 5 and 6 Medals — so your first event already unlocks the first rung and three events clear the whole ladder. Every rung pays the same: 500 Diamonds, 2 Legendary Universal Hero Fragments, 5 Electro Cores and 2 × 1-Hr Training Speedups. Five identical claims, and the only requirement is showing up and clearing tiers.
Read the war result mail, do not just claim it. The Battle Phase settlement arrives as an interactive summary rather than a plain reward mail: it shows the win or loss banner, your State against theirs, and your personal and Alliance score and rank side by side. It is the only clean record of where you finished, and it is the fastest way to work out which of the two ladders you actually placed in.
09. Common Mistakes
- ▸ Chasing Points and losing the Capitol. Points buy your rewards. Occupation time wins the war. Finishing first on the leaderboard while your State loses is a complete failure of the actual objective.
- ▸ Grinding at Office Lvl 16–20 and expecting to move the State result. Below Lvl 21 you contribute zero State Points. Your rewards are real, your effect on who attacks is nil. If you are at Lvl 22–24, reaching Lvl 25 before the event doubles everything you contribute for six days.
- ▸ Attacking outside the 3-Level window. A battle involving 30,000 officers pays zero to both sides if the Office Level gap is 4 or more. Check the level before you march, every time.
- ▸ Trying to teleport with marches out. Every deployed squad must be recalled first, in both directions. You cannot hop out of a fight that is going badly, and you cannot go home in a hurry.
- ▸ Dumping every Electro Core into one stage. Stage tiers cap, so a single large upgrade overflows and the excess is wasted against that tier. Overflow figures — Members Only Spread one big upgrade across Stages 1, 2 and 5.
- ▸ Taking the Capitol before the Cannons, or stopping at 3. Your own Cannons fire on the Capitol unless your State holds both. And 3 to 4 Cannons is the biggest single step on the board.
- ▸ Sharing Adrenaline evenly. Supply is 20 per Chief and demand is 50. Spreading it thin maxes nobody. Triage it to the members with the biggest losses, and stop sending to anyone already at 50.
- ▸ Buying cosmetics in the winner shop. The Airship, the Avatar Frame and the Nameplate cost 210 War Bucks together and expire in 7 days. Winning both phases pays 80. Clear both Electro Core shelves first — that is 200,000 Prep Points banked for next event.
- ▸ Holding officers back to protect them. Your own losses pay the same Points as your kills, and Field First Aid returns up to 90%. Passivity scores nothing and saves less than you think.
- ▸ Burning speedups for Points. A 1-minute speedup pays 30, and it is one of the few missions you really do one at a time. 1,000 minutes of speedups equals one free Crime Boss rally. Spend them to reach a batched action sooner, never as a scoring action.
- ▸ Reading the mission list as a ranking. The Points column is a per-unit rate. "Increase Chief's Max Eqpt. Rating by 1" pays 36 and looks worthless, but one Rare 3-star upgrade grants 5,440 rating — 195,840 Points, over six times the 30,000 rally. Multiply every row by the smallest quantity the game lets you commit before you decide what to bank.
TL;DR — The Quick Hits
- 1. Two ledgers. Occupation time wins the Capitol. Points only buy your rewards and rank. Never confuse them.
- 2. Winning Prep makes you the attacker. Your Capitol goes untouchable, and the war moves to their map.
- 3. Chief's Office Lvl 16 lets you join. Lvl 25 makes you count. Lvl 21–24 contributes half its Points to the State, Lvl 16–20 contributes none.
- 4. Going from Lvl 24 to Lvl 25 doubles your State contribution for the entire event. If you are close, finish it before Prep opens.
- 5. You cannot see your opponent for the first 24 hours of Matching. Every banking decision is made blind — make it anyway.
- 6. Take all four Cannons before the Capitol. +20% Squad Penetration, and your Cannons stop shelling the Capitol.
- 7. Never stop at 3 Cannons. The 3→4 step is worth more than the 2→3 step.
- 8. The 3-Level rule is absolute. Outside it, a 30,000-officer battle scores zero for everyone.
- 9. Rallies use the Rally Leader's level. Reinforcements use the assisted Chief's level. That is how big accounts fight small ones and still score.
- 10. Your own losses pay the same as your kills. One big clash can clear the 250,000 War top tier outright.
- 11. Send your best officers. A Lvl 10 officer pays 3.25× a Lvl 5, whether it kills or dies.
- 12. Capitol occupation pays per 60 seconds held per 1,000 Power. Park your strongest squad on it, not your cheapest.
- 13. Recall every deployed squad before any Interstate Teleport, in both directions. You get 3 free hops on a 10-minute cooldown, and no way to leave a fight in a hurry.
- 14. Every full Lvl 8 resource node pays exactly 28,000 Points — Ammo, Cash, Electricity or Gas. Gather whatever you can reach.
- 15. One late-game building upgrade clears a whole stage tier on its own. Upgrade Point values — Members Only Spread those upgrades across Stages 1, 2 and 5, because tiers cap and overflow only helps your rank.
- 16. The mission list is a rate card, not a ranking. Multiply every row by the smallest batch the game allows — the 30,000 rally is not the top of the board, it is near the bottom. Batched Point totals — Members Only
- 17. Officer training is a batched action, never one officer at a time. Train Lvl 10s, never Lvl 1s, and never a partial batch. Officer batch totals — Members Only
- 18. Diamonds buy only 10 of the 60 rescue points available. Your Alliance's Adrenaline buys the other 50, free. Post the request card and send assists 5 at a time.
- 19. In the winner shop, clear both Electro Core shelves first — 100 Cores for 200 War Bucks is 200,000 Prep Points banked. Skip the 210 Bucks of 7-day cosmetics.
- 20. The Medal ladder wants a tier, not a podium. Clear the top personal Points tier in Prep and again in the Battle Phase for 2 Medals an event — your first event unlocks the first rung, three events clear all five.
- 21. Top 200 personal earns Pamela fragments. The PD skin comes from the 12-hour Battle ranking, not your Prep grind — play for top 50 there.