01. Event Overview & Timeline
Alliance Training is a scheduled 1v1 PvP event where your alliance battles another on a dedicated 240×240 battlefield. The entire event spans 8 days, but the actual combat is only 1 hour. Everything else is preparation.
Members vote on preferred battle time slot
Leadership assigns Team 1 & Team 2 rosters
Server finds your opponent based on power
The actual battle — this is what we prepare for
Key Eligibility Requirements
- ▸ Alliance must be in the Top 20 by power on the server
- ▸ Each team needs at least 15 registered members
- ▸ Chief's Office Level 16+ required
- ▸ Each team: 30 combatants + 10 substitutes max
- ▸ Players offline 5+ days at signup cannot be assigned
- ▸ Team 1's result drives alliance grade and alliance-wide rewards. Team 2 is for personal rewards only
02. The Battlefield Map
The battlefield is a 240×240 grid with two safe zones in opposite corners — one for each alliance. Buildings are scattered symmetrically across the map. You cannot attack enemies sitting in their safe zone.
YOUR SAFE ZONE (top-left corner)
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░ SPAWN A ░
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⬟ Reactor Facility
⬟ Power Station 1
⬟ Emergency 1
⬟ Support Camp
⬟ Emergency 3
★ NUCLEAR PLANT ★
⬟ Security Armory
⬟ Emergency 4
⬟ Emergency 2
⬟ Helicopter Base
⬟ Power Station 2
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░ SPAWN B ░
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ENEMY SAFE ZONE (bottom-right corner)
The map is roughly symmetric — buildings near your safe zone are mirrored near the enemy's. The Nuclear Plant sits dead center.
03. All 13 Buildings Explained
Buildings are the only source of alliance points. Capturing a building gives you a one-time first-capture bonus, then it generates points every second you hold it. Some buildings also provide powerful combat buffs.
| Building | Unlocks | First Capture | Points/Min | Special Effect |
|---|---|---|---|---|
| ★ Nuclear Plant | 15:00 | 9,000 | 1,800 | Core objective — highest single-building yield |
| ⚡ Power Station (×2) | 3:00 | 6,000 | 1,200 | High yield — both together outpace Nuclear |
| 🏥 Emergency Station (×4) | 3:00 | 3,000 | 600 | Scattered around corners — grab early |
| ⚔️ Security Armory | 15:00 | 1,200 | 240 | +15% squad damage / −15% damage taken |
| 🎯 Support Camp | 15:00 | 1,200 | 240 | Unlocks NPC mercenary attacks (see Section 8) |
| 🚁 Helicopter Base | 3:00 | 1,200 | 240 | −50% teleport cooldown |
| ⚛️ Reactor Facility | 3:00 | 1,200 | 240 | Faster building capture speed |
| 📦 Resupply Spots | ~15:00 | — | 240 | Spawn in waves, collect to score. Deplete after 4,800 pts |
| ✨ Scattered Supplies | Varies | — | — | Dropped from overflow (see Section 6) |
Key insight: The Nuclear Plant yields ~90,000 alliance points if held uncontested from unlock to end. But both Power Stations combined yield ~149,000 over the full battle. Nuclear is the swing objective, but don't neglect Power Stations — they're collectively worth more.
04. Battle Phases & Timing
Preparation
3-minute prep window. Plan your moves, coordinate assignments. Substitutes cannot enter yet.
Outer Buildings Unlock
2 Power Stations, 4 Emergency Stations, Helicopter Base, and Reactor Facility all unlock. This is the land grab — move fast, capture everything near your side of the map before the enemy does. Subs can enter at 3:00.
Center Triangle Unlocks
Nuclear Plant, Security Armory, and Support Camp unlock. This is the main event. The Nuclear Plant rush determines the game. Have your forces staged and ready BEFORE 15:00. First Resupply Spots spawn at ~15:02.
Second Resupply Wave
Second wave of Resupply Spots spawns. Collect these for bonus points. They deplete after 20 minutes.
Battle Ends — Final Score
Alliance with the most points wins. If tied, the alliance with more enemy officers defeated wins. All wounded officers heal for free.
05. How Scoring Works
Alliance Points (Win Condition)
- ✓ Building Score: First-capture bonus + continuous points while holding
- ✓ Collect Score: Collecting from Resupply Spots
- ✓ Pickup Score: Grabbing Scattered Supplies from the ground
- ✗ Killing enemies does NOT generate alliance points
Personal Points
- ▸ All of the above, PLUS:
- ▸ Attacking: 80 pts per 10K enemy power defeated
- ▸ Defending: 40 pts per 10K enemy power defeated
- ▸ Personal score determines your tier in the personal reward ranking
Critical: Combat kills do NOT count toward alliance score. Killing enemy squads is purely for personal points, denial of objectives, and tiebreaker purposes. The alliance scoreboard is 100% about who holds what buildings.
06. The Overflow Mechanic
This is the mechanic most players don't understand: Each building has a "safety point" threshold. Once you've held a building long enough to exceed that threshold, half of every additional point becomes overflow. If the enemy captures the building, that overflow drops as Scattered Supplies on the ground — and BOTH sides can pick them up.
How Long Before Overflow Kicks In
| Building | Safety Threshold | Points/Sec | Time to Overflow |
|---|---|---|---|
| Nuclear Plant | 6,000 | 30 | 3 min 20 sec |
| Power Station | 3,000 | 20 | 2 min 30 sec |
| Emergency Station | 600 | 10 | 1 min |
| Small Buildings | 240 | 4 | 1 min |
What This Means Tactically
- ★ A continuous long hold on a building is not always better than two short holds. If you recapture a building, you collect the first-capture bonus again AND earn at 100% rate for the first few minutes (instead of 50% past the overflow threshold).
- ★ If you've held the Nuclear Plant for 30 minutes and the enemy flips it, approximately 24,000 points of overflow drops as supplies — and the enemy can grab them. That's devastating.
- ★ If you can't defend a building, it's actually better to lose it early (before overflow builds up) than to hold it for a long time and give the enemy a huge supply drop when they finally take it.
07. Combat & Wall Burns
🔥 4,000× Wall Burn Rate
Walls that normally survive 30 minutes of fire will go down in roughly 25 seconds during Alliance Training. If your wall drops to 0 HP, you're auto-teleported to your safe zone with a 12-minute cooldown before you can re-enter.
You also cannot enter the battlefield while your wall is burning. This is the primary tempo punishment in this event.
💚 Free Healing
Officers injured during Alliance Training do not require resources to heal. They go to the hospital, not the grave. All wounded officers fully heal automatically when the battle ends.
This means the cost of losing a fight is only tempo, not resources. Throw your squads into fights. Lose them, get them back. The expensive resource here is time, not officers.
Teleportation Economy
- ▸ You get 1 free teleport every 12 minutes
- ▸ After that, you spend real Advanced Teleporters
- ▸ Holding the Helicopter Base reduces the cooldown by 50% (6 min instead of 12)
- ▸ Free marches are available (5-min cooldown, max 10)
- ★ Don't waste your free teleport moving around during downtime — save it for when buildings unlock or for emergency repositioning
08. Support Camp Mercenaries
Capturing the Support Camp unlocks the ability to dispatch NPC mercenary squads against any enemy-held building. These aren't just damage — they apply a stacking debuff on the enemies inside the target building.
Mercenary Wave Debuff Stacking
After a mercenary attack, enemy officers in the target building deal less damage and take more damage for 5 minutes. Stack 5 waves on the Nuclear Plant and the defenders are taking 50% more damage in all battles — this is how you crack a fortified position.
Cooldown: 8 minutes between leader-initiated dispatches, 2 minutes between individual dispatches.
09. Strategy & Priority List
Race for Phase 1 Buildings (3:00–5:00)
Capture all 4 Emergency Stations and both Power Stations in the first 2 minutes after unlock. They're symmetric — whoever moves faster grabs free first-capture bonuses. The Power Stations alone generate 1,200 pts/min each. These early captures compound over the full 57 remaining minutes.
Stage for the 15:00 Nuclear Plant Rush
Between 5:00 and 14:59, you should be positioning your strongest squads near the center. When the Nuclear Plant unlocks at 15:00, your forces should be ready to capture it immediately. The first 3.3 minutes of holding are at full rate (before overflow kicks in). Also grab the Security Armory for the +15%/−15% combat buff and Support Camp for mercenaries.
Use Mercenaries to Crack Defended Buildings
If the enemy is dug into the Nuclear Plant, don't throw bodies at a fortified position. Take Support Camp, send 5 waves of mercenaries to stack the +50% damage debuff, then attack. This is the designed counter to a strong defense.
Helicopter Base + Reactor = Tempo Advantage
Helicopter Base cuts your teleport cooldown in half (12 min → 6 min). Reactor makes you flip building captures faster. Their direct point yield is low (240 pts/min each), but the mobility and capture-speed buffs are what let you hold 3+ objectives simultaneously instead of just 2.
Tiebreaker: Kill Everything in Sight
If alliance points are tied at the end, the tiebreaker is most enemy officers defeated. If you're ahead on points in the final 5 minutes, start hunting enemy squads to build your tiebreaker lead. If you're behind, kills won't save you — focus on flipping buildings.
Don't Waste Teleports
You get 1 free teleport every 12 minutes (6 minutes with Helicopter Base). That's only 5-10 teleports during the entire battle. Don't burn one moving closer to a building during dead time — save them for critical moments like the 15:00 Nuclear rush or emergency repositioning when a key building is under attack.
Lessons from Similar Events in Other Games
Kingshot's "Tri-Alliance Clash" and Whiteout Survival's "Fortress Battles" follow the same building-capture-for-points model. The universal strategies from experienced players in those games:
- ▸ Buildings over kills — always. Chasing kills is 10× less valuable than holding buildings per minute.
- ▸ Assign roles BEFORE the battle. Real-time role assignment during the 3-minute prep window leads to chaos.
- ▸ Weaker players reinforce, they don't solo. Your job is to garrison buildings your strong players captured.
- ▸ Use voice chat. Discord or in-game voice makes coordination 10× easier than typing in chat mid-battle.
- ▸ The center building is the swing objective. In every game, whoever controls the center (Nuclear Plant / Temple of Tides / Fortress) usually wins.
10. Player Roles & Assignments
🗡️ Assault Team
Strongest players. Lead building captures, contest the Nuclear Plant, engage enemy squads.
- • First to the Nuclear Plant at 15:00
- • Rally against fortified enemy positions
- • Must have wall repair items ready
🛡️ Defense Team
Mid-power players. Garrison captured buildings, reinforce positions under attack.
- • Garrison Power Stations after capture
- • Reinforce Nuclear Plant once taken
- • Watch for enemy flanks on undefended buildings
📦 Collection Team
Lower-power players. Capture uncontested Emergency Stations, collect Resupply Spots and Scattered Supplies.
- • Grab Emergency Stations near your safe zone
- • Collect every Resupply Spot when they spawn
- • Pick up Scattered Supplies from building flips
11. Rewards
Winners get exactly double the rewards of losers across the board. Team 1 results drive alliance-wide rewards for ALL members.
🏆 Winner Rewards
- • Training Vouchers × 2,000
- • 600 Diamonds
- • Advanced Teleporter × 2
- • Legendary Recruitment × 4
- • 10K Ammo × 80 / 10K Cash × 80
- • 10K Electricity × 16
Loser Rewards
- • Training Vouchers × 1,500
- • 300 Diamonds
- • Advanced Teleporter × 1
- • Legendary Recruitment × 2
- • 10K Ammo × 40 / 10K Cash × 40
- • 10K Electricity × 8
Plus personal ranking rewards based on individual training point totals, and alliance-wide rewards if Team 1 wins.
12. Pre-Battle Checklist
TL;DR — The 30-Second Version
- 1. Alliance Training is a 60-minute building-capture PvP event. Points come from holding buildings, not killing.
- 2. Outer buildings unlock at 3:00. Rush and capture everything near your side immediately.
- 3. Nuclear Plant + Armory + Support Camp unlock at 15:00. This is the real battle — be staged and ready.
- 4. Use Support Camp mercenaries (5 waves of stacking debuffs) to crack fortified enemy positions.
- 5. Walls burn in ~25 seconds. Healing is free. Losing fights costs time, not officers — be aggressive.
- 6. Long building holds bleed overflow that drops as loot for the enemy. Two short holds > one long hold.
- 7. Control the Nuclear Plant and both Power Stations, and you win. Everything else is support.