Season 1 – The Crimson Plague: Territory & Influence Guide

As Season 1 – The Crimson Plague begins, every alliance is relocated to the edge of the server map, forming a single hive of allied bases. The map expands significantly and introduces two types of capturable territories: Military Strongholds and Cities. The Capitol, renamed the City of Apocalypse, remains unchanged. All cities and strongholds start unowned, so alliances must rebuild their territory from scratch.

Influence Points and Territory Value

Victory in Season 1 is determined by Influence Points, which an alliance earns only while holding territories. Strongholds provide modest influence, Cities grant substantially more, and capturing Cities in other Warzones yields the largest amounts. Influence per City level is as follows: Level 1 = 100k, Level 2 = 200k, Level 3 = 300k, Level 4 = 400k, Level 5 = 500k, Level 6 = 1M. Losing a territory immediately forfeits its ongoing influence contribution.

Territory Capture Rules

Capturing begins in an alliance's own Warzone. Military Strongholds become available on Day 3 of Week 1, and Cities on Day 4 of Week 1. An alliance can capture up to 2 Strongholds and up to 2 Cities per day—these limits are separate and apply globally once cross-Warzone operations open. To declare war on a City, the alliance must have a continuous territory connection via owned Strongholds. If no territory exists, the first step is capturing a Level 1 Stronghold. War declarations last one hour, and an alliance can declare on only one City at a time.

The initial cap for owned Strongholds is 3. Each captured City of Level 1–5 increases this cap by +1, and each Level 6 City increases it by +2. If a city loss reduces the cap below the number of Strongholds currently held, the excess Strongholds are kept but no additional ones can be captured until the balance is restored. Captured Strongholds enter a 36‑hour protection period. Captured Cities are protected for 7 days (until the next Declaration Day server time at 12:00). If an alliance abandons a City, it cannot recapture it for 5 days, though other alliances may do so sooner. Mail logs every capture or abandonment, which is the only reliable way to track daily capture counts.

Cross-Warzone Expansion

From Day 2 of Week 3, alliances can place up to 4 Alliance Outposts, with a maximum of one per Warzone. An outpost cannot be removed and must be built with reinforcements (it is vulnerable during construction but can be rebuilt if destroyed). Once built, the outpost allows the alliance to capture Military Strongholds in that Warzone, and then connected Cities. No lower-level City needs to be captured first—any level is accessible as long as a Stronghold connection exists. The per‑day limits of 2 Strongholds and 2 Cities apply across all Warzones combined. After the Warzone Declaration Event starts (Week 4, Day 3), city declarations are restricted to Declaration Days (Thursday and Saturday), though the two‑declaration daily limit still applies.

Combat Effects and Rewards

Siege battles apply toxins, so troops need adequate Virus Resistance. A portion of units dies outright during city assaults. First‑time capture rewards are given to participants, and all alliance members receive city capture rewards. Alliances also earn loot chests distributed by the R5 or Butler. Capturing a City grants temporary buffs to the entire alliance.

Capitol Special Rules

The alliance that last held the Capitol retains it for 28 days, maintaining access to ministries and hats. While in control, that alliance can capture any Military Stronghold or City adjacent to the Capitol (including Level 6 Cities), bypassing normal connectivity requirements.

A firm grasp of these mechanics is essential for planning territory expansion and maximizing Influence across the season. Track your daily captures carefully, coordinate outpost placement with your allies, and prepare for the unique challenges of cross‑Warzone warfare.

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