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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.
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