To protect your army and earn event points safely in State of Survival during State Warfare (SvS), keep Peace Flares active throughout the combat phase, recall all gathering marches before warfare begins, and manage your hospital capacity to prevent permanent troop loss.

Maintaining Peace Flares and Base Security

An unshielded settlement awards direct kill points to the opposing state and risks wiping out your army through hospital overflow. Enemy players actively search the map and alliance territories using Advanced Relocators, meaning remote map placement does not provide safety.

Activate an 8-hour or 24-hour Peace Flare before the kill phase begins. Set a separate timer or alarm 15 to 30 minutes before your shield expires so you can refresh it before network delays or disconnects leave you exposed.

Protection MethodPrimary Use CaseRisk Factor
8-Hour Peace FlareActive play and brief breaksCan expire if offline longer than anticipated
24-Hour Peace FlareOvernight protection and long offline blocksHigher Biocap cost
Garrisoning a Shielded AllyEmergency shelter when lacking shieldsMarches return automatically if the ally relocates

If your alliance clusters inside a hive, unshielded settlements invite enemy rallies. These incoming attacks threaten nearby members who may have stationed defensive reinforcements inside the exposed base.

Gathering Safety and Node Rules

Troops harvesting on resource tiles do not benefit from settlement wall defenses, settlement buffs, or garrison reinforcements. Enemy scouts routinely check high-level wood, food, metal, and gas tiles across the map for unprotected targets.

Recall all gathering units at least one hour before the kill stage starts. If you must gather during the active warfare window to finish daily tasks, follow these defensive precautions:

  • Deploy Tier 1 units: Send only low-tier Infantry or Cavalry to collect resources. If an enemy hits the node, the points awarded to them are minimal, and your high-tier strike units stay safe.
  • Stay within territory: Gather exclusively inside your alliance's active territory buff zone rather than near state borders.
  • Limit march distances: Avoid long-distance nodes so you can recall your units immediately if an enemy relocates nearby.

Scouting and Safe Settlement Raids

Always scout a target before attacking, regardless of its displayed Chief Power. High power can come from low-tier units, while lower power can conceal a reinforced base holding high-tier defensive troops from allied players.

Prioritize inactive or unaligned settlements that lack an alliance tag. When reviewing the scout report, evaluate three key factors:

  1. Total Troop Count: Ensure your marching capacity can decisively defeat the garrison.
  2. Wall Defense: High wall durability prolongs combat and gives enemy reinforcements time to arrive.
  3. Reinforcements: Abort the attack immediately if the report shows high-tier units sent from other commanders.

After completing a raid, reapply a Peace Flare or teleport away before enemy response teams can retaliate.

Hospital Capacity and Ghost Rallies

Casualties that exceed your Hospital capacity die permanently, setting back your account development.

  • Check capacity early: Upgrade your Hospital buildings to match your Headquarters level, and activate Chief Talents or alliance bonuses that increase bed space.
  • Monitor space between attacks: Check remaining hospital beds after every combat march.
  • Heal in small batches: Healing small groups keeps beds open for unexpected defenses and lets alliance help requests clear timers without wasting speedups.

If your settlement is under attack and a combat cooldown prevents you from using a Peace Flare, protect your units with a ghost rally:

  1. Open an alliance war rally against a distant, inactive target or an infected fiend.
  2. Set the rally timer to 60 minutes.
  3. Commit your main army to the march.

Troops committed to a pending rally cannot be attacked inside your settlement, giving you time to relocate or await support.

Assigning Invader and Defender Roles

Divide tasks based on account strength to maximize state points while minimizing defensive losses:

  • High-Power Players (Invaders): Use cross-state teleports to contest Capital and Turret buildings, target active hives, and run offensive rallies.
  • Support and Lower-HQ Players (Home Guardians): Maintain continuous Peace Flares, reinforce lead rally bases, heal units steadily, and report enemy invaders spotted across the home state map.

Lower-level commanders should avoid jumping to the enemy state, as cross-state relocations drain Biocaps and leave under-geared bases vulnerable to counter-attacks.

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James Brown

James Brown

James focuses on Android gaming on PC, emulator setup, controls, performance tuning, and practical troubleshooting for longer play sessions.