Glory War
Seasonal alliance war. Our doctrine: we defend. Garrison AC1, heal constantly, and keep resistance up.
How Glory War works
- Every Tuesday after reset, a picking window opens. Pick a rival → you attack. Get picked (or don't pick) → you defend.
- Each alliance has three Alliance Centers (AC1, AC2, AC3), but lose AC1 and it's game over.
- An AC is only attackable when an open tile sits next to it, so a gap-free ring of buildings around AC1 is our wall.
Why we defend
- We don't have the missile. It's locked to the top 5 ranked alliances. Without it, attacking a real opponent's AC1 is a fight we'll almost always lose.
- No building level guarantees an AC1 kill.
- Attacking bleeds troops permanently. Defending sends ours to the hospital (recoverable).
- The prizes aren't worth an army.
So on Tuesday, we don't pick. The only exception is a genuinely weak rival (officer's call).
How we defend
Our fortress is already built. We don't rearrange the ring unless we get decimated and figure out why first.
1. Garrison AC1
- ~20 players on AC1 with their 2nd-best trucks.
- Keep AC1 at max reinforcement at all times.
- Reinforce AC2/AC3 and small seasonal buildings only once AC1 is solid.
- Split garrison duty across time zones so AC1 is never unmanned.
2. Healing discipline
- Batch-heal, never one truck at a time.
- Click Alliance Help on every request.
- Never let the hospital overflow: overflow = permanent deaths.
- Keep gas topped up.
3. Resistance (Bio Lab): before the war
- If your virus resistance is below the enemy's seasonal-building level, you lose troops to infection before the fight starts.
- Reference floor: Bio Lab ~12 and about 2,500 resistance. A floor, not a guarantee.
- Upgrade the Bio Lab before the war.
Seasonal building priority
- Bio Lab → resistance. ~2,500 first, then keep raising it.
- Greenhouses → flowers. Needed to upgrade everything else.
- Then: Command Post (damage), Icy Arsenal (attack), Icy Fort (defense).
If we ever attack
Drill, don't sweep.
- One objective, one corridor: the shortest path to the enemy AC1, a single lane.
- Everyone hits the same marked building.
- Check resistance first. Low-resistance players don't suicide into strong buildings or AC1.
- If AC1 looks impossible, we stop. An army isn't worth the prizes.