Forts: ownership bonuses, shields, and reward maths
Compare the three forts, understand why shields slow a capture, and work through an example of alliance-war points and prestige.
Choose a fort for its role
On a narrow screen, scroll the table sideways to see every column.
| Fort | Default capture damage | Ownership benefit | Boost per minute |
|---|---|---|---|
| Silver | 100,000 | 20% attack increase | 1 |
| Bronze | 100,000 | 30% incoming damage reduction | 1 |
| Golden | 150,000 | Higher boost generation | 2 |
A capture also awards 100 boost in the checked rules. Golden Fort generates more boost per minute, but Silver and Bronze can change the efficiency of combat. The highest-scoring target is not automatically the best first target for a small group.
For example, 20 minutes of uninterrupted Golden ownership generates 40 time-based boost; Silver generates 20. A new capture contributes its separate 100 boost. This example assumes no ownership changes and excludes any other captures.
Apply ownership bonuses correctly
If the attacking alliance owns Silver, a 10,000-damage attack becomes 12,000 before other applicable effects. If the defending alliance owns Bronze, a 10,000 incoming hit is reduced to 7,000. When both conditions apply, multiplying 10,000 × 1.2 × 0.7 gives 8,400.
Bronze’s reduction depends on the defending fort owner also owning Bronze. Merely having attacked Bronze earlier does not grant the bonus. Recheck ownership after a capture instead of assuming a bonus lasts all day.
Shields come before capture progress
Defending weapons contribute shield power. Incoming damage consumes that shield first; only excess damage advances the attack against the fort’s capture requirement. With 6,000 shield remaining, an effective 10,000-damage attack removes that shield and contributes 4,000 toward capture.
The checked maximum total defender power is 500,000 per fort. Coordinate before committing defenders: an alliance needs enough attack to take a target and enough defensive capacity to hold it afterward. A full shield is useful only if it protects an objective your group can support.
Calculate personal rewards after the war
The reward system considers recorded attack damage, contributed shield power, and alliance boost for the completed war day. Prestige is attack damage divided by 25, rounded down, plus shield contribution divided by 25, rounded down. Points are alliance boost plus 0.2% of attack damage, rounded down, plus 0.2% of shield contribution, rounded down.
Example: 100,000 attack damage, 20,000 shield contribution, and 140 alliance boost produce 4,800 prestige and 380 points: 4,000 + 800 prestige; 140 + 200 + 40 points. This is an explanation of the recorded-contribution formula, not a promised payout for joining an alliance.
You must have attacked or defended to be eligible. Rewards are claimed for the most recent completed war day and cannot be claimed twice. An active war has not yet become that completed-day reward. Use the game’s reward screen to confirm eligibility and claim availability.
A plan for a small alliance
- Choose an objective and agree on a time with a time zone.
- Check the owner, shields, and available fort bonuses immediately before the push.
- Have attackers focus one objective; ask defenders to prepare for ownership changing.
- After capture, decide who can remain available instead of sending everyone to the next target.
- When the war ends, review the contribution and reward screen before changing plans for tomorrow.
Use the alliance coordination guide for a practical message format and handoff checklist.
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