Governor

## General

The Governor is appointed by the leader of the winning alliance in the Capital Clash event. The leader (R5) has two (2) hours after Capital Clash ends to pick a Governor from the list of members including themselves. If no Governor is picked in that time frame, the system picks the leader as the Governor by default.

The Governor has special skills, titles, markings, and state wide buffs at their disposal to be used and bestowed. An elected Governors term is until the next Capital Clash event.

Once elected, the chosen chief will receive a system mail as shown in the example below.

As the chosen Governor, they will see features that are Governor specific. The Governor will see a new button on their screen to access the Governor's Mansion. Chiefs can also click on the Capital, located at the center of map to access Governor's Mansion. Governors can set the name of the state, flag of the state, message in state board as well access to all the other Governor specific skills, state buffs, Governor packs, titles and markings.

## Governor Packs

These are the reward packs that can be distributed by the Governor to anyone in the state. There are twenty-one (21) packs available to be distributed. They are: fifteen (15) Support Packs, five (5) Defender Packs, and one (1) Hero Pack. Note: A chief can only be rewarded once every term.

The rewards in each packs are listed below.

* Support Pack
* Defender Pack
* Hero Pack

## Governor Credits

Governor Credits are used to activate state buffs as well as to use Governor specific skills. Governor credits are obtained by the all players in a state by completing daily tasks. All Governor credits obtained by the state players will directly go to the Governor's Mansion.

## Governor Specific Skills

There are a total of four (4) Governor specific skills. These skills have a cooldown period as well as limited number of uses per term. The Governor has to go to the Governor's Mansion in order to use the skills. The skills are listed below.

     **Black Market Contacts:** This allows the Governor to exchange Governor Credits for Biocaps. This skill can be used three (3) times per day. Costs 27,000 Governor Credit

     **Enforced Eviction:** Allows the Governor to evict any settlement in the state. For the player, it will automatically zero their settlement defense and force port the player. The settlement stays in a phantom state until the log on their accounts again at which point, the settlement will be random ported in the wilderness. This skill has a cooldown of two (2) hours and can be used a maximum of fourteen (14) times per term. Costs 27,000 Governor Credit

     **Prison Shackles:** This allows the Governor to put a shackle around any player's settlement. Shackled chiefs are not able to attack nor recon any other chiefs for thirty (30) minutes. This includes PVP enemies in fortresses and analysis centers. This skill has a cooldown of two (2) hours and can be used a maximum of fourteen (14) times per term. Costs 45,000 Governor Credit

     **Rapid Finder:** This allows the Governor to obtain the coordinates of any player in the state that not in a phantom state, through the chiefs in-game name. This skill has a cooldown of two (2) hours and can be used a maximum of fifty-six (56) times per term. Costs 18,000 Governor Credit

## State Buffs

These are state-wide buffs that can be activated for the entire state to use during your tenure as Governor. All State buffs are active for 24 hours and has a seven (7) days cooldown.

     **Fast Work:** Gives the entire state a 10% reduction in all new construction. It can be used in tandem with other construction time reduction benefits such as settlement buffs, chief talents and Governor titles. Costs 45,000 Governor Credit

     **Research Accelerator:** Gives the entire state a 10% reduction in all new researches. It can be used in tandem with other construction time reduction benefits such as settlement buffs, chief talents and Governor titles. Costs 45,000 Governor Credit

     **Training Incubator:** Gives the entire state a 30% increase on troop training speed. It can be used in tandem with Governor title, Patriot. Costs 45,000 Governor Credit

     **Troop Treatment:** Gives the entire state a 50% increase on troop healing speed. It can be used in tandem with Governor title, Master Medic. Costs 45,000 Governor Credit

## Capital Honors

The Governor can bestow Honors (buffs) and award Markings (debuffs) to any player in the state. These titles has a cooldown of twenty-four (24) hours once passed to a player. The Governor can remove it at any point of time, however they can't bestow it to another player until the cooldown period is over.

The Governor can award the Capital Honors by clicking on a desired settlement in the wilderness and clicking on info. They can then proceed to click on the Governor tag at the player profile. The full details of honors and markings are listed below.

## How to put Honors and Markings

**Via Settlement option:**

***Step 1:*** Click on the player's settlement and then info

***Step 2:*** Click the Governor Symbol above the settlement button

***Step 3***: Select which honors or markings you want to give

***Step 4***: Click confirm

**Via Search option:**

***Step 1:*** Click the Governor Symbol on the bottom right

***Step 2:*** Click the Honors button

***Step 3:*** Hit Search Chiefs

***Step 4:*** Then search for the Particular Chief

*Note:* Search button is case sensitive.

***Step 5:*** Hit View

***Step 6: Follow Steps 3 and 4 in the Settlement Option***

## State Warfare Governor

On State Warfare, Governor Benefits depends on the outcome of the preparation stage and the capital Clash, there are four (4) outcomes that would happen:

* If State both loses the Preparation Stage and Capital Clash, *they will not have a Governor* for two weeks (meaning no governor benefits and buffs).
* if State wins preparation and loses the Capital Clash, the leader of the alliance that won the previous Capital Clash can appoint new Governor, governor benefits and buffs are the same as regular Capital Clash.
* If State loses the preparation State and won the Capital Clash, Governor will have a boost on all the buffs
* Last, if State won both Preparation and Capital Clash, Governor will have great boost in buffs, packs are doubled and the following state buff is added:

### **STATE BUFFS, HONORS AND MARKINGS:**

These buffs can only be attained if State won the Capital Clash

#### For Honors and Markings:

*\*\*Pictures used in this Section **State Warfare Governor** is credited to The Derp Builder*

Also check out: Capital Clash and State Warfare