Ruins

The situation is far worse than we have expected. Facing these mutant hordes, we have to think about how to eliminate them from the source. All the intel suggests one place: the Metropolis. Used to be a modern city, the Metropolis has been taken by the Bandits, who possess the technology of manipulating zombies. Bandits have controlled large areas of land, from shelters to communities and to towns. Their monsters are everywhere. To our relief, we have strong armies and formed powerful guilds. Still, in the face of such a huge evil organization, we need to defeat them by wisdom.

First we need to know that the Metropolis is located at the center of the map. With the Metropolis as the center, towns, communities, and shelters are scaled out in turn. Since the shelters are the furthest buildings from the Metropolis, they are easy to occupy. Let's take a look at these special areas.

**Shelter**

Introduction:

Places where high-rank Bandits are come from. With the expansion of the organization, they have put more attention on bigger areas - Community.

Geolocation:

Located on the edge of the map, far from the Metropolis.

Risk Index: ★★☆☆☆

The risk index is low, but we still need to proceed with cautious. We recommend that you dispatch 200,000 T1 units to occupy shelters.

Occupation Logic:

After completing the Steady Development in Hero Monument, shelters will enter a peace period that lasts for 24 hours. When the peace period is over, all guilds that are adjacent to the shelters can start occupying them. After the contention, the shelters will enter a 3-day peace period.

Battle Loss Rules:

During shelter contentions, all seriously damaged units will be sent to the Repair Center in your Camp and waiting to be fixed. Any units that exceed the Repair Center's capacity will be destroyed immediately.

Occupation Rewards:

Guild members from the guild that first occupy a shelter will get the following rewards.

500 Diamonds, 500,000 Food x1, 500,000 Oil x1, Targeted Teleportation x1, 1-Hour Speedup x1

Meanwhile, the guild will obtain buffs. At 00:00 and 12:00 UTC every day, up to 10 Keeps of Ruin will appear in the area. Defeat the keepers to get Relics, which can provide buffs.

**Community**

Introduction:

Used to be important bases for high-rank Bandits. With the expansion of the organization, they have put more attention on bigger areas - Town.

Geolocation:

Located on the edge of the map, far from the Metropolis.

Risk Index: ★★★☆☆

Although far from the Metropolis, there will be more Bandits in communities. We recommend that you dispatch 400,000 T2 units to occupy communities.

Occupation Logic:

After completing the Fluttering Flags in Hero Monument, communities will enter a peace period that lasts for 24 hours. When the peace period is over, all guilds that are adjacent to the communities can start occupying them. After the contention, the communities will enter a 3-day peace period.

Battle Loss Rules:

During community contentions, all seriously damaged units will be sent to the Repair Center in your Camp and waiting to be fixed. Any units that exceed the Repair Center's capacity will be destroyed immediately.

Occupation Rewards:

Guild members from the guild that first occupy a community will get the following rewards.

1000 Diamonds, 500,000 Food x2, 500,000 Oil x2, Targeted Teleportation x2, 1-Hour Speedup x2

Meanwhile, the guild will obtain buffs. At 00:00 and 12:00 UTC every day, up to 10 Keeps of Ruin will appear in the area. Defeat the keepers to get Relics, which can provide buffs.

**Town**

Introduction:

Used to be important bases for high-rank Bandits. With the expansion of the organization, they have put more attention on a bigger area - Metropolis.

Geolocation:

Close to the Metropolis, Bandits' bridgeheads for implementing their evil plans.

Risk Index: ★★★★☆

Heavily guarded by Bandits. We recommend that you dispatch 800,000 T4 units to occupy towns.

Occupation Logic:

After completing the Victory Is Ours in Hero Monument, towns will enter a peace period that lasts for 24 hours. When the peace period is over, all guilds that are adjacent to the towns can start occupying them. After the contention, the towns will enter a 7-day peace period.

Battle Loss Rules:

During town contentions, half of the seriously damaged units will be destroyed immediately.

Occupation Rewards:

Guild members from the guild that first occupy a town will get the following rewards.

1500 Diamonds, 500,000 Food x3, 500,000 Oil x3, Targeted Teleportation x3, 1-Hour Speedup x3

Meanwhile, the guild will obtain buffs. At 00:00 and 12:00 UTC every day, up to 10 Keeps of Ruin will appear in the area. Defeat the keepers to get Relics, which can provide buffs.

**Metropolis**

Introduction:

The HQ for high-rank Bandits. The source of all evil. Bandits want to control the world by manipulating zombies.

Geolocation:

At the center of the world.

Risk Index: ★★★★★

Heavily guarded by Bandits. No one has ever broken through their defenses. We recommend that you dispatch 2,000,000 T5 units to occupy the Metropolis.

Occupation Logic:

After completing the Superpowers in Hero Monument, the Metropolis will enter a peace period that lasts for 24 hours. When the peace period is over, all guilds that are adjacent to the Metropolis can start occupying it. After the contention, the Metropolis will enter a 7-day peace period.

Battle Loss Rules:

During Metropolis contentions, all seriously damaged units will be destroyed immediately.

Occupation Rewards:

Guild members from the guild that first occupy the Metropolis will get the following rewards.

2000 Diamonds, 500,000 Food x4, 500,000 Oil x4, Targeted Teleportation x4, 1-Hour Speedup x4

Title Setting

Guild leader from the guild that occupies the Metropolis will become the Alpha. Alpha can set titles for players. Titles include buff titles and debuff titles, each kind can hold 8 players. Meanwhile, the Alpha can distribute Bandits' assets to other players.