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What it is: your whole alliance transfers to a shared season map and fights four to eight other alliances for territory over a 45-day battle phase. Why it matters: the largest piece of content in the game — new hero exclusive gear, new season heroes, the Supreme Dino Throne outpost skin, and the Pathfinder's Blessing profile frame. The catch: once the battle phase begins, you cannot go home until the season ends. Decide before you register.

Right now

Dailies and milestone chests every day — that is the whole ask of most members. Leadership: take occupiable structures, not gates. Gates pay nothing.

45day season, 11 Oct → 25 Nov
751, 751Titan Sanctum — the win condition
3separate score tracks
9×9territory box per Lookout
0influence from gates and bridges

Alliance Influence — what it is and what earns it

Measured 13 October 2026 across 99 structure panels.

Influence is a stock, not a score you accumulate. It is the sum of the Influence values of every structure your alliance currently occupies. Take one and it rises; lose one and it falls straight back.

Gatehouses and Bridges are worth ZERO Influence

A Lv.9 Gatehouse — the hardest gate on the isle, three million durability — reads 0. This is not a display quirk from protection status: the unoccupied, protected Titan Sanctum still shows its full 45,000 on the same screen.

Gates earn Alliance Feat and open movement. They contribute nothing to Influence. An alliance that spends the season fighting through a gate corridor can be doing everything right and still fall behind on this table.

Structure Influence
Bridge, any level 0
Gatehouse, any level 0
Bunker Lv.3 2,000
Bunker Lv.4 4,000
Bunker Lv.5 6,000
Bunker Lv.6 8,000
Bunker Lv.7 12,000
Fortress Lv.6 10,000
Fortress Lv.8 20,000
Ruin Lv.9 30,000
Titan Sanctum Lv.10 45,000

Bunkers run at 2,000 per level to Lv.6, then jump. For scale, an alliance seen holding 43 structures had 287,000 Influence — about 6,700 each.

Lookouts: the geometry, and how far anything really is

A lookout extends territory about 9 coordinate units. Measured from 50 lookout positions in a live building log: 27 of them sit at exactly 9 units from their nearest neighbour, median 9.

Each lookout claims a 9 × 9 box, measured off a placement preview against the game's own one-square grid marker. That is why 9 is the spacing: lookouts placed 9 apart have boxes that touch exactly, with nothing wasted and no gap.

Structures have a box too, and you only need the two to touch — not to reach the structure's centre. So the real sum is:

lookouts ≈ (distance − 4.5 − the structure's own reach) ÷ 9, at 2,000 materials each

The 4.5 is your last lookout's box reaching half of its 9 out toward the target. In practice this means a structure can already be takeable with zero new lookouts even though its centre sits several units outside your territory.

A target 90 units away is about 9 lookouts and 18,000 materials — two-thirds of a full day's alliance cap. One 320 units away is about 35 lookouts and 70,000.

Demolishing refunds 1,600 of the 2,000 — an 80% refund, so a misplaced lookout costs 400 to undo, not 2,000.

This is why nearby targets dominate. Influence per lookout spent collapses with distance: a fortress already adjacent to your territory pays 10,000 for a single lookout, while the Sanctum pays 45,000 for about 40 — nine times worse per lookout. Clear the near ground before pushing.

Scoring: the three tracks, and where to spend

Measured in game, 13 October 2026. The season is running — this is the part worth reading first.

There are three separate scoring tracks, earned in completely different ways. A player can top one and contribute nothing to another.

Track What it decides How you earn it
Occupation The alliance's final rewards Holding ruins, and above all the Titan Sanctum (751, 751), when the season ends
Alliance Feat Your share of season T11 soldiers from occupied ruins Reinforcing Lookouts, destroying enemy Lookouts, beating ruin garrisons, cutting ruin durability, beating commanders inside ruins
Honor Your personal ranked rewards Occupying huts, collecting season soldiers, fortifying outpost buildings

Daily quests earn no Feat and no Honor directly — and they still decide the season, because building materials come from nowhere else. 30,000 a day cap, 2,000 per Lookout, and no territory means no adjacency, no reachable ruins, and so no Feat and no Occupation either.

Honor from huts

Each hut's panel prints its own Honor value. Three confirmed:

Hut Garrison to beat Honor Soldiers/day
Lv.2 Warrior 4,000 (tier VI) 5 4
Lv.3 Shooter 5,000 (tier VII) 8 6
Lv.6 Rider 8,000 (tier X) 35 11

Honor rises far faster than the garrison does — Lv.3 to Lv.6 is over 4x the Honor for 60% more defenders. One high hut beats three low ones.

Unresolved

The panel shows a flat Honor number next to Durability and Garrison, but not whether it is a one-off for taking the hut or a rate while you hold it. Holding one for a day and watching the Honor total would settle it.

Honor from outpost fortification — where the backbone goes

Buildings are not equal. Measured by Honor gained per backbone spent, the best is roughly six times the worst:

Building Honor per backbone
Hospital, Trading Post, Treasure Hall 0.35
Rally Center, Beast Management 0.17 – 0.22
Basecamp 0.12
Warrior / Shooter / Rider Camps 0.12, falling to 0.06 by Lv.13
Hero Pub, Rally Hall 0.05 – 0.09

Basecamp is the trap. It shows the biggest Honor jumps of anything, which makes it look like the priority. One upgrade cost 868 backbone for 104 Honor; the same 868 spent on Hospital, Trading Post and Treasure Hall returns about 273 Honor — over 2.5x more.

The staircase — how high to take each one

Cost follows a law. Across 16 measurements spanning five building types and levels 4 to 15, the backbone price of the next fortification level is 3.16 × (the building's current Power ÷ 1000), within ±12%. That makes it possible to price any upgrade without screenshotting it.

Every building loses about 10% efficiency per level — and, measured independently on three separate tables, they all lose it at the same rate:

decay per level
Hospital-class ×0.903
Basecamp ×0.896
Camps ×0.898

That is the whole answer to "when do I switch". Because the decay rates match, the pecking order never flips on its own: Hospital-class is 1.44× a Basecamp at Lv.7, at Lv.11 and at Lv.16 alike. A weaker building only becomes the better buy once it has fallen far enough behind in level — which gives a fixed ladder:

Class Levels below Hospital-class
Hospital, Trading Post, Treasure Hall 0 — the anchor
Basecamp 3
Alliance Hall 6
Rally Center, Beast Management 7
Warrior / Shooter / Rider Camps 10
Rally Hall, Hero Pub 11
Research Lab 11

Hold that shape and every building returns the same Honor per backbone, which is the definition of optimal. Hospital-class at Lv.20 means Basecamp 17, Alliance Hall 14, Rally Center 13, Camps 10, Rally Hall 9, Research Lab 9.

Push the good classes high and leave the weak ones low. Levelling everything evenly is the mistake — a Hospital at 20 with camps at 10 beats the whole set sitting at 15.

What will actually stop you

The economics rarely bite first. Each fortification level requires the real building at that level — a Lv.11 fortify needs Hospital Lv.11. That gate, not backbone, is usually the wall.

Research Lab and Rally Hall rest on a single cost observation each, so treat those two rungs as ±1 level.

Camps are last for Honor but not worthless — they drive Season T11 troop output, which is a different kind of value.

Not yet measured: Research Lab and Alliance Hall.

The underlying level tables

Confirmed in full for Basecamp, the camps (all three share one table) and Hospital. Honor by fortification level:

Level Basecamp Hospital Camps
1 20 15 11
2 41 31 22
3 52 40 28
4 72 56 40
5 83 63 45
6 104 79 56
7 156 120 85
8 208 159 114
9 261 200 142
10 313 — 171
12 480 — 262
14 647 — 354
16 856 — 468
20 1,300 — —
25 2,000 — —
30 2,900 — —

Levels 7 and up give roughly three times the Honor per level that levels 1–6 do, on all three tables. That does not make them better value — cost rises faster — but it is why a high building looks impressive.

The isle itself

Titan Spine Map plots 165 structures at their real in-game coordinates, with the Titan Sanctum dead centre at X:751, Y:751. Day to day, work from the Daily Checklist.

How this page is sourced

Everything under Confirmed rules comes from the in-game Season Details and Battle for Supremacy panels (captured September 2026). The Playbook at the bottom is cross-game inference, clearly labelled, and ranks below the confirmed rules wherever they disagree. Where a number is disputed, the page says so rather than guessing.

Right now — what to do

You are here: Battle phase. The season started 11 October 2026 and runs to about 25 November.

Registration and land selection are behind us. The daily rhythm is what counts now: dailies and milestone chests every day, reinforce the Lookouts leadership places, take and hold huts. Historic pre-season guidance follows for next time.

Before the season started (kept for next time)

MYTH is registered. Before the roster freezes at 2026-10-05 00:00 UTC:

  • Leaders: open the in-game requirements panel and confirm your alliance passes every line, through the final check. The exact numbers are disputed — read them in game (BEST GUESS 006).
  • Leaders: recruit through Seasonal Assembly now — recruits stay on your server afterwards.
  • Everyone: clear your Med-Bay, recall any allied reinforcements, and decide honestly whether you are in for 45 days.
  • Remove inactives before the freeze. After 2026-10-05 00:00 UTC nobody joins, nobody leaves, and the roster is locked for the whole season.

Next: matchmaking (~Oct 5–9), land pick (~Oct 9–12), battle begins ~Oct 12, season ends ~Nov 27.

Season timeline

Full season  
Phases and day-lengths are confirmed from the in-game event screen (captured Sep 29, 2026). Registration closes 2026-10-05 00:00 UTC; battle begins ~Oct 12; the season ends ~Nov 27. The marker advances automatically each day.

Milestones at a glance

Each milestone links to its full detail below.

  • Registration & roster lock — R4/R5 register; meet the requirements; at 00:00 UTC on the final day the roster freezes and requirements are re-checked.
  • Matchmaking & land selection — you are grouped with 4–8 alliances; R5 picks your Land of Beginning (first-come, unchangeable).
  • The battle phase — 45 days on the season map. Farm huts, expand territory, take ruins, push the Titan Sanctum. You cannot go home until it ends.
  • When you enter the season world — what carries over, what is restricted.
  • Settlement — scoring stops, a 24-hour shield, then home with rewards, refunds and rescued troops by mail.
  • Rewards — what the whole season is for.

Confirmed rules

The short version

  1. Alliance leaders (R5/R4) register during the registration window.
  2. Meet the entry requirements — the exact numbers are disputed. Verify in game (BEST GUESS 006).
  3. At 00:00 UTC on the final registration day, the roster locks. Nobody joins, nobody leaves.
  4. R5 picks the alliance's starting land — first come, first served, unchangeable.
  5. Capture huts to farm free season troops; fortify your outpost buildings.
  6. Expand territory with alliance lookouts; take ruins, bunkers, fortresses, gates and bridges.
  7. Push to the Titan Sanctum in the centre. Holding it decides your season rewards.
Phase lengths and dates

Confirmed from the in-game event screen (captured September 29, 2026). Dates below are for this season on Server 19, derived from the in-game "Registration ends in 5d 12:00:33" countdown; all times are UTC (= in-game time).

Phase Length This season (UTC)
Notice Period 7 days Sep 21 → Sep 28
Registration 7 days Sep 28 → Oct 5 (closes 00:00)
Matchmaking 4 days Oct 5 → Oct 9
Land Pick 3 days Oct 9 → Oct 12
Competition (Battle) 45 days Oct 12 → Nov 26
Settlement 1.5 days Nov 26 → Nov 27

Commit to roughly two and a half months when you register. (Dates are computed from the in-game countdown; if the schedule screen shows different figures later, recapture and they'll be corrected.)

Registration and roster lock

R5 and R4 register the alliance from the Event screen once registration opens. Register as early as possible.

Requirements are checked on the final day of registration — and the numbers do not agree between sources:

  • In-game mail relayed on video: at least 50 members; 50 logged in within the past 3 days; among those, at least 35 with tier 8 troops or higher.
  • Screenshot posted on the official server: at least 30 members logged in within 3 days, and at least 15 members with T7 soldiers — though the screenshot's own counters read "1/30" and "0/25", matching neither figure.
  • A separate stated minimum: Basecamp level 6 to join a season alliance.

Do not register on the strength of this guide

Open the requirements panel in game and read it. This is the single most consequential unresolved item in the whole guide set (BEST GUESS 006).

Confirmed timed triggers:

  • 00:00 UTC, final day of registration — the roster freezes. No adding members, no removing members, and members cannot leave voluntarily. Registration can no longer be cancelled.
  • Alliances that fail the requirements check are cancelled by Penny at the same time — they can re-register once they qualify again. Keep the alliance active through the deadline.

Seasonal Assembly — runs during registration. R5 sends recruitment invitations to players on other servers. Anyone in the registration phase at base camp level 6+ can accept. Recruits transfer servers, join automatically, and enter the season with you — and stay on the new server permanently afterwards. Slots are limited per server and per alliance, so move early.

Matchmaking and land selection

Matchmaking — ~4 days. The system groups registered alliances into brackets of four to eight. Everyone in your group is an opponent for the season. Season chat opens once matchmaking completes.

Land Selection — ~3 days. Only R5 selects, it is first come, first served, and it cannot be changed. The map has 13 regions with eight Lands of Beginning. Alliances that do not select get assigned one. Your choice sets your starting position and your territory colour.

The battle phase

Battle — 45 days. Players enter the season map automatically on login. Entry cannot be declined and you cannot return to your home server. Features unlock progressively as season milestones are reached.

What to prioritise:

  • Occupy huts first. They continuously produce free season T11 soldiers, and season soldiers do not permanently die — if you want an army, huts are the priority.
  • Build the lookout chain to expand territory. You can only attack ruins adjacent to your territory, so expansion gates everything. Building materials come from members' daily quests, so keep the alliance active.
  • Fortify your outpost with fortification backbone (advanced wild creatures, rally targets, Ketzel Kawad, season events) for season-long buffs.
  • Build Feat — it sets how many T11 soldiers you earn from occupied ruins. Earn it by helping build lookouts, destroying enemy lookouts, and fighting at ruins.
  • Push toward the Titan Sanctum. Take gatehouses and bridges to move between regions; holding the Sanctum decides your alliance's final rewards.
  • Do not hoard troops. Season Rescue refunds healing resources and returns fallen soldiers after the season — fight freely.
  • Chase season milestones early — they unlock features for everyone, and some need cross-alliance cooperation.

The early PvE window is provisional

A common read is that the first ~2 weeks are PvE only, with PvP opening behind a milestone — useful if true, but it is extrapolated, not in the captured rules (BEST GUESS 035). Build camps and towers early regardless; just do not bet timing on it.

Recurring things to track

  • Daily quests — your steady source of building materials for lookouts.
  • Season potent potions — they accumulate over time and are what actually limits how much you can heal; your potion supply, not your troop count, is the constraint.
  • Thunder T-Rex — a limited-time creature with generous rewards; grab it when it appears.
When you enter the season world

Confirmed from the in-game Battle for Supremacy entry notice:

  • Your home outpost is fully preserved. All resources, items, buildings, research, heroes and soldiers stay safe at home while you are away — going to the season does not put your base at risk.
  • Relocation is automatic — into the season world when the competition starts, and back to your home world when the season ends.
  • March Speedup does not work while a queue is marching toward a target — only on the return trip.
  • Some regular events run in adjusted, higher-reward season versions.

The map

Thirteen regions, each subdivided by resource availability, in three types:

Lands of Beginning — resource-poor starting areas. Eight of them. Lands of Progression — much richer; where alliances develop outposts and build power. Land of Belief — the richest, containing the Titan Sanctum.

Things you capture

Every capture works the same way: defeat the garrison, reduce durability to zero. Once held, all alliance members receive the structure's buffs, and you can relocate to neutral tiles within that area.

  • Ruins — at the centre of each region. Count toward final season rewards.
  • Bunkers — common ruins scattered through the world.
  • Fortresses — the central ruin of a division.
  • Gatehouses and bridges — key structures that must be taken before your alliance can move into other regions. These are your bottlenecks; plan around them.
  • The Titan Sanctum — the central ruin of the whole isle, in the Land of Belief. Whoever controls it determines the final season rewards their alliance receives. This is the win condition.

Alliance systems

Alliance Palace — provides your initial territory and a safe area. Inside the safe area you cannot be attacked and cannot initiate attacks. The palace itself cannot be attacked.

Alliance resource spots — during the season, gathering only happens at your alliance's exclusive resource spots, accessible only to members. Marches toward them are accelerated.

Alliance territory — only your members can move onto it. Hut garrisons on your territory do not gain a resistance bonus, and you can only attack ruins adjacent to your territory. This is why lookouts matter.

Alliance lookouts — R5 and R4 build these with building materials to expand territory. They can only go on tiles adjacent to existing territory, so expansion is a chain. You destroy an enemy lookout by stationing troops there until durability hits zero, which removes the territory it provided.

Building materials come from members completing daily quests. More active members means faster expansion.

Alliance feat — your feat ranking determines how many season tier 11 soldiers you earn from occupied ruins. Higher ranking, more troops. You earn feat by helping build lookouts, destroying enemy lookouts, defeating ruin garrisons, reducing ruin durability, and defeating other commanders' troops inside ruins.

Solo systems

Season soldiers — free, and you should use them. They cost nothing, and they do not permanently die. Injured season soldiers heal at the season drill ground using season potent potions, which accumulate over time — so your supply of potions, not your supply of troops, is the real constraint. Two caveats: season soldiers stay in the season world when the season ends, and they do not count toward normal troop training tasks.

Huts — occupy them and they continuously produce season tier 11 soldiers. Higher level huts produce more, and during the season you can raise both hut levels and the number you may hold. If you want season troops, huts are the priority.

Outpost fortification — some of your buildings can be fortified for season-long buffs, using fortification backbone (hunting advanced wild creatures, advanced rally targets, Ketzel Kawad, and season events). The buffs end when the season does.

Ketzel Kawad — a wild creature unlocked at a season milestone. You cannot find it with the normal search function, and it pays substantially more than ordinary wild creatures.

Thunder T-Rex — a limited-time creature with generous rewards. Spinel Golems — powerful rally targets; team up. Wild creatures generally are stronger and pay better during the season.

Season Rescue — why you should fight freely

Resources used to heal normal and season soldiers are partially refunded after the season ends (speed-ups and season potent potions excluded), and soldiers killed during the season return to your outpost when it ends.

The implication: do not hoard your troops. Fallen soldiers and refunded resources arrive by mail after settlement. Fight.

Settlement

Settlement — ~1.5 days. You stay on the map and can still act, but honor, achievements, and season missions stop counting. Everyone receives a 24-hour shield you may remove manually. At the end, everyone returns to their original server and rewards arrive by mail.

Rewards

  • Season milestones — alliance-wide cooperative goals. Completing them unlocks season features for everyone.
  • Alliance occupation rewards — determined by whether you hold the Titan Sanctum and how many ruins you hold. Individual payouts vary by rank within the alliance.
  • Season achievements — some individual, some cooperative. Unclaimed ones are mailed after the season.
  • Honor ranking — raise honor by occupying huts, collecting season soldiers, and fortifying outpost buildings. Ranked rewards at the end.
  • Headline rewards: hero exclusive gear parts (free from the season event), new season heroes, the Supreme Dino Throne outpost skin (to the strongest alliance), the Pathfinder's Blessing season profile frame, plus Honor Ranking and Alliance Occupation rewards. (Rewards Preview, captured September 28, 2026.)
What the official server adds — treat as provisional

Delivered by in-game mail rather than published, and extrapolated in part by a player from other games (BEST GUESS 035). Verify before planning around it.

  • The first two weeks may be PvE only, with PvP gated behind a milestone.
  • Resource tiles are removed; instead there are soldier camps producing T11 season soldiers (~20 to start, expanding with progress), plus an alliance Resource Depot.
  • Alliance Lookout towers capped around 300; placement determines your land area.
  • Roughly 200 members per server on the isle.
  • Buildings have two phases (defenders, then durability) with roughly one hour until defenders respawn.
  • Milestones are partly server-wide and partly per-alliance.
  • Healing refund is put at 70% by one source; the in-game rules say only "partially refunded."
Decide before you register

The 45-day lock is real. You cannot return home during the battle phase, and entry is automatic on login.

Leaders' checklist:

  • Opened the current in-game requirements panel and confirmed every line, through the final check?
  • Can you hold a full, active roster for 45 days?
  • Will your members coordinate lookout chains and ruin pushes?
  • Used Seasonal Assembly to recruit, knowing recruits stay afterwards?

Do not plan against remembered thresholds

Published sources give conflicting member counts and troop tiers (BEST GUESS 006). Read the panel in game — an alliance that registers on a wrong number loses the season.


Playbook: cross-game inference

This section is inference, not confirmed rules

The steps below fill the "what to actually do" gaps by reading across from Eternal Land (the equivalent mode in Top War, a different studio's game). Both are built from the same genre template, so the shape of the advice transfers even though day numbers and specifics do not. Everything here ranks below the confirmed rules above. Load-bearing guesses are numbered: BG-045, BG-046, BG-047, BG-048. Do not repeat these as fact.

The five lessons
  1. The opening is an economy race, not a fight. Territory currency comes from building; territory decides everything else. Fighting first costs you the map. (BG-046)
  2. Territory is defence in depth, not a score. Aim for a chain deep enough that an attacker must burn through five or more structures to reach your production. (BG-047)
  3. Enclose your objectives rather than sprawling toward whatever is easiest.
  4. Blocking movement beats winning battles. A well-placed chain stops a stronger enemy from reaching the next gate — you do not have to beat them.
  5. Starve the builder, not the soldier — may not transfer. In Eternal Land you deny enemy gathering; here building materials come from daily quests, so there may be nothing on the map to deny. (BG-048)
Where the read-across corrects itself
  • The opening is a daily-quest race, not a gathering race. Our building materials come from members clearing dailies, not map gathering — so "everybody farm the first day" becomes "every member clears dailies every day from day one." Highest-leverage, least glamorous step.
  • Economic denial is unproven here. You cannot raid a to-do list; hitting alliance resource spots is the nearest lever and may not bite. (BG-048)
  • Choose your land for adjacency, not resources. Lands of Beginning are deliberately poor; a start is worth the gates and chokepoints it can reach and wall off.
  • Plan the whole lookout chain before the first tower. Placements are chained and the cap is finite (~300, provisional) — sketch the route to your chokepoints, then build along it; build the approaches thick so a single cut cannot orphan everything past it. (BG-047)
  • Bank speed-ups and healing going in — entering with an empty inventory is the one clearly bad option. See Banking and Timing.
What would change this section

Play a season, find something wrong, and post the BEST GUESS number with a screenshot in Discord. The one failure mode this site has actually suffered is inference hardening into fact as it gets retold — so if you repeat a step from here, carry the label with it.