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Any member of the alliance can only occupy one building.Any Governor buffs (except for the state buff) will be removed before the start of the clash.
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Then 70% of losses will go to your enlistment office while 30% will just be dead forever. The fight for the capital doesn't cause any deaths except when the hospital has reached full capacity.The Alliance who captures the capital should defend it for four (4) consecutive hours or by having the longest occupation time.Chiefs already occupying towers or the capital can't join rallies or garrisons to other buildings. After eight hours (8), at 18:00 UTC, if no alliance has occupied the building for four consecutive hours, the protective status of the capital will be reactivated and the alliance with the longest occupation will be announced as the winner and will choose the new Governor.Ī total of 20 chiefs from an alliance can occupy the towers and Capital. At 10:00 UTC, the protected barriers of the buildings are deactivated and the clash starts. From 9.00 to 10.00 UTC you will be able to port to the Capital. This red area cannot be occupied for 15min between 8.45 to 9.00 UTC, when the electric blast turns off and settlements relocate to this area but can't use peace flare. 2hrs before the event starts all the settlements located in the alert zone of the capital are randomly relocated. After it opens, it usually happens every 2 weeks.
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The event will start when the State Intel Governor opens. It is an eight (8) hour event and the alliance that occupies the capital for four (4) consecutive hours or has the longest occupation at the end of the event will be declared the winner. This is where alliances fight to gain control of the capital and the Governor's position. Capital Clash is one of the most attentive events in the State of Survival.
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