State Merge
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State Merge (also called a server merge) is a process in Whiteout Survival in which the developers automatically combine two or more states into one. Unlike State Transfer, it is not chosen by players — the game decides which states are merged.
How it works
When the countdown ends, every participating state is folded into the state carrying the highest State Code of the group, and it is that state's number, State Authority and Special Invites that the merged state keeps. Each city is teleported to a random location in the new state's icefield under a 24-hour shield. Accounts, buildings, Heroes and items are preserved, but territory, facilities, posts and several rankings are reset. From then on the merged players share one map, the same State vs State matchups, world events and rankings.
Purpose
Merges are usually applied to older or low-population states. Combining them restores a healthy population, gives alliances more rivals to compete with, and keeps world events and State vs State lively.
What the merge resets
- Territory — the territory bonus expires and every alliance building is removed; the resources they cost are refunded to the alliance storehouse. An Alliance HQ placed in the new state is ready instantly.
- Alliance banners — the cap starts at 5 and rises over time: two hours for each of the 6th to 10th banners, one hour for the 11th to 20th, thirty minutes for the 21st to 60th and fifteen minutes for the 61st to 285th. The cap reached before the merge is never exceeded.
- Facilities — every facility becomes unoccupied and can be contested as soon as the countdown ends.
- Strongholds and fortresses — these are freed as well and are contested again when the battles for them open, the first-occupation reward being available once more.
- Presidency — the president and the posts that depend on them become invalid, and the Sunfire Castle Hall of Fame is cleared. A Castle Battle is held on the Saturday of the merge week to decide the new president.
- Bookmarks — personal and alliance bookmarks are deleted.
What carries over
- Foundry Battle and Canyon Clash — an alliance that had already secured its place keeps it; the following edition is open to the top 20 alliances of the merged state.
- Hero Rally — rewards earned in the original state are settled at once and a new season begins immediately. A player holding the Path of Honor receives the unclaimed rewards of every tier, including tiers never reached; without it, only the unclaimed rewards of tiers actually reached are sent.
- State of Power — a state formed by a merge may take part in the State vs State State of Power event held the following week.
- Glory Path — alliance victories in State vs State are kept, with the state numbers rewritten to the new ones.
- Monuments and achievements — monument dates follow the highest-numbered state, while individual achievements are kept and shown under a tab for each former state.
Duplicate names
- An alliance tag shared by two alliances is reset, and an R4 or R5 member may change it once for free in the alliance settings.
- Alliance names that clash are prefixed with their former State Code; a free rename is likewise offered once.
- Chief names that clash are prefixed with their former State Code, and the chiefs receive a free Chief Rename Card by mail.
Pioneering Praises
Alongside the monument missions, the merge opens Pioneering Praises: fifteen missions spread over five days, each threshold paying one Pioneering Point along with resources and speedups.
Day 1 — log in for 1, 2, 3, 4 then 5 days; carry out 1, 5, 10, 20, 30, 50, 70 then 100 Intel missions; defeat 5, 10, 20, 30, 40, 60 then 80 beasts.
Day 2 — rally 1, 3, 6, 10, 15, 20 then 25 Polar Terrors; make 20, 40, 60, 80, 100, 135 then 160 alliance contributions; take part in alliance help 20, 40, 60, 100, 150 then 200 times.
Day 3 — use 100, 500, 1,000, 2,000, 3,000 then 4,000 gems; raise 5,000, 10,000, 20,000, 40,000, 60,000 then 100,000 power through research; gather 1, 2, 5, 10, 15, 20 then 30 million resources.
Day 4 — claim 10, 20, 30, 40, 50 then 60 alliance gifts; trade 5, 10, 15, 20, 25, 30 then 40 times with the nomadic merchant; recruit 5, 10, 15, 20, 30 then 50 heroes.
Day 5 — use 100, 200, 500, 1,000, 1,500 then 2,000 minutes of speedups; raise 5,000, 25,000, 50,000, 75,000, 100,000, 150,000 then 200,000 power by training or promoting troops; claim 3, 5, 10, 15, 20 then 30 online rewards.
Completed missions pay Pioneering Points, which open five chests in turn.
- 5 points — 5 Fire Crystals
- 20 points — one 3-hour general speedup
- 40 points — 15 Fire Crystals and 3 Gold Keys
- 60 points — two lots of 1,000 Gems
- 80 points — 30 Fire Crystals, 5 Mythic Exploration Manuals and 5 Mythic Expedition Skill Manuals
Monument missions
The merge opens nine alliance missions, each tied to a monument of the new state.
| Monument | Mission |
|---|---|
| Sunset Banner | The alliance builds 50 alliance banners before the countdown ends |
| Ogreslayer | Chiefs of the state slay 2,000 beasts of any level |
| Industry Heights | The alliance holds any one level 1 or 2 facility when the countdown ends |
| Fortress Avalon | The alliance holds any one fortress or stronghold when the countdown ends |
| Perihelion | The alliance holds full control of the Sunfire Castle before the countdown ends |
| Founderscape | The alliance holds any one level 3 facility when the countdown ends |
| Dominium | The alliance holds any one level 4 facility when the countdown ends |
| Grimbeast | The alliance hunts a Polar Terror of any level 50 times before the countdown ends |
| Unity | Alliance members make 2,000 alliance contributions before the countdown ends |
