Sunfire Castle
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Sunfire Castle is a bi-weekly server event in Whiteout Survival in which alliances battle for control of a castle at the centre of the battlefield. The alliance that captures and holds the castle gains the Presidency and a set of server-wide bonuses.
Format
- The Castle Battle takes place once every two weeks and lasts 5 hours.
- The battle begins at 12:00 UTC, when the protection shield around the Sunfire Castle expires.
- Two hours before the event, all cities within the Sunfire Castle Alert Zone are randomly teleported.
Joining the battle
A Chief may either teleport their city into the Alert Zone or attack it from outside, from one hour before the battle until it ends. Teleporting into the Alert Zone switches off an active shield, and the shield cannot be turned back on — a city moved in stays exposed for the rest of the event.
Win condition
The alliance that holds the Sunfire Castle for 2.5 consecutive hours wins. If no alliance holds it for 2.5 consecutive hours, the alliance that held it the longest wins.
Garrison and turrets
The castle can be garrisoned with reinforcing troops and rally leaders, though a Chief may only have one march on the Sunfire Castle at a time. Turrets on the battlefield attack the Sunfire Castle garrison when controlled by an opposing alliance, and their pressure increases the longer they are occupied.
Scoring
Three kinds of point are earned during the battle. Carnage Points count the enemies defeated in the fighting for the castle and for the turrets; Occupation Points depend on the strength of the troops holding the castle or a turret; and Casualty Points are awarded for one's own troops severely wounded or lost.
Presidency
Winning the battle establishes the Presidency, which controls Minister appointments, President Skills and grants. Each of the six Minister posts carries a bonus for the Chief who holds it — the Minister of Education, for example, gives +50% Training Speed and +200 Training Capacity — while the state-wide bonuses come from President Skills, which reach every player in the state. After the battle ends, the winning alliance's leader has 10 hours to appoint a President; if no appointment is made in that window, the alliance leader automatically becomes President.
Where the previous President belongs to the winning alliance, they keep the office automatically and no appointment is needed.
Appointments
The President appoints six ministers and six criminals whenever they wish, each appointment carrying a two-hour cooldown. Both the President and the Minister of the Interior may appoint, and either may set applications to be approved automatically or to work by invitation only.
Applying requires a Furnace of level 16 or above. A Chief may apply for one post at a time, and a Chief already holding a post cannot apply for another. An application stays valid for 24 hours, and a post stops accepting new ones once it holds 100 active applications.
After applying, the President or the Minister of the Interior may add a Chief to the reservation list. Reserved Chiefs already enjoy every benefit of the post; the office itself passes according to the order of the queue and the time of appointment. Reservations hold for the current term only and are cleared when the next Castle Battle begins.
The six ministries
Each ministry carries its own bonus, and a Supreme President raises it to the boosted value given second.
- Vice President — +10% / +15% research, construction and training speed.
- Minister of the Interior — +80% / +120% resource production, plus the power to appoint and dismiss officials in the President's place.
- Minister of Health — +100% / +150% healing speed and +5,000 / +7,500 infirmary capacity.
- Minister of Defence — +10% / +15% lethality.
- Minister of Strategy — +5% / +8% attack and +2,500 / +3,750 deployment capacity.
- Minister of Education — +50% / +75% training speed and +200 / +300 training capacity.
The office of President carries a bonus of its own: +5% troop Attack, Defence, Lethality and Health, or +7.5% for a Supreme President. The holder may swap that bonus for any minister's at any time and as often as they like — in its boosted form for a Supreme President.
President Skills
Five state skills reach every player of the state. Medical Advancement, Mercantilism, Research Advancement and Mobilize each cost 45,000 authority and carry a seven-day cooldown; Supreme President's Will costs and waits the same but is reserved to a Supreme President. Under a Supreme President these bonuses can also be sent to the state that lost the State vs State season.
Three further skills act on opponents rather than allies: Ceasefire, Forced Exile and State Research, at 27,000 authority each. They apply to State vs State opponents present on one's own state, and anywhere at all under a Supreme President.
The authority those skills spend comes from the state itself: every Chief who claims a Daily Mission Chest or gathers resources adds to the President's authority, up to 65 a day per player.
Grants
The President alone may award Grants, and holds one General's Commendation, five Officer's Commendations and thirty Soldier's Commendations to hand out. A Supreme President holds two, ten and fifty of them, and may award them to the opposing state as well.
The President’s own tools
Beyond skills, ministers and grants, the office carries three small powers of its own. The President may rename the state, once; may change the state’s flag to any of the country flags the game carries, also once; and may post an announcement to the state board, which reaches every player’s inbox, on a six-hour cooldown.
During State vs State
While a State vs State season is running, the Castle Battle is fought on the server that lost the preparation phase, and the outcome of the season decides what presidency each side gets.
- A state that wins neither phase has no president at all, and the opposing state gains a Supreme President.
- A state that wins one phase has an ordinary president, as does its opponent, and neither state holds any influence over the other once the season ends.
- A state that wins both phases gains a Supreme President.
