SEASON 3 · WAR & FACTIONS

Goldust command board

Current faction-war structure, assistance, 30% plunder path and missile boundaries.

ScopeGolden Realm

Quick read

Goldust Conquest is the current name for the event older guides call Spice War. Learn the stage order, protect all five relevant buildings and use the live War Status panel for exact round timing.

When attackers destroy the defending Alliance Center, Goldust Conquest ends immediately. For plunder from secondary buildings, resolve those targets before the Center; use the live battle state for calls.

These notes are preserved in the client, not proof that every server has enabled the same rules. Your live event and skill panels take precedence.

Live command board

Use destruction language for Goldust buildings: garrison cleared, durability remaining, structure destroyed, result credited. Do not call these objectives captured or recaptured.

Copyable fields

TIME | TARGET | GARRISON | DURABILITY | NEXT WAVE | GO/HOLD | BACKUP

CENTER | HOLD/GO | SECONDARIES LEFT | MISSILE STATUS | ASSISTANTS | LIVE TIME LEFT

  • The caller owns Center finish authorization and missile timing across all declaring attackers.
  • Repair and Center movement must be resolved before Preparation; do not promise an in-war repair rotation.
  • At End, verify the result screen, Goldust change, destroyed structures and the one assignment that changes next round.

Facts

  • Stage order: Waiting → Declaration → Invitation → Preparation → War → End.
  • A common round uses 24h / 24h / 12h / 30m for the pre-war stages, followed by a matchup-dependent 20–40m War stage. Live timers can vary.
  • Four secondary structures each represent 5% of the current Goldust plunder path; Alliance Center represents 10%; maximum 30%.
  • Defenders facing multiple attackers can invite eligible same-faction assistance subject to current ranking-group/round restrictions.
  • Warlord Missile is limited to Goldust pre-war/war and its target must be inside the defending Alliance Center effective range.

Live rule check

  • Read exact round duration and assistance eligibility from the active War Status screen.

Goldust command board

This is an operational template, not a fixed rules sheet. Check the current War Status and skill screens for stage times, legal targets, assistance eligibility, and ability limits.

Set the objective before moving bases
  1. Choose a clear priority: protect the Goldust reserve, contest specific buildings, or pursue the available plunder. Do not promise a result from a single building.
  2. Publish one call sheet: lead caller, structure leads, reserve/reinforcement lead, repair lead, skill operator, and the person watching the live timer.
Stage-by-stage operating order
  1. Waiting: verify your faction assignment, potential opponents, roster availability, and who can actually take command.
  2. Declaration: record the declared matchup and objective; tell members which target is official rather than circulating guesses.
  3. Invitation: check the eligible assistant list and accepted invitations in the live panel; agree on who owns each objective.
  4. Preparation: confirm legal base placement and structure status, place reserves, and protect the skill operator before any launch.
  5. War: use one live countdown, report each building separately, and redirect squads when a garrison clears or durability state changes.
  6. End: verify the actual result and Goldust change in the event screen before publishing a summary.
Attack playbook
  1. Scout the five-building network and current defenders. Put the Alliance Center and four secondary buildings on one objective board.
  2. Assign a primary target, secondary pressure team, and reserve. Coordinate arrivals under one caller rather than scattering attacks across all buildings.
  3. Check the legal attack window before moving or launching. Keep rally and skill calls separate so a delayed skill does not stall every squad.
  4. After each confirmed structure result, compare remaining time, enemy reinforcement, and the next building. Reassign rather than continuing obsolete orders.
  5. If resistance is high, switch to a reachable secondary objective or preserve troops for a coordinated follow-up. Never infer reward from an unconfirmed hit.
Defense playbook
  1. Treat all five structures as real objectives. Log their current status and assign an owner to each; the Center alone is not the full plunder path.
  2. Build a reinforcement rotation: front-line squads, ready replacements, a repair contact, and a caller for immediate retasking.
  3. Report an ejection or empty garrison immediately. Replace the missing squad only where the live rules allow, then confirm the garrison actually registered.
  4. Keep reserves near enough to respond without blocking legal placements. Avoid unassigned chases that leave a second building open.
  5. When multiple targets are pressured, the caller states which building gets the next replacement and which loss is temporarily accepted.
Roles and handoff
  1. Caller: owns the official target, live countdown, and any switch in priorities.
  2. Structure leads: report garrison, attack pressure, and garrison state, remaining durability and confirmed destruction/result for their assigned building.
  3. Reserve and repair leads: maintain replacements and announce when capacity or restoration is no longer available.
  4. Skill operator: confirms availability, targeting permission, preparation safety, and any failed-launch cooldown in the live screen.
Illustrative decision: two structures under pressure
  1. The Center is held, but two secondary buildings are contested. Do not send every squad to the Center just because its share is higher.
  2. The caller compares confirmed structure state, remaining time, travel distance, and the next available replacement. One team stabilizes the weaker target while the other keeps a reserve.
  3. If the threatened building is lost, mark it as lost, confirm what the event counted, and issue a fresh order. A screenshot or call from an earlier stage is not proof of the current result.
Assistance and seasonal skills
  1. Do not assume a friendly alliance can assist. Confirm eligibility, invitation acceptance, and the current round in War Status before assigning it a building.
  2. Warlord Missile and Muse abilities have preparation and interruption risks. Assign a separate operator and protect the preparation position; use the live skill description for geometry and cooldown.
  3. The 30% diagram describes the currently documented maximum path; it is not a promise that every attempted hit pays out. Verify the End-stage result.
After-action review
  1. Record the actual stages and duration, the five structure outcomes, and the Goldust change from the event result.
  2. Note where reinforcement, repair, communication, or skill preparation failed; name one change for the next round.

Watch out

  • Exact assistance limits, building durability, missile blast geometry and cooldown remain live-version sensitive.
  • Do not copy Season 2 Rare Soil missile footprint or timings into Season 3.