SEASON 3 · WAR & FACTIONS

Goldust Conquest

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.

Shareable quick referenceOpen the illustrated card for this guide

Goldust round procedure

Attacker victory and maximum plunder are different goals. Destroying the defending Alliance Center ends the round immediately; defenders win by keeping the Center alive until the live combat timer expires.

1 · Before Preparation
  1. Repair the Alliance Center and available secondary buildings before Preparation begins.
  2. Confirm the declared target, accepted assistants, actual unlocked buildings, caller, Warlord, structure leads and reserve.
  3. Record the live War Status timer and the displayed Declaration-start Goldust baseline before issuing alliance calls.
2 · Preparation
  1. Participant assignments lock at Preparation. Stage bases legally, fill planned garrisons and protect skill operators.
  2. Do not plan a late repair or Center move: documented Goldust Preparation restricts repair/recovery and Center movement.
3 · War
  1. Clear assigned garrisons, then continue authorized durability attacks on the selected secondary buildings.
  2. Report target name, garrison state, remaining durability, incoming reinforcement, next wave and GO/HOLD.
  3. For maximum plunder, destroy the available secondaries you intend to take before the Center. The caller may authorize an earlier Center finish to secure victory, accepting the remaining plunder loss.
4 · End and recovery
  1. Verify the credited result and Goldust change in the End screen instead of inferring the result from the last hit.
  2. Check repair/rebuild permission, production and resource claims, then replenish Protectors, healing and teleports before the next round.

Expected Goldust cadence

This is an expected server-time schedule, not a universal promise. The active War Status screen is final authority.

StageExpected first / second weekly roundOfficer action
WaitingMonday / Thursday reset · about 24hCheck faction role, ranking group, roster, Center readiness and likely targets.
DeclarationTuesday / Friday reset · about 24hR4/R5 selects one legal opposing target and confirms it before lock.
InvitationWednesday / Saturday reset · about 12hDefender confirms eligible assistants and accepted invitations.
PreparationWednesday / Saturday 12:00 · about 30mRepair must already be complete; stage, garrison and protect operators.
WarCommonly 12:30 · 20/30/40mFollow the actual countdown, target durability and Center finish authorization.

Assistance and combat length

  • Documented assistants must be same faction, in the same Goldust ranking group, and not themselves declared upon in that round.
  • With two attacking alliances, the defender can use up to one eligible assistant; with three attackers, up to two.
  • Equal final side counts use a documented 40-minute battle; defenders outnumbered by one use 30 minutes; defenders outnumbered by two use 20 minutes. The corresponding documented defense-victory reward multipliers are 1× / 2× / 3×. Use the live countdown and reward panel if different.

Eligibility and result rules

  • Alliance Center required: the defending Alliance Center must be built before War. Event rules treat a missing Center or a Center already at 0 durability when battle begins as a defensive loss.
  • Round baseline: event details uses the displayed Goldust recorded at the start of Declaration. Record the War Status baseline for the round instead of recalculating it from current holdings mid-round.
  • Defense reward multiplier: equal final side counts use 40 minutes / 1× defense-victory reward; defenders outnumbered by one use 30 minutes / 2×; defenders outnumbered by two use 20 minutes / 3×. This is a defense-victory reward multiplier, not a plunder multiplier.
  • Defense assistants: accepted assistants receive the applicable defense-victory reward. Event details also says their own Goldust is not taken if the attackers win.
  • Multiple winning attackers: event details allocates Goldust by durability damage. Some community documentation describes the split differently, so the End screen is final authority for the actual result.

Check your event: War Status and the final result screen determine the applicable rules and outcome on your server.

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.

BlackBar Gaming recommends

  • Defend the four secondary buildings as real objectives, not cosmetic satellites.
  • Assign missile, repair, base-placement and assistance roles before Preparation starts.
  • Use the War Status panel for the exact battle timer.

R4 / R5

  • Track attackers/assistants, issue a single authoritative timer, and decide whether the round objective is maximum plunder, denial, or survival before bases move.

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.

Live rule check

  • Read exact round duration and assistance eligibility from the active War Status screen.
30%

Goldust plunder map

The Center is only one part of the maximum loss path.

4 × 5%+Center 10%=30% max
CURRENT DOCUMENTED

Current Warlord Missile profile

3 minPreparation
35×35Contaminated Land
72hFailed-launch cooldown

Current 2026 Season 3 documentation consistently reports these values. The live Goldust Conquest skill screen remains authoritative if it changes.

Protect the Warlord during preparation; defenders should breach or force relocation before impact.

Season 3 patch-history clarification

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.

The documented maximum path is four secondary structures at 5% each plus 10% from the Center: 30% total. This is a component breakdown, not a guaranteed result.

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.

Detailed guide

30% maximum plunder

TargetCurrent Goldust share
Mithril Plant5%
Exploratory Well5%
Sacred Water Hut5%
Obelisk5%
Alliance Center10%
Maximum30%

Warlord preparation risk

During preparation the Warlord enters War Fever and becomes attackable. Relocating or being blasted away during preparation causes the launch to fail and triggers cooldown. Protect the launcher instead of treating the missile button as an instant action.

Muse skill is separate

Summon Mummy Army is the Goldust government/Muse skill. It has similar preparation/interruption boundaries and is not the same as the Lv90 profession skill Summon Mummies.

OPERATIONAL VISUAL

Attack / defense command lanes

ATTACK LANE

  1. 01Scout all five objectives
  2. 02Assign primary target and reserve
  3. 03Confirm the structure is destroyed / credited
  4. 04Retask when the live situation changes

DEFENSE LANE

  1. 01Track all five structures
  2. 02Set garrisons and replacements
  3. 03Report an ejection immediately
  4. 04Reassign the next reinforcement
ONE CALLERStructure leads report confirmed structure state; the caller owns priority switches and the live countdown.
Illustrative operating sequence. Confirm current objectives, timers and eligibility in War Status.

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.