Are you a casual player and simply want to learn more about Control Point and how it works? We have written a comprehensive control point and head of state related guide to help you understand how it all works, without being in a top alliance yourself. Or if you are new to a powerful control point ruling alliance and do not want to appear to be completely clueless about the process.
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We will provide some background basic information, corresponding strategy, and finally the state titles that come with holding the Control Points as an easy to access reference.
What is Control Point
Control Point is located at the center of the state map at coordinate 256:512. The area surrounding the Control Point is also known as the Forest or War Zone.
The Control Point can have different names such as Missile Silo, Chemical Plant, Tilted Missile, Biochemical Plant, and more.
It should be noted that while being inside the forest, you CANNOT SHIELD and you are automatically teleported outside of the forest when you lose an incoming battle.
In addition, many ruling alliances usually see Forest and Control Point a point of boundary. Meaning that you should never teleport inside the forest, nor scout or even attack the control point, unless you are ready to fight against the ruling alliance of your State.
After the control point has been attacked and held, the alliance members can reinforce it like any other base. The Control Point reinforcement troop limit is 2,375,000 troops.
The “Head of State” will also receive 10% of all coins from all other Alliance leaders, with the ruling alliance receiving 200k funds daily.
Contesting Period and Protection Shield Period:
When the Control Point has been taken by another alliance within the State. The CP will have a contesting period of 6 hours. Once the alliance holds the CP for 6 hours, the CP will have a shield or protection period of 3 days where no one within the State can attack.
It should be noted that the alliance leader holding the CP will have the shield dropped automatically.
Understanding Quest Rotation and Head of State quest.
One of the base quests that you have in the game is to become Head of State. It is made possible with careful coordination between members of the ruling alliance. For it to work, the “quester” will leave the alliance and form an alliance with itself. The ruling alliance will the withdraw all troops from the CP to allow no-loss conquering of the CP.
This can explain why sometimes you may see constant changes of the Head of State within your own states.
Basic Strategy About Attack and Defending the Control Point
Rally Your Attacks
You should almost never try to solo attack a control point by yourself. Always find a powerful alliance that you can join force with when tackling down CP’s. If you have to solo the control point by yourself, the chances are that a well run alliance can take you down in the long run and you will not be able to defend it. By rallying attacks to the CP, you will suffer both less casualties and kill more troops.
You should never defend or attack with artillery units. The reason is that no traps will ever be use at the CP, this renders artillery troops useless in all aspect of the game related to the CP.
T3 and T4 Units Only
Ideally, you want only T4 units to be used as defense for the Control Point. You can consider mixing in a few T3’s as the first row defense so that you will only lose T3 units if you get attacked. In the beginning of the state, getting full T4 can be harder, but as time goes by and more players unlock T4 units, you want to have more T4 units as reinforcements within the CP.
Balanced Defending Troop Compositions
Like the strategy mentioned in our troop composition guide, you generally want to reinforce your CP defenders with a balanced mix of troops. Avoid one troop type defenders as that open yourself up to big weaknesses. Follow the balanced troop type with a focus towards the commander’s troop specialty.
Marching Speed Consideration
One of the biggest consideration in CP attacking or reinforcing, is the deployment march speed. The troops going through forest takes about 10 times longer to travel. Thus, to take down or defend control point, your best bet is usually right next to the CP.
Take advantage of various deployment speed boosting gears, research, or even items to help you march faster. Speed can contribute big time to a successful takeover attempt, by reducing the amount of time that your opponent has to respond to your attacks.
The deployment speed is dependent on your gears when you first march your troops, after which you can change them into your actual combat focused gears before the actual strike.
Scout Bombing as Interference Tactic
As a part of the strategy to take down Control Point, consider having a group of people constantly scout the target. Doing this have two distinct advantage. The first one is to crowd out the defender’s inboxes so that he will have much harder time to check the incoming attacks while dishing out proper defenses.
The second part is that constant scouting have the potential to crash another person’s devices by overloading their notifications. If you are fighting against an active alliance for the the CP or even global CP, make sure that you add the scout bombing as a part of your useful tools.
Control Point and SvS KE Event
During State vs State Kill Event (SvS KE), the control points of both states will be without protection shield and open to attack by anyone. In this case, the state should work together to avoid the CP being overtaken by the enemy at all costs.
At the end of the SvS, if the control point is still being taken by the opposing state. The overtaken CP cannot be attacked for 48 hours. The state overtaking enemy CP will also receive statewide boosts.
State Titles and Stats Buff and Debuff
When someone is the head of the state, meaning the leader of the alliance that has taken over control point. You can assign the following titles to anyone within your state. Below is a list of state titles and their stats.
10% Troop Attack, 10% Troop Defense, 10% Troop Health
20% Coin Income, 5% Training Speed
25% Troop Attack, -10% Troop Health
25% Deployment, 5% Troop Attack
20% Troop Attack, -20% Deployment Speed
15% Troop Attack
15% Research Speed, 5% Coin Income
The Flag Bearer
10% All Resource Income
The Bird Brain
-10% Troop Attack, -10% Troop Defense
-10% Construction Speed, -5% Troop Defense
-10% Troop Defense, +5% Coin Income
-15% Coin Income, -5% Training Speed, +5% Food Income
-15% All Resource income
-25% Troop Attack, +5% Troop Defense, +100% Cowardice
-20% Troop Health, +20% Deployment Speed
The Potato Peeler
-10% Troop Defense, -10% to All Resource Income
Alternative Forest Fighting Technique: Trap Account and Teleport
One viable strategy to fighting inside the forest is by taking advantage of the teleport upon defeat. Because you teleport out of the forest after being defeated, you can use that time to recoup and heal yourself. However, you must have a good resource stack and you generally want to have a good stash of T1 troops to get instant heals, or enough speedups to cover any of your higher tier losses.
Global Control Point
The Global Control is more or less similar to state Control Point, except that it is fought with players from the entire game. However, the alliance holding the Global Control Point for the longest overall period of time during activation, will become the ruling alliance of the world.
Below is a list of all the bonuses offered by the Global Control Point related Titles:
The location of the Global Control Point (GCP) is at 1:256:512. During the first event, you will need to spend either $100 pack or 225k Gold for a passport to join the fight with a level 21 headquarter base.
Below are the titles that award stats boost to the entire state.
+10% Training Speed, +10% Deployment Speed, +10% Upkeep Reduction
+5% Food, Oil, Stone, Iron, and Coin Income
+15% Upkeep Reduction, +5% Food Income
+5% Construction Speed, +5% Manufacturing Speed
+5% Research Speed, +5% Training Speed, +5% Trap Training Speed
+15% Deployment Speed, +5% Training Speed, +20% Gathering Speed
+15% Troop Load, +10% Upkeep Reduction, +10% Coin Income
+10% Gathering Speed, +5% Troop Health
Global Control Point Titles
+25% Troop Attack, 15% Troop Defense, +5% Training Speed
+15% Deployment Speed, +5% Research Speed, +10% Troop Defense Bonus
+15% Troop Attack and Health, +10% Training Speed
+15% Gathering Speed, +8% Deployment Speed, +8% Troop Load
+15% Troop Training and Trap Training Speed, +10% Troop Health
+10% Troop Attack Bonuses, +10% Troop Defense Bonuses, +10% Deployment Speed
+15% Trap Training Speed, +15% Trap Attack Bonuses, +15% Trap Defense Bonuses
+15% Research Speed, +10% Troop Health Bonuses