Section 10

The Road Ahead

What unlocks when, what to prepare before each milestone, and how to set up new players so they don't learn everything the expensive way.

How the clock works Almost everything major unlocks on your state's age, not your account's. Generations, beast levels, SvS, the Fire Crystal age, gear and charm caps — all of it arrives on the server's schedule, and no amount of spending moves it. That means the timeline below applies to everyone in your state at once, which is exactly why preparing before each milestone is a coordination advantage.

The state timeline

WhenWhat arrivesPrepare by
Days 1–7 Newbie shield. Foundations phase. Join a real alliance immediately. Start Tool Enhancement and Tooling Up. Level Zinman and Jasser. Begin the ten daily Arena challenges and never stop.
Weeks 2–8 Furnace race. Labyrinth opens at Furnace 19. Alliance events spin up. Gen 2 heroes arrive. Swap Sergey for Flint the day Gen 2 lands. Pause at Furnace 26 to level camps and clear research before 30. Set saved formations.
~Day 60 Fire Crystal age becomes available once the state is old enough and your Furnace hits 30. Arrive with resources, not just the Furnace level. Know the three FC rules before spending a single crystal — camps first, no early shard conversion, never cancel.
~Day 80 First SvS. The state's first real test, and the winner's alliance seats the President. Bank speedups for prep week, check every member's Infirmary, set shield discipline, choose rally leads. Prep decides ranking — drill that in before anyone fixates on battle day.
~Month 3–4 Beast levels finish appearing. State of Power arrives; afterward King of Icefield replaces Hall of Chiefs. State Transfer windows begin. Shift the alliance from "spend as you go" to event-timed spending. Start the ministry rotation. Watch for transfer windows — they reshape state politics overnight.
Every ~2–3 months A new hero generation, on a steady cadence. As reference points on old servers: Gen 13 lands at day 920, Gen 14 at 1000, Gen 15 at 1080. Decide per generation: invest or bank. Gen 6 is the standard skip; Gen 7's Bradley is the standard save target. Check your state's exact dates on a tracker like wostools.
Gen 6 unlocked Legendary T6 Chief Gear (3-star) becomes available. Have all six pieces at matching tier so the cap raise is usable immediately.
Gen 8 unlocked Chief Charm levels 17–18, with 9 sub-stages each. Even charm rows now pay off — the cap raise multiplies whatever base you built.
FC8 state Charm Secrets appear in the Dragonborn's Truck exchange. Don't plan charm 12+ around this before your state qualifies.
The pattern to notice Every milestone rewards the same behaviour: arriving with a bank instead of arriving empty. The players who dominate each new phase aren't stronger — they held materials the others spent the week before.

Hero generation calendar

Approximate state age when each generation unlocks. Gen 2–6 are documented; from Gen 6 onward the cadence is a steady 80 days, and it holds all the way out (Gen 13 lands at day 920, Gen 14 at 1000, Gen 15 at 1080).

GenState dayInfantryLancerMarksman
1Day 0Natalia · JeronimoMollyZinman
2~Day 40FlintPhillyAlonso
3~Day 120LoganMiaGreg
4~Day 200AhmoseReinaLynn
5~Day 280HectorNorahGwen
6~Day 360Wu MingReneeWayne
7~Day 440EdithGordonBradley
8~Day 520GatotSonyaHendrik
9~Day 600MagnusFredXura
Milestones riding the same clock ~Day 34: matchmaking pool widens to nearby states. ~Day 120 (with Gen 3): Fortress Event rewards add Fire Crystals and Pets. ~Day 195 (with Gen 4): Molly and Zinman shards in events are replaced by Philly and Flint shards, and Gina's Revenge becomes Hero's Mission. ~Day 220–230: the War Academy arrives. From Gen 4 onward, Intel missions award Mythic shards for heroes two generations behind the current one — so a hero becomes freely farmable roughly 160 days after release. Plan around that instead of chasing day-one shards.
Variance is real — and your state may be accelerated Server-to-server drift runs roughly ±7 to 21 days, and newer states sometimes run compressed schedules. Estimate your state's age three ways: VIP login days (if you joined at launch and never missed), the Monument's Beast Hunt task date minus 6 days, or the first President's election date minus about 55 days. Then check a live state-timeline tool with your state number for the exact calendar.

What to expect, honestly

Setting up a new player — first week checklist

Hand this to every recruit. It's the difference between a member who compounds and one who quietly stalls.

  1. Move into alliance territory — faster gathering and stronger defense, immediately.
  2. Start Tool Enhancement and Tooling Up and don't research anything else until they're moving.
  3. Level Zinman and Jasser — their construction bonuses work from the bench forever.
  4. Do all ten Arena challenges daily — tokens become Mythic shards and, later, Mithril.
  5. Set saved formations once Furnace 10 unlocks the slot — including a 100% Marksman one for joining Bear Hunt.
  6. Click alliance help constantly — it's free build time for everyone, including you.
  7. Never spend speedups on short timers, and never spend anything the week before an event.
  8. Pick one rally leader hero and put every shard there.
  9. Collect the Storehouse stamina at 12:00 and 24:00 UTC — it vanishes if you skip it.
  10. Ask before big spends. The alliance has already paid for most mistakes once.

Setting up an alliance — leader checklist

  1. Publish the event calendar and a hold list — what's coming, and what nobody should spend until it does.
  2. Run the ministry rotation against that calendar: Education on training days, Health after battles, VP during build pushes, Interior on production days. Auto-approve on.
  3. Keep the Secured Gathering Node on meat, rotating wood. Never coal or iron.
  4. Post the Bear Hunt joiner rule — 100% Marksman — before every hunt until it sticks.
  5. Audit Infirmary capacity before every big rally — members above 90% are silently absent.
  6. Write the NAP with an enforcement ladder before the first incident, not after.
  7. Set the truck-raid policy state-wide — out-of-state targets, lettered Showdown trucks first.
  8. Post real numbers from your own account — what an FC push actually cost beats any external guide.
  9. Concentrate the alliance's rally leads. Two great captains beat ten decent ones; only leaders' skills apply.
  10. Onboard every recruit with the checklist above. Culture is the only buff that compounds forever.

What this guide deliberately leaves out

A living game can't be fully captured in a static document, and pretending otherwise makes a guide untrustworthy. Not covered here, by choice or because they change too fast: Experts and the Dawn Academy, Daybreak Island, Canyon Clash, Foundry Battle, Fortress Battle registration mechanics, Tundra Arms League, Dreamscape Memory, gem-spending priorities, and generations beyond 9 in detail.

For those: the in-game rules pages are current by definition, and community trackers stay closer to live data than any snapshot. What this guide gives you instead is the reasoning layer underneath all of them — which is the part that doesn't expire.