Section 10
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.
| When | What arrives | Prepare 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. |
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).
| Gen | State day | Infantry | Lancer | Marksman |
|---|---|---|---|---|
| 1 | Day 0 | Natalia · Jeronimo | Molly | Zinman |
| 2 | ~Day 40 | Flint | Philly | Alonso |
| 3 | ~Day 120 | Logan | Mia | Greg |
| 4 | ~Day 200 | Ahmose | Reina | Lynn |
| 5 | ~Day 280 | Hector | Norah | Gwen |
| 6 | ~Day 360 | Wu Ming | Renee | Wayne |
| 7 | ~Day 440 | Edith | Gordon | Bradley |
| 8 | ~Day 520 | Gatot | Sonya | Hendrik |
| 9 | ~Day 600 | Magnus | Fred | Xura |
Hand this to every recruit. It's the difference between a member who compounds and one who quietly stalls.
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.