MILITARY EXPEDITION
Master the art of conquest in kingdom-wide battles
Introduction: The Three Kingdom War
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The Military Expedition (ME) is a fierce, recurring event pitting three different kingdoms against each other in a coordinated race for strategic objectives: four Altars and a Central objective. Alliances must compete for control of these points to accumulate maximum Kingdom Points.
While the goal is simple (maximum points), the execution depends entirely on local political dynamics. Depending on your kingdom's rules, the top 5 alliances may divide up the objectives, or a single dominant alliance may claim all five, using strict rules for participation and defense. Understanding these local rules is your first and most critical tactical step.
Three Core Methods for Point Generation
Your individual and alliance score is derived from these three methods. Strategic players must balance all three for maximum reward:
- Occupation Points: Gained passively by occupying the Altars or the Central objective over time. This is the steadiest source of Alliance Points.
- Killing/Wounding Enemy Units (Combat): Points earned by attacking opposition Altars or by defending your own objectives against enemy attacks. This contributes to both personal and Kingdom scores.
- Strategic Occupation & Dragonia: Securing non-Altar objectives, known as Dragonia points, provides additional tactical buffs and score boosts critical for a kingdom victory.
Altar Occupation and Alliance Contribution
Altar occupation is the lifeblood of the ME score. Players not in the top-ranking alliances are often permitted to temporarily join the leading alliances for the duration of ME to maximize their personal rewards and the Kingdom's overall standing.
**Contribution Requirements:** Be aware that leading alliances often enforce strict minimum troop deployment rules for occupation. You may be required to send anywhere from **40k to 100k+ troops** per march to an Altar. Failing to meet these requirements can result in removal from the Altar or, in severe cases, the temporary alliance.
An Altar grants approximately **2,000 points for every 2 hours of occupation**. Consistently participating in Altar occupation alone is sufficient to unlock the first four reward tiers, making this the safest and most reliable pathway to rewards.
Aggressive Point Generation: Attack vs. Defense
Point generation through combat (killing or losing units) is the fastest way to hit your personal reward caps, but it is also the riskiest. Kingdoms have varied rules for engagement:
- **Limited Participation:** Some kingdoms enforce rules requiring minimal troop counts and **no heroes** when attacking Altars to reduce casualties.
- **Full Combat:** Other regions permit full, strategic rallies with complete hero squads, leading to massive, decisive battles.
The most resource-efficient method for rapid point gain is **relocating to an enemy kingdom and attacking their Altars**. A single, powerful march can often net substantial points quickly. However, defending your *own* Altars against enemy attacks also contributes to points, offering a safer alternative if your troop strength is not sufficient for high-risk attacks.
Altar Defense and Medal Management
Altar defense is critical not just for points, but for **Medal Management**. Medals are consumable items earned through successful defense that grant significant rewards (speedups, resources, materials) and contribute directly to the alliance's overall score.
When defending a controlled Altar:
- **Medal Generation:** Successful defenses generate Medals, increasing the reward pool for all participants.
- **Continuous Reinforcement:** Use quick, frequent reinforcements rather than relying on a single large troop wave. This mitigates the risk of a single catastrophic loss and ensures sustained defense.
Defense is a lower-risk, lower-point path than aggressive attacking, but its contribution through Medal rewards and securing occupation points is indispensable to a winning alliance strategy.
Critical Operational Considerations
1. Infirmary Capacity: Avoiding Fatalities
Your primary objective is always to ensure that any troops wounded during ME land in your Infirmary (regular or Alliance) or the Time Altar, not in permanent loss status. **Permanent fatalities** significantly set back your might and require vast resources to replace.
To maximize your capacity:
- **Infrastructure:** Upgrade Infirmary buildings to maximum level, prioritizing them over most resource production buildings for maximum wounded capacity.
- **Research/Talent:** Maximize relevant development research and invest points in the **Balance Talent** set to unlock additional capacity buffs.
- **Hero Buffs:** Evolve specific heroes like **Horus** to Level 131. With a Mythic Energy Scepter Curio and +8 enhancement, Horus alone can grant an additional 200k capacity, drastically improving survivability.
2. Fast Comeback: The 120% Might Depletion Rule
The **Fast Comeback** boost is a potent reward (often a 300% training speed increase for 48 hours) awarded if your kingdom loses ME. However, the condition for eligibility is non-trivial: your might must be depleted by **at least 120%** due to battle **fatalities** (not wounds) during the event.
Since true fatalities are costly, smart players utilize the **Time Altar** to artificially trigger this might depletion while retaining the ability to heal their troops cheaply:
Strategic Infirmary Management (The T1 Filler Tactic)
Before entering heavy combat, **train a sufficient number of Tier 1 (T1) troops to fill your regular Infirmary capacity.** This ensures that when your high-tier troops are wounded in battle, they overflow directly into the **Time Altar**. Troops in the Time Altar are instantly counted as *killed* for the purpose of calculating the **120% might depletion**, thereby securing the Fast Comeback buff.
Why this works: Troops in the Time Altar can be healed using points earned from Daily Quests, a resource much cheaper and more readily available than the vast quantities of resources required to heal troops in your regular Infirmary. By forcing the overflow, you efficiently meet the might depletion requirement without incurring the heavy, full cost of permanent loss or standard resource healing.
Tip: Speedup Timing
Since the Fast Comeback buff grants a huge training speed boost, maximize your weekly event score by producing troops on **Tuesday** (if Ace is running). Always save your green speed-ups exclusively for troop production to take full advantage of this and other training events. Hitting 5,000 points in certain events can easily net you hundreds of speed-ups for efficient recovery.