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Season 3 Week 4: Win the Spice War

Le plan de bataille complet de la semaine 4 pour l'attaque et la défense de Spice War, la guerre de la pyramide, les villes de niveau 7, le travail de l'oasis et chaque rôle d'alliance.

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Week 4 command order

Keep the Alliance Center alive, assign every member one clear Spice War job, and attack one objective at a time. The attacker wins by destroying the enemy Alliance Center before the timer ends; the defender wins by keeping it standing. Pyramid War, Oasis progress and the level 7 city still matter, but none should leave the alliance empty for its declared war window.

What changes in Week 4

Week 4 is the point where the season economy becomes a real alliance war. Spice controls Alliance Center development, and the Alliance Center controls access to stronger seasonal buildings. Losing a war therefore costs more than one battle: the winning attacker can remove Spice from the defeated alliance’s progress.

Fonctionnalité What it means Immediate action
Guerre des épices A multi-stage faction conflict with attack and defence sides, invited allies and an Alliance Center victory condition. Confirm the live declaration, preparation and battle times; then publish one roster.
Spice economy Alliance Center Spice determines its level and unlocks stronger seasonal support buildings. Record Spice before and after every war so leadership can see the real result.
Pyramid War A separate combat-ranking event rewards controlled fighting and efficient kills. Set a fight window, healing limit and rally caller before members teleport.
Level 7 city The highest city target of the opening month commonly arrives late in the week. Reserve resistance, declarations, stamina and troops after Spice War recovery.
Oasis continues Connected greenification and Fountain production remain part of long-term progression. Keep the marked route moving; war is not permission to abandon the economy.
Original Game Zone Academy artwork showing Scarlet forces assaulting a golden Alliance Center and its four support structures

Why the Alliance Center matters

The official Season Resources guide confirms that Spice upgrades the Alliance Center and that its level unlocks the seasonal support buildings: Mithril Plant at level 5, Oil Coal Mine at level 10, Sacred Water Hut at level 15 and Obelisk at level 20. Spice comes from the Center, occupied cities and successful attacking-side Spice Wars. That makes every war part battle, part economic raid.

  • Before war: screenshot Alliance Center level, durability, Spice total and available support buildings.
  • During war: judge every movement by whether it helps destroy or preserve the Center.
  • After war: record the Spice change, repair position, casualties and which structure failed first.

Week 4 day-by-day operating plan

Jour 1

Open the war room

Read the live Spice War screen, identify attack or defence status, record every timer and inspect possible opponents. Leadership assigns a Warlord, rally leads, garrison leads, scouts and a timekeeper.

Terminer avec : one published war card containing opponent, side, server time, roles and communications channel.

Jour 2

Choose the real objective

Attackers inspect Alliance Center placement, route, support structures and likely reinforcements. Defenders verify that their Center exists, has durability and can be reached by every assigned defender.

Terminer avec : presets saved, teleports retained and members told where not to stand.

Jour 3

Fight the first Spice War

Follow the live invitation and preparation stages. Attackers launch synchronised waves; defenders layer garrisons and intercept threats without abandoning the Center. Stop freelance rallies.

Terminer avec : result, Spice movement, casualties and three tactical lessons recorded.

Jour 4

Recover and correct

Heal deliberately, rebuild troops, restore seasonal production and review battle reports. Change the plan where evidence shows a problem—target order, rally lead, travel time, garrison depth or communications.

Terminer avec : a revised second-war roster rather than a repeat of the first plan.

Jour 5

Prepare the second operation

Confirm whether the faction role has changed, invite the correct allies and publish the second exact attendance window. Keep enough troops and healing capacity for Pyramid War and the late-week city.

Terminer avec : every active member knowing whether they attack, defend, support or remain in reserve.

Jour 6

Fight, then stabilise

Run the second war with the corrected plan. Claim event rewards, report the Spice result and prevent emotional follow-up fights from draining the alliance after the official objective is complete.

Terminer avec : hospitals controlled, Center secure and no unplanned feeding.

Jour 7

Take the level 7 target

Level 7 city access has historically opened late in Week 4. Confirm the live unlock, route, resistance and declaration before gathering. Complete Oasis actions and the weekly reward audit around the capture.

Terminer avec : city rewards claimed and Week 5 resources protected.

The complete Spice War cycle

Community-recorded releases use eight Spice War rounds, normally two per week. Exact weekdays and reset hours can shift, so use the sequence below to understand the operation and the live event clock to execute it.

Stage Leadership action Member action Failure to avoid
Waiting Inspect faction state, available Spice, likely opponents and attendance. Heal, save teleports and prepare the correct presets. Assuming the previous round’s side or time still applies.
Declaration Select a realistic opponent whose Center can be reached and defeated. Do not provoke unrelated alliances or move before the order. Choosing only by visible power and ignoring attendance, allies or layout.
Invitation Invite permitted same-faction support based on the live matchup rules. Invited members confirm availability and intended role. Counting silent invitations as guaranteed attendance.
Preparation Open the command channel, confirm Warlord, mark staging and restate the target order. Teleport, load presets, reinforce and wait for the countdown. Starting side fights or filling the wrong garrison before war.
War Call every wave, target change and retreat. Track Center durability and time. Follow the assigned job; report problems briefly and precisely. Five callers, scattered rallies and nobody watching the timer.
End Record result, Spice movement, casualties and tactical findings. Heal, return, claim and stop fighting unless a new order is issued. Letting a finished event become an uncontrolled troop drain.

Victory condition: attackers must reduce the defending Alliance Center to zero durability before the battle timer expires. Defenders do not need to destroy every attacker; they need the Center to survive the timer.

Attacking: a five-phase assault

  1. Scout: locate the Alliance Center, four support structures, main reinforcement route, strongest garrisons and empty approach spaces. Record rather than guess.
  2. Stage: place rally leads within practical travel distance while keeping joiners safe enough to refill. Use one marked direction of attack.
  3. Disrupt: use only live-authorised Warlord abilities and controlled hits to weaken the defence or limit reinforcement—not as a substitute for a rally plan.
  4. Concentrate: launch agreed waves so defenders cannot refill comfortably. When leadership calls the Center, every suitable march contributes to the Center.
  5. Finish: watch durability and time. A nearly destroyed support structure is irrelevant if the Center survives the final seconds.

Center first or support structures first?

Situation Best call Reason
Center is exposed and alliance has enough concentrated damage Commit to the Center It is the direct victory condition; detours give defenders time.
Support building is blocking the route or creating decisive combat value Remove the blocker, then switch A short tactical detour can make the Center assault sustainable.
Alliance cannot realistically finish the Center Follow the published plunder objective Community-documented scoring assigns Spice value to destroyed structures, but live War Status values must be checked.
Time is nearly over One target only Split damage produces no final objective.

Community guides have historically documented up to 30% Spice plunder: 5% for each of four support buildings plus 10% for the Alliance Center. Treat those percentages as a planning reference only; confirm the current round’s War Status and rules before choosing a plunder route.

Warlord Missile discipline

The live event may give the designated Warlord a special missile or contaminated-area ability during preparation or battle. The Warlord should confirm the current tooltip, valid target area, cooldown and effect before use. Place it to support the declared assault or deny a reinforcement lane. Never fire merely because the button is available.

Defending: make the timer your sixth hero

  1. Verify the objective: the Alliance Center must be built and have durability before the battle begins. A missing or already ruined Center can decide the defence immediately under documented rules.
  2. Build layers: assign primary garrisons, replacement garrisons, intercept squads and reserves. The same five strongest players cannot occupy every role.
  3. Protect access: keep reinforcement routes clear and do not surround the Center with weak bases that become easy launch points or block allies.
  4. Rotate intelligently: replace failing squads before the Center is left empty. Use the strongest correct formation, not whichever march returns first.
  5. Spend the clock: force attackers to travel, rebuild rallies and change targets. Surviving with one point of durability is still a defence win.
Threat Defensive answer
One overwhelming rally lead Layer the best counter formations, reinforce early and intercept its joiners or repeat path where allowed.
Many medium rallies Assign separate callers to Center garrison and field interception so reinforcements do not all chase the same march.
Support structures attacked Defend only to the level ordered; do not empty the Center for a lower-priority save.
Missile or contaminated ground Read the live effect, relocate or reroute only when useful, and keep replacements ready outside the affected area.
Final-minute push Stop optional field fights, refill continuously and report Center durability and incoming rally times aloud.

Every player has a useful Spice War job

Rôle Before war During war
R5 / Warlord Confirm objective, side, invited allies, ability tooltip and decision chain. Control the special ability and approve major target changes.
R4 battle caller Publish staging, rally leads, target order and fallback. Call waves, track timer and prevent competing instructions.
Top rally leads Load best PvP formation, full troops and correct buffs. Launch on schedule, share reports and rebuild only when called.
Strong defenders Prepare counters and know replacement order. Garrison Center or intercept according to the defensive caller.
Rally joiners Save a full compatible march and position within the required travel time. Fill the named rally immediately; do not join with empty or wrong presets.
Developing players Prepare troops, teleports, scouts and a safe reserve. Scout, fill suitable rallies, reinforce, report movements and avoid feeding solo attacks.
Timekeeper / recorder Open the event screen and result sheet. Call remaining time, Center durability, incoming rally times and final result.
Reserve / recovery Keep hospital and training queues manageable. Replace depleted members, help heals and preserve the second operation’s capacity.

Pyramid War without waste

Pyramid War is a combat opportunity, not permission to feed troops. The alliance should announce one useful combat window, a safe gathering area, suitable rally leads and a stop condition. Check the live event page for scoring targets and rewards because ranking details can change between releases.

  • Use targets the alliance can defeat efficiently, not the first red base visible.
  • Pair strong players with developing members through rallies and reinforcements.
  • Read battle reports after each meaningful test; change one variable at a time.
  • Set a hospital or speed-up limit before fighting begins.
  • Stop when the event value no longer justifies the healing cost.
  • Do not let Pyramid War consume the troops assigned to Spice War or the level 7 city.

Level 7 city operation

Community timelines place the level 7 city late in Week 4, often after a Day 7 delay. The live city countdown is authoritative. Before declaring, confirm connected territory, the rally leader’s Curse Resistance, available declaration, first garrison, hospital space and whether another seasonal operation is still active.

  1. Publish the city, coordinates, requirement, rally lead and exact server time.
  2. Use one rally sequence and one reinforcement order.
  3. Do not launch if the rally lead is below the resistance gate and the report evidence says the attempt is unrealistic.
  4. Secure and heal before opening another front.

R4/R5 Week 4 command sheet

  1. Screenshot every live Spice War stage and timer.
  2. Publish attack or defence status in server time and local alliance time.
  3. Name the Warlord, primary caller and backup caller.
  4. Assign attack, Center defence, intercept, support, scout, reserve and recorder groups.
  5. Confirm invited allies instead of assuming they will appear.
  6. Mark one staging area, target order and fallback objective.
  7. Record Alliance Center durability and Spice before the battle.
  8. Run a short roll call before preparation ends.
  9. Call the final five minutes continuously and prevent target drift.
  10. Record the result, Spice change, casualties and next three corrections.
  11. Schedule recovery before Pyramid War or the level 7 city.

Copy-ready war briefing

SPICE WAR: [ATTACK / DEFENCE] against [ALLIANCE]. Preparation starts [SERVER TIME]; battle starts [SERVER TIME]. Warlord: [NAME]. Caller: [NAME]. Rally leads: [NAMES]. Primary objective: [CENTER / MARKED STRUCTURE]. Join only called rallies, keep one march ready, and move to [COORDINATES] only after the order. Developing players: scout, reinforce and fill—no solo attacks. Final roll call at [TIME].

End-of-week checklist

Week 4 mistakes that lose wars

  • Entering preparation without confirming whether the alliance attacks or defends.
  • Choosing an opponent only by visible power and ignoring layout or attendance.
  • Assuming invited allies will attend without a direct confirmation.
  • Letting several people call different targets.
  • Destroying support structures while an exposed Center survives the timer.
  • Emptying the Center to defend a lower-priority structure.
  • Using the Warlord ability without reading its current live effect.
  • Telling developing members they are too weak to help.
  • Turning Pyramid War into unlimited solo attacks.
  • Capturing the level 7 city without recovery or garrison capacity.

References and evidence

  1. Official Last War Support — S3 Season Resources (Spice sources, Alliance Center development and support-building unlocks).
  2. Official Last War Support — How to Capture Cities and the Capitol (declaration, capture and alliance occupation foundations).
  3. Last War Tutorial — Season 3 Week 4 (community-recorded Week 4 unlock sequence).
  4. Last War Tutorial — Season 3 Strategy Guide (community-recorded Spice War stages, invitations, battle durations, victory and plunder rules).
  5. Game Zone Academy — Season 3 Week 3, Battle Report Guide et Members Command Centre.

Evidence reviewed 28 July 2026. War weekdays, start hours, matchup sizes, battle duration, Warlord abilities, Spice percentages, city unlocks and Pyramid War scoring can change between releases. The live Season Calendar, War Status, event tooltip and alliance order always take priority.

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