Reservoir Raid is an event in which alliances from all states compete with each other. The meaning of the battle is to capture as much as possible and keep the structures on the map for as long as possible, because points are awarded for this in the form of collected water. -When the alliance takes over the building for the first time (for example, before its color changes) or retains control for a long time, you will receive water both in the alliance’s score and in your personal one. Those alliance will win, which will collect the most water by the end of the countdown. -Capturing buildings during a raid increases the amount of water captured by the alliance and solo. Some buildings also give bonuses. Description of buildings, the amount of water and bonuses are listed below. -When killing enemies with a total force of 10,000 during the defense of the building, you get 40 units of personally collected water. When killing enemies with a force of 10,000 during an attack on a building, you get 80 units of personally collected water. These indicators are not taken into account in the alliance indicators. -Raid participants will receive one free advanced relocator, which requires recovery after use(12min). After recovery is complete, it can be used again. You can also use relocators from your backpack, which you need to buy in advance, to move. -During the raid, troops will not die in battle. They will go to a hospital, the size of which is not limited. Healing soldiers in a raid does not consume resources. After the raid is over, all wounded will be healed. -Remember that if a settlement is attacked or destroyed during a raid, it will burn much faster than usual. If the fire is not extinguished, then when the protection drops to zero, the settlement will automatically move to a safe zone. -If you exit the battle before the end of the raid, you will lose all your personal collected water. Within 15 minutes you cannot return to battle. -Alliance technology research, Chief talents, VIP bonuses, amplifiers and appearance bonuses are valid during the raid, but state regalia and skills are not. Battle stages Stage 1. Water treatment centers, water processing plants, power plants and abandoned landing sites. Stage 2. Central reservoir, military plants and the base of scientists. Stage 3. Water collectors are updated at random. Requirements for participants and rules for selecting an opponent Headquarters from level 16 and above, who joined the alliance before its registration in the event, can participate in the battle for the reservoir. The leader of the alliance or r4 choose 30 players and 10 reserves.(edited) At the end of the raid, all players will receive rewards in accordance with the results of the battle, as well as personal contribution. Safe area By default, the area where you appear in blue. You cannot be attacked in it, but you can make raids from it. You will be thrown here too if your castle completely burns out. Your opponent is in a similar red zone. Before the start of hostilities, you have five minutes during which you can evaluate the enemy’s forces and decide how to proceed. Buildings and locations Game reference: there are a number of buildings in the canyon. You can receive purified water from catchment areas, activate military bonuses at a military plant, reduce control time at a solar power station, reduce the recovery time of displacers using a landing site, and send crowds of infected from science lab to enemy structures. 1- Central reservoir The central reservoir is located in the center of the Canyon. This is the largest source of purified water in the State. The alliance that captured it will have at its disposal a huge supply of water, and this is the key to victory! The central reservoir gives 1800 units of water per minute to the alliance and 900 in personal offset. The first capture gives the player 9,000 liters of alliance water and 4,500 personal water. 2,3- Water treatment centers Near the central reservoir there are two water treatment centers. They are needed to collect purified water and maintain a strategic position in the Canyon. The water treatment center provides 1200 units of alliance water per minute and 600 units of personal water per minute. The first capture gives players 6,000 alliance water and 3,000 personal water. V - Water processing plants Across the canyon, catchment areas will appear in random places. Send troops for taking water. Water collectors are updated 3 times and are an important source of water. The water processing plant produces 600 units of alliance water per minute and 300 units per minute of personal water. The first capture gives the alliance 3,000 units of water, and the player 1,500 units. There are four water processing plants in total. 4 - Landing pad An abandoned landing pad gives a bonus to the speed of recovery of free improved navigators to your alliance. Produces 240 units of alliance water per minute and 120 units of personal water per minute. The first capture gives the alliance 1,200 units of water and the player 600 units of water. 5 - Solar power station A solar power plant reduces the time for capturing structures by half. Produces 240 units of alliance water per minute and 120 units of personal water per minute. The first capture gives the alliance 1,200 units of water and the player 600 units of water. 6 - Military factory The military plant gives bonuses to attack and troop movement speed. Produces 240 units of alliance water per minute and 120 units of personal water per minute. The first capture gives the alliance 1,200 units of water and the player 600 units of water. 7 - Scientists Base The base of scientists releases waves of the infected on your opponents. They attack enemy buildings and damage enemy troops, reducing their defense and attack. Each subsequent group of infected people is stronger than the previous one until the third wave. Produces 240 units of alliance water per minute and 120 units of personal water per minute. The first capture gives the alliance 1,200 units of water and the player 600 units of water. Advices -Teams will be announced, keep track of your team and captains directions. -After entering the map - immediately activate antispy in the Settlement Buffs -Then use the relocator and occupy your area assigned to your team -At the first capture, send troops immediately, when enemy there - the rallie is created by the captain or a person with a good rallie capacity / bonuses of the army -Be sure to do reconnaissance, both fortifications and enemy bases -When healing troops, put them in segments of 1 hour for the use of free healing speedups when updating them. -With a strong enemy in the fortification, you can try to attack their bases around, in order to burn, they moved to the starting zone -An enemy can attack your bases - try to withdraw your troops shortly before the attack (just by sending reinforcements to the structure or ally) -Repair the wall integrity if you were attacked - extinguish it so you dont fly away. -See the situation around, if the enemy appeared nearby, it means he left somewhere, maybe you should not fight for your area, but take the area of the enemy, from where he sent reinforcements.