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Entombed Solpolis

When: recurring. Registration happens on the Wednesday of the event week, R4 or above, from the Event screen. What it is: a two-sided alliance battle fought over the Sun Temple, on a separate map with its own rules. Why it matters: this is the source of Beast Badges for the Beast Shop, and it does not kill your troops — an unusually low-risk PvP event.

The short version

  1. Your alliance needs 30+ members to register, and still 30+ at match start.
  2. Per-player entry: Basecamp 8+, no injured troops in the Med Bay, no active marches, no allied reinforcements in your outpost.
  3. Register Wednesday. After that you cannot leave or switch alliances until the match ends.
  4. Enter early and scout during the 10 minute preparation phase.
  5. Maximum 8 queues inside the temple at once — this is the key constraint.
  6. Capture support buildings before the temple opens.
  7. Rotate players to hold presence rather than chasing kills.

Getting in — the part that stops most alliances

Alliance requirement: 30+ members to register, and matchmaking only works if you still have at least 30 at the start. An alliance that dips below 30 between registration and start does not get a match.

Per-player entry requirements — check all four before the match:

  • Basecamp Level 8 or higher
  • No injured troops in the Med Bay
  • No active marching queues
  • No allied reinforcements sitting in your outpost

The Med Bay and reinforcement conditions catch people out constantly. Clear your Med Bay and ask reinforcing allies to recall before the match window.

Also, before entering: no troops dispatched, no wounded troops, and all temporary buffs are removed on entry. Do not burn a buff item immediately before entering — it will be stripped.

The lock-in rule

After registration ends you cannot leave or switch alliances until the match ends. This is the strictest alliance-switching restriction in the game — stricter than the duel, which only costs you that day's rewards.

You can enter any time after the match starts, but leaving the match means no re-entry. Once you are out, you are out for that run.

Phases

Preparation — 10 minutes before start. You can enter early and scout, but you cannot relocate, occupy buildings or dispatch troops.

Enter early and use this. Ten minutes of free reconnaissance while your opponent is still deciding whether to bother is a real edge.

Battle. Sun Temples and Tributes open.

Blue Team starts at the bottom of the map, Red Team at the top.

The map objects

Sun Temple — occupy an open temple to earn points. While a temple is under sunlight a brief truce applies, and the occupying alliance can relocate outposts into nearby safe zones to gather Tributes. The light beam triggers plant growth that eventually covers the temple and forces all forces to withdraw after a short occupation. Each burst of temple light thins vegetation on other temples, opening new targets — so the map unfolds progressively rather than being a single fixed objective.

Calendar Round — the control core of the ruins. Capture and activate it to generate continuous points for your alliance. This is the objective that pays while you do nothing else, which makes it the highest-value target on the map.

Tribute — relics scattered across the map. Send queues from safe zones to collect them for personal and alliance points, scaled by Tribute level.

Safe Zone — the sunlit land around an occupied Sun Temple. The occupier can relocate outposts into any Safe Zone it controls. Only outposts inside a Safe Zone can dispatch gathering queues. No combat is possible inside one.

That last rule is the engine of the whole event: holding a temple gives you a Safe Zone, and a Safe Zone is the only place you can gather Tributes from. Temple control converts into points indirectly, through gathering, not just directly.

Combat rules

Win condition: highest total alliance score. Ties break on highest individual score.

Maximum 8 queues inside the temple at once. This is the single most important coordination constraint in the event. A ninth player marching in accomplishes nothing and wastes a queue — and worse, an uncoordinated alliance fills all 8 slots with its weakest queues.

Each activation lasts up to 5 minutes, then the phase ends and the temple recharges.

Control depends on maintaining presence. Enemies entering makes the temple contested, so you need bodies in it continuously, not a single decisive push.

Solpolis does not kill troops, and a later update increased the available kill points. Low risk, and fighting is now more rewarding than it was.

How to play it

Enter early. Scout during preparation.

Capture support buildings before the temple opens. The window before the main objective is live is free value.

Focus on holding, not on kills. Points come from occupation and Tributes; kills are a side dish.

Rotate players to maintain presence. With a 5 minute activation cap and an 8 queue limit, a rota beats a mob.

Track Safe Zone and reset timers. Missing a reset means missing a gathering window.


For alliance leaders

Assign the 8 temple slots. Name who goes in and in what order. This is the difference between a competitive alliance and a crowd.

Check the roster stays above 30 between registration and start.

Post the entry requirements in chat on Wednesday — especially Med Bay and reinforcements, which people do not think of as blockers.

Prioritise the Calendar Round. Continuous points beat intermittent ones.

Common mistakes

Overfilling the 8 queue slots. Queues nine and up do nothing.

Arriving late. You lose preparation scouting and the early building captures.

Ignoring support buildings. Free points while the temple is closed.

Chasing kills. Troops do not die here, so kills feel cheap — but they are not where the score is.

Leaving the match to do something else. No re-entry.

Entering with a wounded Med Bay or allied reinforcements parked at home. You will simply be blocked.