There are three policy lines – Warfare, World and Development. Each line represents a different type of category.
The warfare line in red represents the things of war such as troops, attack power, defensive etc. The warfare in green represents the things on the world map like gathering, mines, seasoning facilities etc.
The development line in orange represents the development in the fortress such as training limit, development, speed etc.
Each line is different but you won’t be confused if you remember the category. There are 15 dots and 5 card slots on every line and you must spend policy points to activate a dot or unlock a card slot. You can pick and activate an effect on every dot.
You can install a policy card on the card slot after unlocking it. You can reset a line by clicking on the reset button and paying some diamonds.
You will get back the policy points to reuse them. You can also remove an existing card with diamonds.
There is a general rows with three card slots beside the three lines. You can install additional policy cards from any line after unlocking them.
Policy points are the resources for season policy and will reset to zero by every new season and you must obtain them again. But it will easily come if you play the game regularly.
There are three ways to get the points: Rally mutated zombies, capture blocks and occupy cities. The points come with out intention.
You need to capture mines, abandon them and repeat the process to gain points, seasonal gains and memento coins.
Effects of the Dots – Warfare Line
Prioritise the warfare line because it improves the attack and defence power. Activate all the dots on the line and consider the other two lines later. Let’s start with the affect on the warfare line which is divided into five groups.
Group 1: Choose the 1% damage bonus because my main line up is the back row attack formation. A damage bonus is much more helpful than the damage mitigation.
Group 2: I would choose the 1% of the intelligence effect because my strongest hero is Hytex which is intelligent based hero. Choose the affect by referring to the strongest damage output hero.
Group 3: Choose the 5% focus damage. Although critical damage is much higher than the 5% focus damage but it is guaranteed.
Group 4: Choose 5% load while plundering. Don’t select destructive might because our alliance is active. Moreover having a higher load while plundering increases the resources received.
Group 5: Choose the 1% AGI. Agility improves the defence and vitality improves the hp as defence reduces the damage received in every attack.
There is only one group in this line as you have to choose between gathering speed or load before entering the hone world.
It is better to choose gathering speed. It is because the gathering load of the line up is enough to gather any line up.
When you enter the home world and dimension, you will see mines of above level 10 and gathering load is not enough to cover them.
Therefore it is better to choose gathering load after entering the home world. Start gathering 10 hours before Monday reset for the alliance duel.
There are three groups of affect.
Group 1: Choose 1% treatment speed because the infirmary will not be full and therefore increasing the capacity will not be helpful. If the alliance is being frequently attacked, you might need to consider increasing the capacity to house more wounded soldiers.
Group 2: Choose 3% Z coins output. Z coins are relatively Harder to obtain compared to iron and stones.
Group 3: It only has an option which is 2% research speed.
Policy Cards Fundamental
Policy cards have three fundamental which follows the line , warfare, world and development. There are pay and free methods to get the cards. You can get them free from the merit exchange once per week.
It costs 250 for level 3 policy card chest or 100 for level 2. You can buy the merit pass to increase the merit cap to 500 at 10$ per month. Let’s discuss on the line fundamental.
Choose the precision, STR Boost , novelty , mutual tolerance and bravery. Precision card enhances the focus damage by 10%. STR Boost card increases the hero’s strength by 3% and increases the attack power of the heroes. Novelty increases critical rate by 5%. Mutual Tolerance increases vitality by 5%.
Choose the infrastructure, engineering, academy, public construction, stronghold at enemy’s rear and coach reinforcement for the world line. Infrastructure card increases the construction speed by 5%.
Engineering card increases the construction speed by 15% and that too by without spending money. Public construction card provides an additional daily random relocation.
Choose the wear resistant tire, injection, deep sleep, coin refining and mobilization. Wear resistant tire provides an additional repair daily and reduces the wrench consumption by 10%.
Injection card increases the treatment speed by 10%. The deep sleep card increases the moon speedup by 60 minutes.
If you have a person constructing a building, this would be an excellent card as it would speed up the construction by 6 hours. Coin refining increases the Z coin output by 20%.
In this article we have explained all about the policy cards and how to accumulate your power for free.