Season 3 Spice Wars & Faction Duel: Complete Guide

Last War Season 3 Spice Wars & Faction Duel: Complete Guide

Spice Wars is the primary cross-warzone PvP event of Season 3: The Golden Kingdom. It runs twice per week (Wednesday and Saturday) from Week 4 through Week 8. Two factions — Scarlet Legion and Golden Tribe — are formed in Week 3 and compete to steal Spice from each other by destroying Alliance Center buildings during each war round. Week 7 concludes with the Faction Duel and Capitol War, the season's final high-stakes battle. Spice stolen in these wars is one of the most significant ranking levers in the season — an alliance that wins wars consistently and maximises Spice stolen per round compounds a decisive advantage across Weeks 4–8.

Overview

Season 3 divides the eight warzones in a season group into two factions. Every warzone belongs to either Scarlet Legion or Golden Tribe from Week 3 onward. Starting Week 4, alliances from opposing factions fight twice per week in structured war rounds. Each round has a defined sequence: declaration, invitation, preparation, combat, and settlement.

Spice plunder during the War stage is the central outcome of each round. Building destruction directly transfers a percentage of the defending alliance's Spice to the attacker. War outcomes (win/loss overall) affect prestige and Invasion Rights for Week 7 but do not determine whether Spice is stolen — that is determined solely by which buildings were destroyed.

Faction Formation — Week 3

Faction formation takes place across the seven days of Week 3.

Cross-warzone travel unlocks during Week 3. Players can begin visiting allied warzones and positioning assets before Spice Wars begin.

War Stages

Each Spice War round moves through five stages in fixed sequence.

StageDurationWhat Happens
0: Waiting24 hoursSpice totals are recorded as the war baseline
1: Declaration24 hoursAttacking alliance selects its target alliance
2: Invitation12 hoursDefending alliance invites a partner alliance to support defense
3: Preparation30 minutesFinal positioning; Warlord Missile can be launched in this window
4: War20–40 minutesActive combat; buildings can be destroyed to steal Spice
5: EndUntil resetResults recorded; Spice transferred; rewards distributed

Note on the Waiting stage: Spice is recorded at the start of this stage. Continuing to accumulate Spice during the event (through city ownership, Alliance Center production, and other sources) still benefits your ranking — but the baseline for that specific war round is set at Stage 0. Defensive Spice accumulation continues to matter right up to the moment Stage 0 begins.

Spice Plunder Mechanics

During the War stage (Stage 4), attacking alliance members destroy buildings at the defending alliance's Alliance Center complex. Each building destroyed transfers a percentage of the defending alliance's current Spice to the attacking alliance.

Building DestroyedSpice Stolen
Mithril Plant (1 of 4 secondary buildings)5%
Exploratory Well (1 of 4 secondary buildings)5%
Sacred Water Hut (1 of 4 secondary buildings)5%
Obelisk (1 of 4 secondary buildings)5%
Alliance Center10%
Maximum total steal per war30%

Critical sequencing rule: destroy secondary buildings before the Alliance Center. This is the most commonly misunderstood rule in Spice Wars.

The four secondary buildings (Mithril Plant, Exploratory Well, Sacred Water Hut, Obelisk) are independent targets, each worth 5%. The Alliance Center is a separate target worth 10%. Both categories must be destroyed to reach the 30% maximum. If you destroy the Alliance Center first, the secondary buildings continue to stand — but destroying them afterward still yields their 5% each. The sequencing issue is not about whether secondaries still give Spice if the Alliance Center is already gone — it is about tactical efficiency: the Alliance Center is the hardest and most defended structure. Destroying secondaries first maximises return if you run out of combat time before destroying every building.

Spice stealing is not contingent on winning the war. Building destruction rewards apply to the attacking alliance regardless of whether their faction wins the overall war outcome. An attacking alliance that destroys all four secondary buildings steals 20% of the defender's Spice even if it loses the war.

Warlord Missile

The Warlord (the R5 of the attacking alliance) can launch the Warlord Missile during Stage 3 (Preparation) or Stage 4 (War).

Launch process:

  1. The Warlord initiates the launch from within the game interface.
  2. A 3-minute countdown begins.
  3. During the countdown, the Warlord's current base location is revealed on the map to all players.
  4. The Warlord's base becomes attackable during the countdown.

Defensive counter:

The defending alliance's goal during a missile launch is to locate the revealed Warlord position quickly, assemble an attacking force, and breach the base before the countdown completes. Speed and preparation are decisive.

Attacking alliance protection:

The attacking alliance should protect the Warlord during the countdown window. Position alliance members around the Warlord's base in advance of the launch, have shields ready, and coordinate to delay or repel any defensive breaching attempt.

Optimal launch timing:

Launching during Stage 4 (War) rather than Stage 3 (Preparation) is generally lower-risk. During Preparation, the defending alliance has the full 30-minute Preparation window plus however long into the countdown to locate and breach. During active War, defensive attention is divided between protecting their own buildings and hunting the Warlord.

Defending Your Alliance Center

Alliance Center defense determines how much Spice an attacking alliance can steal from you each war.

Before each war:

During the war:

Faction Duel — Week 7

Week 7 is the Faction Duel — a six-day campaign to earn Invasion Rights followed by the Capitol War on Day 7.

Days 1–6: Invasion Right Contest

Both factions compete for Invasion Rights through performance across multiple in-game events. The faction with more total Invasion Right points at the end of Day 6 gains the attack initiative in Capitol War.

Action PointsValue
#1 rank in Apex Arena500,000
#1 rank in Advanced Storm Arena500,000
Desert Storm victory50,000
Alliance Duel victory25,000
Trade Truck plunder10,000

Points accumulate across all alliances within the faction. Individual alliance performance in Storm Arenas and Desert Storm adds to the faction total — this is a faction-wide competition, not an individual one. Coordinate across warzones within your faction during Week 7 to maximise points from each event category.

Day 7: Capitol War — Sunday at 12:00 server time.

Capitol War

Capitol War is the climatic final battle of Season 3. It is fought between all alliances of the Scarlet Legion and Golden Tribe simultaneously.

ObjectiveSpice Reward
Capitol+10,000,000 Spice
Each Cannon+5,000,000 Spice

Capturing and holding the Capitol awards 10M Spice to the capturing alliance. Each Cannon awards 5M Spice. Alliances that focus solely on the Capitol while ignoring Cannons leave significant Spice unclaimed.

Scale of coordination required:

Capitol War cannot be won through individual alliance action. It requires cross-alliance, cross-warzone faction coordination: agreed attack timing, designated targets (which alliance attacks Capitol, which attacks Cannons), communication channels across all participating warzones, and reserved Desert Protector forces.

Desert Protector deployment:

Reserve your maximum available Desert Protectors specifically for Capitol War. The Protector Rally mechanic (1,250 stationed Protectors) — with its 1-minute countdown, 3× march speed, and leader buff inheritance — is the designed format for Capitol War engagements. Enter Capitol War with Protectors at threshold levels or the difference in combat power relative to opponents who have managed theirs correctly will be significant.

Strategy

Weeks 1–3: Build toward wars

During wars (Weeks 4–8): attack

During wars (Weeks 4–8): defense

Week 7: Faction Duel

Common Mistakes

MistakeWhy It Is Costly
Attacking the Alliance Center before destroying secondary buildingsThe correct sequence is always four secondary buildings first (20% potential), then the Alliance Center (10%). Deviating from this sequence when time runs out means leaving Spice on the table
Assuming you must win the war to steal SpiceBuilding destruction rewards apply regardless of the overall war outcome. Execute the building destruction sequence even if winning the war is not achievable
Not protecting the Warlord during missile countdownA 72-hour cooldown from a failed launch is a major strategic setback — it removes the missile option from the next war round. Warlord protection is a high-value alliance task
Using Desert Protectors on non-Spice-War engagements in Weeks 3–4Every Protector spent before Spice Wars start (on zombies, minor PvP, or Stronghold captures where regular troops suffice) reduces the Protector pool available for the wars that determine rankings
Ignoring Cannon objectives in Capitol WarEach Cannon is worth 5M Spice. An alliance focused exclusively on the Capitol while ignoring three Cannons leaves 15M Spice uncaptured
Insufficient coordination for Invasion Right Contest in Week 7The contest requires faction-wide performance across multiple event categories. Solo or single-warzone effort is insufficient to compete with a well-coordinated opposing faction

FAQ

When do Spice Wars start?

Week 4. Two rounds per week: Wednesday and Saturday.

Can my alliance participate in Spice Wars without being in a faction?

No. All warzones are assigned to either the Scarlet Legion or Golden Tribe factions by Week 3.