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War Update — More Changes Coming on 4 September

Eclesiar’s war module has remained largely unchanged since beta. It is time for a long-overdue glow-up.

Last Friday, we announced the changes to warfare, alliances, the Library and nuclear weapons arriving on Friday, 4 September 2026. If you missed it, read the original patch announcement here.

Today, we are adding three more changes to that same patch: shared battle rewards, a reworked Centralism ideology, and extra experience from daily quests.

1. Battle Hero rewards: one medal, more players rewarded

Until now, the battle reward has revolved around finishing first. With this update, the medal and the reward will serve different purposes: the medal recognises the leading fighter, while the Gold rewards everyone’s contribution.

Each side of each round will have its own prize pool, shared among its participating players according to their damage contribution. Attackers and defenders are rewarded independently, whether their side wins or loses the round.

The pool grows with player damage

The more damage players contribute to a side during a round, the higher its pool can climb:

Total player damage on that side

Total prize pool

Below 100,000

No reward

100,000–399,999

2 Gold

400,000–1,599,999

4 Gold

1,600,000–6,399,999

8 Gold

6,400,000–25,599,999

16 Gold

25,600,000–102,399,999

32 Gold

102,400,000 or more

64 Gold

These are the total amounts available to share on one side, including both direct Gold and Piggy Bank rewards—not an amount paid to every fighter. The pool increases when a new threshold is reached; the tiers are not added together.

Only player damage counts. NPC damage will neither increase the pool nor reduce the percentage belonging to player fighters.

Your contribution determines your share

Deal 30% of your side’s player damage, and you receive 30% of its pool. You do not need to finish first—or appear in the top 100—to qualify.

Your share is divided into:

  • 40% direct Gold, added to your balance.

  • 60% Piggy Bank, subject to its existing capacity limit.

For example, suppose your side finishes a round with 500,000 player damage, unlocking a 4 Gold pool. You contributed 150,000 damage, or 30%.

Your total share is 1.20 Gold: 0.48 Gold to your balance and 0.72 Gold to your Piggy Bank, provided it has enough room.

Rewards are distributed when the round ends, using the final damage contributions. Shares are rounded down to hundredths of a Gold; a share below 0.01 Gold produces no payment.

The Piggy Bank still holds a maximum of 30 Gold. Any portion exceeding its remaining capacity is lost, not converted into direct Gold. Your direct-Gold portion is unaffected.

Training and tournament battles

The different battle types retain their own reward scale:

  • Daily Black/White training battles: each side has a minimum 4 Gold pool per round, even below the normal damage threshold. It can grow to 8 Gold at 1,600,000 player damage and continue up the normal ladder. You must still contribute damage to receive a share.

  • Tournament battles: use the same contribution-based sharing, but their pools are one-fiftieth of the normal amounts—from 0.04 Gold at the first threshold to 1.28 Gold at the highest.

The medal remains exclusive

The Battle Hero medal stays with the number-one fighter on each side. Sharing the Gold does not mean sharing the medal or completing a Battle Hero objective simply by participating.

If an NPC finishes first, no player receives that side’s medal—but contributing players can still receive their shares of the reward pool.

Follow your reward while fighting

Inside the attacking and defending Forces leaderboards, you will see the current pool, progress towards its next increase, and estimated Gold and Piggy Bank rewards beneath player names.

These estimates show what the contribution would earn if the round ended at that moment. They can change as more damage is dealt.

The displayed Piggy Bank amount is your full share before the 30 Gold capacity limit. The amount actually deposited depends on the space available when rewards are paid.

2. Centralism: faster nuclear production, with a new military trade-off

Centralism is being reworked alongside the nuclear rebalance. Its nuclear production penalties become advantages, while a new damage penalty introduces a cost for the country’s fighters.

The percentage effects scale with Centralism’s share of your country’s Congress. They do not require a Centralist majority.

Nuclear weapons become quicker and cheaper to produce

Centralism will now reduce both nuclear production time and production costs:

  • Production time: reduced by 0.5% for every 1% of Centralist representation, reaching a 50% reduction at full representation. This replaces the previous production-time penalty.

  • Production costs: reduced by 0.2% for every 1% of Centralist representation, reaching a 20% discount at full representation. This replaces the previous cost penalty.

The cost discount applies to Gold, Oil, Iron and Titanium, using the new nuclear base prices announced last Friday.

For example, at 50% Centralist representation, nuclear weapons take 25% less time to produce and cost 10% less.

At 100% Centralist representation, producing a nuclear weapon will take 24 hours instead of 48 and cost:

  • 600 Gold

  • 10,000 Oil

  • 2,000 Iron

  • 4,000 Titanium

Two previous nuclear bonuses are removed

  • The extra-target bonus above 50% Centralist representation is removed.

  • The reduction to nuclear flight time is removed.

Nuclear flight time will increase from 3 hours to 8 hours. This is the time between launching a nuclear weapon and its impact, separate from the time needed to produce it.

Centralism’s previous flight-time reduction is being removed, so the full 8-hour flight time will apply regardless of Centralist representation in Congress.

A new damage penalty for citizens

These production advantages come with a new military drawback: the country’s citizens deal 0.1% less damage in every battle for each 1% of Centralist representation.

  • 50% Centralist representation: citizens receive a 5% damage penalty.

  • 100% Centralist representation: citizens receive a 10% damage penalty.

This penalty affects the country’s citizens in every battle, not only battles fought on their home territory.

The construction effects remain unchanged

Centralism keeps its existing construction bonus and penalties:

  • Building energy donations: +1% progress per 1% of Centralist representation, reaching +100% progress at full representation.

  • Military Base upgrades: +0.25% required construction points per 1% of representation, reaching +25% at full representation. This applies at all levels.

  • Starting building construction or upgrades: +1.5% Gold cost per 1% of representation, reaching +150% at full representation.

Centralism’s new trade-off is clear: quicker, cheaper nuclear production and stronger building-energy contributions, balanced by weaker citizen damage and more demanding construction requirements.

3. Daily quests now grant +1 EXP

Alongside the war changes, completing daily quests will also help your character progress.

Every completed daily quest will grant +1 character EXP, in addition to its existing Gold and Battle Pass prestige rewards.

This applies from level 2, when daily quests become available. The experience is awarded automatically on completion, once per quest, and is additional to any experience earned from the action that completed it.

Complete five daily quests, and that is five extra EXP towards your next level.

All arriving in the same patch

These additions join everything covered in the previous announcement on Friday, 4 September 2026.

The aim is to make participation matter beyond first place, bring Centralism into line with the new nuclear balance, and give daily activity another small contribution to character progression.

The medal still belongs to the leader. The battlefield rewards will now recognise the players fighting alongside them.

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