First identify the mode
In the standard Capital rules, an alliance needs a level-six city to contest the Capital. The siege can run for up to eight hours; full capture progress can decide it, otherwise the longest hold at the end matters.
Kingdom Duel has a separate four-hour contest. If neither kingdom reaches full capture progress within that limit, the defending kingdom wins in the listed rules. Do not reuse a standard-siege plan without checking the active mode.
Prepare for the Deadzone restrictions
The reference requires Castle level 12 or higher for Deadzone entry and describes restrictions on shields, March Speedups, Intel and Bounty Tasks there. Read the live event rules before teleporting or committing resources.
Our advice is to agree on rally leadership, reinforcements and healing preparation in advance. A rule-compliant plan still needs enough people to execute it.
Treat Ballistas and occupation scoring carefully
The Kingdom Duel reference gives Ballistas a specific role: they attack an enemy-held Capital and can increase capture speed when your kingdom controls it. The details belong to that mode, not every siege.
Occupation scoring depends on Squad Power in the listed effects. We do not have a universal fixed score-per-second rule, so we do not turn those descriptions into a guaranteed score forecast.
Use royal benefits at the right moment
Royal positions and temporary favors can affect construction, research, training or healing. Before beginning a long action, check the actual buff, approval status and remaining appointment time.
Queues, awards and appointment permissions have their own conditions. Read them in-game rather than assuming that winning the siege automatically gives every member the same benefit.
Keep exploring
Check before you spend
Game rules and values can change. Verify active event rules, recruitment odds and upgrade costs in-game before spending.
