
Arcadian Conquest isn't won by who shows up Saturday with the most power. It's won by who scored across casualties, kills, and occupation while everyone else fought blind for the center.
If your alliance treats Arcadian Conquest as a three-hour Saturday brawl for the central fortress, you are leaving most of the available score on the table. The event rewards three separate point streams, and the alliance that scores all three beats the alliance that throws everything at the center and ignores the rest. Power matters. Coordination, scoring discipline, and tower control matter more.
This is the Arcadian Conquest guide for serious Tiles Survive accounts. How the scoring actually works, why the four towers decide the center, what winning unlocks through the Governor, and the weekly preparation timeline that funds Saturday before Saturday arrives. No casual siege tips. Concrete decisions for alliance leaders and R4/R5 officers coordinating spenders at competitive scale.
For where Arcadian Conquest sits in the weekly spending rhythm and how it overlaps with other events, the Tiles Survive events guide breaks down which events reward spending versus activity across the calendar.
Arcadian Conquest is a weekly inter-alliance event built around Arcadia, a central fortress ringed by four towers at the north, south, east, and west. The headline objective is to accumulate 1.5 hours of cumulative Arcadia occupation across the three-hour siege, or hold the longest total occupation time if no alliance reaches 1.5 hours. Winning grants the right to appoint a Governor for the state. That much most alliances know. What most alliances miss is that occupation is only one of three scoring streams.
Points come from three sources, and reading the balance between them is what separates top alliances from the pack. Troop casualties generate base points for your own troop losses in battle, scaling with soldier level, which means an account fielding higher-tier troops scores more even from losses. Enemy kills generate higher points for killing enemy soldiers, also scaling with soldier level. And occupation rewards generate 10,000 points for every 60 seconds of holding Arcadia or any tower. The alliance that scores casualties, kills, and occupation simultaneously builds a point lead that an occupation-only alliance cannot match, even when both spend the same three hours fighting.
The practical takeaway is that there is no such thing as a wasted fight if your troops are high enough tier. Even losing engagements score casualty points. This reframes the entire event: the goal is not to avoid losses, it is to keep high-tier troops in constant contact with the enemy while accumulating occupation time on Arcadia and the towers.
The single biggest tactical mistake in Arcadian Conquest is throwing everything at the central fortress while ignoring the four towers. The towers are not a side objective. They are the mechanism that cracks the center open.
Each tower, once held, continuously attacks enemy troops occupying Arcadia, weakening the central defenders by roughly 2% per minute of tower control. The longer your alliance holds a tower, the faster that tower attacks, with its strike cooldown tightening from around four minutes down to one minute as control persists. An alliance that secures two or three towers early is steadily draining the central garrison the entire time, which means by the time they commit to the center, the defenders are already a fraction of their starting strength. The alliance that ignored the towers is attacking a full-strength center with no support fire.
Towers also score on their own. Every 60 seconds of tower occupation generates the same 10,000 points as Arcadia occupation, which means tower control is simultaneously a scoring stream and a siege weapon. There is a cost to holding: occupying a tower causes the garrison to lose roughly 2% of stationed troops per attack against it, so towers bleed defenders over time and need rotation. But for an alliance that cannot overpower the center through raw force, tower control is the equalizer that wins the event. Capture the towers first, let them grind the center down, then commit.
Winning Arcadian Conquest grants the alliance the right to appoint a Governor for the state, and the Governor role carries real competitive weight rather than just a cosmetic title. Understanding what it unlocks is part of deciding how hard to push for the win.
The Governor gains access to Governor Credits, which activate state-wide abilities including Fast Gathering and Rapid Finder that accelerate resource collection across the controlled state. The Governor can assign honorary or punitive titles to other Chiefs, award Governor Packs (each Chief can receive only one Governor Pack per Arcadian Conquest cycle), and unlock exclusive Governor Skins for settlements and marches that carry combat buffs rather than pure cosmetics. For an alliance leader, the Governor role converts a Saturday win into a week of state-wide economic and combat advantages that compound into the next cycle.
This is why the strongest alliances treat Arcadian Conquest as the anchor of their weekly competitive position rather than an isolated event. The win does not just feel good. It funds the gathering speed, the combat buffs, and the reward distribution that keep the alliance ahead through the following week and into the next siege.
Arcadian Conquest is won across the week, not in the three-hour window. The alliances that arrive Saturday with heroes built, troops trained, and budget already deployed beat the alliances that scramble to top up mid-siege. Here is the preparation rhythm serious alliances run.
Sunday through Tuesday is the planning window. Leadership audits the alliance hero composition, checks for rally-leader overlap where three anchors are all running the same lineup with no frontline coverage, and identifies troop-tier gaps that will cost casualty and kill points on Saturday. This is when the week's spending plan gets set, before anyone buys a single pack. For the composition logic that underpins this audit, the Tiles Survive formation guide covers the rally-leader pairings that decide siege performance.
Wednesday through Thursday is the funding window, and this is when spending should happen rather than Saturday morning. Top up Waypoints and resources now, while there is time to deploy them into troop training and gear upgrades. Buy packs aligned with the week's overlapping events, since Turbo Turtle and Power Play windows often coincide with Arcadian prep, which means the same Waypoints score event milestones AND build Saturday's siege capacity. Anyone topping up mid-siege is distracted by payment processing when they should be coordinating rallies.
Friday is final preparation. Troop training completes, hospital capacity gets cleared so there is room to absorb Saturday's casualties without losing troops permanently, and relocation positions get planned in advance so settlements sit near Arcadia or the towers to minimize march time. Shift assignments get confirmed, because three hours is too long to run without rotation, and squads get divided across attacking, defending, and tower control. Saturday itself is execution: the budget is already deployed, the heroes are built, the troops are trained, and the only spending is emergency replenishment if the fight runs harder than expected.
Audit how your alliance scores, not just how it fights. The biggest gap between alliances that win Arcadian Conquest and alliances that place mid-bracket is rarely raw power. It is scoring awareness. Most alliances throw everything at the center and treat the towers and the casualty-kill scoring streams as afterthoughts, which means they compete for one of three point sources while the top alliance banks all three. Walking your members through the three scoring streams (casualties, kills, occupation) and the tower mechanic produces real ranking gains without anyone spending an extra dollar.
Set the spending calendar expectation correctly. The instinct to "top up for Saturday" gets misapplied constantly, with members scrambling to buy packs Saturday morning when the budget should already be deployed. The correct message is fund Wednesday to Thursday, finalize Friday, and reserve Saturday for execution. One leadership message early in the week, naming the pack priority and the overlapping event windows, prevents thirty members from making thirty separate impulse decisions and aligns the entire alliance's spend with the events that co-score.
Scoring discipline and timing together define alliance Arcadian output. For members building their accounts, making clear that high-tier troops score even in losses, that tower control both scores and weakens the center, and that the win unlocks a week of Governor advantages sets the alliance up to compound its competitive position cycle over cycle, rather than rosters where individuals show up Saturday with raw power but no coordinated scoring plan. The alliance that scores all three streams and controls the towers beats the alliance that fights blind for the center every week.
Three ways. Troop casualties generate base points for your own losses, scaling with soldier level. Enemy kills generate higher points for killing enemy soldiers, also scaling with level. Occupation generates 10,000 points for every 60 seconds of holding Arcadia or any of the four towers. The alliance that scores all three streams simultaneously builds a lead that an occupation-only alliance cannot match, which is why high-tier troops in constant contact outscore a roster that only fights for the center.
The four towers at the north, south, east, and west provide the siege advantage that cracks the center. A held tower continuously attacks enemy troops occupying Arcadia, weakening the central defenders by roughly 2% per minute, and the tower attacks faster the longer it is held as its cooldown tightens from around four minutes to one. Towers also score 10,000 points per 60 seconds of occupation. Holding a tower costs the garrison roughly 2% of stationed troops per attack against it, so towers need rotation.
The Governor gains Governor Credits to activate state-wide abilities like Fast Gathering and Rapid Finder, can assign honorary or punitive titles to Chiefs, can award Governor Packs (one per Chief per cycle), and unlocks exclusive Governor Skins for settlements and marches that carry combat buffs. The role converts a Saturday win into a week of state-wide economic and combat advantages, which is why top alliances treat the event as the anchor of their weekly competitive position.
Spend Wednesday through Thursday, not Saturday morning. Topping up early leaves time to deploy Waypoints into troop training and gear upgrades before the siege. Buying packs during overlapping Turbo Turtle or Power Play windows means the same Waypoints score event milestones AND build Saturday's siege capacity. Anyone topping up mid-siege is distracted by payment processing when they should be coordinating rallies. The budget should be fully deployed before the three-hour window opens.
Yes, through tower control and scoring discipline. An alliance that cannot overpower the central garrison directly can capture the four towers first, let them grind the center down by roughly 2% per minute, and then commit once the defenders are weakened. Scoring casualties and kills with high-tier troops while accumulating tower occupation time builds points without needing to hold Arcadia outright. Coordination and tower strategy are the equalizers that let a weaker alliance out-score a stronger but disorganized one.
Arcadian Conquest runs as a three-hour siege, typically on a weekly cycle. The objective is to accumulate 1.5 hours of cumulative Arcadia occupation within that window, or hold the longest total if no alliance reaches the threshold. Because it runs weekly, the highest-performing alliances treat preparation as a continuous cycle: debrief after each siege, audit composition early in the week, fund midweek, and execute on the event day.