Capturing cities and the Capitol — the four-hour rule that decides your President

🏛 Publisher's own English text · Last checked 2026-07-29
Neutral cities run from Level 1 to Level 6; only R5 and R4 can declare war, on one city at a time, and after your first capture you may only move to an adjacent city. Some troops in a city siege die outright and never reach the hospital. The Capitol is closed to any alliance that does not hold a Level 6 city, and it is won by four hours of total occupation — not by holding it at a deadline. The winning alliance's leader becomes President.

City warfare is the part of Last War with the widest gap between what players assume and what the publisher actually wrote down. Four rules below decide almost every failed campaign we have seen described.

Cities are graded 1 to 6, and the grade is the whole point

Neutral cities on the map run from Level 1 to Level 6. Higher-level cities are rarer, harder to take, and carry stronger rewards and stronger alliance-wide bonuses. That grading is not cosmetic — it is the gate on everything later in this guide, because only an alliance holding a Level 6 city qualifies for the Capitol.

Only R5 and R4 declare war, and only on one city at a time

Rank-and-file members cannot start a city war. Your leader or an officer declares it, and the alliance can only have one declaration running. There is also a movement rule that catches new alliances out: after your first capture, you may only advance to a city adjacent to territory you already hold. You cannot leapfrog across the map to the juicy Level 5 you had your eye on. Plan the route, not the target.

Taking a city costs troops you do not get back

A capture means defeating the monster garrison and grinding the city's durability to zero. First Fun states plainly that some soldiers die outright in these battles and never return to the hospital. This is the single most expensive fact in the guide. Treat a city war as a permanent troop cost, budget for it before you declare, and do not open one the week you were planning to push a power event.

What you get for it comes in two forms. The First Capture Reward is personal — diamonds, hero recruitment tickets, alliance teleportation items and large resource bundles. The ongoing bonuses are alliance-wide and permanent while you hold the city: resource production, construction speed, research speed.

The Siege Camp is a beginner tool with a hard ceiling

Every alliance is given a Siege Camp in the early stage of a server, and it is usable only against Level 1 to Level 3 cities. Each member commits one squad; the system then launches them automatically in waves of three squads at a time until the city falls or every squad has been wiped. It is designed so a young alliance with no coordination can still take a small city. It will not take you a Level 4.

The Capitol: four hours of occupation, not one moment of it

The Capitol is the endgame of the map, and the entry requirements are strict: your alliance must hold a Level 6 city and must control land directly connected to the Capitol. Then comes the rule that decides it — the first alliance to accumulate four hours of total occupation wins. If nobody reaches four hours, the alliance with the longest total occupation takes it.

Total, not continuous. That changes the strategy completely: being thrown off the Capitol does not reset your clock, so short repeated holds are worth banking, and a defender who only shows up at the end has already lost time they cannot recover. The reward is the one everybody is actually fighting for — the winning alliance's leader becomes President, and hands out the official positions covered in our official positions guide.

Sources: First Fun’s official English help centre — How to Capture Cities and the Capitol

Last War: Survival — Guides

01 How to build a squad — the counter triangle and the +20% lineup bonus Defense heroes go in the front row and take the hits; Attack and Support sit behind… 02 Capturing cities and the Capitol — the four-hour rule that decides your President Neutral cities run from Level 1 to Level 6; only R5 and R4 can declare war, on one c… 03 Alliance Duel rules — who gets matched, how the League works, and why Sunday is empty You need Base Level above 10, and your alliance needs at least 20 members and a plac… 04 Alliance Duel points — why your numbers do not match anyone else's Points are awarded when an action starts, not when you collect it — training units a… 05 The alliance system — what Gift Level 5, 6, 10 and 15 actually unlock An alliance holds 100 members across 5 ranks, with four named R4 officer roles. Alli… 06 Alliance Exercise — the MVP multiplies alliance rewards by up to 10x Four stages: Selection, Preparation, Battle, Rewards. If R4/R5 have not set a battle… 07 Warzone Duel — the Capitol War, the four cannons, and the 50,000 you have to hit A cross-server tournament in brackets of 4 or 8 servers running 2 or 3 weeks. Monday… 08 Desert Storm Battlefield — stripping your gear before registering does nothing R4 and R5 register participants and pick the battle time Monday to Wednesday. There… 09 Official positions — the Secretary of Interior is not double resources Seven positions, appointed from the Capitol by the President. The Secretary of Inter… 10 Drone development — stop feeding Battle Data above 80% Below 80% of an upgrade's progress there is a 50% chance of a Critical Hit that doub… 11 Zombie Boss — posting the link in World Chat ends your 10 minutes A Zombie Boss you discover is protected for 10 minutes — but sharing it in the World… 12 Recruitment odds — 3.00% for a UR, and what 50 pulls really costs you Hero Recruitment is 3.00% UR, 13.00% SSR, 39.00% SR, 45.00% R per pull, with a hard… 13 Account linking — change your email and you are locked out of changing it for 90 days Link at [Individual Card] → [Account] → [Email / Google Play]. Changing th…

Back to the hub — the calculators, Gift Codes and event schedule all live there.