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Season playbook

Set your server's current season in Settings and the season page reshapes around it: which week you're in, this week's focus, officer checklists and member instructions, key deadlines, and event clocks in everyone's local time. One place your whole alliance reads to know what to build and when the fights land.

How it works

Last Command carries a playbook for each of the six numbered seasons. You tell it which one your server is running by picking the season and its start date in Settings → Events. From that moment the season page stops being generic and becomes your season: the hero shows the season name, the week you're in (“Week 3 of 8”), and the current phase.

The whole page is driven by one derivation from the season, the start date, your war windows and the current time. Everything you see — week number, phase, war-day countdowns, which deadlines are biting — falls out of those inputs, so there's nothing to keep in sync by hand.

// HEADS UP

The start date you set is Week 1, Day 1 of the season. There is no separate pre-season phase to account for — the day you enter is the day the plan begins counting. Set it to the real in-game date the season opened on your server so the week number and every deadline line up.

The week-by-week plan

The heart of the page is the week planner. A row of week pills runs across the top with the current week highlighted; click any week to read its plan. Future weeks are marked Preview and past weeks Past week, so you can look ahead to prep or look back to review.

Each week entry carries four things:

  • Focus — one line on what this week is about, so nobody has to guess the priority.
  • Run this week — an imperative checklist for officers (R5/R4): the coordination that has to happen.
  • What members should do — the contribute list for R1–R3: where to spend, what to build, what to save.
  • Common mistakes — the pitfalls that cost alliances points or progress this week, flagged before they bite.

// NOTE

The plan is rank-framed but never hidden. Officers see “Run this week” first and members see “Contribute this week” first, but both lists stay on screen for everyone — the whole play is visible to the whole alliance.

Clocks and deadlines

Below the plan the page surfaces what's happening now. Deadlines come straight from the season contract and only appear when they're relevant to the current week; the ones biting right now get a red Now tag so they jump out.

Event clocks convert the season's fixed moments — the next war days and recurring timed events — into readable countdowns. A server / local toggle flips every clock between game-server time and the viewer's own timezone, so a member in Sydney and an officer in London each see the fights in their own hours. Where you've configured attack windows, the safe window is called out too.

// TIP

When a season ships a calculator (bank-interest planning, recombination odds, and the like) it's embedded straight into the page, in context. The full set lives on season tools. For the deeper coordination surfaces, jump to season wars, season coverage and territory captures.

Off-season and unset states

The page is honest about what it doesn't know yet:

  • No season set — officers get a prompt to pick the season in Settings; members are told the plan appears once their officers do.
  • Off-season — the gap between seasons is for stockpiling and base work. The playbook rests and lights back up the moment the next season is set.
  • Season set but not dated — the plan is fully browsable, but the live week, deadlines and clocks stay dark until an officer adds the start date.

// NOTE

For the ramp-in prep list that runs alongside the plan, see the season checklist — buildings, resources and coordination items your officers tick through as the season starts.