Age of Origins Guard Towers: Plundering Alliance Points in the Kill Phase
Attack on Guard Towers explained: which alliances get towers, who can attack them, how per-minute plunder scales, and the cap that ends the harvest.
Part of the Events series:
- Kill Event Guide: The Sunday finale this mechanic sits inside.
- Strongest Commander Guide: The parent event.
Quick Answer
- During the kill phase, the nation's three strongest alliances each receive a Guard Tower.
- The strongest five alliances of each nation may attack the enemy nation's towers and plunder Alliance Points from them.
- Plunder is calculated per minute of occupation — this is a holding contest, not a single strike.
- The rate scales with the number of troops occupying the tower and the tower alliance's Nation Power Ranking.
- There's a maximum plunder limit per alliance; once it's hit, no further points can be taken from that source.
A Second Scoreboard Inside the Kill Event
Most of Sunday is individual hunting — the tier tables in the kill event guide govern who scores what. Guard Towers run alongside that as an alliance-scale objective, and they're the reason top alliances treat the kill phase as a coordinated operation rather than a free-for-all.
The setup: the nation's three strongest alliances each get a Guard Tower, and the strongest five alliances in each nation are eligible to go attack the enemy nation's towers. So the top of the ladder plays a different game from everyone else on kill day — one where holding ground pays continuously.
Per-Minute Plunder Changes Everything
The scoring mechanic is the interesting part: plundered Alliance Points are calculated per one minute of occupation. That single design choice reshapes the tactics:
- Occupation is the objective, not kills. Taking a tower and holding it for twenty minutes beats taking it, winning a glorious fight, and losing it in three.
- Troop count on the tower scales the rate — so stacking a held tower with reinforcements isn't just defensive, it directly increases your income per minute.
- The defender's Nation Power Ranking also scales it, meaning towers belonging to strong alliances are worth more to crack. The rich targets are exactly the ones that fight back hardest.
Put together, a Guard Tower fight is a sustained hold under pressure — the closest thing in Age of Origins to a real objective-control game mode, and it rewards the same things Triangle War does: assigned roles, reinforcement discipline, and someone calling the shots.
The Cap
Don't over-invest past the ceiling. There is a maximum plunder limit per alliance — once your alliance has taken its fill, further occupation yields nothing. Good leadership tracks that number and redeploys the moment it's reached, pushing everyone back into individual hunting where the tier tables still pay. Alliances that sit on a maxed-out tower out of habit are burning the most valuable hours of the week for zero score.
How to Play Your Part
If you're in a top-five alliance: expect assignments. Your job is showing up with a full march of your best tiers, reinforcing held towers rather than freelancing, and staying available for the whole window. Occupation math means your troops parked on a tower are actively earning — this is one of the rare times "sitting there" is the optimal play.
If your alliance holds a tower: defense is the same problem inverted. Every minute the enemy occupies is points leaving your alliance, so counter-rallies are urgent in a way ordinary defenses aren't. Garrison composition follows the defense formation guide, anchored by mitigation officers.
If you're not in a top-five alliance: this mechanic isn't yours, and that's fine — your kill day is the individual tier tables, plus the shield-or-hunt decision every account faces. Don't wander into a tower fight between the server's biggest alliances hoping for scraps; you'll be the scraps.
Why It Matters Beyond Sunday
Guard Tower performance is a public demonstration of which alliances can actually coordinate — and that reputation feeds directly into the politics of Capital War and the alliance-shuffling that follows server merges. Alliances that hold towers well recruit well. It's the closest thing the server has to a résumé.