F2P Season 4 Guide — Staying Lit and Grinding to HQ 35
What Changes for F2P in Season 4
Season 4 (Evernight Isle) is played on Sakura Isle, an island plunged into endless darkness — and darkness is the season's F2P tax. Where Season 2 punished you with cold and Season 3 with curses, Season 4 punishes you for being unlit: caught in the dark, your production and march speed drop and the monsters around you get stronger. For a free account that can't brute-force through debuffs, staying lit is the difference between growing and stalling.
This is also the season where a committed F2P player finally pushes toward HQ 35 via the Age of Oil — and lays the groundwork for T11, which unlocks after the season.
The Lighthouse, its Generators, and the Electricians who power them are the core season system — and being caught in darkness hits F2P hardest. Darkness cuts your resource generation and march speed and strengthens enemies. Prioritise unlocking your Electricians, keep your base and your marches inside the Illumination Range, and lean on alliance-shared lighting when your own coverage is thin. Light first, everything else second.
Copper Conquest — Rewards by Rank, Won by Objectives
Copper is the season's ranking resource, and your Copper rank sets your reward tier. As with Goldust Conquest before it, the F2P value is in playing the objectives — garrisons and city control with your alliance — rather than trying to out-power spenders. Your rank, not your raw might, decides what you walk away with.
This Is the HQ 35 / Age of Oil Grind
The defining long-term F2P difference this season: Season 4 is when you should be pushing the Age of Oil tech toward the HQ Expansion that lifts you from HQ 30 to 35. Oil is the bottleneck the whole way, and a non-spender realistically only reaches HQ 35 in the final weeks of the season. Plan around it — keep your Tech Center at 30, your Special Forces research advancing, and your oil output climbing — and treat HQ 35 as a season-long target, not a quick unlock.
Bank for T11 — But Don't Expect It In-Season
T11 troops do not unlock during Season 4 — they unlock in the off-season afterwards, via the Armament Institute. So treat this season as setup: bank the Armament Materials and the rarer Armament Cores you earn from the Restricted Area and boss fights (Cores are the scarce gate). Don't burn resources expecting to field T11 mid-season — you'll get there in the following off-season, the same way the Age of Oil followed Season 2.
What to Skip
- Don't expect to field T11 this season — it's post-season content.
- Don't fight in the dark for marginal gains — the debuffs make those fights worse value for F2P than for spenders.
- Don't spread into multiple squad types. The season's meta favours a focused multi-Tank formation; keep concentrating your gear and heroes.
- The early season battle pass (double daily-task rewards) is the usual best-value optional pickup; everything above it is skippable.
Exact Copper Conquest weeks, the Armament Institute's build requirements, and its research branch order vary by source — confirm these in-game rather than relying on a fixed number.
Common F2P Mistakes
- Operating in darkness — losing generation and march speed because you didn't prioritise Electricians and lighting.
- Chasing Copper rank on power instead of objectives.
- Expecting T11 during the season and mismanaging resources around it.
- Neglecting the Age of Oil push and arriving at the off-season far from HQ 35.
- Splitting your squad when the meta rewards a focused Tank formation.
Related Guides
- F2P Season 3 Guide — the previous phase
- Fastest Path to T10 Troops — the troop-promotion fundamentals that carry into T11
- Tech Center Research — Season 4 — the season's research path
- HQ Progression Guide — the climb to HQ 35
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