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⚠️ Please Note ⚠️
The information on this page is in need of an update. Please rest assured that we are aware of this issue and will be updating the page soon. Thank you for your patience and understanding.


General

The Governor is appointed by the leader of the winning alliance in the Capital Clash event. The leader (R5) has two (2) hours after Capital Clash ends to pick a Governor from the list of members including themselves. If no Governor is picked in that time frame, the system picks the leader as the Governor by default.

The Governor has special skills, titles, markings, and state wide buffs at their disposal to be used and bestowed. An elected Governors term is until the next Capital Clash event.

Once elected, the chosen chief will receive a system mail as shown in the example below.

Gov Mail

As the chosen Governor, they will see features that are Governor specific. The Governor will see a new button on their screen to access the Governor's Mansion. Chiefs can also click on the Capital, located at the center of map to access Governor's Mansion. Governors can set the name of the state, flag of the state, message in state board as well access to all the other Governor specific skills, state buffs, Governor packs, titles and markings.

Gov Mansion

Governor Packs

These are the reward packs that can be distributed by the Governor to anyone in the state. There are twenty-one (21) packs available to be distributed. They are: fifteen (15) Support Packs, five (5) Defender Packs, and one (1) Hero Pack. Note: A chief can only be rewarded once every term.

Gov Packs1

The rewards in each packs are listed below.


Governor Credits

Governor Credits are used to activate state buffs as well as to use Governor specific skills. Governor credits are obtained by the all players in a state by completing daily tasks. All Governor credits obtained by the state players will directly go to the Governor's Mansion.

Governor Specific Skills

There are a total of four (4) Governor specific skills. These skills have a cooldown period as well as limited number of uses per term. The Governor has to go to the Governor's Mansion in order to use the skills. The skills are listed below.

Gov Skill1A

Black Market Contacts: This allows the Governor to exchange Governor Credits for Biocaps. This skill can be used three (3) times per day. Costs 27,000 Governor Credit


Gov Skill2A

Enforced Eviction: Allows the Governor to evict any settlement in the state. For the player, it will automatically zero their settlement defense and force port the player. The settlement stays in a phantom state until the log on their accounts again at which point, the settlement will be random ported in the wilderness. This skill has a cooldown of two (2) hours and can be used a maximum of fourteen (14) times per term. Costs 27,000 Governor Credit


Gov Skill3A

Prison Shackles: This allows the Governor to put a shackle around any player's settlement. Shackled chiefs are not able to attack nor recon any other chiefs for thirty (30) minutes. This includes PVP enemies in fortresses and analysis centers. This skill has a cooldown of two (2) hours and can be used a maximum of fourteen (14) times per term. Costs 45,000 Governor Credit


Gov Skill4A

Rapid Finder: This allows the Governor to obtain the coordinates of any player in the state that not in a phantom state, through the chiefs in-game name. This skill has a cooldown of two (2) hours and can be used a maximum of fifty-six (56) times per term. Costs 18,000 Governor Credit


State Buffs

These are state-wide buffs that can be activated for the entire state to use during your tenure as Governor. All State buffs are active for 24 hours and has a seven (7) days cooldown.

Gov Skill5A

Fast Work: Gives the entire state a 10% reduction in all new construction. It can be used in tandem with other construction time reduction benefits such as settlement buffs, chief talents and Governor titles. Costs 45,000 Governor Credit


Gov Skill6A

Research Accelerator: Gives the entire state a 10% reduction in all new researches. It can be used in tandem with other construction time reduction benefits such as settlement buffs, chief talents and Governor titles. Costs 45,000 Governor Credit


Gov Skill7A

Training Incubator: Gives the entire state a 30% increase on troop training speed. It can be used in tandem with Governor title, Patriot. Costs 45,000 Governor Credit


Gov Skill8A

Troop Treatment: Gives the entire state a 50% increase on troop healing speed. It can be used in tandem with Governor title, Master Medic. Costs 45,000 Governor Credit



Capital Honors

The Governor can bestow Honors (buffs) and award Markings (debuffs) to any player in the state. These titles has a cooldown of twenty-four (24) hours once passed to a player. The Governor can remove it at any point of time, however they can't bestow it to another player until the cooldown period is over.

The Governor can award the Capital Honors by clicking on a desired settlement in the wilderness and clicking on info. They can then proceed to click on the Governor tag at the player profile. The full details of honors and markings are listed below.

Honors

Gov BuffGovA
Governor: This is a unique title automatically bestowed upon the appointment of Governor. The title gives the Governor a 5% buff on troop attack, troop defense, troop health, and troop lethality during their tenure.
Gov Buff1A
Chief Strategist: This title gives a 10% increase in research, construction and training speed.
Gov Buff2A
Mighty Ox: This title gives an 80% increase in basic resource production in their settlement.
Gov Buff3A
Master Medic: This title gives an additional 5.0k capacity in your hospital and 100% increase in healing speed.
Gov Buff4A
War Wolf: This title increases the troop lethality stats by 10%.
Gov Buff5A
Iron Fist: This title increases the troop attack stats by 5% and the march capacity by 2.5k.
Gov Buff6A
Patriot: This title increases the training speed by 50% and the training capacity by 200.


Markings

Gov Debuff1A
Donkey: This marking reduces the training speed by 25% and reduces the training capacity by 100.
Gov Debuff2A
Chicken: This marking reduces the troop attack stats by 2% and reduces the march capacity by 1.5k.
Gov Debuff3A
Sloth: This marking reduces the speed of construction, research and training speed by 10%.
Gov Debuff4A
Blunt Blade: This marking reduces the troop lethality stats by 10%.
Gov Debuff5A
Worm: This marking reduces basic resource production in their settlement by 40%.
Gov Debuff6A
Quack: This marking reduces the hospital capacity by 2.5k and reduces the healing speed by 50%.

How to put Honors and Markings

Via Settlement option:

Step 1: Click on the player's settlement and then info

Settlement 1

Step 2: Click the Governor Symbol above the settlement button

Settlement 2

Step 3: Select which honors or markings you want to give

Settlement 3

Step 4: Click confirm

Settlement 4


Via Search option:

Step 1: Click the Governor Symbol on the bottom right

Search 1

Step 2: Click the Honors button

Search 2

Step 3: Hit Search Chiefs

Search 3

Step 4: Then search for the Particular Chief

Search 4

Note: Search button is case sensitive.

Step 5: Hit View

Search 5

Step 6: Follow Steps 3 and 4 in the Settlement Option

State Warfare Governor

On State Warfare, Governor Benefits depends on the outcome of the preparation stage and the capital Clash, there are four (4) outcomes that would happen:

  • If State both loses the Preparation Stage and Capital Clash, they will not have a Governor for two weeks (meaning no governor benefits and buffs).
  • if State wins preparation and loses the Capital Clash, the leader of the alliance that won the previous Capital Clash can appoint new Governor, governor benefits and buffs are the same as regular Capital Clash.
  • If State loses the preparation State and won the Capital Clash, Governor will have a boost on all the buffs
  • Last, if State won both Preparation and Capital Clash, Governor will have great boost in buffs, packs are doubled and the following state buff is added:
Troop Lethality Buff
Governor's Order: This Buff increases the troop lethality of all Chiefs in the state by 10%

STATE BUFFS, HONORS AND MARKINGS:

These buffs can only be attained if State won the Capital Clash

State Buffs:

Gov Construction
Governor Construction Speedup: Increases Construction Speedup by 15% for 24 hours
Gov Research
Governor Research Speedup: Increases Research Speedup by 15% for 24 hours
Gov Healing
Governor Healing Speedup: Increases Healing Speedup by 75% for 24 hours
Gov Troop
Governor Training Speedup: Increases Training Speedup by 45% for 24 hours

For Honors and Markings:

HONORS
Gov
The Governor: The Governor will have an increase in Troop Attack, Troop Defense, Troop Health and Troop Lethality by 7.5%
Chief Strat - SVS
Chief Strategist: This Honor increases Construction Speed, Research Speed and Training Speed by 15.0%
Mighty Ox - SVS
Mighty Ox: This Honor increases the Basic Resource Production by 120.0%
Master Medic - SVS
Master Medic: This Honor increase the Healing Speed by +150.0% and increased in Hospital Capacity +7.50K
War Wolf - SVS
War Wolf: This Honor increase the Troop Lethality by 15.0%
Iron Fist- SVS
Iron Fist: This Honor gives an increase in Troop attack by 7.50% and 3.75K increase in March Capacity
Patriot - SVS
Patriot : This Honor gives an increase in Training Speed by +75.0% and +300 Training Capacity
MARKINGS
Sloth-SVS
Sloth: This Marking reduces the Construction, Research and Training Speed by -15.0%
Worm-SVS
Worm: This Marking reduces the Basic Resource Production by -60.0%
Quack-SVS
Quack: This Marking reduces the Healing Speed by -75.0% and Hospital Capacity by -3.75%
BluntBlade-SVS
Blunt Blade : This Marking reduces Troop Lethality by -7.50%
Chicken-SVS
Chicken: This Marking reduces Troop Attack by -3.0% and March Capacity by -2.25K
Donkey-SVS
Donkey: This Marking reduces Training Speed by -37.50 % and Training Capacity by -150

**Pictures used in this Section State Warfare Governor is credited to The Derp Builder

Also check out: Capital Clash and State Warfare

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