Incursions run every 2 weeks, 11 days on and 3 days off, just like the Battlegrounds schedule, except it starts on the alternating Thursday from Battlegrounds. Now every Thursday something starts, either an Incursion or a Battleground.
Incursions also have an overall tournament that runs for 3 months or 6 incursions (this is also like the Battleground 3 month tournaments for the tower fragments that change every 3 months.) At the end of the each season, the guild receives the overall prize chest for our placing/rank among all guilds on the server. NOTE: the prizes are exactly the same for places 4-10, but there is a big drop-off in rewards for places 11-20; THEREFORE, it is important to aim to stay at least in the top 10.
The settlement and the map reset to the beginning every 2 weeks, BUT you get to keep any Quantum Shards (and the event pass progress) you have earned or purchased for the duration of the 3 month tournament. At the end of 3 months, Quantum Shards also reset, so on the last season of a championship you need to spend Quantum Shards or lose them. You will get 500 Quantum Shards as starting currency at the beginning of each 3-month tournament.
Shards
Quantum Shards are a premium currency usable only in the Quantum realm. Similar to diamonds, these can be used in a variety of ways, such as instantly finishing a production or construction, purchasing premium expansions, removing impediments in Quantum Settlement, or purchasing Action points. Quantum Shards can be obtained from participating in Nodes on Quantum map, as milestone rewards in Quantum pass, or purchased directly for diamonds.
You have to use shards to progress. QI is a treadmill and if you stop running, it will be hard to start back up until the next championship (every 3 months) when you get 500 shards and everything starts over. Conversely, at the end of a 3 month tournament, on the last season you should spend all your shards because nothing will carry forward.
Best Uses for Shards:
Once per season, buy 100K actions with 450 shards.
Use 50 shards to rush the construction of any 10 hour builds (especially supplies) instead of waiting 10 hours before they produce anything.
Save 450 shards to buy land expansions at the start of each season. It's recommended to buy 3 expansions with shards at the very beginning (see Settlement guide) and it does help. (But don't save any at the end of a 3 month championship, nothing carries over.)
DON'T spend any shards opening chests at the end of each season. Just open the 2 free chests: you get plenty of rewards over time, save your shards to spend on options 1-3 above! (But at the end of a 3 month championship, spend shards or lose them, nothing carries over. Price is 1700 shards now 2000 shards for all chests and after you open the 2 free ones, it offers you a discounted 25% off = 1275 now 25% off = 1500 shards to open them all.)
Every season, I make the same choice: Artillery, Heavy, Ranged. There is no reason to pick anything else, these 3 troop types work the best overall, and for the middle ages I only use Artillery and Heavy troops on everything.
Same with goods, select Ropes, Honey, Gunpowder. Those are the 3 smallest and no reason to pick bigger goods buildings. I try to donate all my starting Bricks and Copper on goods nodes and then use part of the starting Honey and Gunpowder to get 1 land expansion each (the cheapest ones at the start only require 30 or 60 goods) to use up those 2 types, and then I build Ropes and use that for everything else. All anyone really needs is Ropes because it's the smallest and it doesn't matter what type of goods are used for land or donations.
2025 UPDATE: QI Officers can't do anything but mark nodes as important or not now: there is no longer any choice of trials, no choice of diverging paths within each level, and the levels advance automatically every day at midnight server time.
On lower levels, the GARRISON nodes may be optional, but the higher levels in the 2nd half of the season are harder and you need that extra boost from clearing the GARRISONS. The 2 Garrison nodes per level take red or blue boosts to complete, but give additional of BOTH Red and Blue to the entire guild once cleared.
In the current game, there is slightly more Red QI boost available than Blue for most players, if the Red team can clear their Garrison node first, it will help the blue team to do the same. Clearing the Garrisons helps with the rest of the map and should be #1 priority!
STRONGHOLDS buff the Boss and you must clear those too after the Garrisons, but BEFORE tackling the boss, otherwise the boss will likely be too strong to defeat.
Blue Garrison
Blue Strong-hold
Red Garrison
Red Strong-hold
Illustration of current map strategy below:
Everyone go straight to BOOST nodes first, skipping the strongholds initially. Red and Blue take the outside paths, Donation route up the middle.
if Red team can clear their Garrison faster, it also helps Blue clear their Garrison with more boost.
More boost helps everyone clear all remaining nodes.
Go back for the Strongholds. Moving between nodes is only 100 action points now, it is ok to double back to Strongholds after clearing Garrisons.
Take down the Bosses!