Speed rounds

Speed rounds are a modified game versions of the original game. They are played with a much higher speed (e.g. 120 times) and last somewhere between a few hours and a few weeks.

[1] ... [907] >909< [911] ... [991]

#879 12 Hour Conditional Win

Start: Feb 06,2013 10:30
End: Feb 06,2013 22:30
Description: Caution: Noblemen travel a maximum distance of 25 fields.

  • Increased starting build: Level 5 HQ, Level 5 Farm, Level 10 Warehouse, Level 5 Barracks, Level 3 Smithy, Level 4 Timber camp, Level 4 Clay pit, Level 4 Iron mine.
  • 30 minutes beginner protection.
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Units outside villages cannot be scouted
  • Church active.
  • Barbs and advanced bonus villages grow to 3000 points.
  • Coin academy.
  • 2-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 2 villages. Duration 6.0 hours.
Victory conditions: First PLAYER to hold 8 villages AND 50k points for a period of 1 hour wins the round. If the winning conditions are not met by the end of the round, the player with the highest points wins the round. Details.
Speed: 275
Unit speed: 0.8
Sleep mode: No
Account sitting: Yes
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#854 2 day x 295

Start: Feb 04,2013 09:00
End: Feb 06,2013 09:00
Description:
  • No milliseconds
  • 55 minutes beginner protection. Ratio protection active for the first 6 hours (20%).
  • No paladin
  • No archers.
  • 15-tech smithy (3 levels per technology).
  • Fake limit active. Minimum attack force is 1% of village points.
  • Barbs and advanced bonus villages grow to 500 points.
  • Packet academy.
  • 5-member tribe limit.
  • Random starting location.
  • Militia not active.
Victory conditions: Top player receives 100 premium points
Speed: 295
Unit speed: 0.8
Sleep mode: Yes
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#857 Weekend Round

Start: Feb 01,2013 20:00
End: Feb 03,2013 20:00
Description:
  • 45 minutes beginner protection. Ratio protection active for the first 12 hours (20 per cent).
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Barbs and advanced bonus villages grow to 2500 points.
  • Packet academy. Nobleman prices are constant.
  • 2-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Random starting location.
  • Militia active to maximum 5 villages. Duration 1.0 hours.
Victory conditions: Top player receives 200 premium points.
Ranks 2 and 3 receive 50 premium points each.
Speed: 300
Unit speed: 0.6
Sleep mode: Yes
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#852 8 hour cluster

Start: Feb 01,2013 11:00
End: Feb 01,2013 19:00
Description:
Caution:
Noblemen travel a maximum distance of 15 fields.
The farm limit is active. Per farm level, 1000 units are supported.

  • 25 minutes beginner protection.
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Fake limit active. Minimum attack force is 1 per cent of village points.
  • Barbs and advanced bonus villages grow to 500 points.
  • Coin academy.
  • 2-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 2 villages. Duration 1.0 hours.
Victory conditions:
Speed: 400
Unit speed: 0.4
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#878 12 Night round

Start: Jan 31,2013 22:00
End: Feb 01,2013 10:00
Description:
  • Increased starting build: Level 20 HQ, Level 30 Farm, Level 30 Warehouse, Level 1 Rally point, Level 5 Barracks, Level 10 Smithy, Level 30 Timber camp, Level 30 Clay pit, Level 30 Iron mine, Level 10 Market, Level 1 Stable.
  • 30 minutes beginner protection.
  • No paladin
  • No archers.
  • 15-tech smithy (3 levels per technology).
  • Barbs and bonus villages grow to 6000 points.
  • Packet academy.
  • 3-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia not active.
Victory conditions:
Speed: 400
Unit speed: 0.6
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#859 12 hour *NO HAULS*

Start: Jan 31,2013 09:00
End: Jan 31,2013 21:00
Description: Caution: The farm limit is active. Per farm level, 1000 units are supported.
Noblemen reduce loyalty by 100 to 100 each time.

  • Increased starting build: Level 10 HQ, Level 10 Farm, Level 10 Warehouse, Level 1 Rally point, Level 5 Barracks, Level 10 Smithy, Level 15 Timber camp, Level 15 Clay pit, Level 15 Iron mine, Level 5 Market, Level 10 Stable, Level 5 Wall.
  • 15 minutes beginner protection.
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Fake limit active. Minimum attack force is 1 per cent of village points.
  • Barbs and advanced bonus villages grow to 1500 points.
  • Packet academy. Nobleman prices are constant.
  • 2-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia not active.
Victory conditions:
Speed: 400
Unit speed: 0.6
Sleep mode: No
Account sitting: No
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#856 2 day Cluster Round

Start: Jan 29,2013 08:00
End: Jan 31,2013 08:00
Description:
Caution: Noblemen travel a maximum distance of 15 fields.
The farm limit is active. Per farm level, 1000 units are supported.

  • 45 minutes beginner protection. Ratio protection active for the first 6 hours (10 per cent).
  • Paladin active (no items)
  • Archers active.
  • Unlimited tech smithy (10 levels per technology).
  • Barbs and advanced bonus villages grow to 5500 points.
  • Packet academy. Nobleman prices are constant.
  • 2-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 5 villages. Duration 1.0 hours.
Victory conditions:
Speed: 100
Unit speed: 0.8
Sleep mode: Yes
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#877 10 hour Knockout.

Start: Jan 28,2013 10:00
End: Jan 28,2013 20:00
Description: Caution: 2 village start, Once nobled no restart

  • 45 minutes beginner protection.
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Scouts can only scout units
  • Barbs and bonus villages grow to 2500 points.
  • Coin academy.
  • 1-member tribe limit.
  • Ability to choose starting direction.
  • Militia not active.
Victory conditions: Top player receives 100 premium points

Speed: 250
Unit speed: 0.6
Sleep mode: No
Account sitting: No
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#855 Capture the Secrets Round.

Start: Jan 27,2013 09:30
End: Jan 28,2013 09:30
Description:
Caution: The farm limit is active. Per farm level, 1000 units are supported.

  • Increased starting build: Level 6 Timber camp, Level 6 Clay pit, Level 6 Iron mine.
  • 35 minutes beginner protection. Ratio protection active for the first 2 hours (10 per cent).
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Fake limit active. Minimum attack force is 1 per cent of village points.
  • Barbs and advanced bonus villages grow to 1500 points.
  • Coin academy.
  • 2-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 2 villages. Duration 1.0 hours.
Victory conditions:
The tribe that manages to hold a full set of Secrets for ONE hour wins 50 premium points each.

*The world will close when the requirements have been met.*

Information on secrets -end game scenario can be found here
Speed: 400
Unit speed: 0.7
Sleep mode: No
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#876 12 hour 400 speed

Start: Jan 26,2013 21:00
End: Jan 27,2013 09:00
Description: Caution: 2 Raised starting Villages.

  • Increased starting build: Level 10 HQ, Level 20 Farm, Level 20 Warehouse, Level 1 Rally point, Level 5 Barracks, Level 10 Smithy, Level 20 Timber camp, Level 20 Clay pit, Level 20 Iron mine, Level 10 Market, Level 1 Stable.
  • 15 minutes beginner protection.
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Units outside villages cannot be scouted
  • Barbs and bonus villages grow to 5000 points.
  • Coin academy.
  • 5-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Random starting location.
  • Militia not active.
Victory conditions:
Speed: 400
Unit speed: 0.6
Sleep mode: No
Account sitting: Yes
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated