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.
#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.
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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.
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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.
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Victory conditions: | Top player receives 200 premium points. Ranks 2 and 3 receive 50 premium points each.
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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.
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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.
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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.
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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.
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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.
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Victory conditions: | Top player receives 100 premium points
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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.
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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.
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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 |