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.

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#1361 7 hour x 100

Start: Jan 16,2012 01:00
End: Jan 16,2012 08:00
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.
  • 25 minutes beginner protection. Ratio protection active for the first 4 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 5000 points.
  • Packet academy.
  • 3-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.
Player limit: 100
Victory conditions: Top player receives 100 premium points

Speed: 100
Unit speed: 0.4
Sleep mode: No
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1360 3 hour solo BASH x 350

Start: Jan 15,2012 21:00
End: Jan 16,2012 00:00
Description: Caution: No nobling.
The farm limit is active. Per farm level, 150 units are supported.


  • Increased starting build: Level 1 Timber camp, Level 1 Clay pit, Level 1 Iron mine.
  • 20 minutes beginner protection. Ratio protection active for the first 30 minutes (10 per cent).
  • Paladin active (no items)
  • No archers.
  • Simple tech smithy.
  • Fake limit active. Minimum attack force is 1 per cent of village points.
  • Barbs and advanced bonus villages grow to 1000 points.
  • 1-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia not active.
  • Attack gap 250 . Support gap 100.
Player limit: 100
Victory conditions: Bash round. Opponents defeated as attacker wins the round. Per farm level only 150 defensive units are supported - for 4500 total at level 30 farm. More than that fights with reduced efficiency. Details.
Speed: 350
Unit speed: 0.5
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1359 Secrets of Power x 400

Start: Jan 14,2012 23:00
End: Jan 15,2012 20:00
Description:
  • Increased starting build: Level 6 Timber camp, Level 6 Clay pit, Level 6 Iron mine.
  • 25 minutes beginner protection. Ratio protection active for the first 1 hours (10 per cent).
  • No paladin
  • 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 11000 points.
  • Packet academy. Nobleman prices are constant.
  • 2-member tribe limit. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 2 villages. Duration 1.0 hours.
  • Secrets of Power . End Game Scenario. Number of secrets that should be available:4.
Player limit: 100
Victory conditions: The tribe holding all secrets for a two hour duration wins the round and receives 100pp each. If all secrets are not held by one tribe by the end of the round, each member of a tribe holding a secret receives 50pp each.

This round has Secrets Of Power - End Game Scenario. For details about Secrets, please see this topic.
Speed: 400
Unit speed: 1
Sleep mode: No
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1358 1 hour solo round x 300

Start: Jan 14,2012 21:00
End: Jan 14,2012 22:00
Description:
  • Increased starting build: Level 20 HQ, Level 20 Farm, Level 20 Warehouse, Level 1 Rally point, Level 20 Barracks, Level 15 Smithy, Level 25 Timber camp, Level 25 Clay pit, Level 25 Iron mine, Level 20 Stable, Level 1 Workshop.
  • 5 minutes beginner protection. Ratio protection active for the first 10 minutes (10 per cent).
  • Paladin active (no items)
  • No archers.
  • 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.
  • Packet academy. Nobleman prices are constant. Cheap.
  • 1-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Random starting location.
  • Militia not active.
Player limit: 100
Victory conditions:
Speed: 300
Unit speed: 0.5
Sleep mode: No
Account sitting: No
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1357 5 hour BASH x 400

Start: Jan 14,2012 15:00
End: Jan 14,2012 20:00
Description: Caution: No nobling.
The farm limit is active. Per farm level, 150 units are supported.

  • 35 minutes beginner protection. Ratio protection active for the first 2 hours (10 per cent).
  • No paladin
  • No archers.
  • 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.
  • 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.
Player limit: 100
Victory conditions: Bash round. Opponents defeated as attacker wins the round. Per farm level only 150 defensive units are supported - for 4500 total at level 30 farm. More than that fights with reduced efficiency. Details.Top player (in Opponents Defeated as Attacker) receives 100 premium points

Speed: 400
Unit speed: 0.5
Sleep mode: No
Account sitting: No
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1356 12 hour Solo x 100

Start: Jan 14,2012 02:00
End: Jan 14,2012 14:00
Description:
  • Increased starting build: Level 3 Warehouse, Level 6 Timber camp, Level 6 Clay pit, Level 6 Iron mine.
  • 60 minutes beginner protection. Ratio protection active for the first 4 hours (10 per cent).
  • Paladin active (no items)
  • No archers.
  • 15-tech smithy (3 levels per technology).
  • Fake limit active. Minimum attack force is 1 per cent of village points.
  • Barbs and advanced bonus villages grow to 3000 points.
  • Packet academy. Nobleman prices are constant.
  • 1-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Random starting location.
  • Militia active to maximum 2 villages. Duration 1.0 hours.
Player limit: 100
Victory conditions: Top player receives 100 premium points

Speed: 100
Unit speed: 0.75
Sleep mode: No
Account sitting: Yes
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1355 Secrets Of Power 12 hours x 350

Start: Jan 13,2012 13:00
End: Jan 14,2012 01:00
Description: Caution: The farm limit is active. Per farm level, 1000 units are supported.

  • Increased starting build: Level 20 HQ, Level 20 Farm, Level 20 Warehouse, Level 1 Rally point, Level 5 Barracks, Level 5 Smithy, Level 20 Timber camp, Level 20 Clay pit, Level 20 Iron mine, Level 5 Market, Level 5 Stable.
  • 25 minutes beginner protection. Ratio protection active for the first 1 hours (10 per cent).
  • No paladin
  • 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 9000 points.
  • Packet academy. Nobleman prices are constant.Half Price.
  • 2-member tribe limit. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 2 villages. Duration 1.0 hours.
  • Secrets of Power . End Game Scenario. Number of secrets that should be available:2.
Player limit: 100
Victory conditions: The tribe holding all secrets for a two hour duration wins the round and receives 100pp each. If all secrets are not held by one tribe by the end of the round, each member of a tribe holding a secret receives 50pp each.

This round has Secrets Of Power - End Game Scenario. For details about Secrets, please see this topic.
Speed: 350
Unit speed: 1
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1354 4 Day x 275 Limited Hauls.

Start: Jan 09,2012 02:00
End: Jan 13,2012 12:00
Description: Caution: The farm limit is active. Per farm level, 1000 units are supported.

  • Increased starting build: Level 5 HQ, Level 5 Farm, Level 5 Warehouse, Level 5 Barracks, Level 1 First church, Level 5 Smithy, Level 6 Timber camp, Level 6 Clay pit, Level 6 Iron mine, Level 5 Stable.
  • 60 minutes beginner protection. Ratio protection active for the first 1 days (10 per cent).
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Church active.
  • Fake limit active. Minimum attack force is 1 per cent of village points.
  • Barbs and advanced bonus villages grow to 2000 points.
  • Coin academy.
  • 7-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 5 villages. 50 Militia per farm level. Duration 6.0 hours. (resource production operating at 70% )
Player limit: 100
Victory conditions: Top player receives 200 premium points

Speed: 275
Unit speed: 0.6
Sleep mode: Yes
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1353 12 hour x 100

Start: Jan 08,2012 13:00
End: Jan 09,2012 01:00
Description: Caution: The farm limit is active. Per farm level, 1000 units are supported.

  • Increased starting build: Level 20 HQ, Level 18 Farm, Level 20 Warehouse, Level 1 Rally point, Level 20 Barracks, Level 15 Smithy, Level 30 Timber camp, Level 30 Clay pit, Level 30 Iron mine, Level 10 Stable, Level 3 Workshop, Level 1 Statue.
  • 25 minutes beginner protection. Ratio protection active for the first 4 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 5000 points.
  • Packet academy.
  • 3-member tribe limit. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 2 villages. Duration 1.0 hours.
Player limit: 100
Victory conditions: Top player receives 100 premium points

Speed: 100
Unit speed: 0.4
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#1352 12 hour x 400. 2 noble round. *NO HAULS.*

Start: Jan 08,2012 00:00
End: Jan 08,2012 12:00
Description: Caution: *NO HAULS* The farm limit is active. Per farm level, 1000 units are supported.
Noblemen reduce loyalty by 50 to 50 each time.

  • Increased starting build: Level 15 HQ, Level 15 Farm, Level 15 Warehouse, Level 5 Barracks, Level 5 Smithy, Level 20 Timber camp, Level 20 Clay pit, Level 20 Iron mine, Level 15 Stable.
  • 45 minutes beginner protection. Ratio protection active for the first 5 hours, 40 minutes (10 per cent).
  • No paladin
  • 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 2500 points.
  • Packet academy. Nobleman prices are constant.Half Price
  • 5-member tribe limit. No attacking tribemates. No outside support.
  • Ability to choose starting direction.
  • Militia active to maximum 2 villages. Duration 1.0 hours.
  • Attack gap 500ms . Support gap 250ms.
Player limit: 100
Victory conditions: Top player receives 100 premium points

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