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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#817 2 day x 100

Start: Dec 17,2012 09:00
End: Dec 19,2012 09:00
Description:
Caution: The farm limit is active. Per farm level, 2000 units are supported.
  • 60 minutes beginner protection. Ratio protection active.
  • Paladin active (no items)
  • 15- 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 System
  • 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: Top player receives 100 premium points
Speed: 100
Unit speed: 0.75
Sleep mode: Yes
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#816 5 hour x 375

Start: Dec 16,2012 18:30
End: Dec 16,2012 23:30
Description: 2 Tribe limit.
Loyalty is reduced from 20-20 each time.
Raised start.
Constant nobles/packages.
15 minutes beginner protection.
Victory conditions:
Speed: 375
Unit speed: 0.6
Sleep mode: No
Account sitting: No
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#814

DETAILS

Start: Dec 16,2012 10:00
End: Dec 16,2012 16:00
Description:

You need to register your tribes TAG to be part of this tournament

Caution: The farm limit is active. Per farm level, 1000 units are supported.

  • 35 minutes beginner protection.
  • No paladin
  • No archers.
  • 15-tech smithy (3 levels per technology).
  • Barbs and advanced bonus villages grow to 500 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.
Victory conditions: Details can be found here
Speed: 200
Unit speed: 0.9
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#813 *NO HAULS* x 400

Start: Dec 16,2012 01:00
End: Dec 16,2012 09:00
Description:
Caution:
The farm limit is active. Per farm level, 1000 units are supported.
No barb nobling
Noblemen reduce loyalty by 20 to 20 each time.

  • Increased starting build: Level 30 HQ, Level 30 Farm, Level 30 Warehouse, Level 1 Rally point, Level 25 Barracks, Level 20 Smithy, Level 30 Timber camp, Level 30 Clay pit, Level 30 Iron mine, Level 10 Market, Level 20 Stable, Level 5 Wall, Level 1 Workshop.
  • 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 active to maximum 2 villages. Duration 1.0 hours.
Victory conditions: Winner= Anesthesia
Speed: 375
Unit speed: 0.8
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#812 First player to 25 villages.

Start: Dec 15,2012 20:00
End: Dec 16,2012 00:00
Description: Caution:
Noblemen reduce loyalty by 100 to 100 each time.
No nobling of barbarians

  • Increased starting build: Level 20 HQ, Level 20 Farm, Level 20 Warehouse, Level 1 Rally point, Level 20 Barracks, Level 20 Smithy, Level 30 Timber camp, Level 30 Clay pit, Level 30 Iron mine, Level 10 Market, Level 20 Stable, Level 5 Wall, Level 1 Workshop.
  • 15 minutes beginner protection.
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Barbs and advanced bonus villages grow to 4500 points.
  • Packet academy. Nobleman prices are constant.
  • 1-member tribe limit. No outside support.
  • Random starting location.
  • Militia not active.
Victory conditions: *Winner* = oakes666
First PLAYER to hold 35 villages for a period of 30 minutes 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.
Speed: 375
Unit speed: 0.5
Sleep mode: No
Account sitting: No
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#811


DETAILS

Start: Dec 15,2012 16:00
End: Dec 15,2012 19:00
Description:
UKSL Round 13.

No nobling of barbarians
  • Increased starting build: Level 30 HQ, Level 20 Farm, Level 20 Warehouse, Level 1 Rally point, Level 20 Barracks, Level 20 Smithy, Level 30 Timber camp, Level 30 Clay pit, Level 30 Iron mine, Level 10 Market, Level 20 Stable, Level 5 Wall, Level 1 Workshop.
  • 15 minutes beginner protection.
  • Paladin active (no items)
  • Archers active.
  • Simple tech smithy.
  • Barbs and advanced bonus villages grow to 4500 points.
  • Packet academy. Nobleman prices are constant.
  • 1-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia not active.
Victory conditions: Top player receives 100 premium points

Speed: 350
Unit speed: 0.7
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#810 6 hour BASH

Start: Dec 15,2012 09:00
End: Dec 15,2012 15:00
Description: Caution: No nobling.
The farm limit is active. Per farm level, 150 units are supported.

  • 25 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.
  • 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: 325
Unit speed: 0.6
Sleep mode: No
Account sitting: Yes
Morale: No
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#809 7 hour x 50

Start: Dec 15,2012 01:00
End: Dec 15,2012 08:00
Description:
  • Increased starting build: Level 6 Timber camp, Level 6 Clay pit, Level 6 Iron mine.
  • 45 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).
  • Barbs and advanced bonus villages grow to 2500 points.
  • Packet academy. Nobleman prices are constant.
  • 1-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: Winner = Anesthesia
Speed: 50
Unit speed: 0.5
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#808 4 hour solo *NO HAULS*

Start: Dec 14,2012 20:00
End: Dec 15,2012 00:00
Description:
Caution:
*NO HAULS*
No nobling of barbarian villages.
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 30 HQ, Level 20 Farm, Level 20 Warehouse, Level 1 Rally point, Level 20 Barracks, Level 20 Smithy, Level 30 Timber camp, Level 30 Clay pit, Level 30 Iron mine, Level 10 Market, Level 20 Stable, Level 5 Wall, Level 1 Workshop.
  • 10 minutes beginner protection. Ratio protection active for the first 2 hours (5 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 4500 points.
  • Packet academy. Nobleman prices are constant and HALF PRICE
  • 1-member tribe limit. No attacking tribemates. No leaving tribe. No outside support.
  • Ability to choose starting direction.
  • Militia not active.
  • Attack gap 150ms . Support gap 0ms.
Victory conditions: *WINNER* = Double D.
Speed: 400
Unit speed: 0.3
Sleep mode: No
Account sitting: No
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated

#807 10 hour Cluster round

Start: Dec 14,2012 09:00
End: Dec 14,2012 19:00
Description: Caution: Noblemen travel a maximum distance of 15 fields.
The farm limit is active. Per farm level, 1000 units are supported.

  • Increased starting build: Level 3 Timber camp, Level 3 Clay pit, Level 3 Iron mine.
  • 45 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 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 active to maximum 2 villages. Duration 1.0 hours.
Victory conditions: Top player receives 100 premium points
Speed: 200
Unit speed: 0.7
Sleep mode: No
Account sitting: Yes
Morale: Yes
Rankings » Player rankings
» Tribe rankings
» Player opponents defeated
» Tribe opponents defeated