The season and victory
The world has an end — the season is won by whoever builds and holds the Monument of Aumen.
The goal of the season
The winner is whoever finishes the Monument of Aumen at level 10 and holds it for 3 days (less late in the season).
That is long enough for everybody else to have a shot at pulling it down — the last days of a season are therefore a war over a single tile.
The Monument
The world holds 10 fixed monument tiles, each guarded by a barbarian Shrine of Aumen. Whoever wants to build has to conquer the tile first.
On top of the owner's resources, every level costs 300 × level in gold from the alliance treasury (the whole build 16,500). Without an alliance you cannot raise the Monument — the season goal is a team one.
The first level 12 h, every further one 6 h more (up to 66 h) — the whole climb takes roughly 16 days. The Town Hall bonus does not apply to the Monument.
Knocking the Monument down a level with catapults (Trebuchets, Fire Throwers or Mammoths), and conquering the village it stands in, both reset the holding countdown. Every player is told when the Monument is finished, and at what time; when the barbarians push that time back, the holder and their alliance are told.
Late season
So that a season cannot run forever, after the first 14 days the Monument gets 15 % of the full price cheaper every week — resources and treasury gold alike — and its build time and hold shrink by the same share. It bottoms out at 25 %, and the hold never drops below 1 day. Price and build time are locked in when you queue a level; the hold, when the monument is finished. The prices and times above are the full ones.
Barbarians against the holder
Whoever holds a monument site has the barbarians of its whole region against them. They still have to train and pay for their army like anyone else.
- Mobilized — the camps in the region stop raiding their neighbors and train to attack: cavalry, archers, catapults (Trebuchets) and scouts (Pathfinders).
- Scouts first — a wave comes 6 h to 1 day after the site is taken and after each previous one, and only on a report at most 12 h old (the last wave's own battle counts too). Catch their scouts 2 times and the wave rides out blind with everything the camps have.
- Only with the upper hand — the bands must beat 150 % of the reported defense one after another, bring at least 3,000 attack and at least 100 catapults, never fewer than 100 in a band. Short of that they do not go and keep training.
- Band after band — a wave lands one band at a time, 2–10 s apart: the clearing force first, strongest leading, then the catapults aimed at the Monument. It is not announced; you see it on the road.
- Delay — if any battle of a wave reaches 50 % of your defense, even a lost one, the victory moves back by 4 h. You have to win decisively.
- An unbreakable Monument costs its alliance — when a wave would not do, the camps raid the home villages of the holder and their allies, one after another, after scouting and only with 200 % of the defense. While the Monument is not raised yet (level 0), they raid the neighborhood the same way.
- Wrath of the world — the region's camps produce 5 % more per Monument level and 10 % more per wave beaten off, up to 100 %. The barbarians also found up to 5 war camps by the site. The Monument falling resets the wrath.
Regional dominance
Alongside the Monument runs a second goal for those not playing for it. The map is split into 25 regions of 100 × 100 tiles (A1 to E5). A region is held by an individual player — not an alliance — with the most villages in it, at least 3 and an outright first place; a tie leaves the region without a lord.
- Home ground — a movement with both ends inside a region you hold is 25 % faster. It applies to marches, raids, scouts, caravans, the hero and envoys, and is read from the sender.
- Title — "Dominance over region A1" next to your name in the rankings and on your profile, for as long as you hold the region. After the season it leaves a badge.
The end of a season
- After a winner is declared the world has 24 h and then resets.
- Villages, armies, heroes, alliances, farm lists and reports are deleted and the world is founded again.
- Your account, name, race and mail stay; you begin with a new starting village and fresh beginner protection.