In the annual specials, the game takes place on a map of Ancient Europe divided into 87 regions. In 2021 special, Tides of Conquest, Victory Points are stored in villages and can be gained or lost.
Each of 87 independent regions can be controlled by an alliance, giving its villages in the region Victory Points over time. In addition, the alliance members can use the ancient power (artefact) of the region.
So, how can you take over a region? First, it has to be unlocked. This happens once the top 5 biggest alliances in the region have at least 4,000 population altogether in the region. The population of other alliances, players without an alliance, on vacation or banned, as well as Natar villages, is not taken into account. Once the region is unlocked, it cannot be locked again; however, if the population drops below 4k, then the region stops producing victory points, and the regional power will deactivate.
It is only possible to settle new villages in regions that are unlocked or are neighbouring unlocked regions. The only exception to this rule are a few regions near the center of the world, where new players are spawned and where it is always possible to settle new villages.
If one alliance manage to have over 50% of the population in the region (only the top 5 alliance villages in the region are counted), the alliance will start taking control of the region. This takes 24 hours on regular servers, 16 hours on x2 and 12 on x3 speed. If they manage to hold the majority, they will control the region.
Information about the population of the region and the top 5 alliance shares is shown in the Statistics > Region tab and in any Embassy located in the region. Keep in mind that the column "Regional population" in the statistics shows the population of the top 1 alliance in the region, not the total population in the region.
|
Region status |
How to achieve |
Effects |
|
Locked |
All regions start locked. |
Cannot be settled unless it neighbours an unlocked region. A few starting regions are an exception. It is also always possible to settle a second village in a region where you have your capital. |
|
Unlocked |
Top5 alliances in the region have to achieve a total of 4,000 population in the region. |
Can be settled and contested. Cannot be locked again. |
|
Contested |
One of the alliances has to achieve over 50% population in the region. Only the population of the top 5 alliances count. |
Can degrade to unlocked if the alliance loses the majority. |
|
Secured |
The alliance has to hold the majority for over 24 hours continuously. |
Members of the controlling alliance can activate the ancient power of the region (if it has one) and their villages in the region receive victory points, as long as region population is still over 4,000. |
The alliance controlling region gets access to the ancient power of the region if it has one. Any player of that alliance may activate the ancient power. In order to do it, the player needs to have a Treasury at level 10 (for small, village-related powers) or 20 (for account-related powers). You can activate the power in any village; it doesn't have to be located in the same region as the power.
You can activate one power in each village, but only one of the powers can be used for the whole account. Once activated, the power lasts for 24 hours (regardless of server speed); afterwards, it can be reactivated if the alliance still has access to the power. One activation is free each day; each additional activation costs 5 (for village powers) or 10 (for account powers) Gold.
The power can also be deactivated under the following circumstances:
Ancient powers, although very useful, are not the only benefit of controlling regions. If you want to win, your alliance needs to gather victory points. Every day an alliance controls a region, it earns victory points. The amount depends on the region:
Furthermore, the Victory Points earned by the alliance from a region are split into the villages of that alliance in that region. Each village gets a proportional amount of points based on its population compared to the total population of the alliance in the region. This means, the bigger the village and the lower the total population of the alliance in that region, the more Victory Points that village gets. However, the total amount of Victory Points gained by the whole alliance is still the same.
The alliance that gathers the most victory points at the end of the game wins.
Tides of Conquest lasts 180 days on x1, 120 days on x2 speed and 80 days on x3 speed.
Changing alliance:
Since alliance VPs is the sum of its players VPs, when a player switches to another alliance, his old alliance loses all of his VPs and the new alliance gets 50% of them.
Conquering a village:
Destroying a village:
Deleting account:
Regional population drop
If the regional population drops below 4000, the region stops producing VP and doesn't offer the regional power.
The region is still conquerable / unlocked/conquered/secured, the mechanics of conquering cooldowns is unaffected. The only change is that VP-production stops and the powers of that region are not visible in treasuries.
The region is unlocked but drops below 4000 population again

Click the map to open bigger version of it.
The map above shows the battlefield of annual special servers. It is ancient Europe, divided into regions. The map shows all regions colour-coded by their ancient power. Each power type is shown in a different colour, with slight differences between small, big and unique versions, for better readability. The map also notes the Victory Points production per day of each region.
We have used short names for the ancient powers, here's an explanation of what they mean:
See the details about ancient powers in the artefact effects article. The effects are the same, however Annual Special servers do not have an artefact of the fool (random) power.