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Control points
In a world won by control, eleven Barbarian sites decide the winner.
The world has 11 control points: 4 ruins, 4 towers and 3 shrines, Barbarian sites guarded by a garrison. You take one by beating its guard and leaving troops there; the player with the largest garrison at a point holds it. While nobody holds it, its guard grows back.
Every game hour, the holder and his alliance get:
- 1 control point for each point held;
- a ruin: 50 of each resource to every member's capital;
- a shrine: 2 culture points to every member;
- a tower: training 10% faster for every tower held.
Points count twice. Every point you hold earns the points for you and for your alliance: an alliance's score is what its members earned while they were in it, and it stays with the alliance if a member leaves. Joining an alliance brings no old points. Every player and every alliance is a side of the scoreboard, so a player in an alliance appears there twice: as himself and as part of his alliance.
The first side to reach the target — 1,000 control points unless the world says otherwise — wins and the world ends; at the deadline the most points win. If two or more sides tie exactly, they all win. The end screen lists the winners and, when an alliance won, the best player of the world: whoever earned the most control points, in the winning alliance or not.
Three permanent badges mark the end, and you can show them in every world you play: Winner (a player who won alone), Winning alliance (each member of the alliance that won) and Best player of the world.