Each chain transfers as a whole, so its new alliance always has a valid connected path to the Level 6 city.
Alliance Power determines each five-week eligibility group. Expedition Madness determines priority inside that group. Groups are refreshed only after the five-week cycle ends.
Understand it in 10 seconds
The three fixed city chains
Every highlighted route begins at a Level 1 city and ends at its strategic city. Select a chain to isolate it.
Numbers show capture order. Colour, labels, and marker shapes identify each route independently.
🗺️
Why rotate chains instead of individual cities?
To capture a city above Level 1, an alliance must already own an adjacent city. We cannot simply assign a Level 6 city without also providing a connected path to it.
Fixed chains make weekly handovers reliable without rebuilding the whole map.
⏱️
Daily capture limit: an alliance can capture no more than 3 cities per day. A four-city chain therefore requires at least 2 days to take over.
Starts from a Level 1 city
Follows adjacent territories
Ends at a strategic city
Uses four of the maximum six city slots
Connected and ready to transfer
The three rotation chains
🏗️
City chain
Construction
1G2
2G5
3I1
4I7
Food
+5%
Metal
+10%
Oil
+20%
Construction Speed
+20%
Eligibility: Top 1–10 alliances
Construction Speed +20% is one of the strongest bonuses on the map, so it stays in the group carrying the greatest server responsibility.
🔬
City chain
Research
1D7
2H7
3I9
4I10
Metal
+5%
Oil
+10%
Food
+20%
Research Speed
+20%
Eligibility: Top 1–10 alliances
Research Speed +20% is an equally powerful long-term progression bonus and belongs in the same premium rotation.
⚔️
City chain
Training
1B10
2H9
3E9
4I5
Metal
+5%
Food
+10%
Gathering
+20%
Training
+5%
Eligibility: Alliance ranks 11–15
This useful but weaker chain gives alliances just outside the Top 10 meaningful access to high-level territory.
🔄
How the weekly rotation works
Every week, one Construction chain, one Research chain, and one Training chain change owner.
🏗️ 1 × Construction🔬 1 × Research⚔️ 1 × Training
Only 12 cities move. The rest of the server map stays stable, reducing unnecessary captures and administration.
🏆
Top 1–10 rotation
The Top 10 share two premium chains each week. Across five weeks, two chains create exactly ten slots, so every eligible alliance receives one premium chain per cycle.
2 × 5 = 10
Week 1#1 + #2
Week 2#3 + #4
Week 3#5 + #6
Week 4#7 + #8
Week 5#9 + #10
In the following cycle, Construction and Research are swapped for each alliance so everyone gradually receives both bonuses.
⚔️
Ranks 11–15 rotation
The Training chain rotates separately among #11, #12, #13, #14, and #15. One chain across five weeks creates exactly five slots.
1 × 5 = 5
Week 1#11
Week 2#12
Week 3#13
Week 4#14
Week 5#15
Every alliance in this group receives the Training chain exactly once per cycle.
🌍
Why use Expedition Madness?
Raw power should decide which rotation group an alliance enters, but it should not decide who receives the best city first. Cross-server performance should also be rewarded.
Within each group, better Expedition Madness performance earns an earlier slot. This rewards active server contribution rather than accumulated power alone.
📅
Why update rankings every five weeks?
Rankings can change frequently. Moving cities every time an alliance crosses #10, #15, or #16 would make the system impossible to manage.
Lock Top 1–10 and ranks 11–15 at the start of the cycle.
Set each group’s order using Expedition Madness.
Run that schedule unchanged for five weeks.
After Week 5, recalculate the groups and create the next cycle. This combines stability with adaptation to changing server strength.
🆕
What if an alliance enters or leaves the Top 10?
Nothing changes during the active five-week cycle. Every alliance finishes the schedule it started.
For example, an alliance that begins at #10 and falls to #11 keeps its current slot. At the next cycle reset, the new Top 10 joins the premium rotation. The same rule applies at the #15/#16 boundary.
🏘️
What about the other cities?
Only these three strategic chains are controlled by this system. All other cities continue to be distributed normally.
Top 16–20 can keep useful lower-level cities
Alliances maintain stable territory
Far fewer captures and handovers are required
✅
Why this system?
Fair
Every eligible alliance gets a turn; nobody permanently owns the strongest city.
Competitive
The strongest alliances retain access to the strongest progression bonuses.
Rewards contribution
Expedition Madness rewards alliances that perform for the server.
Predictable
Everyone knows when their turn is coming.
Simple
Only three complete chains change each week.
Mechanics-compatible
Every route is connected and fits within the six-city ownership limit.
Flexible
Membership naturally refreshes after each cycle without disrupting one in progress.
📌
Proposed rules summary
🏗️ Construction
G2 → G5 → I1 → I7 · Top 1–10 alliances
🔬 Research
D7 → H7 → I9 → I10 · Top 1–10 alliances
⚔️ Training
B10 → H9 → E9 → I5 · Alliance ranks 11–15
Rotation
Weekly
Ranking groups
Recalculated every 5 weeks
Maximum cities per alliance
6
🎯
The principle
The strongest bonuses should support the alliances doing the most for the server, but no alliance should own them permanently. This gives the Top 10 fair access to Construction and Research, gives #11–15 their own Training rotation, rewards cross-server performance, and limits weekly administration to three small connected chains.