Season 2 · Expedition to England
For Tribe Leaders
In England the tribe is the unit that wins or loses. Territory protects every city in it, the Occupation Achievement tier sets every member's summon count, and the Victory Emblem is awarded to a tribe, not a player. These are the calls only you can make.
- Claim ground before your members relocate. A city that lands outside tribe territory can be attacked and rallied by anyone.
- Post the weekly calendar and assign days. Sunday fortresses and strongholds, Monday and Friday keeps, Tuesday and Saturday forts, Thursday strongholds again, Friday castles, Saturday Windsor. Wednesday is for rebuilding.
- Name the live Chronicles Tribe quest every day. Members cannot see what you need them pushing unless you say so.
- Chase castle level over point total. One more level on a Hallowed Castle outranks tens of millions of Tribe Points on the Occupation ladder.
- Plan the last Saturday from week one. Only the tribe holding Windsor Castle at the end takes the emblem.
Territory is your first job
Only two things expand a tribe's territory: Forts and Flag Towers. Neither can be built on another kingdom's starting area. Inside your territory no other tribe can attack or rally your members' cities — and if a tile your member's city sits on falls to another tribe, that city is forcibly relocated back to your kingdom's starting area.
The Chronicles' very first Tribe quest is to construct one Fort, so this starts on day one whether you planned it or not.
The Occupation Achievement is your scoreboard
It is measured at the end of the expedition, on the highest-level Hallowed Castle your tribe holds together with its Tribe Points, and it converts directly into Expedition Summons for every member:
| Tier | Castle | Tribe Points | Summons per member, per pool |
|---|---|---|---|
| Viking War God I – III | Lv 8 | 500,000 – 40,000,000 | 500 |
| Viking Vanguard I – III | Lv 7 | 500,000 – 28,000,000 | 350 |
| Viking Warrior II | Lv 6 | 500,000 | 225 |
| Viking Warrior I | Lv 5 | 500,000 | 100 |
Read the first row carefully. A Lv 8 castle at the minimum 500,000 points pays the same 500 summons as a Lv 8 castle at 40,000,000. Getting onto a Lv 8 Hallowed Castle is worth more to your members than every point your tribe can grind. The Building Introductions put two large Hallowed Castles in England besides Windsor, which is what makes this a fight.
Quests that need you to coordinate
- Joint Siege — 100 Glorious Iron Cavalry defeated across the whole tribe. Fails quietly if nobody is told.
- Capturing Passes and Capturing Hallowed Grounds — one to three buildings of a given level, inside the stage's 24 hours. These need the window planned in advance.
- Exterminate Beasts — 50 Avenging Scythe Knights or Temple Executioners, which means catching a Monastery or Temple window.
- The Kingdom quest. One early Chronicles stage has no Solo quest at all and asks the whole kingdom to take the Kingdom Fortress in its own starting area. That one needs kingdom-level leadership, not just yours.
Two logistics tools worth knowing
- A restored Kingdom Fortress lets chiefs relocate to the territory of any tribe from the same kingdom. That is a kingdom-wide redeployment lever, not just a point source.
- Legion Strongholds pay Tribe Credits continuously as well as Kingdom Points, and they open twice a week — Sunday and Thursday. Tribe Credits come from nowhere else on the map.
- Don't let members relocate in before you hold ground.
- Don't spend the tribe on a Windsor capture you cannot hold to the end. Points are nice; the emblem goes to the last holder.
- Don't settle for a Lv 7 castle because the points look good. The ladder does not care.
- Don't assume members read the Chronicles. Name the quest, name the target, name the deadline.