Emperium Overrun
Weekly
The Sunday guild war the game signs you up for automatically, and the one where the objective on screen is not the objective that scores. Twenty-seven cities, eight guilds from different servers, and three five-minute windows that are worth more than everything around them.
Runs on
No start or end date — it is a permanent fixture.
You are already signed up, and that is the point
The game registers every eligible guild for Emperium Overrun by default. You do not opt in; you opt out, and the opt-out closes Sunday at 04:59 server time. Leaving it alone is right for almost everyone, because the client says plainly that the alternative pays less.
What the default costs you is War of Emperium, the older castle siege on your own server. You cannot do both on the same Sunday, and the game says outright that forgoing Overrun pays less — which is why practically nobody sees the other mode. The eligibility line reads like a filter, too, but 500 guild activity across 20 members is 25 each for a whole week: no guild fails it. So the checkbox is the only door, and there is no reason to open it.
The map
Eight guilds, drawn from different servers, share a map of 27 conquerable cities and 3 safe zones. Cities come in three levels, and the higher ones sit toward the centre. A guild holds at most 5 cities: take a sixth and the game abandons whichever one is lowest on the priority list the Guild Master keeps.
Movement is the rule that shapes the first half of the match. You can only enter a city you hold or one bordering it. A guild with nothing on the board starts from a safe zone and can only reach what is next to it — which is why the opening minutes are everyone taking Level 1 cities they do not especially want. They are the border you need to reach anything better.
Glory Bounty, and why the cities stop mattering
At 10, 20 and 30 minutes, the game marks several cities as bounty targets. Everyone gets a 60-second warning. In the last 20 seconds the marked city is emptied, its Emperium healed to full, and the doors shut. Then the bounty opens and runs for 5 minutes — and while it is open, anyone can enter regardless of borders.
Whoever breaks the crystal and takes the city wins the bounty; if nobody does, the guild that held it longest gets it. A chest spawns beside the Emperium for every member to open, and anything unclaimed arrives by mail when the event ends.
Here is the arithmetic that decides how the match is actually played:
| City level | Holding it | Bounty on it |
|---|---|---|
| Level 1 | 1 point | 2 points |
| Level 2 | 2 points | 4 points |
| Level 3 | 3 points | 7 points |
A single Level 3 bounty outscores holding a Level 3 city by more than double, and beats holding two of them. It also ignores the border rule, which is the one constraint the rest of the match is built around. So the working plan is the obvious one: if your city is marked, defend it; if it is not, go take the marked one. The territory you finish with is close to incidental.
The limit is 7 bounties per week for the guild, not per match — three windows a match means the cap is a real ceiling across the cycle, not a formality.
How a guild qualifies
- Eligibility is checked Saturday at 12:00: more than 20 members, and 500+ total guild activity over the previous week.
About the time
Times on this page are server time. The server runs on UTC−4, so 19:55 there is 20:55 in UTC−3. - Groupings refresh Sunday at 05:00, and every city on the map resets with them.
- Guild dungeons are reclaimed at the regroup and handed back out by the final standings.
A round runs 45 minutes: the event panel inside the game reads Sunday 19:55–20:40. The client carries both a 45-minute and a 60-minute version of the text, fully translated and with nothing to separate them — the screen is what breaks the tie, and 45 is the one that is live. The three bounty windows, at 10, 20 and 30 minutes, sit inside it with 15 minutes to spare.
Settlement
Standing inside the group is city points plus bounty points. Ties break on the count of Level 3 cities, then Level 2, then Level 1; still tied, on the combined Power of the Guild Master and the 30 strongest contributors.
Only players with a personal score above zero are paid, and part of the reward pool goes into the Guild Auction as dividends for everyone who scored. A guild that ends with no city at all is still paid as though it held one Level 1 city.