Tournament Square and the 20-field rule
The Tournament Square speeds up an army only beyond the first 20 fields. That one detail decides whether it is your best building or a waste of resources.
Updated 13 September 2026
The Tournament Square is the building most often mis-modelled by hand, and by a fair few calculators. The bonus is real and large, but it does not apply to the whole journey.
The rule
Each level adds 20% to an army's speed - but only for the distance past the first 20 fields. The first 20 always run at base speed, whatever has been built.
v = unitSpeed × serverSpeed
hours = fields ≤ 20
? fields ÷ v
: 20 ÷ v + (fields − 20) ÷ (v × (1 + 0.2 × tsLevel))
Two consequences fall straight out of that.
Under 20 fields it does nothing
A level 20 Tournament Square makes no difference at all to a 15-field raid:
| Distance | TS 0 | TS 20 |
|---|---|---|
| 15 fields | 2h 30m | 2h 30m |
| 21 fields | 3h 30m | 3h 22m |
At 21 fields the bonus applies to exactly one field, so it saves eight minutes. If your targets are your immediate neighbours, this building is not for you.
Past 20 fields it compounds hard
A Legionnaire, at 6 fields per hour on a 1× server:
| Distance | TS 0 | TS 20 | Saved |
|---|---|---|---|
| 20 fields | 3h 20m | 3h 20m | 0% |
| 25 fields | 4h 10m | 3h 30m | 16% |
| 50 fields | 8h 20m | 4h 20m | 48% |
| 100 fields | 16h 40m | 6h 00m | 64% |
| 200 fields | 33h 20m | 9h 20m | 72% |
The saving is not a fixed percentage - it grows with distance, because the fixed 20-field portion becomes a smaller share of the trip. The Tournament Square is a building for people who hit things far away. For a long-range offensive account it is close to essential; for a defensive account that mostly reinforces nearby friends, it is near the bottom of the build order.
Levels have diminishing returns
The multiplier is 1 + 0.2 × level, which is linear in speed but not in time saved. On that 100-field trip:
| TS level | Multiplier | Travel time |
|---|---|---|
| 0 | ×1 | 14h 17m |
| 5 | ×2 | 8h 34m |
| 10 | ×3 | 6h 40m |
| 15 | ×4 | 5h 42m |
| 20 | ×5 | 5h 08m |
Levels 1–5 halve the trip. Levels 15–20 save 34 minutes. The first few levels are where nearly all the value is.
The slowest unit sets the pace
An army moves at the speed of its slowest member. One ram in an otherwise cavalry attack drags the whole force down to the ram's speed, and no Tournament Square level changes that - the bonus multiplies whatever the slowest unit's speed is.
Hero boots work the same way
Speed boots for the hero also only count after the first 20 fields, while spurs add a flat number of fields per hour to the whole march. Both are covered in the unit comparison's travel section.
See also
- Server speed: what changes at 2×, 3× and faster - troop movement is capped at twice the 1× rate on 2×, 3× and 5× worlds alike