Seasonal World

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Revision as of 15:23, 5 February 2024 by CeeEm (talk | contribs) (Added additional information for seasons 1 and 2, as those are long over.)
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The Seasonal World is a special event server set up by Screeps. It costs Access Keys to gain entry to play and lasts for a set period of time using the enter screen. Modifiers and new mechanics are expected for seasons, such as modifying constants or new resources. Most seasons have a few weeks between the announcement and when ticks start, allowing players to devise strategies for handling any new mechanics.

Each season is implemented via a mod to the game, which the developers upload to the official Github. A current list can be found here.

Season #1

Announcement
2020-09-27
Period
2020-12-01 to 2021-02-01
Status
Complete
Winner
Tigga
Chronical
[1]
Mod
Github

Season one was announced September 27, 2020. It began December 1st 2020 and lasted for two months until Febuary 1st 2021. First place was taken by Tigga.

This season saw players starting off at GCL level one & GPL level zero with a CPU Limit of 100, spawning in a completely empty world. The twist comes with new resource items spawning periodically on the map in random places, that players needed to collect and bank in new structures spawned in highway rooms to increase their score. These structures were behind large constructed walls which needed to be removed first before a creep could access the structure. Rewards were announced for the top 100 scoring players.

Season #2 - Symbols & Decoders

Announcement
2021-01-09
Period
2021-03-01 to 2021-05-01
Status
Complete
Winner
Tigga
Chronical
[2]
Mod
Github

Season two's concept was announced January 9, 2021. It began March 1st 2021 and lasted for two months until May 1st 2021. First place was taken by Tigga.

This season saw players starting off the same as last season (GCL 1 and GPL 0) with CPU of 100, spawning in an empty world. The mechanic this time was a new set of resources ('symbols'), which spawned around the map in a new structure ('symbol container') and had to be brought to a new structure ('decoder') in rooms with a controller that matched the symbol of the resource. A higher room RCL increased the amount of score a player received when depositing into it's decoder. This season was also designed with co-operation between players in-mind, though not strictly enforced.

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