# Server pace

> What the server speed changes for building, training and marching — and what it doesn't.

First steps · https://jds-game.com.br/portal/wiki/guia/ritmo-do-servidor?lang=en

Every Judgment of Shadows server runs at a **speed**. This server runs at **3x**.

# What gets faster

Only two game times are divided by the server speed: construction and troop training. They are written for a 1x server. On a faster server:

- **Construction** finishes sooner — each level's time is on the building's page, for example the [Barracks](https://jds-game.com.br/portal/wiki/construcoes/quartel?lang=en).
- **Troop training** speeds up too, on top of the bonus from each Barracks level. Every unit page shows its training time on this server, like the [Legionary](https://jds-game.com.br/portal/wiki/unidades/legionario?lang=en).

# What doesn't change

Everything else runs in real time, on the clock:

- **Resource production** is not multiplied by the speed: each extractor's hourly output is on its page, like the [Sawmill](https://jds-game.com.br/portal/wiki/construcoes/serraria?lang=en).
- **Marches** follow the troops' speed and the map distance, not the server's.
- **Hero health**: from zero to full takes 20 real hours ([Hero progression](https://jds-game.com.br/portal/wiki/guia/evolucao-do-heroi?lang=en)).
- **Hall of Heroes**: renews its candidates every full hour ([Recruiting heroes](https://jds-game.com.br/portal/wiki/guia/recrutando-herois?lang=en)).
- **Map targets**: camps, dens and the like regenerate from zero to full in 12 hours ([PvE targets](https://jds-game.com.br/portal/wiki/guia/alvos-pve?lang=en)).
- **Merchant's showcase**: rotates every 4 hours ([Merchant and Exchange](https://jds-game.com.br/portal/wiki/guia/mercador-e-cambio?lang=en)).

# Why it matters

On a fast server, the build and training queues move faster than production can keep up. Resources become the bottleneck earlier, and a small Warehouse overflows. Plan your queue by what you can pay for, not just by what there's time to build.
