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Thread: Intro to Travian for T4

  1. #1
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    Intro to Travian for T4

    About this guide

    This guide is meant to cover some of the basic game play aspects, these are things that most experienced players consider common knowledge.

    This guide is not meant to cover advanced tactics, but it does link to more advanced guides. This is intended to be used more as a reference manual (or quick help) - not meant to be read from start to finish.

    This is still a work in progress -> jump links will be added in at a later date when the forum is fully functional as it used to be.

    INDEX:

    What is Travian?

    Starting an account
    • Starting an account: choosing IGN, password and email address.
    • Starting an account: choosing tribes
    • Starting an account: misc
    • Logging into your account for your first time ever
    • Getting information: guides, advice or just getting help


    Quick intro on attacking and being attacked.
    • The difference between a raid and a full attack
    • What is a farm?
    • Basic protection of your village's resources
    • Quick intro to traps
    • Quick into to scouts


    The Travian challenges:
    • Game Economics
    • Increasing your resource tiles to increase your income
    • Building infrastructure within your village
    • Protecting your resources
    • Building troops and using them efficiently.
    • Expanding your civilization by managing your empire's Cultural Points (CP)
    • Balancing Crop
    • The Travian challenges summary


    Game mechanics: how the game works
    • How the game mechanics work: building and using armies.
    • How the game mechanics work: how attack results are calculated
    • How the game mechanics work: troop movements and troop ownership
    • How the game mechanics work: capitals
    • How the game mechanics work: Expansion slots (settlers and chieftains)


    Heroes
    • Gaining hero experience points and leveling up your hero
    • Hero health
    • hero items


    Game Gold
    • Suggestion of when to buy Gold Club
    • Gold club - autododge - troop evasion
    • More about the autododge
    • Using scouts and the autododge

    Alliances
    • Role of an alliance
    • How to join an alliance
    • How to create an alliance
    • Using the Mass Messaging (MM) system.
    • How the alliance embassy works

    Managing your time online
    • Sitters
    • Why have a sitter
    • Setting someone as your sitter


    Game rules
    • About the Multihunters
    • How to forward an abusive In Game Message (IGM), or suspicious message to the Multihunter.


    Server progression

    • Start-game
    • Mid-game
    • End-game
    • Ceasefires and truce days
    • What can I do during the ceasefire?
    • When is the ceasefire?
    • How can I tell if the ceasefire is on or not?

    Misc stuff
    • Finding yourself on the map.
    • Catapults and double shot
    Last edited by Lone Ranger; 30th April 2011 at 02:06 PM. Reason: updated index

  2. #2
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    What is Travian?

    Travian is a strategy war-sim game, where players compete in a military and economic race.

    The aim for players is to build a 'war-machine' capable of rapidly building and supporting large armies.

    Starting an account: choosing IGN, password and email address.

    If you're at the Travian homepage www.travian.com.au, just click on register.
    When starting your account, you will be presented with a simple screen that allows you to choose your In Game Name (IGN), password, and email address to register with.

    With your password, choose a password that is strong. This IS the internet. Don't make your password the same as your In Game Name (IGN).

    It's important to register the account using a long term email address (ie, not a disposable email address such as 10 minute mail). This is so that you can reset the password if you need to. Also in the rare event that you have issues, the email address is needed for account verification. Should you buy in-game features, any game money will be emailed to the email address used during the registration process. Should you register with a temporary email address, you lose the ability to reset your password and to recover any remaining game money.

    Starting an account: choosing tribes



    The game offers players the chance to play many different playing styles. In total, players have a choice of 3 different tribes. Each tribe has its own unique advantages and disadvantages. All tribes can be used to build attack troops, and all tribes can be used to build defense troops.

    The Gaul tribe is the easiest tribe for new players. They are the natural defenders, and their basic starting troop is defensive. With the ability to build death traps, Gauls are the ideal choice for those that aren't highly aggressive players, and for those that really don't like to be attacked by others. Don't get me wrong, Gauls can be played offensively, but their offense production capability is not as powerful as the other tribes.

    However, Romans start with a troop that can be used both offensively and defensively, and with Romans, you have the ability to build both resource tiles and buildings at the same time. This means you will grow faster with less time and effort. But the Romans are seen as easy targets. Choose Roman if you are keen to attack and to be attacked. -> If you're not really interested in attacking others and really not keen to be attacked, then play as Gaul.

    If you're new to the game, DO NOT CHOOSE TEUTONS.

    For a more indepth tribe overview, click on here:
    Spoiler:

    Tribe overview:

    Gauls
    are one of the easiest tribes and are highly recommended for beginners as they are able to build defensive troops very quickly, and they have the ability to build a double cranny and death traps. While Gauls excel at defense, they can also build attacking troops.

    Romans are a fantastic tribe. They offer the ability to grow your village faster as they can simultaneously build resource tiles and buildings at the same time. This is something the other tribes just can't do, and this is something that really must be emphasized. The ability to build resource tiles and buildings simultaneously is not something that you will appreciate until you have played as a Gaul.

    While Romans have defensive troops, Romans lack the full range of defensive options that Gauls have, but make up for it with a superior offensive capability.

    Teutons are for advanced players, and are one of the most difficult tribes to play. They offer the ability to build the quickest, fastest and cheapest offense troops, and are recommended for the more aggressive players and for those that are online a lot.

    Starting an account: misc

    The Travian game world is massive. If you want to join with friends or other players, you will need to join in the same quadrant so that you can be near to each other. If you're new, you can just click on random or just pick any quad you like. There is no particular advantage to which area you choose.

    When creating your hero, if you just want to get into the game and don't want to customize your hero right away, you can leave it as the default and you can customize your hero at any time during the game.

    Note that before you can finalise registration, you need to agree to the terms and conditions. You will then be sent an email to the registered email address. You need to read that email and click on the link to activate your account.

    Logging into your account for your first time ever

    When you first login, you will be greated by the Taskmaster.



    The Taskmaster is meant to give tasks so that you can familiarize yourself with the game features. It also gives rewards like resources and game money to help get you started.

    All you need to know to get started in the game will be covered by the Taskmaster. You don't need to read anything else, just follow the Taskmaster and soon enough you will have a barracks and be able to start to build troops and then you can start having some real fun.

    If you're keen to know what tasks to expect, then look here

    Getting information, guides, advice or just getting help

    If at any stage you have problems or questions you can just click on here:




    This will then bring up this screen:





    I just want to make some quick points on "short instruction" and on "forum"

    Short instruction gives information relating to troops costs, and troops statistics. This will let you see which troops are defensive, and which are offensive. It also contains a lot of information on Travian buildings. So you will be using this as a reference manual on a regular basis.

    Forum It is here on the forums where you can find loads of guides, advice, as well as view other players' questions and answers. If you register and join, then you can become a part of the community and contribute, and regardless of how trivial, silly or embarrassing your questions may seem, they are welcome (though we appreciate it if you do a search first in case it's already been asked before). There is a more indepth forum guide here

    Quick intro on attacking and being attacked.

    When you first start you will have beginner's protection. During this time, no one can attack you at all. While under beginner's protection, you can attack computer-controlled players. If you attack a human-controlled player, a warning message will show up to show that should you attack them, you will lose your beginner's protection.

    When you first get attacked, you will get a screen that looks like this:



    Does that look scary? Nah, not at all.

    Attacks can be broken down into two different groups of either raids or full attacks. And from that we can further break attacks down into groups of infantry, cavalry, and siege weapons. Now we can find out if it's a raid or a full attack by going to our rally point and it will clearly say if it's a raid or an attack.

    This is an example of how a raid against your village will look:



    The difference between a raid and a full attack:

    RAID
    In a raid, there will be lower troop losses on both the attacker's and defender's side. And in a raid, ONLY resources can be stolen. There is no chance of buildings or traps being damaged in a raid. Attackers might send infantry, cavalry or siege weapons in a raid but it's impossible for them to do any damage at all. Even though siege weapons in raids do no damage, you can still expect people to send raids with some siege weapons (again this won't do any damage to you, but you might be looking at a report wondering why they attacked with siege weapons).

    The idea for raiders is to send you raids that land at different times so they can more efficiently collect the resources from farms. They do this by sending slower troops with their raids. For this example, I'm going to assume that the attacker is Roman and that I'm the attacker.

    Let's say that I'm a Roman attacker and that I'm only raiding with cavalry EI, and using other troops to slow down the raids. The raids are sent while I'm online just prior to logging off for the night, so that while I'm offline they land at different intervals for more effective farming.

    So my raids might look like:
    • wave 1 100 EI's (this will travel 14 squares per hour)
    • wave 2 100 EI's + 1 imp (this will travel at 7 squares per hour)
    • wave 3 100 EI's + 1 legion (this will travel at 6 squares per hour)
    • wave 4 100 EI's + 1 praetorian (this will travel at 5 squares per hour)
    • wave 5 100 EI's + 1 ram (this will travel at 4 squares per hour)
    • wave 6 100 EI's + 1 catapult (this will travel at 3 squares per hour)


    Raiders will attack like this so that they can send all their raids at the same time, and the raids land at different times. I can send them all while I'm online and effectively raid for the entire night. As a defender, it might be scary to see attacks that have cats and rams in them, but they can't do any damage so long as it's in a raid.

    ATTACK
    In a full attack, the troops will fight until either the attacker's troops or the defender's troops are completely dead.

    A full attack can potentially:
    • Steal resources
    • Break traps
    • Kill all defense troops
    • Destroy walls
    • Destroy buildings
    • Capture villages


    Now, not just any troops can do damage. Most attacks will be infantry or cavalry. Now infantry and cavalry troops can steal resources and break traps and kill all defense troops. Apart from this, they cannot do any other damage.

    To destroy walls, the full attack would need to have an army of infantry, cavalry and RAMS. Rams can only destroy walls, they cannot do any other damage.

    To destroy buildings, the full attack would need to have an army of infantry, cavalry and CATAPULTS. Catapults can damage and destroy buildings, but they on their own cannot do any other damage to your village.

    To Capture villages the full attack would need to have chieftains in the attack.

    It's good to note that infantry and cavalry are very fast, yet rams, catapults and chieftains are all very slow. So slow that often players can tell if it's an attack using cavalry, infantry, rams, cats or chieftains.


    What is a farm

    A 'farm' is a term that is used to describe players who are repeatedly easy to attack and take their resources from. The term can also be used to refer to someone who is militarily inferior.

    A farm isn't just someone who loses resources - it's far worse. The word farm is often seen as a major insult.

    If you want to avoid being labeled as a farm, you need to:
    • read guides and advice from the forums
    • Ask questions about things you're not sure about
    • Don't cry to others and ask them to fight your battles for you
    • Work with others to help you defend yourself - don't demand or expect others to sacrifice themselves
    • When people work with you, don't become complacent or completely reliant on them. It's still your account and it's your game. View any defense and assistance as short term to help you through a difficult period.
    • Be prepared to work hard - you only get out what you put in.
    • Don't get too emotionally attached, or take attacks personally. If this is your first server, just have fun and think of this as your learning server, and take what you learn from this server into the next, where you can become a Travian elite.

    And finally:
    DON'T GIVE OUT RESOURCES EASILY. You MUST learn to balance growth and troops. Remember, this is a war game, there is no room for non-combatants.

    Basic protection of your village's resources.
    As mentioned above, most attacks you will see will be raiding attacks (meant to steal your resources and not meant to destroy your village). The game allows you to protect your resources by building crannies. The concept of the cranny is to hide a small amount of resources so that when attacks come, you can spend your resources below your cranny levels so that the attacker gets nothing.

    A single level 10 cranny won't hide many resources, but once you build your first cranny to level 10, you can then build multiple crannies. If you're Gaul, aim to build 3 Level 10 crannies. If you're a Roman, aim to build 6 level 10 crannies.

    It's very important that you don't give out resources to attackers, otherwise you will be labeled as a farm. It's also important to note that once you have multiple villages, even if you have a lot of crannies and you don't give out resources, yet you lack the troops needed to defend or to attack, then you are still a farm.

    Quick intro to traps.
    Traps can be built only by Gauls. Each trap is able to catch 1 troop. If you raid someone who has traps, your troops will get stuck.

    To get your troops back you need to attack them with a full attack. The full attack needs to:

    • Fill up all any available traps that are in the village.
    • Be large enough to wipe out any defensive troops in the village.
    • Must be sent as a “full” attack.

    When troops are freed by doing a full attack, 25% of the trapped amount of troops will die. For example, let's say that you have 300 attack troops, and you successfully attack a Gaul who has 200 traps. This means that 50 of the troops that were in the traps will be killed.

    Having traps can be a highly effective short-term deterrent. I say the word deterrent, as having traps without troops is not a real defensive measure. In fact, catching someone's troops is inviting them to re-attack. On that note, I would like to recommend that if you catch someone's troops, straight away go to your rally point and click “release."


    Quick intro to scouts.
    What is a scout.

    • A scout is a troop that is able to move discretely to view certain information about another village. You can scout to view their defenses, and you can scout to view the amount of resources that they have.


    • The role of scouts
      Scouts help you to see what defenses and resources other villages have. They play a crucial role in planning any real military operations. Having scouts in your village(s) can help protect you by preventing others from scouting you successfully (and hence they might not attack you) and also when you kill enemy scouts you will get a report, so this lets you know to be alert and that someone might be planning to attack you.


    • Sending scouts
      If you want to scout someone, you send scouts the same way you send any other troop except that you send ONLY scouts. You DO NOT send any other troops with the scouts. Sending other troops with the scouts will result in the scouts going as a normal attack and not as a scout. And this will result in the scouts not returning any information, the scouts can possibly be caught in traps, and worse, even killed.


    • If scouts are sent as only scouts, (no other troop types in the attack) then scouts cannot be caught in traps.

      When sending scouts, while you have the choice of sending them as a raid or as an attack, this makes no difference at all. You will have the exact same results with scouts sent as a raid, as you will with scouts sent as a full attack.


    • Movement of scouts
      When you send a scout out to scout someones village, you will see it in your troop movements screen as an outgoing attack. The person you are scouting will have no idea that you are in the process of scouting them.


    • Detecting scouting and defending against scouting
      If you scout or get scouted, the scouting can only be detected IF an attacking scout is killed. This means you can scout and possibly never be detected! It's important to note that the defending scouts can never be killed by another scout.

      To completely block others from scouting you, essentially you will need to have more scouts than the attackers. Now scouts do receive a defense bonus from the defenders wall. They can also be upgraded and this will help them defend against being scouted as well as reduce your scouting losses that you will incur when you scout others.


    • How many scouts should I build
      This is just some basic advice, and it's only to start your game off with. I'm going to advise you that when you reach 50 troops, build 5 scouts. When you reach 100-200 troops, build 10-20 scouts. (there's a more advanced suggestion under “autododge and scouts”)


    • Scouts in a village that's under an attack
      If you're scouted, your scouts will not die. But if you are attacked or raided by any other troops in the game, your scouts can be killed.


    It was not my intention to go into so much detail about scouts. For more advanced scout information, please view here: http://archive.forum.travian.com.au/...-Guide-and-FAQ
    Last edited by Xirena; 10th May 2011 at 02:00 AM. Reason: Found JS's guide and linked it for you

  3. #3
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    The Travian Challenges

    Travian game play consists of various elements:

    • Increasing your resource tiles to increase your income
    • Building infrastructure within your village
    • Protecting your resources
    • Building troops and using them efficiently
    • Expanding your civilization by managing your empire's Cultural Points (CP)
    • Balancing crop

    Game Economics

    Everything in the game will cost a mixture of Timber, Clay, Iron and Crop.
    Resources can be traded on the marketplace, allowing people to play as 'trader'.
    Upgrading your Timber, Clay, Iron and Crop fields increases your income per hour and gives you a stronger economy.



    Increasing your resource tiles to increase your income

    The sooner you invest in resource tiles the sooner you will get a return. If this return is re-invested back into more resource tiles, you will again have more resources with which you can invest. Increasing your resource tiles will increase what you earn, every hour of every day. So it pays to invest quickly.

    Spoiler:

    In addition to building resource tiles, the game allows you to build 'bonus' buildings. These are the grain mill, bakery, sawmill, iron foundry, and brickyard. All these help to increase your resource production.

    Another way to increase resource production is by assigning your hero points to resources, and picking the type of resource that you want to increase.


    If you look on your map, you can see oases. These can be captured and this will give you a resource boost. There are oases that give production bonuses for timber, clay, iron and crop, and double oases.

    While an oasis can give a good economic boost, you will need a hero's mansion of level 10 to capture 1 oasis. In total, each village you have can capture up to 3 oases. In order to capture an oasis, you need to clear or remove all nature troops that are present from the oasis you intend to capture, and the hero must be sent from the village that you intend to capture the oasis with. The hero MUST survive the attack. And once it has successfully captured the oasis, the hero will return home to the village that it was sent from. As soon as the oasis is captured, you instantly receive an increase in your resource production per hour.

    When you settle your village(s), settle them close to suitable oases.

    Building infrastructure within your village

    Your village will need a lot of other things. For a start, resources will overflow if you don't have a large warehouse and granary. And you will need to build a marketplace to trade with others and to help you to balance your economy. You're also going to need to build barracks and stables so that you can build troops.

    Protecting your resources

    If you don't protect your resources, others will attack you and take them. To handle this, you can build crannies. Once you build one cranny to level 10, you can then build as many crannies as you need. The idea is not to build stacks of crannies, but rather to build up to 4 crannies, and log on and spend the resources prior to attacks landing.

    Building troops and using them.

    The game has troops that are specific for defense and troops that are specific for offense. Defense troops can help protect yourself and your resources, and be used to help your friends. Offense troops can be built and used to attack a computer-controlled player and human players. The main benefit of offense troops is their ability to steal resources from other players. The more you attack and the more resources you steal, the faster you can build up your armies and your empires.

    Here's what you can do as a offensive military commander:

    • Steal resources from other players
    • Capture villages from other players
    • Capture special artifacts from an computer controlled player
    • Attack those that attack you or have attacked your team mates.

    Here's what you can do as a defensive military commander:

    • Defend your villages from being annexed
    • Defend your resources from being stolen
    • Defend your friends and team mates from attacks
    • Keep and defend important game artifacts.

    Expanding your civilization by managing your empire's Cultural Points (CP)

    Part of the game is to race to build one of the largest empires that you can. The larger your empire is, the more troops your empire can support. The game has a restriction on how quickly you can start your next village, and this is controlled by cultural points (aka, CP).

    Every building and resource tile that you build generates cultural points, and there is a minimum number of cultural points needed before you can build the next village.

    You can increase the amount of cultural points that a village makes simply by upgrading your buildings. Buildings such as the marketplace, academy, main building, and town hall all generate a lot of cultural points per day. You can even throw small parties in a town hall and this will increase the number of cultural points that you have.

    Ultimately the more cultural points you have, the more you can expand. It's important to note that to capture other people's cities will also require cultural points. You can view how many cultural points your village has by clicking on your residence and then clicking on “cultural points”

    Balancing Crop

    Almost all buildings that you build will have a crop upkeep that is measured in crop per hour. This means that they will reduce your crop income per hour.

    Troops also use crop, which again means that the more troops you have, the more your crop income will be reduced.

    Spoiler:
    Should you have more troops than you can feed, this will cause negative crop. So long as you have crop in your granary to feed the troops you will be ok, but should the crop run out, the troops will begin to starve. Troops that are from other villages that are reinforcing your village will start to starve first. After that the troops starve in the order of what troops you have the most in the village. When troops starve, the amount of crop that was used to construct them goes into the granary.

    For example, if a troop cost 30 crop to build, and you have negative 30 crop, when 1 troop dies from starvation, your granary will gain 30 crop, you will now have negative 29 crop per hour, so that 30 crop from the death of a starved troop will feed your troops for an hour before the next troop starves.


    The Travian challenges summary

    To expand your empire without the troops needed to protect it could see your empire annexed or destroyed by others. And to fall behind in expanding your empire could mean that you're unable to build and support large armies. You need to think of Travian as both a military and economic race. Those that master it have to balance between increasing resource tiles, developing infrastructure, protecting resources, building troops whilst continually expanding and settling new villages.

    Game Mechanics: How the Game Works


    How the game mechanics work: building and using armies.

    Before you build any troops, you should familiarize yourself with the troops that your tribe can build.

    You will notice that there are offensive troops, and defensive troops; rarely are troops both offense and defense. Don't make the mistake of defending with offense troops, or waging wars with others by using defensive troops.

    When attacking, a small amount of troops from several different villages is not effective at all. It's only by building a lot of attack troops from a single village that the attack will be successful. Troops take time to build, so increasing the levels of the barracks, stables and workshop will increase your troop production levels.

    More about building and using armies:
    Spoiler:

    I'm going to expand this point slightly.

    Let's say that there are two different players: both have 2 villages, both villages that they own produce 1000 crop in hour in total (thats 2000 crop available per hour to both players). Let's also assume that both are Gaul, both are equal in size, and both have a level 12 wall. However, one player is building defense only, and the other is building offense only.

    Now if the defender was to build 1000 in crop in defense troops in each village, they would have 2000 defense troops. When they consolidate their defense, it makes a highly effective anvil. In fact, any defense troops from any village from any player can be consolidated together to work well as a highly effective anvil.

    BUT for the attacker, if they were to build 1000 in crop in troops in both villages, this would give them 2 tiny and ineffective attacking armies. To be more successful as an attacker you would need to build 2000 in crop in troops in just 1 of your villages. This means that your hammer village will be at -1000 crop, BUT you can manage crop by storing your attacking troops in the other village. Or simply send crop from your second village to feed the troops in your hammer village.

    Here is what it would look like to attack someone who has 2000 in crop in defense if you have 1000 crop in attack:




    Now here's how it would look if you had a single hammer of 2000 in crop in attack troops:



    That attack was more successful than it would have been to attack with 2 smaller 1000 attack troops. This is only a small example of why attack troops need to come from a single village, but that should be enough to show you the concept of how other players might have 10 villages and 10,000 in crop in offense troops, and they might store it in their other villages or use their other villages to supply crop to their 'hammer' village.

    It also introduces you to the idea of having villages that are to produce defense, village(s) that produce offense, and villages that just provide crop to feed your troops.

    I'll put that another way:
    You do not want villages producing all types of troops. It's simply ineffective.


    Prior to launching attacks, you can use the combat simulator, and this will help you to see if you have enough offense to attack them with. To find the combat simulator, just go to your rally point and click on combat simulator.


    How the game mechanics work - How attack results are calculated.

    Without being overly accurate, I will sum up how the system calculates the results of attacks.

    Firstly, in any attack where there are traps, the traps will trap as many troops as possible. Only the troops that didn't get trapped will continue and fight in the actual battle.

    Next the system works out the total amount of offense points in the attack and takes into account any attack bonus given by the hero and takes into account any troop upgrades that have taken place.

    And finally it works out the total amount of relevant defense points and takes into account any defense bonuses from the wall, hero, troop upgrades, and even a morale bonus (morale bonus is a defense bonus given to small players when they are attacked by larger players)

    Now the system will always bias the attack slightly in favour of the attacker. But essentially the side that has the most amount of troops will have the least amount of casualties.

    In any attack that you do, if you have significantly more offense than the defender has defense then your troop losses will be significantly smaller.


    How the game mechanics work: troop movements and troop ownership

    Troops can only be sent out and controlled by the village that made them. They are attached to, and permanently owned by, the village and the account owner that built them.

    This means that you can reinforce and defend other players, and your troops are still owned by the village that built them. Even if you own more than 1 village, you cannot build troops in one village and make them belong to your other village.

    When you're moving troops or when you send them out as an attack or to defend someone, you have up to 90 seconds to change your mind. After 90 seconds, your troops will be too far to hear your calls to return and there is no way to contact them. You can still track your troops' movements by going to the rally point.

    Once troops you've sent to reinforce a village arrive, in the rally point you will see the option to recall them to come home. You cannot tell them to go from the village they are reinforcing to a different village.

    The only option is to let them stay or let them return home.

    Spoiler:
    The only slight exception to this is the hero. Should you send your hero to a different one of your own villages, AND that village has a hero's mansion of level 1 or higher, the hero will become 'attached' to that village. You can then send the hero out on adventures, attacks, and reinforcements. IF you sent your hero to one of your own villages and you didn't have a hero's mansion at all, then the hero would remain attached to the original village → this means you can only send him back to the original village; you can't directly send the hero out on adventures.



    How the game mechanics work: capitals

    When you start Travian, your first village is your capital. You can only have one capital at a time. Capitals have the following benefits:

    • Capitals can never be stolen or captured
    • A capital can build the stone mason, this helps to make them stronger and hence more difficult to be destroyed or damaged.
    • Capitals can build their resource tiles over level 10, right up to level 21

    Villages that are non-capitals can be stolen. They cannot build the stone mason, and they can build their resource tiles to level 10 maximum.

    Changing which village is your capital:
    Spoiler:
    You can change which village you want to be the capital. To do this, just build a palace in the village, click on the palace, and confirm with your password that you want that village to be the new capital.

    The downside of changing capitals is that the former capital will lose all its special advantages. In addition, any resource tiles over 10 become level 10, and the stone mason is destroyed.


    Quick capital tip!
    Spoiler:
    If it's your first server, your starting village will be your capital. Don't extend your resource or crop tiles past level 10, as often you will need to change your capital to what's called a cropper. A cropper is any village that has 9 or more crop tiles.


    You're probably wondering why capitals are so important. Well, it's like this: you need crop to support larger armies. So the more crop you have, the more troops you can feed and the more powerful you will be. Standard non-capital villages can produce limited amounts of crop. Capitals offer the ability to extend their crop tiles past level 10. This means that capitals can produce more crop than say, 10 regular villages can!

    Your starting spawn has only 6 crop tiles. When people choose their capital, they usually choose one that has 9 crop tiles, or even 15 crop tiles. This way they can produce even larger levels of crop.

    I'll just throw this in here: when people have a large attack force that is built from a regular village, this is called a non-capital hammer. It may have so many troops that your village is in negative crop. But if you find a village that has 9 crop tiles or even 15 crop tiles, and you make that your capital and then build all your attack troops in there, as the capital can easily produce 10,000 crop it will be easy for you to maintain your army.

    In addition, if you have Gold Club, capitals have free autododge. This means that you can protect your attack troops by telling them to run away and hide when attacks come (and you don't have to worry about them starving!).


    How the game mechanics work: Expansion slots (settlers and chieftains)

    To expand your empire, you need to build a residence or a palace. A residence level 10 or a palace level 10 will give you 1 expansion slot – you can then immediately build 3 settlers. It takes 3 settlers to start your next village.

    In total, a residence will give 2 expansion slots. The first slot is open at level 10, and the second expansion slot is open at level 20. A palace will give up to 3 expansion slots. The expansion slots for a palace are open at level 10, level 15 and level 20.

    Now when you build either 3 settlers or a chieftain, this will occupy just 1 expansion slot. You will not be able to build more settlers or chieftains until you have more expansion slots. Now if 1, 2 or 3 of your settlers get killed, or if your chieftain gets killed, you can then rebuild them as the expansion slot is then re-available.

    Once you settle or conquer your next village, that new village will permanently occupy the expansion slot in the village that built the settlers / chieftains. The expansion slot will only be re-opened if the new village is annexed or destroyed.

    I would like to point out that if a chieftain successfully captures a village, he will become a part of that new village, and the new village will then permanently occupy an expansion slot in the village where the chieftain was from.

    Chieftain tip →
    Spoiler:
    This is just a quick tip on chieftains. It useful to have villages with 2 or 3 expansion slots open, so that you can build multiple chieftains. Chieftains work better if you have 2 or more in a group when you attack. Also the cost of researching chieftains is extraordinary. So it's good to have 'chieftain villages' where you keep all expansion slots open so that you can later build 2 or 3 chieftains.


    Residence vs palace tip →
    Spoiler:
    To start your next village, it's cheaper and faster to build a residence to level 10, and to then build settlers. If you want to have 2 expansion slots in a village (to build either settlers or chieftains) it's better to build a palace, as a level 15 palace is cheaper than a level 20 residence.
    Last edited by Lone Ranger; 30th April 2011 at 01:23 PM.

  4. #4
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    Heroes

    You start your game off with your hero. Your hero is very important and if used wisely is a crucial part of your army.

    By default your hero will dodge any incoming attack, but you can tell him to defend just by clicking on the picture of your hero on the main screen, and at the bottom of that screen is a check box → this enables you to set him to defend or to dodge.

    Heroes go by themselves when they go on adventures, but when you're attacking or defending, your hero should be accompanied with either offense or defense troops.

    Gaining hero experience points and leveling up your hero

    A hero can gain experience from doing adventures. They also gain experience points each time they kill an opposing troop. If they kill a troop that consumes 1 crop per hour, they gain 1 hero experience points, if they kill a unit that has 4 crop, they gain 4 hero experience points.

    As your hero gains more experience points, they 'level up'. Each time they level up you gain 4 points which you can assign to any of the following:

    • increase the hero strength
    • increase offense bonus given to your army
    • increase defense bonus given to your army
    • increase resource production of the village your in.

    You can see the benefit of gaining as many hero experience points as possible. To increase your own hero's experience points, you can defend your alliance members, or attack oases or other computer controlled players, or just attack other players.


    Hero health

    Every time you send your hero out on an adventure, or to attack somewhere, it's possible he could lose some health. You can check your hero's health by clicking on your hero's picture. If you see your hero's health is really low, then don't use him to attack or to defend. (though still do adventures as most adventures will inflict only very minor health losses)

    Your hero will heal on his own; by default, he will heal at 10% per day
    If your hero does die, you can revive him, but it takes time and resources to revive him.

    For more information on heroes, adventures, and hero items, please read this guide.


    Hero Items.

    Every time you do an adventure you could end up finding a hero item of various sorts.

    For hero items such as weapons, boots, armour, helmets, you can wear them, take them off, buy multiple, sell them and so on. Some items are consumable (that is, when they are used they are gone).

    Before you can trade hero items, you need to do 10 adventures. I recommend that prior to buying and selling hero items, you browse the auctions to get a feel for the 'value' of items. Different days and different times will have an effect on the prices of hero items.
    You need to sell items at the time when you think you will get the maximum for it. And you want to buy hero items at the times when the prices are low.

    For more information on hero items, what they are and what they do, click here.
    Spoiler:
    When you do start trading your hero items, aim to accumulate and keep 20,000 silver. This is enough so that later you can afford to buy the gold club



    Game Gold

    Game gold can be purchased. Gold offers the chance to increase your economy by buying production bonuses. Other features, such as queuing buildings to build while you're away help you to advance in the game.

    You don't need to buy game gold to get game gold. You get some gold free when you do the taskmaster, in addition, when doing adventures, you may find hero items or even silver. Hero items can be sold at the auction for silver, and the silver can then be converted back into gold to be used in any way that you wish.

    Suggestion of when to buy gold club.

    If this is your first game, I'd like to recommend that you don't purchase gold at the start. When you reach the stage where your ready to start to build 3 settlers to start your next village, this is a good point* in your game to purchase the gold club.
    Gold club costs just 100 gold, and the benefits of the gold club last until the server ends. Once gold club is activated, you will have free autododge in your capital this makes building 3 settlers a lot easier.

    *
    Spoiler:
    * I believe that this is a good time to buy gold club, as if you buy too early, maybe you won't stay around to village 2, and then have wasted your money, or if you buy later, as the price stays the same, you get better value for money the earlier you buy it. Add to that, the gold club features are more useful at the beginning of the game rather then the end.

    On the other hand, gold club with free autododge will help you to build an army, as an army is weak and vulnerable when you first start to build, so autododge is a great way to protect the army until it's large enough to defend the village or to attack others. So really, get gold club at any stage you feel you can benefit from it; it's only a suggestion to hold off until you're about to start your next village.

    As for buying Travian plus, when you have only 1 village, you shouldn't need to buy Travian plus. When you have started your second village, this is the time to try out Travian plus. The village overview will let you quickly manage your villages, and the ability to queue a second building / resource tile will be a great benefit.



    Gold Club - autododge - troop evasion

    After you buy gold club, one of its main feature is the free autododge in the capital.

    To activate the autododge, click on your rally point. This will bring up this screen:







    Now I circled the gold club tab. Click on that, and it will bring up this screen:




    So that's how you can turn autododge on and off, but that's NOT how to turn on and off the hero autododge. The hero autododge is done WITHOUT GOLD, you do NOT need to buy anything or spend any money at all to have the feature of the hero dodging. I will detail how to tell your hero do dodge or to defend.

    To decide if your hero defends or dodges click on your hero's picture:




    Now that will bring up your hero.


    Just underneath your hero's feet is this:





    Now you click on that to tell your hero to defend or not to defend.

    Now, the reason I'm going to great lengths to explain this is that IF you don't want to defend against an attack, you need to go to your rally point to activate the troop autododge AND your hero screen and make sure that both options are set to EVADE.

    Likewise, if you want to defend, it's a good idea to check BOTH your rally point and your hero screen and make sure that both options are set to defend (or not evade as the case may be)

    With the hero, if I have 2 villages, village 1 is the starting village. It is the capital AND it has a hero's mansion. IF I send the hero to village 2, and village 2 DOES NOT have a hero's mansion, then the hero will remain attached to the village that sent it, and he will essentially be just a reinforcement troop for village 2. In this instance, even if you have the hero set to evade, and even if you have the autododge activated, the hero will not dodge.

    Regardless what troop it is, be it your hero, settlers, or whatever, if its a reinforcement for that village, it will defend (and possibly even die).


    More about the autododge
    Autododge is something that should help your game, not replace all need for skill and thinking. Its good to learn some of the basic techniques prior to just relying on the autododge. I will agree that Autododge for settlers is definitely a good idea, but before you get to that stage its good to get used to (consider it as travian training) to develop skills that dont rely on the autododge, as sooner or later you will need to develop those skills, and you can develop them early game (when its easy) or learn them and develop them at times when getting it wrong means game over for you.

    One weakness of the autododge is that if there is an attack landing within 10 seconds of your troops are returning home, then the troops WILL NOT dodge. In this event, you will have to do a manual dodge. Read this for more details.

    Spoiler:

    It's a good idea to have a think about which of your villages will benefit the most from having the option to have free autododge. Clearly, attacking troops are not good to be used in defending. So here's a suggestion of what you could do at a later stage in your game:

    Village 1 - spawn village -> use this to make defense troops.
    Village 2 - resource village, has just 6 crop tiles -> use this to make defense troops.
    Village 3 - capital village, has 9 crop tiles -> use this to make attacking troops

    Now you could have village 1 and village 2 defending village 3. This way, if you get attacked while you sleep, your attacking troops will be protected (for free) and your defending troops will defend.

    Now that's just a suggestion; just have a think about the best way for YOU to benefit from this.



    Using scouts and the autododge.

    Most players are afraid of attacking players that have walls, hero, defense troops, and trapped animals, so often they will scout. Now, normally I recommend having a couple of defense or offense troops before building scouts. But if you are using the gold club and the free autododge, it makes sense to build at least a few scouts asap.

    You don't need to build too many scouts early game, but having say, 20- 50 scouts early game might prevent most players from successfully scouting you, and thanks to the autododge, your scouts will automatically evade any real attack that comes to your village.

    Keep in mind that most players aren't looking for a fight early game. They are only looking for easy resources. And on that note, having a lot of scouts early game will only act as a short term deterrent. This will be a more effective deterrent for Gaul players rather than the other tribes as Gauls also have the ability to build death traps.

    I would like to emphasize that scouts lack the ability to actually defend your village properly. They lack the ability to raid and gather resources. And while they may deter some attackers, and may reduce the number of attacks you receive, relying on scouts only and using the autododge is not an effective long-term defense strategy.
    Last edited by Lone Ranger; 24th May 2011 at 01:10 AM. Reason: fixing a typo relating to the autododge.

  5. #5
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    Alliances

    If you're new to the game, it's highly recommended that you look to join an existing alliance. Being a member of an alliance that has an experienced leader will help you to learn the game. Being a leader is something that should be taken seriously. Leaders are expected to be role models, be able to give advice, know how to respond to to attacks, handle diplomacy with other alliances, but more importantly, a leaders role is to help develop and use all available resources that are within the alliance to help the alliance to achieve common goals.

    Joining or creating an alliance is part of the taskmaster, and is not needed to be explained here. However I will mention it as it may help to answer some early questions players have.


    Role of an alliance

    Alliances are meant to work together and to help each other. To this end, often alliance members will sit for others within the alliance. It is seen as a big no-no to be a member of an alliance and to have people from other rival alliances sitting for you (sitters are explained later).


    How to join an alliance

    To join an alliance, you need a level 1 embassy and you then need someone from another alliance to invite you into their alliance. Once you're invited to join an alliance, the invitation will be visible when you next click on your embassy.
    When joining an alliance, be honest with your playing history and skill level. A leader can teach a new person how to play. They cannot teach a new person who is arrogant or pretending to be elite.

    Spoiler:
    Do not expect your leaders to wipe your butt for you. Leaders might give you assistance and help you as much as they can, but it's still your game, and there's a lot of work that you have to do yourself. Leaders can help those that help themselves, they cannot be expected to do everything for everyone. Remember, they are also here to play and have fun!



    How to create an alliance

    If you want to, or if you can't find an alliance that's right for you, then all you need to do is build a level 3 embassy and you're free to start your own alliance.

    As an alliance founder you can then go to the alliance (through your embassy), and then click on options.

    Here under options you will have the power to:

    • Invite people into your alliance
    • Kick people from the alliance
    • Manage NAPs and Confeds with other alliances.
    • Change the alliance name, tag, and alliance description
    • Mass Message (MM) everyone in the alliance
    • Assign others within the alliance powers.

    You will also be able to create and manage your internal alliance forums.


    Using the Mass Messaging (MM) system

    After you have started an alliance, of if you have joined an alliance and have been given the power to Mass Message, then you can send a message to everyone within the alliance with a simple command.

    To do this, when you go to send a message, where it says recipient you type in [ally]. If you type in ally it won't work. If you type in [ ] it won't work. If you type in [ ally ] it won't work. You MUST type in: [ally]


    How the alliance embassy works

    To start an alliance, you need a level 3 embassy. You can recruit 3 people per level of the embassy, so a level 3 embassy allows you to recruit up to 9 people. To recruit more you will need a level 4 embassy. Once the alliance is started and others have joined, the alliance will use whichever member's embassy is highest.

    So let's say that we have a level 3 embassy, and we recruit player B and player C. Player B has a level 5 embassy, and player C has a level 12 embassy. Even though player A is the founder of the alliance, the alliance embassy is level 12, and they can now have a maximum of 36 players.

    Now let's continue from that example; let's say that they recruit 33 more players and are now at maximum capacity. Player A still has a level 3 embassy, player B still has a level 5 embassy, and player C has a level 12 embassy. Now if player C quits the alliance, (or deletes), the alliance embassy will effectively become level 5. Nothing will happen to the alliance, but until the alliance has an embassy level 12 again, they will be unable to recruit more players. In fact, to get player C back into the alliance, they would need someone in the alliance to build a level 12 embassy OR they need to kick players to make room for player C, then once player C joins, they can re-invite all their players back.


    Managing your time online

    Everything takes time to build. The higher your main building levels are, the faster everything builds. A level 20 Main Building (MB) makes everything build in half of the original build time.
    Spoiler:
    A level 10 or higher main building lets you demolish any building that you want that's in your current village.

    Other tricks are to build things that will build quickly while you're online (i.e., things that take just a few mins), and build things that take the longest when you're going offline.

    A key part to managing your time online and building your account is to have sitters.


    Sitters

    A sitter is someone to whom you give limited access to your account. It's legal, and safe. A sitter can never be given full control of your account. In fact there are game rules that limit what sitters can and can't do.

    For a start, if you are set as the sitter for someone: To log into their account, you must first log out of your own account, and then at the login screen you type in the name of the account that you want to log into. IF you are the sitter, you type in YOUR password.

    I want to emphasize that its legal to be a sitter and to have sitters, and that sitters log into the accounts they sit for by using their OWN passwords. But you should NEVER share your personal password in game to anyone!


    Why have a sitter

    The concept of sitters is so that players can work together. If you're online at 6pm, why not spend 1 minute to click on my main building and upgrade it. And when I'm online at 5am, for sure, I could then upgrade something for you.

    In total you can have up to 2 sitters for your account. This way, even if all 3 players don't spend a lot of time online, the accounts still grow. You're not really meant to be online all the time doing everything yourself, you're meant to spend a little bit of time online daily, spend some time upgrading things for the accounts you sit for, and spend the rest of the day knowing that your sitters will also log in and check your account for you.

    If you're away from the game, or on holidays, sitters can log into your account for up to 21 days.


    Setting someone as your sitter

    You can set someone as your sitter by going to profile: (click on your In Game Name under your hero's picture)




    Then you need to click on the tab called Account: (it's highlighted in bright green below)





    Now in the area that looks like the image below, you just type in the IGN of the player(s) that you want to have access to your account:





    Now you can restrict their access by clicking on the boxes on what your sitters can and can't do.




    Remember that as the account holder, your 100% responsible for any actions that your sitters do on your account.



    SITTER RULE REMINDER!

    Spoiler:
    The game will automatically prevent you from logging in as a sitter if the account owner has not logged in for more than 21 days.
    Last edited by Lone Ranger; 30th April 2011 at 01:57 PM.

    Played travian for 4 years, and all I got was:

  6. #6
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    Game rules

    The game rules can be quickly and easily summed up as:

    • Don't cheat (i.e., don't create multiple accounts or use illegal hacks)
    • Be polite and respectful to those you chat to in game.

    You should familiarise yourself with the full list of game rules which can be found HERE


    About the Multihunters

    Multihunters are the name for the referee team who actively patrol the game to help ensure that the game rules are followed. This allows for fair play. They are unpaid volunteers who love the game so much that they dedicate their spare time to ensure that it's a fair game for everyone. So remember to treat Multihunters with utmost respect as without Multihunters, the game would be unfair and unplayable.

    Now this is important. Should you breach a rule, your account will be locked. There will be a message on the screen explaining the situation and what to do and how to resolve it. You can then contact the Multihunter and resolve the situation.

    Multihunters aren't evil people who purposely seek people to ban for no reason. Quite the opposite, really; if you have read the rules and are unsure on any part of the rules, or at any stage of the game have problems, then you are encouraged to consult the Multihunter. Multihunters pride themselves on being able to respond to issues within 24 hours or less, so a response to your questions and issues will be quick. In addition, Multihunters are often on the forum.

    You CANNOT discuss details relating to your ban on the forums. But you can ask for rules to be clarified on the forums and the Multihunters will be happy to explain them to you.

    I'd like to point out that the role of Support is there to answer messages related to game play and can't respond to issues relating to the game rules. If you are concerned about something relating to the game rules such as questions, possible violations or if your account has been banned you are encouraged to contact the Multihunter.

    Both the multihunters and support are here only for the benefit of players.
    Spoiler:
    When resolving a problem with the Multihunter (MH), you should know they have an extensive range of tools and can see almost everything that takes place on your account, so arguing with them is usually a waste of your time. When you argue it will take longer to resolve the issue as the MH can't unban you until it's resolved. Being banned is not considered to be part of the punishment.

    I should point out that any punishments may seem to be severe, and sometimes maybe too excessive. But this is to deter others from breaching the rules. Think of it this way; any game where you can breach the rules and not be punished is not worth playing as it's not a fair and even playing field.

    When you receive messages from the Multihunter, or from Support, their names will stand out from the others. Here is how genuine messages from the Multihunter or from Support appear in your game inbox:



    I'd also like to point out that official game staff accounts will be members of the Crew alliance. And that the Multihunters will NEVER message players telling them how long they have until their account is deleted.

    And NO ONE from Travian staff will ever ask you for your password. Just keep in mind that this IS the Internet. There are people that might write to you and pretend to be from staff, they might even have game names that look like they might be official staff (for example, multi-hunter).

    If you receive a suspicious in game message, you can verify if it's correct by comparing the names in your inbox to my image; if it's missing the underline, you KNOW its not from an official Multihunter or Support account.

    If you receive a spoof message like this, you need to contact the real Multihunter and give them the message URL so that the Multihunter can take immediate and appropriate action.


    How to forward an abusive In Game Message (IGM), or suspicious message to the Multihunter

    All messages sent in game need to be suitable for all ages and must comply with the game rules.

    IF you receive a message that is rude, offensive, in a different language, or if you feel threatened or if it's someone demanding your account password, or really any message that you don't feel is appropriate, what you do is this:

    1. don't delete the message (archive it if you have gold club)
    2. open the message
    3. copy and paste the URL of the message. The URL is visible at the top of your browser. It will look like this:
    4. Again, don't delete the message.
    5. Don't reply to the person. Let the multihunter handle the situation.


    Server progression

    While some online games never have a clear end, or run for years and years without any end in sight, Travian has a clear server structure that sets each regular-speed server to last 10-12 months.

    The server can be split into start game, mid-game and end-game components:

    Start-game is the first 1-3 months of the server. This is where you start your empire and start forming teams with other players. The first 1-2 months of the server is the ideal time to join a server. If you have started outside of this, then consider looking for a server that has only just started.

    You can see when the servers started by clicking here.

    Mid-game takes place around 130 days into the server, and what happens is that special artifacts are released. These artifacts give special advantages to whoever has them!

    Many wars will be fought to steal artifacts and to keep them! In mid-game you will be practicing your teamwork and working with others in offense missions and in defense missions.

    End-game
    traditionally takes place at around 260 days of the server. Endgame is the final and ultimate team challenge in the game! The first team that builds a Wonder of the World to level 100 wins the server!

    Building a Wonder of the World is not easy. To participate and contribute to the endgame Wonder of the World race you will need to have built a strong military and economic powerhouse.

    For more information on endgame, please read here

    For a more in-depth view on what you will need to contribute to endgame click this →
    Spoiler:
    Endgame takes a lot of work. For endgame, players will contribute either offense (to attack the enemies World Wonder) but everyone will be expected to contribute defense and crop to feed the defense within the Word Wonder.

    To give you a modest goal to aim for, on Australian servers to be useful in the WW race, you need to have 10 villages to be set up and ready for endgame. Your account will need:

    • 9 fully developed resource villages → 4 of these villages will need to have a level 20 barracks and level 20 armour upgrades on the defense troops.
    • A Capital producing over 20,000 crop per hour
    • 20,000 defense troops set aside specifically for the WW.

    Don't worry if you can't reach this goal, even if you have just 2 villages you can help, but this gives you a concept of what to aim for. For more ideas on what to do to prepare for endgame, read this guide. → be warned as that is an out-of-date guide made for the old version of Travian, however, until a new version of that guide is made, the old guide will still help you to better prepare for endgame


    Server progression: ceasefires and truce days

    During the server, on special occasions there will be what is known as a ceasefire / truce day. Any attack that lands during the ceasefire period will do no damage and will NOT steal resources. All that will happen is that your troops will say "Happy Easter" or "Happy New Year" or other similar message. You can still send attacks, but there is no point to do so during the ceasefire. The ceasefire also gives you whats called "no starvation", and this lasts for the ceasefire and usually another 24 hours after the ceasefire has ended.

    The idea of the ceasefire is to allow people the time to walk away from the game for 1-3 days (some ceasefires may be 24 hours, 48 hours or 72 hours).


    What can I do during the ceasefire?

    You can take a day off without any thought at all of your Travian account, and you will know that your account is safe and your troops are safe.

    Should you be online during the ceasefire, feel free to attack all of your friends; it's a fun way to say "Happy Easter" or "Merry Christmas". All other game features should function normally during the ceasefire period. This means that you can still build buildings, you can settle new villages, you can still send your hero on adventures, and you can still trade resources on the marketplace as well as buy and sell hero items at the auction.

    Spoiler:
    Quick tip: while you're protected by the ceasefire, send all your troops to one of your villages. Don't worry if your crop goes negative, as your troops cannot starve and CANNOT be killed, and this way you can save on crop and sell the crop for resources to get ahead. Just remember to look after your troops when the no starvation period is almost over.


    During the ceasefire, scouts will work as normal. You can still send scouts and scout other players, and your scouts will only die if the player you are scouting has defending scouts.

    You should also note that IF you are to be attacked by the Natars (for example if you settle in the gray zone) even if it is the ceasefire, the Natar attacks will work as normal, and will do damage to your buildings as well as kill your troops.

    Apart from this, it's IMPOSSIBLE for any of your troops to die during the ceasefire period.
    Spoiler:
    Quick tip: if you know there is a ceasefire, aim to capture villages just prior to the ceasefire starting. It will give you time to build the new village up, rebuild the village wall, AND it will give you time to get the village loyalty back up. Add to that, after the ceasefire will be a no starvation period for 24 hours. This will make defending the new village a lot easier.


    When is the ceasefire?

    There is usually a ceasefire for events such as Easter, Christmas, and New Years. If you play on an international server, they may celebrate different local events, and will have ceasefires for their local events.

    Ceasefires for locally celebrated events are usually announced on the forums several days prior to the ceasefire.

    During times of national tragedy there may be cause for an emergency ceasefire.

    How can I tell if the ceasefire is on or not?

    Just prior to the ceasefire, a small dove will appear in the top right hand corner of your screen. If you hover your mouse over the dove, it will give you the times and dates of the ceasefire.




    Misc stuff (this is still a work in progress)

    Finding yourself on the map

    The way the game world works is it uses the Cartesian co-ordinates system. This means there is a center called (0,0). The NE will use (+,+), the SE will use (+,-), the NW will use (-, +) the SW will use (-,-)


    Catapults and double shot

    Once you have a level 20 Rally Point (RP) when attacking with over 20 catapults or more, you can select 2 targets. This DOES NOT mean 20 cats fire at each target. In fact, this means that half the catapults will fire at target 1 and the other half will fire at target 2.
    Last edited by Xirena; 10th May 2011 at 03:49 AM. Reason: cleanup

  7. #7
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    Reserved for later


    [ca]Moved to Submissions area for public comment/critique.[/ca]
    Last edited by Lone Ranger; 30th April 2011 at 01:34 PM.

    Played travian for 4 years, and all I got was:

  8. #8
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    sorry to bump a very old thread, but id really like it if people could help find the errors in this. It was written for someone privately on T3.x servers, and updated to T4 for public release.

    Not being very experienced with T4, im certain that there are errors - in particular im not convinced that im 100% right regarding the gold club + hero autododge.

    If theres really no technical errors, I will ask xir to move into the completed guide section -> sadly in its current position its not publicly viewable by guests.

    Played travian for 4 years, and all I got was:

  9. #9
    Appreciated
    biupSquid's Avatar
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    Quote Originally Posted by lone ranger View Post
    Not being very experienced with T4, im certain that there are errors - in particular im not convinced that im 100% right regarding the gold club + hero autododge.
    To my knowledge, the information regarding gold club's autododge is correct. It can only be used in the capital, whilst the hero's is only available for the village that he is attached to, as you've explained in the guide.

    I'm afraid I don't have the time to comb over the rest of the guide until after June 20th, but hopefully that's a step in the right direction.
    Last edited by Corvus Corax; 21st December 2012 at 06:57 PM.

  10. #10

    Xirena's Avatar
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    I've gone ahead and added the poll to this one - maybe that will prompt some responses and feedback, even if it's just by votes.

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