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Thread: Rosengaard's Guide to Travian 3.X - Basic Chapters

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    Rosengaard's Guide to Travian 3.X - Basic Chapters

    Introduction

    This guide was written because I felt like giving out some priorities and construction patterns that me and my own team follows, and that works pretty well.
    As I began writing though, this abomination kinda grew out of my hands, and became a complete guide to Travian, or atleast what will some day be so.
    I hope you enjoy the reading.”
    -David Rosengaard Jensen

    A graphical edition of the guide can be dowloaded here



    Index of the Guide
    1 - Basics 3
    1.1- The Login 3
    1.11 - The Village Overview 3
    1.12 - The Leftside Menu 4
    1.13 - The Profile Page 4
    1.14 - Sitters 4
    1.2 - Celebrations and Culture Points 5
    1.3 - Settlers and Chiefs 5
    1.4 - Oasis 5
    1.41 - Capital Oasis 5
    1.5 - Troop Production Locations 5
    1.6 - Plus Features and Gold 6
    2 - Offense Troop Production 7
    2.1 - Teuton Offense Troop Production 7
    2.2 - Roman Offense Troop Production 7
    3 - Defense Troop Production 8
    4 - Troops 9
    4.1 - Teuton Troops 9
    4.11 - Clubswinger 9
    4.12 - Spearman 9
    4.13 - Axeman 10
    4.14 - Scout 10
    4.15 - Paladin 10
    4.16 - Teutonic Knight 11
    4.17 - Ram 11
    4.18 - Catapult 12
    4.19 - Chief 12
    4.2 - Gaul Troops 12
    4.21 - Phalanx 13
    4.22 - Swordsman 13
    4.23 - Pathfinder 13
    4.24 - Theutates Thunder 13
    4.25 - Druidrider 14
    4.26 - Haeduan 14
    4.27 - Ram 14
    4.28 - Trebuchet 15
    4.29 - Chieftain 15
    4.3 - Roman Troops 16
    4.31 - Legionnarie 16
    4.32 - Praetorian 17
    4.33 - Imperian 17
    4.34 - Equites Legati 17
    4.35 - Equites Imperatoris 18
    4.36 - Equites Caesaris 18
    4.37 - Battering Ram 18
    4.38 - Fire Catapult 19
    4.39 - Senator 19
    5 - Buildings 20
    5.1 - Civilian Infrastructure 20
    5.11 - Cranny 20
    5.12 - Embassy 20
    5.13 - Granary and Warehouse 20
    5.131 - Great Granary and Great Warehouse 21
    5. 14 - Main Building 21
    5.15 - Marketplace 21
    5.151 - Trade Office 21
    5.16 - Palace and Residence 21
    5.17 - Town Hall 22
    Last edited by Corvus Corax; 21st December 2012 at 06:31 PM.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

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    1 - Basics

    Celebrate, Train Troops, Raid more! We all heard the mantras, but whats really to it in the basics of the game?


    1.1- The Login

    The first thing you encounter when you log in, is the welcome page. It'll look something like the picture to the right of this text
















    It is recommended that you follow the “Quests.” These are given by the Taskmaster, or Questmaster, found on the right side of your screen. Click “To the first task” on the welcome page.
    Follow the quests provided by your Taskmaster.
    1.11 - The Village Overview

    The village overview (as seen on the right,) provides you with an overview of your resources, and 6 buttons on the menu panel at the top.
    The buttons on the top are, from left to right; Village Overview (Overview of Resource fields, Resource Production, and Troops in the village.) Village Centre (Overview of the Buildings in the village.) Map (the map of the server you are playing on. By default, the map will be centered on your village.) Statistics (Overview of all accounts on the server, as well as the Weekly competitions.) Reports (Reports of attacks, defendings, scoutings, and trades.) And Messages (In Game Messages sent to, or recieved from, other players.)






    1.12 - The Leftside Menu

    On the leftside, you will find the following buttons;

    1. Homepage - Goes to the frontpage of the Travian domain you are playing on.
    2. Instructions - When logged in, provides a pop-up page that gives detailed information about troops and buildings in the game. When not logged in, goes to the Travian default tutorial.
    3. Profile - Allows editing of the Profile and advanced settings.
    4. Logout - Logs you out.
    5. Forum - Opens up a new page with the forum of the Travian domain you are playing.
    6. Travian Plus - Gives access to the Plus features in Travian.
    7. Support - Information regarding contacting Game Support and likewise.

    1.13 - The Profile Page

    The Profile link on the leftside menu lets you access your profile, and alter the account settings.
    The first page, the Overview, displays basic information about your account, your description (should you have changed it, the Quest Master will require this in a quest,) and a list of your villages.
    By Clicking either the “change profile” link or the “Profile” tab on top, you can edit your description pages.
    Under Preferences, you can set the Time Zone you wish displayed at the top left corner of the game page, as well as the date format that dates are expressed by.
    Under the Account tab, you can change your password, change the email account owning the game account, add sitters for the account and set their rights, see who you sit, delete your account, and check off whether you wish to subscrive to the Travian newsletter or not.
    Under the Graphic Pack tab, you can install other Graphic Packs.
    1.14 - Sitters

    Sitters are other players, who have access to your account. After you add a sitter under the Account tab, the sitter can log in on your account, and depending on the rights you granted him, do things for you. The sitter logs in using your Username, but the Password from his own account. You can have 2 accounts sitting you at any one point, and you can sit up to 2 accounts on your own too.
    If noone else but a sitter logs in to an account for 14 days, the sitter and the sitted are both banned and punished, so make sure your sitter is around (talk together!)
    1.2 - Celebrations and Culture Points

    Culture Points decide when you can settle or chief new villages. You need a Residence of Palace to view your Culture Points (see Palace and Residence for more information.)
    Celebrations are the basis of your Culture Point growth, I cant stress this enough. Your villages should always have a L10 Town Hall as soon as its possible, running small celebrations around the clock.
    Although parties will end every 16th hour approximately, your sitters or duals should help you keep them going.
    This provides you a boost of 750 Culture Points every 24 hours, per village you have.
    Although Great Celebrations offer you to produce 1,000 and some petty more Culture Points per day with a level 10 Town Hall, it comes at a 50,000 cost of resources per day, in comparison to running 1.5 Small Celebrations daily's cost of 30,000 resources per day.
    1.3 - Settlers and Chiefs

    Here it's important to look at growth oppertunities. You should always secure the 15 croppers around you that have access to oasis', before working on chiefs.
    Dont settle a village that wont have access to oasis, itll only cost you in the long run. Dont worry about merchant times, you and your sitters/duals should just keep them going all around the clock to provide the resources to the villages in need of them.
    You should most likely wait with Chief/Chieftain/Senator until you have atleast 10 villages, as the cost of getting one might stall your growth otherwise.
    1.4 - Oasis

    Always go for crop oasis' first. If there's only availible, capture it. However, don't build Hero's Mansion above level 10 in non-15 crop villages. Only build higher than level 10 Hero's Mansion when there is more than 1 crop oasis availiable for said 15 cropper.
    1.41 - Capital Oasis

    Capitals should have access to atleast 75% crop bonuses (1 50% oasis, and 1 25% oasis, or 3 25% oasis) as the minimum. Don't settle a capital that will not allow you this bonus.
    Whether you chose a 9c capital, or a 15c capital, is up to you.
    1.5 - Troop Production Locations

    When selecting villages to produce your troops in, try to prioritize them as follows;

    • 15 cropper
    • 9 cropper
    • 6 cropper

    Although you shouldnt produce troops in your capital (until later, see the advanced chapters,) a nearby 15 cropper is the ideal location for producing troops, as they provide a smaller burden of logistics (crop supply for the troops in the village) when the troops are in use or traveling otherwise.
    As a defensive player, any 15 cropper anywhere is a potential base for between 5,000 and 10,000 defense troops, depending on the oasis' bonuses availible and gold or non-gold usage.
    If no 15 croppers are availible to you, and you already turned all your non-capital 15 croppers into troop villages, 9 cropfield villages could do in their place. They still offer some fair amount of crop resources for the upkeep of troops.
    Dont be afraid to let troops go into negative crop production, however, you should at the very least be producing enough crop on your account, or by raiding, to sustain the troops you have.
    1.6 - Plus Features and Gold

    The Plus Features can be activated by the use of Gold. Gold is a representive monetary value used by Travian Games. The Gold can be bought under the Tarrifs tab, found in the Plus menu on the leftside menu bar.
    The Plus Account feature allows the player to accesss the Village Information Pages. These can be found by clicking the “Villages:” link found above your village list to the right, after you settled your 2nd village.
    Plus also allows you to use the Archive for Reports and Messages, and gives you a Notepad under the Message tab, that allows you to keep permanent notes for your account, for the duration of your Plus Account. Plus also lets you send merchants on double-walks (automatically repeating the first travel once more.)
    The Resources can have their production boosted by 25%, by activating the various Resource Plus features.
    The Complete Construction Orders feature, completes all researches set in the Academy, Blacksmith, and Armory, as well as any buildings being constructed, and any buildings being demolished in the village.
    The Trade with the NPC merchant option, allows you to redistribute your resources, for the price of 3 gold. This option requires a Marketplace in the village.
    The Travian Gold Club feature is permanent for the duration of the round, and is a one-time fee. It allows you to set up Trade Routes between villages, that last for 7 days and are automatically repeated at a preset time. This ofcourse, costs gold. The Travian Gold Club also allows you to use the Master Builder, queuing 3 buildings at the cost of 1 gold each extra in a village, that are automatically started once you have enough resources to begin construction.
    Most importantly, the Travian Gold Club feature allows your merchants to repeat any travel up to 2 times after completing the first travel.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

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    2 - Offense Troop Production

    If you are an offensive player, establish 2 villages that will be the base of your offense force.
    Start by making Stable in these villages, and upgrade it as you begin being able to run it 24/7. Do not start producing barrack or workshop troops before these 2 stables are running 24/7. As you begin being able to afford doing so, couple the barracks on when they're running 24/7 like the stables, couple the workshop on.
    Make sure you do it in the order of Stable Troops -> Barrack Troops -> Siege Troops. This way, you will be able to sustain a large raid income for both villages, providing you with the ability to feed and nurture them with other players resources for the remainder of the round.
    Follow the same pattern once you begin being able to afford Great Barrack and Stable, firstly build the Great Stable to level 20 in both offense villages, later build the Great Barracks.
    2.1 - Teuton Offense Troop Production

    Unlike the other tribes, I will actually advice a Teuton to get a level 15 barrack up and running maces 24/7, before they begin on the stable. This is because macemen are so cheap, that it'd be ridicouless not to take advantage of it, to get 2-3K infantry that can kick-start your raid income fast.
    Do not build the barrack to level 20 though, before you've completed the normal steps of 4.1.
    2.2 - Roman Offense Troop Production

    Romans have a unique ability to produce cavalry, due to the Horse Drinking Pool. Personally, I will advise for a Level 15 Horse Drinking Pool in your offense villages, before you start producing barrack troops. This will reduce the training time of your stable by an additional 15%, and allow you to produce EIs at a reduced upkeep cost.
    I will also argue at this point that EIs allow for alot better raiding income than ECs, and is the better long term choice, even though ECs provide a larger growth of attack power per day.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

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    3 - Defense Troop Production

    As a defender, I will advise establishing villages to produce defense in as explained. Preferably around or close to your capital. Since you are a defender, you will not need to produce troops in a few super specialized villages to draw advantage of your hero when attacking, instead focus on getting as many villages built with a level 15 barrack, and a level 20 armory.
    As you establish a defense village, I will advise that you begin by building the barrack to level 15. When you upgrade the barrack, queue troops between the levels. Once the barrack is level 15, and running around the clock, begin to upgrade the armory to level 20.
    Only build 1 type of troop in this village. If you are Teuton, make spears, if you are gaul, make phalanx, and if you are roman, make legionaries.
    As you finish off the first defense village, you will have a level 15 barrack, producing one of the 3 aforementioned troop types around the clock, and upgraded to level 20 in it's armory.
    The next defense troop village should be a cavalry defense (Paladin or Druidrider) village (if you are Roman, this is a praetorian village instead.) Unlike the first defense village, it will have a level 15 stable, but like it, a level 20 armory where-in the defense troop that this village produces is eventually upgraded to level 20.
    As this village is completed, begin running a new defense village in the same pattern of Spear/Phalanx/Legionaire village running 24/7, then Cavalry/Praet village running 24/7.
    By end game, this should let you have a rather large amount of troops to defend yourself and your alliance with.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

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    4 - Troops

    All troops have various uses and focuses. I will try to discuss all troops during this chapter, so as to explain the best use of these troops, and their main purposes.
    Remember that this is a war game, your worth is measured by your troop counts.



    4.1 - Teuton Troops







    Teutons posses 3 offense troops; The Clubswinger, the Axemen, and the Teutonic Knights. For defense, the Teuton has Spearmen, and Paladins. The scouting unit of the Teuton is the Scout.
    4.11 - Clubswinger







    • Attack per Upkeep: 40
    • Defense per Upkeep: 25
    • Raid Carriage: 60

    The Clubswinger is the ultimate early game attack unit, for the offensive player, as it is ridicoulessly cheap and fast to train. Basically, as an offensive style Teuton, you should be producing the clubswinger 24/7 as soon as you have a level 1 barrack. Use the clubswingers to raid, and only upgrade your barrack as you can afford to run it better.
    The clubswinger is, however, a bad mid to late game unit, as it has 33% less attack power per upkeep than the Axeman, and therefore, even though it provides alot more attack power per day from the barrack, the Axeman is the advisable unit. Only build Clubswingers until you have 3-4,000 of them in your offense village, then switch to axemen for a more sustainable attack power to upkeep ratio.
    The Clubswinger can continue to serve as a close-by raiding unit, or catapult escort during mid-late game.
    4.12 - Spearman






    • Attack per Upkeep: 10
    • Defense per Upkeep: 95
    • Raid Carriage: 40
    • Required to Research: Barrack Level 3, Academy Level 1

    The Spearman is the basic defense unit of the Teutons, and provide a high defense against cavalry. For the anvil Teuton, this unit is essential, as it protects against cavalry raids. The Spearman is fairly cheap too.
    The Spearman is useful the entire round, as a defensive unit. It can also be used to raid farms that have no residence, and no defense troops, as it has a fair Raid Carriage. Never raid with less than 10 spearmen at a time, however, as the basic defense of a village could kill it.
    4.13 - Axeman






    • Attack per Upkeep: 60
    • Defense per Upkeep: 60
    • Raid Carriage: 50
    • Required to Research: Barrack Level 3, Academy Level 3, Blacksmith Level 1

    The Axeman is the main infantry attack unit of the Teuton. While it's cost may seem expensive and it's training time unattractive compared to the maceman, you need to remember that everything you build comes at the cost of upkeep. And this upkeep counts for alot, it is resources you lose every hour, and hence, need to maximize the effectiveness from. For the price of 10,000 upkeep per hour, axemen buys you a base of 60,000 attack power, compared to the macemans 40,000 attack power. a 50% superiority.
    The Axeman is most useful during mid-late game, where it's superior attack power makes it the better choice for main infantry attack unit in your offense villages.
    4.14 - Scout






    • Attack per Upkeep: 0 (35 scout attack)
    • Defense per Upkeep: 15 (20 scout defense)
    • Required to Research: Main Building level 5, Barrack level 3, Academy level 1

    The Teuton Scout unit is fairly cheap and accessible. During the earliest stage of the game, you should try to atleast get 5 of these to protect you from scoutings from other players, whether you are offensive or defensively oriented. If you are offensively oriented, you can with great benefit produce even more scouts, to find out who is a farm, and who isnt, in your neighbourhood.
    The scout, being a scouting unit, is useful the entire round. However, in comparison to the Roman Equites Legati, the Teuton Scout is not suited to use as a mid-late game scouting unit against other players. Instead, Teuton scouts are best used defensively, sent as reinforcements to key villages in your account or alliance, because the teuton scout is the only one to have 1 upkeep always.
    4.15 - Paladin







    • Attack per Upkeep: 27,5
    • Defense per Upkeep: 70
    • Raid Carriage: 110
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 3, Stable level 5

    The Paladin is the best anti-infantry defense the teuton has availible. It is, however, fairly slow and rather expensive in comparison to the spearman. That is why the Paladins should not constitute your first defensive village army. However, you will require some infantry defense later, and the paladin will there become quite suitable.
    The Paladin can also, with great benefit, be used to raid by Teuton players, that prefer an offensive play. A village or two producing paladins can greatly benefit any offensive player, as they can raid resources for him, and later provide him the nescessary defense to protect himself against minor attacks, without burdening his alliance.
    The Paladin is useful the entire round as a defensive unit, and as a raiding unit. It will never really become an attacking unit, however.
    The Teuton should have a Paladin as it's hero, because it is the fastest unit availible to the Teuton, and hence can be reinforced the fastest to other villages, whether to conquer an oasis, or defend against an attack, or join an offensive army before being sent off to the attack.
    4.16 - Teutonic Knight








    • Attack per Upkeep: 50
    • Defense per Upkeep: 41,67
    • Raid Carriage: 80
    • Required to Research: Barrack level 3, Academy level 15, Blacksmith level 3, Stable level 10

    The Teutonic Knight is the main cavalry attack unit of any Teuton offensive army, and is the first unit that should be produced in an offensive village, after a few thousand clubswingers have been made.
    the Teutonic Knight is useful the entire round as an offensive unit, however, as a raiding unit it performs poorly compared to Paladins, which is why I recommend building a raiding village with Paladins for your Teuton account.
    4.17 - Ram






    • Attack per Upkeep: 21,67
    • Defense per Upkeep: 36,67
    • Required to Research: Barrack level 3, Academy level 10, Workshop level 1

    The Ram is the middle part of production for the offensive troop villages. Once the Stable has become level 20, then the Barrack, and they're both running 24/7, start building a workshop and produce as many rams as you can. A good advisable number of rams for a hammer is a minimum of 5,000, however, produce atleast 300 or more catapults along the way before you go for such a large ram number. A good time to make some catapults is when you've got around 300 rams. Add 2-300 catapults to your siege and you're well on your way to start attacking people and do some real damage. When you hit around 1-2K rams, add another 1-2K catapults to your army, this will make you capable of completely destroying villages in 1 large attack.
    The Ram is essential in preventing your offense troops from dieing when attacking, and can greatly affect a battle.
    During a battle, the Rams deal a "mid-battle-value" damage to the wall. That means that although you sent enough rams to destroy the wall, should they survive, the wall has another value during the battle. Obviously, the more rams you have, the lower the "mid-battle-value" will be, potentially even going as far as winning a battle you would otherwise have lost.
    Rams only work when sent on attack. It takes a minimum of 263 Rams to destroy a level 20 Teuton wall, 106 rams to destroy a level 20 Gaul wall, and 53 rams to destroy a Roman wall.
    The Ram is useful the entire round, as soon as you have a fair amount of hammer troops.
    4.18 - Catapult







    • Attack per Upkeep: 8,33


    • Defense per Upkeep: 11,67


    • Required to Research: Barrack level 3, Academy level 15, Workshop level 10

    The Catapult is the last piece of any offensive army. It's expensive, it's heavy on upkeep, and it's the only way to do real damage to another players' account. Catapults is special, in that you select targets for them, that are then attempted to be destroyed.
    With a level 1-2 Rally Point in your village, only random buildings can be targetted. As you get to 3rd level, and again at 5th and 10th, more targets become unlocked for you to attack.
    With a 20th level Rally Point, you can select 2 targets, when sending more than 20 catapults in 1 wave. Note that the catapults share these two targets, and with a wave of 20 catapults, it would effectively be like sending 2 attacks with 10 catapults against the two targets. The advantage of the 20th level bonus target slot for catapults, is that you only require to send half as many attack waves, leaving the enemy with less of a chance to intercept and destroy your attacking waves, following the primary attack wave.
    The Catapult is useful the entire round as part of any offensive army.
    4.19 - Chief






    • Attack per Upkeep: 10
    • Defense per Upkeep: 25
    • Required to Research: Main Building level 5, Barrack level 3, Rally Point level 5, Academy level 20.

    The Chief is the "Chiefing unit" of the Teuton. That means that if sent on attack, against a village that has no residence (or whose residence is being destroyed by catapults following the chief(s),) will lower loyalty of the target village. That is, if you have Culture Points enough to expand your account with a new village. Otherwise, it will fail to lower loyalty on the target village no matter what. If the loyalty of the enemy village is lowered to 0, the village joins your account.
    Chiefs are useful for expansion during mid and late round.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

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    4.2 - Gaul Troops








    The gaelic offensive troops are the Swordsman, the Theutates Thunder, and the Haeduan. For defense, the Gaul has the Phalanx, the Druidrider, and the Haeduan
    availible for defense. The scouting unit of the Gaul tribe is the Pathfinder.
    4.21 - Phalanx






    • Attack per Upkeep: 15
    • Defense per Upkeep: 90
    • Raid Carriage: 35

    The Phalanx is a dream basic unit for any would-be defender. It is well-rounded to handle both infantry and cavalry attacks, and is the basic infantry defense unit of the Gaul tribe.
    The Phalanx is a useful defender from early to late round.
    The Phalanx can with some success be used as a raiding unit early game, however, do not send less than 6 Phalanx to raid a village, or it's basic defense will kill atleast 1 Phalanx.
    4.22 - Swordsman






    • Attack per Upkeep: 65
    • Defense per Upkeep: 55
    • Raid Carriage: 45
    • Required to Research: Barrack level 3, Academy level 3, Blacksmith level 1

    The Swordsman is the basic infantry attack unit of the Gaul tribe, and their only infantry attack unit too. A decent raider for nearby farms, the Swordsman finds a balance between the Teuton Axemans training time, and the Roman Imperians attack power.
    The Swordsman is quite useful from beginning to the end of the round for any offensive army.
    4.23 - Pathfinder






    • Attack per Upkeep: 0 (17,5 scout attack)
    • Defense per Upkeep: 15 (10 scout defense)
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 3, Stable level 1

    The Pathfinder is the gaul scouting unit. Although the fastest scouting unit in the game, the introduction of the Horse Drinking Pool has rendered it the worst scouting unit in the game too, as it is now the only unit that always costs 2 upkeep.
    The Pathfinder is, despite it's poor upkeep, still useful the entire round. If you can not find a Teuton to provide you scouts in every village (50 should do during mid and end game, for non-vital villages,) then atleast put 25 of these in every village you have to detect attempts to scout you.
    4.24 - Theutates Thunder






    • Attack per Upkeep: 45
    • Defense per Upkeep: 27,5
    • Raid Carriage: 75
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 3, Stable level 5

    The Theutates Thunder is the first offensive cavalry unit availible to the Gaul, and has unmatched speed, rating at 18 squares per hour. Although it has a slightly lower Attack per Upkeep than the Haeduan, I will recommend that the Theutates Thunder makes up the cavalry of any offensive players' armies.
    Great raiders, decent attackers, the TTs are essential to the offensive Gaul player.
    The Theutates Thunder can with great advantage be used the entire round, where it's unmatched speed will feed the army they hail from, when not sent out to attack the enemy alongside it.
    Gauls should have a Theutates Thunder as hero, as it is the fastest unit availible to them.
    4.25 - Druidrider






    • Attack per Upkeep: 22,5
    • Defense per Upkeep: 85
    • Raid Carriage: 35
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 3, Stable level 5

    A powerful cavalry defense unit, the Druidrider is specialized against Infantry attack units. Combined with it's speed, the Druidrider is very useful, and can reinforce far away allies on short notice.
    The Druidrider can also be used to raid farms that have lost their residence and have no troops, as they are quite fast.
    Like the Teuton Paladin, the Druidrider is useful the entire round, and only becomes more useful as the round progresses and attacks take place over longer and longer distances.
    4.26 - Haeduan






    • Attack per Upkeep: 46,67
    • Defense per Upkeep: 71,67
    • Raid Carriage: 65
    • Required to Research: Barrack level 3, Academy level 15, Blacksmith level 3, Stable level 10

    The Haeduan is both and attacking and a defending unit, borne for late-game use. It has slightly more attack per upkeep than the Theutates Thunder, but I will not recommend training Haeduans as part of an offensive force - they are simply much too expensive for that, because you also have to pay for the incredibly specialized cavalry defense power.
    Instead, the Haeduan should see use during mid-late round as part of the Gaul cavalry defense. One you have 2 villages building Phalanx 24/7, and 2 villages building Druidriders 24/7, consider investing in a single village producing Haeduans 24/7 to compliment the Druidriders on far-off defense calls for your alliance.
    On defense, the Haeduan is unmatched in destroying cavalry units. Beware of sending Haeduans to defend alone, however, as they are quite weak against infantry attack on their own.
    4.27 - Ram






    • Attack per Upkeep: 16,67
    • Defense per Upkeep: 48,33
    • Required to Research: Barrack level 3, Academy level 10, Workshop level 1

    The Ram is the middle part of production for the offensive troop villages. Once the Stable has become level 20, then the Barrack, and they're both running 24/7, start building a workshop and produce as many rams as you can.
    A good advisable number of rams for a hammer is a minimum of 5,000, however, produce atleast 300 or more catapults along the way before you go for such a large ram number. A good time to make some catapults is when you've got around 300 rams.
    Add 2-300 catapults to your siege and you're well on your way to start attacking people and do some real damage. When you hit around 1-2K rams, add another 1-2K catapults to your army, this will make you capable of completely destroying villages in 1 large attack.
    The Ram is essential in preventing your offense troops from dieing when attacking, and can greatly affect a battle.
    During a battle, the Rams deal a "mid-battle-value" damage to the wall. That means that although you sent enough rams to destroy the wall, should they survive, the wall has another value during the battle. Obviously, the more rams you have, the lower the "mid-battle-value" will be, potentially even going as far as winning a battle you would otherwise have lost.
    Rams only work when sent on attack. It takes a minimum of 263 Rams to destroy a level 20 Teuton wall, 106 rams to destroy a level 20 Gaul wall, and 53 rams to destroy a Roman wall.
    The Ram is useful the entire round, as soon as you have a fair amount of hammer troops.
    4.28 - Trebuchet






    • Attack per Upkeep: 11,67
    • Defense per Upkeep: 9,17
    • Required to Research: Barracks level 3, Academy level 15, Workshop level 10

    The Trebuchet is the last piece of any offensive army. It's expensive, it's heavy on upkeep, and it's the only way to do real damage to another players' account. Trebuchets are special, in that you select targets for them, that are then attempted to be destroyed.
    With a level 1-2 Rally Point in your village, only random buildings can be targetted. As you get to 3rd level, and again at 5th and 10th, more targets become unlocked for you to attack.
    With a 20th level Rally Point, you can select 2 targets, when sending more than 20 trebuchets in 1 wave. Note that the trebuchets share these two targets, and with a wave of 20 trebuchets, it would effectively be like sending 2 attacks with 10 trebuchets against the two targets.
    The advantage of the 20th level bonus target slot for trebuchets, is that you only require to send half as many attack waves, leaving the enemy with less of a chance to intercept and destroy your attacking waves, following the primary attack wave.
    The Trebuchet is useful the entire round as part of any offensive army.
    4.29 - Chieftain






    • Attack per Upkeep: 10
    • Defense per Upkeep: 25
    • Required to Research: Barrack level 3, Rally Point level 10, Academy level 20

    The Chieftain is the "Chiefing unit" of the Gaul. That means that if sent on attack, against a village that has no residence (or whose residence is being destroyed by catapults following the chieftain(s),) will lower loyalty of the target village.
    That is, if you have Culture Points enough to expand your account with a new village. Otherwise, it will fail to lower loyalty on the target village no matter what. If the loyalty of the enemy village is lowered to 0, the village joins your account.
    Chieftains are useful for expansion during mid and late round. Beware the cost of getting them, however, as it can easily set you back if done too early.

    4.3 - Roman Troops








    The Roman attacking units are the Legionnarie, the Imperian, the Equites Imperatoris, and the Equites Caesaris. The defensive units of the Roman are the Legionnarie, and the Praetorian. The scouting unit of the Roman is the Equites Legati.
    Roman cavalry units are listed as if they have a Horse Drinking Pool high enough level to affect their upkeep.
    4.31 - Legionnarie






    • Attack per Upkeep: 40
    • Defense per Upkeep: 85
    • Raid Carriage: 50

    Not entirely unlike the Clubswinger, the Legionnarie is the Roman answer for a "cheap" early game raiding unit. However, unlike the Clubswinger, the Legionnarie is also a defensive unit. During the early phase of the game, it's a good idea to get a large amount of Legionnaries in your village, both for defense, for raiding, and for attacking pesky neighbours.
    However, as the game progresses into mid-round, the Imperian should be the only offensive infantry unit used by the Roman player, in his offensive focused villages.
    The legionnarie continues to serve the roman later in the round, as a close-by farm raider, as well as a decent defender against cavalry.
    The Legionnarie is useful the entire round, however, it's use and purpose changes quickly after the beginning of the round, from raiding/attacking unit, to defensive unit.














    4.32 - Praetorian








    • Attack per Upkeep: 30
    • Defense per Upkeep: 100
    • Raid Carriage: 20
    • Required to Research: Barrack level 3, Academy level 1, Armoury level 1

    The ultimate defending unit, or atleast the most upkeep effecient one, the Praetorian is the guard of the Roman player, and should constitute the majority of his anvil villages, as the game progressed into mid-round.
    The Praetorian is pretty much useful from the first day of the server, where Teuton clubswingers can begin attempting to raid other players.
    4.33 - Imperian






    • Attack per Upkeep: 70
    • Defense per Upkeep: 65
    • Raid Carriage: 50
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 1

    The Imperian is the strongest attacking unit in the game, when looking at upkeep. It is however, also the slowest trained infantry unit.
    A mere 330 a day from a level 20 barrack, almost half of what the Teuton can produce of axemen from the same barrack, the imperians serve the Roman player as his army infantry attack unit.
    The Imperians are useful all round for the offensive player.
    4.34 - Equites Legati






    • Attack per Upkeep: 0 (35 scout attack)
    • Defense per Upkeep: 30 (20 scout defense)
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 3, Stable level 1

    With the help of the Horse Drinking Pool (10th level,) the Equites Legati is the ultimate scouting unit in the game. A good speed, combined with 1 upkeep, means that the Equites Legati, en masse, can easily scout out enemies of your alliance. They arent worth much on defense however, due to their upkeep, unless they are defending a village that also have a Horse Drinking Pool.
    Even if you don't have a level 10 Horse Drinking Pool in all your villages (which you shouldnt have!!!!) make sure you have atleast 25 Equites Legati, or try to get a Teuton to make you 50 scouts for each of your villages.









    4.35 - Equites Imperatoris








    • Attack per Upkeep: 60
    • Defense per Upkeep: 57,5
    • Raid Carriage: 100
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 3, Stable level 5

    The Equites Imperatoris. Powerful on the attack, fast, and a great raider, the Equites Imperatoris is what makes the Roman tribe the most powerful military tribe in the game. With a level 20 Stable and 15 Horse Drinking Pool, you will be producing about 300 of these nice babies every day.
    The Equites Imperatoris is useful all round as a raiding and as an attacking unit.
    Romans should have an Equites Imperatoris as their hero, as it is the fastest troop availible to them.
    4.36 - Equites Caesaris






    • Attack per Upkeep: 60
    • Defense per Upkeep: 61,67
    • Raid Carriage: 70
    • Required to Research: Barrack level 3, Academy level 5, Blacksmith level 3, Stable level 10

    Matching the Equites Imperatoris in attack per upkeep, the Equites Caesaris produce more attack power per day when training 24/7 from a stable, than the Equites Imperatoris.
    However, they are slower, and carry alot less resources than the Equites Imperatoris, making them the inferior choice for the actively raiding and attacking Roman player. However, for the World Wonder Killer builder (see the advanced chapters,) the Equites Caesaris is a good choice.
    The Equites Caesaris is a heavy mid-late game unit. It is very expensive to train, and maintain.
    4.37 - Battering Ram






    • Attack per Upkeep: 20
    • Defense per Upkeep: 35
    • Required to Research: Barrack level 3, Academy level 10, Workshop level 1

    The Battering Ram is the middle part of production for the offensive troop villages. Once the Stable has become level 20, then the Barrack, and they're both running 24/7, start building a workshop and produce as many battering rams as you can. A good advisable number of rams for a hammer is a minimum of 5,000, however, produce atleast 300 or more catapults along the way before you go for such a large ram number.
    A good time to make some fire catapults is when you've got around 300 rams. Add 2-300 fire catapults to your siege and you're well on your way to start attacking people and do some real damage. When you hit around 1-2K rams, add another 1-2K fire catapults to your army, this will make you capable of completely destroying villages in 1 large attack.
    The Battering Ram is essential in preventing your offense troops from dieing when attacking, and can greatly affect a battle.
    During a battle, the battering rams deal a "mid-battle-value" damage to the wall. That means that although you sent enough battering rams to destroy the wall, should they survive, the wall has another value during the battle. Obviously, the more battering rams you have, the lower the "mid-battle-value" will be, potentially even going as far as winning a battle you would otherwise have lost.
    Battering Rams only work when sent on attack. It takes a minimum of 263 Rams to destroy a level 20 Teuton wall, 106 rams to destroy a level 20 Gaul wall, and 53 rams to destroy a Roman wall.
    The Battering Ram is useful the entire round, as soon as you have a fair amount of hammer troops.


    4.38 - Fire Catapult






    • Attack per Upkeep: 12,5
    • Defense per Upkeep: 11,67
    • Required to Research: Barrack level 3, Academy level 15, Workshop level 10

    The Fire Catapult is the last piece of any offensive army. It's expensive, it's heavy on upkeep, and it's the only way to do real damage to another players' account. Fire Catapults are special, in that you select targets for them, that are then attempted to be destroyed.
    With a level 1-2 Rally Point in your village, only random buildings can be targetted. As you get to 3rd level, and again at 5th and 10th, more targets become
    unlocked for you to attack.
    With a 20th level Rally Point, you can select 2 targets, when sending more than 20 fire catapults in 1 wave. Note that the fire catapults share these two targets, and with a wave of 20 fire catapults, it would effectively be like sending 2 attacks with 10 fire catapults against the two targets. The advantage of the 20th level bonus target slot for fire catapults, is that you only require to send half as many attack waves, leaving the enemy with less of a chance to intercept and destroy your attacking waves, following the primary attack wave.
    The Fire Catapult is useful the entire round as part of any offensive army.
    4.39 - Senator







    • Attack per Upkeep: 10
    • Defense per Upkeep: 25
    • Required to Research: Main Building level 5, Barrack level 3, Rally Point level 5, Academy level 20

    The Senator is the "Chiefing unit" of the Roman. That means that if sent on attack, against a village that has no residence (or whose residence is being destroyed by catapults following the senator(s),) will lower loyalty of the target village. That is, if you have Culture Points enough to expand your account with a new village. Otherwise, it will fail to lower loyalty on the target village no matter what. If the loyalty of the enemy village is lowered to 0, the village joins your account.
    Senators are useful for expansion during mid and late round. Beware the cost of getting them, however, as it can easily set you back if done too early.
    Last edited by Rosengaard; 9th June 2011 at 10:38 PM.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

  7. #7
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    5 - Buildings

    Buildings are the basics of Travian - They are essentially required for anything you wish to do.
    Buildings are divided into 4 catagories: Resource Fields, Military Infrastructure, Civilian Infrastructure, and Special Buildings.
    While the benefit and use of Resource Fields should be pretty obvious, the Military and Civilian Infrastructure can be harder to figure out. The Special Buildings are unique to each tribe, or unique to the capital, and have quite specialized uses. The Treasury will recieve its own subchapter of discussion and use.
    Common for most buildings that can be produced more than 1 of, is that they require a level 20 of the same type first, before more of it's type can be built.
    5.1 - Civilian Infrastructure

    5.11 - Cranny

    The Cranny protects resources from attackers. At its highest level (10) the Cranny protects up to 1.000 of each resource. You can build multiple Crannies to protect more resources.
    *Teutons can ignore up to 20% of the Cranny protection in a village.
    **Gauls recieve a x2 multiplier on the resources protected by the Cranny, and hence protects 2.000 of each resource at level 10.
    5.12 - Embassy

    The Embassy is required to join an alliance. At 3rd level, you can create your own alliance. The account with the highest level Embassy in an alliance, is the account that counts towards Alliance Member Capacity.
    An alliance can have 3 members per Embassy level of the highest Embassy in the alliance.
    During the early phase of the game, it is adviced that alliances share the burden of building the Embassy, by having all players send 1 hours production per day to the alliance leader, until a level 20 Embassy has been built.
    5.13 - Granary and Warehouse

    The Granary and Warehouse provides the storage for all resources in a village. The Warehouse holds Lumber, Clay and Iron, while the Granary holds the Crop produced or otherwise gained into the village.
    While you should build multiple of these in your capital, and troop villages, you should not build the Granary and Warehouse higher than level 19 in villages that arent either your capital, or your troop villages, since that is what is nescessary for a level 20 Residence.


    Capital
    (To build L19 fields)
    Offense Troop Village
    Defense Troop Village
    Granaries
    5
    3
    3
    Warehouses
    12
    3
    2
    5.131 - Great Granary and Great Warehouse

    The Great Granary and Great Warehouse are only possible to build if you either control a Great Granary and Great Warehouse Artifact, or in the Wonder of the World villages. Building the first of them requires a level 20 Granary or Warehouse, depending on what you wish to build, but after that, they can be built as any other building with possible multiples. If you can get a hold of an Artifact allowing the construction of these, focus on building them in your capital (5 Great Warehouses, and 3 Great Granaries) and replace the remainder Warehouses and Granaries afterwards, with Barrack, Stable, Workshop and Tournament Square. Remember to upgrade the Offense troops in the Blacksmith, and then proceed to make an extra offense army in your capital.
    5. 14 - Main Building

    The Main Building reduces the Construction Speed of ALL buildings constructed in the village. This is the first building that should reach level 20 in any village. It is also essential to unlock many buildings for the village.
    5.15 - Marketplace

    If your troop counts measure your worth in Travian, the Marketplaces of your account measures your ability to produce troops. This building is essential to keep resources moving between your village, and allows you to trade resources with other players in the game.


    Teuton Merchants
    Gaul Merchants
    Roman Merchants
    Speed
    12
    24
    16
    Resources Carried
    1.000
    750
    500
    Trade Office Bonus
    +100 per level
    +75 per level
    +100 per level
    5.151 - Trade Office

    The Trade Office can be built once the Marketplace has been upgraded to level 20, but also requires the Stable in the village to be of 10th level, before it can be constructed. It provides a flat bonus per level to the Resources Carried of the merchants, equal to 10% of the initial value. Romans recieve an x2 bonus modifier on the Trade Office Bonus.
    5.16 - Palace and Residence

    The Palace and the Residence is where you train the Settler, and the Chief, Chieftain, or Senator, depending on your tribe.
    In the Residence or Palace, you can select the Culture Point tab to view your Culture Point progression, daily gain from buildings in the village, and all villages, as well as how many Culture Points you require for the next level.




    Under Loyalty, you can see if your village has lost any loyalty. This is also displayed as a % value on the Village Overview if it is less than 100%.
    Under the Expansion tab, you can see any settlements or chiefings done by this village.
    Each village holds 3 possible slots for Expansion (Slots that allow you to chief or settle new villages.) When an Expansion slot in a village is unlocked, it becomes possible to train a Settler, or a Chiefing unit.
    The Palace unlocks the 1st Expansion slot at level 10, the 2nd Expansion slot at level 15, and the 3rd Expansion slot at level 20. The Residence unlocks the 1st Expansion slot at level 10, and the 2nd Expansion slot at level 20.
    Although it might seem tempting to construct palaces in all villages, and recieve 3 expansion slots from all villages, this is truely not advicable. The Palace is extremely costly, and should only be built once, in a main offense village.
    All other villages should eventually construct a level 20 Residence, and provide you with either Settlers, or Chiefing units, to gain new villages with.
    You need to construct a level 1 palace in the village you wish to make your capital, before you can make the village your capital.
    5.17 - Town Hall

    The Town Hall is the key to your empire's growth. This is where celebrations become possible.
    As soon as you can afford it (as a rule of thumb, as soon as your village has a net surplus of 30,000 resources per day, if you cant afford to give it resources from other villages,) your villages should have one of these in the 1st level, running Small Celebrations 24/7. At 1st level, this will cost you 20,000 resources per day, per village.
    As villages are finished (to become either resource supporting villages, troops villages, or your capital) you should start upgrading all your Town Halls to level 10.
    You will require a level 10 Town Hall in offense villages earlier, if you have chosen the offensive play style, as the Great Celebrations (unlocked by level 10 Town Hall) add a +5 bonus modifier to your chiefing attempts. This will be elaborated further in the advanced chapters.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

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    Re: Rosengaard's Guide to Travian 3.X - Basic Chapters

    Good guide. I have done a bit of proofreading and I found a few small errors.

    Quote Originally Posted by Rosengaard View Post
    If noone else but a sitter logs in to an account for 14 days, the sitter and the sitted are both banned and punished, so make sure your sitter is around (talk together!)

    If the account owner hasn't logged on for 14 days then the system prevents sitters from logging on. Neither account will get banned.

    Your villages should always have a L10 Town Hall as soon as its possible, running small celebrations around the clock. Although parties will end every 16th hour approximately, your sitters or duals should help you keep them going.
    This provides you a boost of 750 Culture Points every 24 hours, per village you have.
    Although Great Celebrations offer you to produce 1,000 and some petty more Culture Points per day with a level 10 Town Hall, it comes at a 50,000 cost of resources per day, in comparison to running 1.5 Small Celebrations daily's cost of 30,000 resources per day.

    I think small celebrations only give 500 cp and large ones give 2000cp.

    The Theutates Thunder is the first offensive cavalry unit availible to the Gaul, and has unmatched speed, rating at 18 squares per hour.

    The Theutates Thunder travels at 19 squares per hour.
    Raid Carriage sounds a bit strange, maybe carry capacity? Seeing as you give a fair bit of detail about chiefing, could you mention that senators lower loyalty a bit more than chiefs/chieftains please. Also, perhaps with each units stats you could mention how fast they are.

    That's all I can come up with at the moment.
    Last edited by Douglas1; 10th June 2011 at 11:32 AM.

  9. #9
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    Re: Rosengaard's Guide to Travian 3.X - Basic Chapters

    In regards to Multihunters, rules and regulations of the game - those change so often, the only way to keep track would be to breach the rules constantly, either by accident or purpose - I've done neither of the two. A fair bit of info will be outdated compared to T4 rule settings as well.

    Douglas... Go back and read the entire text you quoted.

    TTs had their speed changed? I wasnt aware of that. I know the Gaul hero is T4 has speed 19, pretty sure the TTs didnt though.
    The graphical guide provides a slight bit more details to the troop stats, however, I don't really regard the speed of troops to be important at all when actually using them for any given purpose. Distance can be compensated with redundancy.
    Last edited by Rosengaard; 11th June 2011 at 02:44 AM.

    "Transformers, Rosengaard's in disguise!" - Loki
    Au1 Round 1: Rosengaard of XxXX.
    Au1 Round 2: Team Archspace of SFCB.
    Au1 Round 3: Pheonix Vulture/Eterno Dragon.
    --------------------------------------------------------------------------------------------------------------

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    Re: Rosengaard's Guide to Travian 3.X - Basic Chapters

    I've realised what the celebrations figures mean. Sorry about that.

    As for the sitters, last round on au1 someone in my alliance was sitting someone who had been gone for a while and told me that the login page said that they could no longer log in as the owner hadn't logged in for 14 or however many days.

    Both answers.travian sites say the TTs move at 19 fields per hour.

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