Travian: Path to Pandora - Game Mechanics

  • Back in 2013, we (or rather, Brian) decided to celebrate Travian: Legends' birthday with a special game release. In the meantime, this has become a tradition.


    Since then, we release a new annual special every September, and it always has a name. This year, as you guessed, it will be called Travian: Path to Pandora.


    In recent weeks, we released hidden clues and it's now time to release the full concept and the details about the changes to the game mechanics that we've devised for this year.



    The basic features are the same we had in last year's Travian: Fire and Sand, including:


    • Ancient Europe map, sized 401x401, except for IR, SA, Arabia, COM and TR which will instead have a bigger map spanning 801x801
    • 87 conquerable regions that produce victory points
    • Troop forwarding and troop merging
    • The server is won by having the highest number of victory points after 200 days


    These are the special features for Travian: Path to Pandora which we've kept from last year. So, what will be new in 2018?



    New art for buildings



    As you saw in Shu's story, sketches and in the video we published last week, every tribe will have its own specific art for the buildings (please note that these images are placeholders and the final visuals might differ to some degree).






    Conquering system



    You can only play one account per round in Travian, but we still want you to be able to see all this amazing new artwork. The Game Design team has therefore decided to change the basic mechanics of conquering and make things more interesting.


    When you conquer another tribe's village in Travian: Path to Pandora, the village will not change tribe type, except for the Natars (see below). Let's see how this works with a visual example.





    As you can see, if you have a Hun account and conquer a Gaul village, and if the defender built a Trapper, you will find it in that village (the only building that will not stay are the Walls, like in Travian: Legends). What else happens?



    • You won't be able to build the specific building for the Huns in this village, since the village belongs to the Gaul tribe.
    • You'll be able to train Gaul troops, chieftains and settlers.
    • If you send your settlers from that village to settle a new one, the new village will also be Gaul.
    • If you send your chieftain from that village to conquer another village, the conquered village will not switch tribes.
    • If you send your chieftain from that village to conquer a Natar village, the conquered Natar village will change to the Gaul tribe.


    What about the hero?


    • Your hero will always belong to the account tribe, so in this case he will always a Hun.
    • If you send the hero to the Gaul village you conquered and make it his new home, your hero bonus will affect the Gaul troops in attack and defence. What's more, if the hero wears Gaul troop items, these will also affect the troops.
    • If the home village of the Hun hero is a Gaul village, the hero can find Gaul troops when sent on adventures.
    • Since the hero belongs to the Hun account and will always be a Hun hero, he will only find Hun weapons on adventures.


    What about the troops?


    • Troops from different tribes belonging to the same account CANNOT be merged.


    Confederacy system


    In Travian: Path to Pandora, we will change how confederacies work. You will only be able to have a confederacy comprising four alliances, which have to be connected with each other.



    What does this mean?

    • Alliance A and Alliance B may create a confederacy; one of them will send the request to the other, and the other will accept. This works the same as in Travian: Legends.
    • At this point, Alliance A wants to also have Alliance C in the confederacy; the confederacy request needs to be sent by both Alliance A and Alliance B, only then will Alliance C be able to accept.


    What else will change?

    • With the new system, you can only send resources and troops to your own account, alliance or confederacy.
    • The public offers in the marketplace are still available for everybody unless you check the "own alliance only" option. In this case, it will still only be available for alliance members.


    Statistics



    In Travian: Path to Pandora, we will remove the "Plus" statistics and replace them with a new system that provides the player with more insights. This system will be free and available to everyone in their account.


    On the statistics page, you will find a new tab called "General" with tons of information that we hope will help you to manage your account. This information is only available to people who have access to the account, including sitters.


    What will you be able to see there? Loads of things – below you can find some of the details, but we won't spoil everything:


    • World progression – with some insights about the game world including the server day, accounts activated on the game world, and tribe distribution
    • Resource rank – with raid, trade and production details in comparison to your own alliance and the entire game world
    • Village strength rank – both for defense and attack in comparison to your own alliance and to the entire game world
    • Culture point rank – per day and in comparison to your own alliance and to the entire game world


    Curious to see more? Then have a look at these visuals (please note that these images are placeholders and the final visuals might differ to some degree):









    Balancing changes



    In Travian: Path to Pandora, you can use one artwork every 24 hours (same as the bucket).

    In Travian: Path to Pandora, the standard has to be changed to also work with the confederacy.

    The construction costs of the Egyptian Waterworks have been increased considerably to improve the balancing (see detailed tables below)

    Alliance bonuses

    To make the alliance bonuses more useful and players more willing to donate, we have changed the bonus for Philosophy and Commerce and decreased the cost for the first 4 steps.







    • The culture point production bonus is increased from 2% to 4% per level.
    • Merchant capacity is increased from 20% to 30% per level.

    And here are the changes to the cost per level:







    • Resources needed for level 1 are decreased to 1,200,000
    • Resources needed for level 2 are decreased to 5,600,000
    • Resources needed for level 3 are decreased to 17,100,000
    • Resources needed for level 4 are decreased to 51,200,000
    • Resources needed for level 5 will remain the same (153,600,000)




    OLD costs of the Waterworks



    NEW costs of the Waterworks



    This wraps up the main features for Travian: Path to Pandora, below you will also find a table that summarizes the differences between Travian: Legends and Travian: Path to Pandora.


    If you have any questions about the game mechanics, feel free to post them on the forum and do not forget to check out the Q&A Livestream on Thursday July 26th on Facebook starting from 3:00 pm CEST, where Jake the Game Designer will answer your questions LIVE.


    Your Travian Team

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    When you contact me via PM, please, send your messages in English.

  • What Travian: Legends Travian: Path to Pandora



    General
    Map Flat 801 x 801 Europe 401 x 401
    Regions No regions 87 conquerable regions
    Victory points No An alliance has >50% territorial control and the "securing" cool-down timer has already ended. They can use the artifact's power and their alliance accumulates victory points. Victory points gained by your alliance each day can be checked in the regional overview
    Tribes 3 (Gauls, Teutons, Romans) 5 (Gauls, Teutons, Romans, Egyptians, Huns)
    Tribe buildings The buildings are visually the same for every tribe Every tribe has different visuals for the buildings
    WoW Yes No
    Troop merging No Yes
    Troop forwarding No Yes
    Trade routes You can create trade routes to your own villages, to the WoW of your alliance/confederation and to the villages with artifacts within your alliance/confederation. You can create routes to your own villages
    Trade office building Normal Doubled effect
    Tournament square Normal Doubled effect
    Building slots Roman accounts have one additional building slot Roman villages have one additional building slot
    Cranny capacity and merchant capacity Every account has cranny capacity and merchant capacity depending on the account tribe. Every village has cranny capacity and merchant capacity depending on the village tribe.
    End of server The server ends when a WoW owned by player or a Natar has reached level 100 The server ends after 200 days
    Statistics "Plus" and general statistics are available "Plus" and general statistics are removed and a new free statistics page is available for players (see post above).






    Artifacts
    Name Called artifacts Called ancient powers
    Availability Sanctuary of the Architect, Sanctuary of the General, Sanctuary of the Spy, Sanctuary of the Cook, Sanctuary of the Instructor, Sanctuary of the Grand Designer, Sanctuary of the Lookout, Sanctuary of the Fool, WoW Construction Plan Sanctuary of the Architect, Sanctuary of the General, Sanctuary of the Spy, Sanctuary of the Cook, Sanctuary of the Instructor, Sanctuary of the Grand Designer, Sanctuary of the Lookout
    Conquering Can be conquered by destroying the treasury in an attack with your hero if you have a big enough treasury in your village. Once your alliance secures a region, your alliance gains access to the ancient power which can be activated in a village with a big enough treasury.
    Activation It activates automatically 24 hours after being conquered. It needs to be activated manually every 24 hours, the same ancient power can be activated once for each alliance member.
    Power duration It is permanently active. It needs to be activated manually every 24 hours, the same ancient power can be activated once for each alliance member.
    Power restrictions You can capture a maximum of 3 artifacts, of which only 1 can be unique or have an account-wide effect. You can have more than 3 artifacts in your account. The artifacts must be conquered by conquering the whole village that holds them.

    Only the 3 oldest artifacts are active, of which only 1 can be unique or have an account-wide effect. If there are 2 artifacts with account-wide effects among your 3 oldest artifacts, the fourth oldest will become active.

    Exception for self-capturing: You can switch artifacts between villages of your own account with the hero, even if you already have 3 or more artifacts.
    While in Travian: Legends, the artifact is always active for the owning village or account; the ancient powers in Travian: Path to Pandora need to be activated. They can be activated as soon as a player's alliance has achieved >50% territorial control and has held the territory for 24 hours. To activate an ancient power, an alliance member just needs a treasury at level 10 for ancient powers with an effect for the village, or a treasury at level 20 for ancient powers with an effect for the account.

    There are naturally a few restrictions: For each village, only one ancient power may be activated, and for each account only one account-wide ancient power may be activated. Thus, a total of two ancient powers can have an effect on one village.



    Conquering
    Villages When you conquer a village that belongs to an account of another tribe, the village changes tribe to the tribe of your account. All tribe-specific buildings disappear. When conquering a village that belongs to an account of another tribe, the village remains with that tribe. The tribe-specific buildings are kept, unless they are destroyed while being conquered. Your account will stay as the tribe you picked during registration.
    Natars When conquering a Natar village, the village will belong to your account with its respective tribe. When conquering a Natar village, the village will belong to the tribe of the chief's village.






    Settling
    Where No restrictions You can only settle in regions that have a neighboring region with more than 4,000 population. There are a few regions you can always settle (central starting regions).
    Village When settling a new village, the village created belongs to the same tribe as the account. When settling a new village, the village created belongs to the tribe of the settles' village.






    Hero adventures and items
    Hero items Wearing items from other tribes does not improve your units. Wearing items from other tribes improves the values of the units from that tribe in the current village.
    Items in adventures Your hero can only find items of the account's tribe. Your hero can only find items of the account's tribe.
    Troops in adventures Your hero can only find troops from the account's tribe. Your hero can find troops that belong to the tribe from which he started the adventure.
    Standard Hero item standard affects troop movements within alliance members. Hero item standard affects troop movements within the confederacy.






    Balancing changes
    Artworks You can use artworks without any time limitations. You can use one artwork every 24 hours (same as the bucket).
    Waterworks Does not exist since there are no Egyptians. See changes in the post above.
    Alliance bonuses No changes See changes in the post above.






    Confederacy
    Size Every alliance can belong to up to 3 different confederacies. Every alliance can belong to one confederacy comprising a maximum of 4 alliances (see detail in the post above).
    Reinforcement Players can reinforce any village. Players can reinforce themselves, their alliance and every alliance that belongs to the same confederacy.
    Send resources Players can send resources to any other player. Players can send resources to themselves, their alliance and every alliance that belongs to the same confederacy. Offers on the marketplace are not bounded by this restriction.

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  • Excellent changes all around. Remind me of saying that if I start complaining later :) What I am still wondering about is "self-chiefing", i.e. it is customary to chief f.x. villages your capital settles to free the slots ... how will that affect tribe of villages?

  • Excellent changes all around. Remind me of saying that if I start complaining later :) What I am still wondering about is "self-chiefing", i.e. it is customary to chief f.x. villages your capital settles to free the slots ... how will that affect tribe of villages?

    It won’t. The tribe of the village chiefed remains fixed. The only situation that a village changes is from Natar to the tribe of whatever chief you use.

    ..And that is the Final Word.