Travian: Codex Victoria

  • Travian is turning 15years old, what a great achievement! And this could not have been done without you!


    So to start, we want to thank you all for being part of this community, some of you was here for such a long time. As usual, we want to celebrate this yearly anniversary with a special gameworld.


    For those of you who never heard about it, every year since 2013 in September we start a special unique gameworld to celebrate the game anniversary. These servers have a very special feature set, which we will go into detail later.


    You might have also noticed that they have their own unique names as well which changes every year.


    In 2015, it was Scattered Empire, then we had Rise of Alliances in 2016 and then Fire and Sand in 2017 and Path to Pandora last year. As we you might have guessed by the title of this thread, this year annual special it will be called Codex Victoria.


    01_namerevealing.png



    What will be the content of 2019 Annual Special?

    For this year’s Annual Special we will keep 5 elements of last year’s special Path to Pandora and we will be adding 3 awesome features on top.

    We are keeping the 5 tribes, the Ancient Europe Map, Victory Points, the new Conquering System and the Confederacy system.


    Starting from tomorrow, we are going to gradually reveal the three additions to Codex Victoria,but you have time until tomorrow at 02:00 pm GMT +2 (to your local time) to make a few guesses in this thread about what these three new features could be.


    Stay tuned for even more interesting information!


    Your Travian: Legends Team

  • New Building: the Hospital

    hospitals_gif.gif


    If you have read the episode 6 of the Ultimate Battle you might have guessed already what kind of building, we are talking about. The Hospital will be introduced in Travian: Codex Victoria. This special building gives the players a recover option for combat by generating wounded.


    How does it work?

    Below here you can read some general information about the mechanic behind the wounded troops.


    What is considered wounded?


    A certain percentage of troops killed in combat come back to their home village as reinforcement, if their home village has a hospital.


    Example


    02_hospitalexample.png


    • Player P1 has Villages V1 and V2. V1 has a Hospital.
    • Player P1 reinforces Village V1 with troops from V2.
    • Player P2 attacks P1's village V1 with his village V3.
    • Troop losses of V1 generate wounded, as V1 has a hospital. Troop losses of V2 are lost, as V2 has no hospital.


    How does wounded and bandages interacts?


    Wounded and Bandages are percentage numbers of the same base: all lost troops.


    Combat with 100 Units

    All "die".

    >= 33 Bandages with 33 %

    33 (of 100) come back as bandage-reinforcement (no change).

    40 % are wounded

    40 (of 100) come back as wounded, if home village has hospital. Floored.

    rest is lost

    27 (of 100) are lost.


    Can all type of troops become wounded?

    This can happen to troops T1 - T6. Siege weapons, settlers and chiefs cannot be wounded.


    Can a troop be wounded in any type of combat?

    All participants affected: When wounded are generated, all participants (including reinforcements) check for their own hospital. If there is a hospital in the home village of the troops, it will generate wounded in doesn’t matter how the troop died (defending, raiding, attacking, scouting, reinforcing).


    Wounded are out of combat! What does it mean?

    Wounded troops are no troops in terms of supply, combat strength, etc.


    What about traps?

    Troops who died because of forceful trap rescue do not generate wounded.


    Wounded in Reports / Combat Simulator


    02_woundedinreports.png


    Wounded Line: Wounded troops get another line in the reports, with their own icon.


    Combat Simulator: The wounded line is shown in the combat simulator, assuming that both, Attacker and Defender, have a hospital.


    Wounded after Combat

    Wounded don't starve: Neither do wounded eat crop, nor do they starve because of absence of crop.


    Wounded in Hospital

    How do I heal troops?

    When the troops are in the hospital, you can heal them by adding them to the healing queue.


    How does it cost to heal troops?

    The troop healing costs exactly as much as training the troop in barracks or stable.


    How much time does it take to heal troops?

    The troop healing takes as much time as training the troop in a barracks or stable of the same level as the hospital. For example: the healing time of a level 1 hospital is the same as the training time of a level 1 barracks / level 1 stable, depending on the troop type.


    02_healingqueue.png


    Note: the hospital queue is just ONE. You must decide what you want to prioritize and queue the troops for healing accordingly.


    Is the troop training Artefact affecting the Hospital?

    No, the troops healing in hospital are not fastened by the troop training artefacts like Trainers Slight Talent, Trainers Great Talent, Trainers Unique Talents, Artefact of the slight fool and Artefact of the unique fool.


    Is the troop training Alliance Bonus affecting the Hospital?

    No, the troops healing in hospital are not fastened by the troop training alliance boost - like artefacts.


    What happens if I do not heal troops?

    The wounded troops not yet healing die over time. 10 % of wounded troops die per day.


    What happens if the hospital is destroyed?

    • Training Queue: In case the hospital is destroyed, the train queue continues training (like barracks).
    • Wounded: In case the hospital is destroyed, wounded still die at 10 % per day rate.
    • Newly Wounded: In case the hospital is destroyed, no new wounded are generated - if in a combat event the hospital is destroyed, there is no hospital anymore, so for that combat event no wounded are generated for the defending player.


    What happens if a village with a hospital is conquered? In case the village gets conquered, all the troops are regularly wiped. Wounded are wiped as well. If the building is not catapulted, the building will stay in the village.


    If you have any questions about Code Victoria, please use this thread.

  • Advanced Start


    In addition to the new building in Travian: Codex Victoria you will be able to start in a snap!

    With the special Advanced Start you will profit from the following benefits:

    • your first village will start with all resource fields at level 5
    • you will own already 6 Settler and enough CP to settle 2 additional villages
      • ⚠️ Note: 9c and 15c cannot be settled with the first 6 settlers
    • The first 2 village you will settle will automatically have all resource fields at level 5 (further villages will have resource fields at level 0)
    • You will be granted with 75 % of CP to settle the 4th village


    03_advanced_start.png


    Don’t forget to choose wisely where to send those settlers.


    Do you have questions? Please, ask them in this thread.

  • New player onboarding


    We haven’t forgot about new players, Travian: Codex Victoria will bring something very valuable for them with the new player onboarding system.

    A new contextual help will be implemented:

    • Opening UI for the first time triggers an explanation of the UI
    • The aim is to improve the understanding of the game for new players


    04_contextualhellp.png


    There are also some changes connected with this system that are very interesting also for veteran players:

    • When the hero levels up, its health is restored (back to 100%). We want to reward the efforts those heroes put into getting more and more experience on the field.
    • The quest rewards and adventure loot are added in the hero inventory. They cannot be raided anymore, and they will not get lost if the warehouse/granary are full. The resource items cannot be sold in auction.
    • The tutorial is removed, and the task system will include new quests!


    04_resourceitem.png


    In addition:

    • Adventures will never expire


    If you have any questions, please use this thread.

  • What Travian: Legends Travian: Codex Victoria
    General
    Tutorial Yes It is replaced by the new onboarding system. See all the details here.
    Map Flat 401 x 401 Europe 401 x 401
    Regions No regions 87 conquerable regions
    Advanced Start No Your first village start with all resource fields at level 5.
    You will own already 6 settlers and enough CP to settle additional 2 villages. You will be granted with 75 % of CP to settle the 4th village. See all the details here.
    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 Doubled effect Doubled effect
    Tournament square Doubled effect 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 180 days
    Buildings
    Hospital No The Hospital is a special building that gives the players a recover option for combat by generating wounded. See all the details here.
    Artifacts
    Name Called artifacts Called ancient powers
    Availability The architects' secret, The titan boot, The eagles eyes, Diet control, The trainers talent, Storage masterplan, Rivals confusion, Artefact of the fool, WoW Construction Plan The architects' secret, The titan boots, The eagles eyes, Diet control, The trainers talent, Storage masterplan, Rivals confusion, Increased victory point production
    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: Codex Victoria 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.
    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.

  • TASK LIST


    Category Task Reward Village
    New Village Warehouse lvl 1 Warehouse lvl 2 Settled
    New Village Granary lvl 1 Granary lvl 2 Settled
    New Village Iron Mine lvl 6 in build 24h Resource boost for all resource types Settled
    New Village Warehouse lvl 3 880 :lumber: 1020 :clay: 590 :iron: 320 :crop: Settled
    New Village Granary lvl 3 620 :lumber: 720 :clay: 560 :iron: 230 :crop: Settled
    New Village Grain Mill 1 900 :lumber: 790 :clay: 685 :iron: 2230 :crop: Settled
    New Village 2 Resource Fields lvl 6 160 :lumber: 190 :clay: 150 :iron: 70 :crop: Settled
    New Village All Resource Fields lvl 6 400 smiley757.png 460 smiley758.png 330 smiley812.png 270 smiley759.png Settled
    New Village 1 Resource Field lvl 7 240 :lumber: 255 :clay: 190 :iron: 160 :crop: Settled
    New Village All Resource Fields lvl 7 400 :lumber: 400 :clay: 400 :iron: 200 :crop: Settled
    New Village All Resource Fields lvl 8 24h Resource boost for all resource Settled
    New Village Main Building lvl 5 570 :lumber: 470 :clay: 560 :iron: 265 :crop: Settled
    New Village Residence / Palace / Command Center lvl 1 525 :lumber: 420 :clay: 620 :iron: 335 :crop: Settled
    New Village View Culture Points Tab 650 :lumber: 800 :clay: 740 :iron: 530 :crop: Settled
    New Village Residence / Palace / Command Center lvl 10 500 CP Settled
    New Village Train 3 Settlers 1050 :lumber: 800 :clay: 900 :iron: 750 :crop: Settled
    New Village Warehouse Lvl 7 2650 :lumber: 2150 :clay: 1810 :iron: 1320 :crop: Settled
    New Village Granary Lvl 7 2200 :lumber: 2400 :clay: 2000 :iron: 1320 :crop: Settled
    ************* *************
    ************* *************
    Economy Warehouse lvl 1 in construction Warehouse lvl 2 Spawn
    Economy Granary lvl 1 Granary lvl 2 Spawn
    Economy Iron Mine lvl 6 24h Resource boost for all resource types Spawn
    Economy 2 Resource Fields lvl 6 160 smiley757.png 190 smiley758.png 150 smiley812.png 70 smiley759.png Spawn
    Economy Warehouse lvl 3 620 smiley757.png 730 smiley758.png 560 smiley812.png 230 smiley759.png Spawn
    Economy Granary lvl 3 880 smiley757.png 1020 smiley758.png 590 smiley812.png 320 smiley759.png Spawn
    Economy All Resource Fields lvl 6 400 smiley757.png 460 smiley758.png 330 smiley812.png 270 smiley759.png Spawn
    Economy 1 Resource Field lvl 7 240 smiley757.png 255 smiley758.png 190 smiley812.png 160 smiley759.png Spawn
    Economy Marketplace lvl 1 600 smiley757.png Any
    Economy Used Market 100 smiley757.png 99 smiley758.png 99 smiley812.png 99 smiley759.png Any
    Economy All Resource Fields lvl 7 400 smiley757.png 400 smiley758.png 400 smiley812.png 200 smiley759.png Spawn
    Economy Warehouse Lvl 7 2650 smiley757.png 2150 smiley758.png 1810 smiley812.png 1320 smiley759.png Spawn
    Economy Granary Lvl 7 2200 smiley757.png 2400 smiley758.png 2000 smiley812.png 1320 smiley759.png Spawn
    Economy All Resource Fields lvl 8 24h Resource boost for all resource types Spawn
    ************* ************* ************* *************
    World Open Statistics 90 smiley757.png 120 smiley758.png 60 smiley812.png 30 smiley759.png Any
    World Rename Village 100 CP Any
    World Main Building 3 170 smiley757.png 100 smiley758.png 130 smiley812.png 70 smiley759.png Any
    World Embassy 1 215 smiley757.png 145 smiley758.png 195 smiley812.png 50 smiley759.png Any
    World Open Map 90 smiley757.png 160 smiley758.png 90 smiley812.png 95 smiley759.png Any
    World Read our IGM 280 smiley757.png 315 smiley758.png 200 smiley812.png 145 smiley759.png Any
    World View Shop Advantages 20 Gold Any
    World Join or Found Alliance 295 smiley757.png 210 smiley758.png 235 smiley812.png 185 smiley759.png Any
    World Read Neighbours Reports 800 smiley757.png 700 smiley758.png 750 smiley812.png 600 smiley759.png Any
    ************* ************* ************* *************
    Battle
    Settle Village all resources 750 Any
    Battle use resource reward from inventory all resources 750 Any
    Battle Hero on Adventure 30 XP Any
    Battle Cranny lvl 1 130 smiley757.png 150 smiley758.png 120 smiley812.png 100 smiley759.png Any
    Battle 5 Adventures 15 Ointments Any
    Battle Barracks lvl 1 110 smiley757.png 140 smiley758.png 160 smiley812.png 30 smiley759.png Any
    Battle Fighting Strength 190 smiley757.png 250 smiley758.png 150 smiley812.png 110 smiley759.png Any
    Battle Train 2 T1 Units 1 Cage Any
    Battle Wall lvl 1 120 smiley757.png 120 smiley758.png 90 smiley812.png 50 smiley759.png Any
    Battle Send raid to oasis 2 T1 Units Any
    Battle Barracks lvl 3 440 smiley757.png 290 smiley758.png 430 smiley812.png 240smiley759.png Any
    Battle Academy lvl 1 210 smiley757.png 170 smiley758.png 245 smiley812.png 115 smiley759.png Any
    Battle Smithy lvl 1 500 smiley757.png 400 smiley758.png 700 smiley812.png 400smiley759.png Any
    Battle Research troops 450 smiley757.png 435 smiley758.png 515 smiley812.png 550smiley759.png Any
    Battle Level up troops 10x Bandages
    Battle 10 Adventures 500 Silver
    Any
    Battle Auction Activity 280 smiley757.png 120 smiley758.png 220 smiley812.png 110 smiley759.png Any


    Changelog 13th August 2019:

    • added missing task in the list New Village - All resource fields lvl 6
    • Update with the right reward the task Economy Granary lvl 1
    • Update with the right reward the task Battle - Use resources reward from inventory
    • Specified raid target in the task Battle - Send raid (the raid needs to be sent to Oasis)
    • Specified you can also found an alliance in the task World - Join Alliance


    Changelog 16th August 2019:

    • added missing tasks in the list Battle
      • Barracks lvl 3
      • Academy lvl 1
      • Smithy lvl 1
      • Research Troops
      • Level Up Troops