Travian: Codex Victoria

  • Travian is turning 15 years old – what a great achievement! And this would've been impossible without you!


    So first of all, we want to thank you all for being part of this community. Some of you have been here for a long time! As usual, we want to celebrate this annual anniversary with a special game world.


    For those of you who've never heard of it, every year since 2013 we start a unique game world in September to celebrate the game's anniversary. These servers have a very special set of features, which we will explain in detail later.


    You might have also noticed that they have their own unique names as well, and these change 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 you may have guessed by the title of this thread, this year's annual special will be called Codex Victoria.

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    What will the 2019 annual special involve?


    For this year's annual special, we will be keeping five elements of last year's special Path to Pandora and adding three awesome features on top.


    The five tribes, the Ancient Europe map, victory points, the new conquering system, and the confederacy system will be kept in this special version.


    What are we adding?


    Starting from tomorrow, we are going to gradually reveal the three additions to Codex Victoria,but you have time until tomorrow at 13:00 UTC+1 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

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    Members of the Travian Team works on a voluntary basis and are therefore not available 24 hours a day.

    Post was edited 1 time, last by Ridder Huma ().

  • New Building: The Hospital


    hospitals_gif.gif


    If you've read Episode 6 of the Ultimate Battle, you might have already guessed what kind of building we are talking about. The hospital will be introduced in Travian: Codex Victoria. This special building gives players a recovery option for troops wounded in combat.


    How does it work?

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


    What does "wounded" mean here?

    A certain percentage of troops killed in combat return to their home village as reinforcements if their home village has a hospital.


    Example

    02_hospitalexample.png

    • Player P1 has villages V1 and V2. V1 contains a hospital.
    • Player P1 reinforces village V1 with troops from V2.
    • Player P2 attacks P1's village V1 with from their village V3.
    • Troop losses from V1 result in wounded troops, as V1 includes a hospital. Troop losses from V2 are lost entirely, as V2 has no hospital.


    How do bandages affected wounded troops?

    Wounded troops and bandages are percentages of the same underlying value: all lost troops.


    Combat with 100 units:

    All "die".

    >= 33 bandages at 33%.

    33 (of 100) come back as bandaged reinforcements (no change).

    40% are wounded.

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

    The rest is lost.

    27 (of 100) are lost.


    Can all types of troops become wounded?

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


    Can troops be wounded in any type of combat?

    When troops are wounded, all participants (including reinforcements) check for their own hospital. If there is a hospital in the troops' home village, it will generate wounded and it doesn't matter how the troops died (defending, raiding, attacking, scouting, or reinforcing).


    Wounded are out of combat! What does this mean?

    Wounded troops are not considered troops in terms of supply, combat strength, etc.


    How about traps?

    Troops killed in a trap rescue attempt do not generate wounded.


    Wounded in reports / combat simulator

    02_woundedinreports.png


    Wounded line: Wounded troops have their own line in the reports, including their own icon.


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


    Wounded after combat


    Wounded troops don't starve: The wounded do not eat crop, nor do they starve in the absence of crop.


    Wounded in the 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 much does it cost to heal troops?

    Troop healing costs exactly as much as training the troops in the barracks or stable.


    How much time does it take to heal troops?

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


    02_healingqueue.png

    Note: the hospital queue only heals troops one at a time. You need to decide what you want to heal as a priority and queue the troops accordingly.


    Do the artifacts for troop training affect the hospital?

    No, the troops do not heal faster in the hospital using troop training artifacts like the Trainer's Slight Talent, Trainer's Great Talent, Trainer's Unique Talent, Artifact of the Slight Fool, and Artifact of the Unique Fool.


    Does the troop training alliance bonus affect the hospital?

    No, the troops do not heal faster in the hospital with the troop training alliance boost, just like the artifacts.


    What happens if I don't heal the troops?

    Wounded troops will die over time, until they are healed. 10% of the wounded troops die per day.


    What happens if the hospital is destroyed?

    • Training queue: If the hospital is destroyed, the training queue continues training (like the barracks).
    • Wounded: If the hospital is destroyed, the wounded still die at a rate of 10% per day.
    • Newly wounded: If the hospital is destroyed, no new wounded troops are recovered. If the hospital is destroyed in a combat event, there will no longer be a hospital to generate wounded troops for the defending player in the event of combat.


    What happens if a village containing a hospital is conquered?

    If the village is conquered, all the troops are wiped out as normal. Wounded troops are also eliminated. If the building is not catapulted, the building will stay in the village.


    If you have any question, you are welcome to ask in this thread.

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    Members of the Travian Team works on a voluntary basis and are therefore not available 24 hours a day.

    Post was edited 2 times, last by Ridder Huma ().

  • Advanced Start


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


    The special Advanced Start will allow you to enjoy the following benefits:

    • Your first village will start with all resource fields at level 5
    • You'll already own 6 Settlers and enough CP to settle 2 additional villages
      • Note: 9c and 15c cannot be settled with the first 6 Settlers
    • The first 2 villages you settle will automatically have all resource fields at level 5 (further villages will have resource fields at level 0)
    • You'll be granted 75% of the CP required to settle the fourth village

    03_advanced_start.png


    Don't forget to choose where to send those Settlers wisely!


    If you have any question, you are welcome to ask in this thread.

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    Members of the Travian Team works on a voluntary basis and are therefore not available 24 hours a day.

    Post was edited 3 times, last by Ridder Huma: "resource fields at level 1" has been changed to "resource fields at level 0" ().

  • Onboarding New Players



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

    A new contextual help feature will be implemented:

    • Opening the UI for the first time will trigger an explanation of the UI elements.
    • The aim is to improve help new players come to understand the game.

    04_contextualhellp.png


    There are also some changes accompanying this system that are also very interesting 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 gaining more and more experience in the field.
    • The quest rewards and adventure loot are added to the hero inventory. They can no longer be raided, and they will not get lost if the warehouse or granary is full. The resource items can't 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 question, you are welcome to ask in this thread.

    ridder_huma_sig.png


    Members of the Travian Team works on a voluntary basis and are therefore not available 24 hours a day.

    Post was edited 2 times, last by Ridder Huma: Adventures will never expire ().

  • What Travian: Legends Travian: Codex Victoria
    General
    Tutorial Yes It is replaced by the new onboarding system. See all the details here.
    Map Flat 801 x 801 Europe 801 x 801
    Regions No regions 87 conquerable regions
    Advanced Start No Your first village starts with all resource fields at level 5.
    You will already own 6 settlers and enough CP to settle 2 additional villages. You will be granted 75% of the CP required 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 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 Wonder of the World 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 that depend on the account tribe. Every village has cranny capacity and merchant capacity that depend on the village tribe.
    End of server The server ends when a Wonder of the World owned by a 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 recovery option for troops wounded in combat. See all the details here.
    Artifacts
    Name Called artifacts Called ancient powers
    Availability Architects' secret, Titan boots, Eagles eyes, Diet control, Trainers talant, Storage masterplan, Rivals confusions, Artefact of fools, WoW Construction Plan Architects' secret, Titan boots, Eagles eyes, Diet control, Trainers talant, Storage masterplan, Rivals confusions
    Conquering Can be conquered by destroying the treasury in an attack with the hero if the player has a big enough treasury in their village. Once an alliance secures a region, the alliance gains access to the ancient power which can be activated in a village with a big enough treasury.
    Activation It automatically activates 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 (account scope effect) and once for each alliance members village (village scope effect).
    Power restrictions A maximum of 3 artifacts can be captured, of which only 1 can be unique or have an account-wide effect. More than 3 artifacts can be held per account. The artifacts must be captured 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 a player's 3 oldest artifacts, the fourth oldest will become active.

    Exception for self-capturing: You can switch artifacts between your own account's villages 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 settler's 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 The hero item standard affects troop movements within alliance members. The 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 details 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 any alliance that belongs to the same confederacy. Offers on the marketplace are not bounded by this restriction.

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    Members of the Travian Team works on a voluntary basis and are therefore not available 24 hours a day.

    Post was edited 5 times, last by Ridder Huma: Power duration: Correction information regarding activation ().

  • TASK LIST

    Category Task Reward Village
    New Village Warehouse lvl 1 in construction Warehouse lvl 2 Settled
    New Village Granary lvl 1 in construction 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 in construction Granary lvl 2 Spawn
    Economy Iron Mine lvl 6 in construction 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 Alliance or Found 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 Troop 10x Bandages Any
    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 taskEconomy 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 Troop
      • Level Up Troop

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    Members of the Travian Team works on a voluntary basis and are therefore not available 24 hours a day.