๐Ÿ… Play like a Pro!

  • 1. for my off dudes,this should be painfully obvious BUT, i've seen so many players not understanding how early game works.

    if you are off player and you want to raid oases,do not clear them yourself! let those noobs with multi accounts to do the dirty work. after an oasis is cleared,animals won't spawn for the first 5 days (at least slow servers,can't remember how speed works). That means all you have to do is constantly check your surroundings reports and keep adding already cleared oasis to it.

    Send raids - add new cleared oasis to your farmlist - send raids -make units, rinse and repeat.


    Shogun

    https://midsummerx1.travian.com/

  • 2. in the early game if your production allows you,you should always make units in small batches,just enough to keep your barracks or stable working but not too much so that you waste your resources. for instance if you put all of your resources into making 20 steppe raiders you'll have a queue 10 hours long,and no resources,it's better to put 2 steppe raiders to train,and use rest of your resources for something else,whether be residence,crannies or whatever your priority is at the moment. I hope you understood my point,it might be painfully obvious but i assure you 80% of players aren't paying attention to that.



    Shogun

    https://midsummerx1.travian.com/

  • 3.Clear with your hero,NOT with your units. This is for early to late early game. if you are good off player you should already have your hero in top 20,meaning your hero alone should be worth in the first week of the slow server about 20-30 steppe raiders,or 60-90 clubs,if you're a gold user stack up on ointments,and chunk the enemy defense with raids,when your hero returns half dead heal him JUST enough for him to survive another raid,rinse and repeat until you can do the one final ATTACK without your hero dying. units are expensive but a Hero in good hands is basically free killing machine that only gets stronger and stronger. his fighting power falls off hard mid-late game,but that's where his off bonus picks up. How many times have i seen a guy attacking with his Hero AND his army.

    (If you are a teuton,there are situations where it's best to attack with your clubs and hero to clear someone or something,only because of sheer number of clubs a teuton can produce and their cheapness but that's situational and is for the player to decide the risks and benefits of doing so)



    forgot to mention,power of a hero lies in his healthbar, meaning he is as strong at 100% health as he is at 1%.


    EDIT: sometimes it's best to ram you 5% health hero and revive him than leaving him just standing there half dead (that's for off heroes,not economy ones). Ointments should be used to help your hero survive each raid you do to clear someone,for instance; your hero has 72% health and you want to clear another dude with your hero,you did battle simulator and saw that with the first wave the enemy defense is going to deal you 75% of dmg,that means you should use 4 ointments to keep your hero alive after that 1st wave,if you can clear him with an 'Attack' in the next wave,that's the best situation for you,because 1) you will clear the enemy 2) you did it by sending a half dead hero with 1% health. what did you lose? (if you have a 'bucket' literally nothing) what did you gain (tons of xp,and a new farm)


    Shogun

    https://midsummerx1.travian.com/

    ACTA NON VERBA

    Post was edited 1 time, last by Jyubantai ().

  • always have more defense cause you could lose all in just one hit

    and don't play defense only have some fun and enjoy raiding others, explore the other side of the game.

  • Always talk to your neighbors, even when just starting out! You'd be surprised at how many farming attempts could be stopped by a simple message. Aside from in-game advantages, you'd never know what friends you'll make IRL, too. Who cares if they're on a different alliance? ^^,

  • Pro tips for Attacking and Defending:


    Attacker tips:

    1) ALWAYS scout before sending a hammer. The entire player account if possible. Blindly launching troops at people is a good way to loose troops. As a deff player I have had a lot of fun wrecking hammers of people who launch blindly. USE SCOUTS!!!


    2) Fakes containing less than a total of 20 troops (Ex. 19 scouts and 1 cata =20 troops) are worthless. DON"T DO IT!! Waste of troops and time. If the Rally Point level is greater than the number of troops you send in a fake then the defender see's 0's for troop types not present and ?'s for those troop types present. This tells them what is coming and that the total is less than their RP level so they know it is a fake. NOTE: if the RP level is = to or lower than the the total number of attacking troops the defender sees ?'s in all troop boxes on the incoming attack on their rally point.


    3) if you have 1,000 troops or more with your hero then points in Off % for the hero is far superior to point in Fighting strength for your hero.


    Defender tips:

    1) Wall levels are IMPORTANT! Higher level the wall is the fewer losses the defense troops take and more of the attackers troops die. Get those walls up when resources and village progress allow.


    2) Invest in RP levels. This will help in spotting fakes sent your way and allow you to put defense where it is actually needed.


    3) Having at least 20 scouts in a village will let you know if people scout you by generating a report. 20 scouts with no upgrades from the smithy and a lv 10 wall will detect a scout attempt by 4000 scouts with lv 20 upgrades in the smithy. Use scouts to let you know if people are snooping around your villages. This could be a prelude to an attack, but not always. Place scouts in all villages and oasis for spy detection.


    4) if you have 1,000 troops or more with your hero then points in deff % for the hero is far superior to point in Fighting strength for your hero.

    I wish I had a copy of an old thread from the old Travian forums called: Diary of a M.O.R.O.N written by Marmotman. Best. Travian. Story. Ever.

    Post was edited 1 time, last by Adroth ().

  • For early game settling focus you typically follow a cycle that does most of the task in a way that gives you res back for the building/task. After these try to focus more on cp and go crannies etc, if you want fast settles the limitation is usually cp.


    For rest of the game focus on simming cap primarly and throw parties etc to settle more vills for more fields, but remember that its easier to go more ress heavy than cp in the early game. Cp is harder to make worth if you dont balance it well.


    More ress=more cp later

    Some people gets born with unlucky brains.

    Jimmy is one of them

    Resident scapegoat

  • Don't build your Smithy higher than level 3 in any willage for a very long time. The cost effetive output requires many infantry/cavalry/scouts to be a valuable resource option. see link

    Upgrade Vs Training more troops


    Once your first village, or few villages, are running you can quickly boost to more villages by sticking to this plan: All of the following to Level 10- Main building, Warehouse, Granary, Academy (barracks required levels only), Residence, Marketplace, Cranny, and Townhall level 1. Now you have enought to build and settle another village, ship to build it faster, Cranny to keep resource safe, and Parties out of every village.

    Using Merchant Trade Routes (Gold Club) you will never go over you cranny limit.

  • Good Diplomacy is a key to prospering in Travian.

    Building a strong relationship with allies will prove to be more beneficial than building large army (unless you are a top player).

    Talk to your neighbours, cooperate with them, help them out and ask for help when you need it.

    Participate actively in endeavours of your alliance.


    A player can prove to be very valuable to the game-play even without possession of any troops.


    You will advance much further and much quicker with a Sword and Word, than with a Sword Alone.


    Good Luck!

    24 Online

    https://midsummerx1.travian.com/

  • The best tip i can give, is to place your villages on the map, depending on how much time you are villing to give to the game. The closer you are to the middle, the more time you must give.

  • I find all these tips rather mediocre and the Pro's don't really share any tips in here. All these tips are perfect on how to be a mediocre player in Travian. I wish to create a Pro tips thread soon as soon as the next com2 server starts in a separate thread so that I can explain things with screen shots and possibly post it to you tube too. To perfect your start game I recommend you to just register on every new server and try to settle your village in the first 7 days... if things don't work out delete and move to the next new server.... it is easy to do this with Teutons but to do it with Romans and Gauls requires a lots of skills and timings. It took me almost 12 years to figure out how pro's get things done(because I always played without gold). With good luck you can achieve things without gold and still be in the first 20 people to settle second village but with gold it makes it lot easier to be among st the first 20.

  • Use of trade routes to manage a hammer or anvil without Granary


    We all know the default capacity of resources storage is 800. And with a cranny leveled up this resources can easily be hidden.


    So let's say if you have a hammer at early stage of game with 4 supportive villages. And assume the crop need is negative 8k at the hammer (or anvil) village and each supporting village produce 2k crop each. And hammer (or anvil) village doesn't have a Granary. So maximum storage possible is 800. Now you have to do some calculations.


    Crop need per hour = 8k

    Max storage capacity = 800

    Merchant rounds each hour = 8k/800 = 10

    Minutes per hour = 60

    Gap between merchant rounds = 60/10 = 6


    So every 6minutes merchants should bring 800 resources.

    So in the trade routes of support villages, choose the deliver at specific time option with repeating every 1hour. So in the first village the timing could be set at 0.00 and 0.06 for 800 crop. At 0.12 only 400 crop as the production is limited 2k; so in second support village the timing should set as 0.12 with 400 crop. Then at 0.18 and 0.24 800 crop each; similar steps to be followed for remaining two supporting villages at 0.30, 0.36, 0.42, 0.48 and 0.54 so now the entire hour is covered. And this step is repeating every hour;


    So your hammer is secured from starving.


    By doing the right calculations and setting the trade routes in each minute from several support villages, a hammer or anvil of negative 48k crop could be sustained without a Granary. This may be very helpful if you just lost your Granary due to CAT attack.

  • foxrain4 at com4


    So pro tips huh, its more fun to be stronger than others, destroying others to oblivion and massacre new players.

    But if you want to win the game, which is what i imagined as being pro in travian then you would have to read my guide

    and learn more about teamwork.


    To win the game, you need construction plans, chief World Wonder protected by the Natars and build WW to level 100.

    for that you need an experienced offensive player, then many defense and resource supplier players and last but not least

    WWK players, meaning World Wonder Killer, whom catapults other alliances' WW.


    So you need an alliance in order to do all of the above.

    Considering that the World Wonder spawns on 100,100 of each world map quadrant,

    meta alliances are often split into four alliances based on four different directions, NE, NW, SE, SW.


    Lets say you have 60 players alliance or even wings and confeds, how are you supposed to defeat your enemies?

    It is very simple mathematics, the more resources you gain per hour, the more resources you farm per hour and

    the more soldiers you train per hour will decides the ultimate flow of the battle.


    But of course this is not the end, i have some more advanced tips for you all.

    The WW capturer is recommended to have low population and be Teutons.

    Why low pop? Because low pop players have +defense % against high pop players known as morale bonus.

    But low pop player will find it hard to gain enough resources and momentum to build a hammer to chief WW,

    now this is where another player comes, this guy is the big farm, and i recommend this big farm player be a roman player,

    because roman have double build, they build the fastest and expand the most villages the fastest.

    So yeah your teuton player in your alliance are going to farm this roman player in your alliance, but do not forget the timing,

    this should happen in mid game when WW construction plans are near to be released.

    So why Teutons? Because of their walls, the ram formulaes is insane to comprehend, but generally even though romans and gauls provides

    more wall defense bonus, teutons walls do not break and therefore are worth much more in WW, because there is a weird mechanic

    whereby if opponent WWK brings enough rams to tear down your romans and gauls walls, your romans and gauls walls acts as though

    they are zero or low levels walls and giving little to zero defense bonus.


    Now what about gauls? In theory gauls gives the most defense per hour because both their infantry and calvary defense are good

    unlike the two other tribes, however gauls defensive strategy are no longer important to WW protection as long as you have many players in your alliance.

    With the introduction of Huns whom can invade other quadrants easily which is explained on the next paragraph, you will need gaul players to spam enough

    defense to protect you quadrant from invading huns.


    Now what about huns? Huns have a special building called command center, when you chief enemy villages, you are delayed for a few days,

    because the village you chiefed have their expansion slot used up, however command center gives 3 expansion slots, therefore huns players

    could work together and invade other quadrants and chief the other meta alliances' villages easily. Also Huns troops are very hamvil like,

    therefore they could protect themselves well even they are settling on enemies quadrants.


    So for egyptians? Most players really like egyptians for their special building called waterworks, they increase your oases production by 100%

    and that is a lot when multiplying and adding up all the crop bonuses allowing strong hammers and anvils to be built.

    However egyptians offense sucks so hard, therefore you are supposed to pair up an offensive tribe player like teutons, the teuton hammer will literally

    be fed by the egyptian player both of your same alliance, and this is how you wins the game, with teamwork.

    So if you do this correctly, you can easily destroy other players' WW, because the combat formula in travian works in favour of bigger army,

    in combat the player with the higher number of troops have medium casualties whereas the player with the lower number of troop have unfairly high casualties.

    It is easy to form an anvil, since anvil can comes from many separate villages but hammer can only come from one village.


    So as you can see, travian is more about self-sacrificing for the greater power aka teamwork.


    I will now give some tips on each tribe for which location they should settle or chief on for example in NW +/+

    Romans are fat and good at simcity, therefore they should be at 300/300, this is to avoid enemy from plundering your richest villages'

    resources or chiefing your high population villages.

    Gauls are actually the most flexible tribe in their location, because of their TT have traveling speed to farm resources and fast plus cheap

    defensive troops, Gauls can settle anywhere they want.

    Teutons have the strongest offense, note that their brewery gives +20% attack bonus and their walls are invincible, so they should settle

    on the front line, at near 0,0. Also at 0,0 there is a grey zone where there are many 50% oasis and 15 croppers will be fought for and teutons

    are the best fighters amongst the tribes. In mid game, artifacts will also be spawned near 0,0, they will also be fought for.


    For Huns, they should settle near the enemy quadrants so they could invade other meta alliances' territories, do not underestimate the

    intrusion of quadrant territories, the bigger you whole alliance's territory is, the more oases and 15 croppers your alliance have and remember

    that resource per hour equals to victory?

    For Egyptians, they should settle at near crop oases, their strategy is kinda straightforward and there is nothing more to be explained about.

  • But of course this is not the end, i have some more advanced tips for you all.

    The WW capturer is recommended to have low population and be Teutons.

    Why low pop? Because low pop players have +defense % against high pop players known as morale bonus.

    I stopped reading here, there is no moral bonus in WW villages

  • Buy Gold and use it alot if you don't you will be at a disadvantage due to the players who are using gold. Getting attacked by players who used gold is tough due to the wave builder they use to keep attacking and destroying your buildings. The new way the resources are placed into your hero's inventory so do not use them so you have resources to rebuild after being attacked.

  • Buy Gold and use it alot if you don't you will be at a disadvantage due to the players who are using gold. Getting attacked by players who used gold is tough due to the wave builder they use to keep attacking and destroying your buildings. The new way the resources are placed into your hero's inventory so do not use them so you have resources to rebuild after being attacked.

    Yes, gold have a huge impact on the server, if you have gold in a unlimited amount you could play the game around twice as fast as someone who don't. But at the same time training times in baracks is the same even with gold on normal server without troop merging. So building troops is the most important part of the game,


    So my only tips really to all out there is to keep those barack up and runing al the time.

    Do not even consider building something else if it means your barack stays empty for a long time.


    Toops, troops and even some more troops

  • I find all these tips rather mediocre and the Pro's don't really share any tips in here

    Very very true. Some of those "Pro tips" are even simply bad recommendations. But hey, try to convince the bad players that they are bad.

    Yes, gold have a huge impact on the server, if you have gold in a unlimited amount you could play the game around twice as fast as someone who don't. But at the same time training times in baracks is the same even with gold on normal server without troop merging. So building troops is the most important part of the game,

    But with gold you can build your account faster. Bigger accounts, higher level of barracks, stable and workshop or even more barracks etc.. Therefore, you will outproduce any player without heavy gold, usually.

  • Very very true. Some of those "Pro tips" are even simply bad recommendations. But hey, try to convince the bad players that they are bad.

    But with gold you can build your account faster. Bigger accounts, higher level of barracks, stable and workshop or even more barracks etc.. Therefore, you will outproduce any player without heavy gold, usually.

    Yes, I totally agree with you

  • If you want to have better equipment at first few weeks dont buy or use any gold, its scientifically proven that you get more items from adventures if you dont use gold,

    but if you have no problem buying gold then change it to silver to buy items (early game items are expensive be aware), then youยดll get more often oitnments or if lucky resources from adventures and that is crucial at early stage.

    Retired player, King of Noobs, Hammer maker, Master of Donations, Master res Pusher, Master of Feeding, Master of no attacks, Successful Attacker, Charity Worker, Ex-farm, Secretary, Unfathomable and Indisputable