• Hi everyone,

    Yesterday, a discussion took place on Discord about the Gauls.

    Since it's an important subject and many suggestions were given, I'm creating this thread to launch a discussion about the tribe.

    If you have some ideas, please try to take into consideration the balance of the game.



    Thank you.

  • Well, I am not an end-game player and probably have much less experience than many players, but I'd like to share my thoughts if that may come in handy for future ideas.


    The Gauls were actually a great tribe in my opinion with all the attack, defense and speed. Also it had Trappers for beginner players. Well, then Unique Buildings for the Teutons and Romans came out and swept the balance hugely against Gauls (well, certainly not only UB's changed it yet they created a significant gap) and Trapper became quite a redundant building. I believe it is only here now to make Gauls a "beginner-friendly" tribe with its increased protection. Yet if a Gaul doesn't seem to be doing well in terms of development, it is unlikely to have a huge numbers of TTs to follow home Clubswinger offense etc. and they are becoming targets anyway for early offense.


    Well, so I believe what Gauls need is a replacement (upgrade) to the Trappers they have. Considering the defensive factor of Gauls and the historic references, I would suggest Hill Fort as a structure. An AoE-like version maybe. It is historically consistent, it is defensive, it has potential.


    What the Gauls are being known nowadays is its defense potential and speed. Yet, even the "aggressive tribe", Teuton def is on par with Gauls in terms of standing defense and Gauls can only make it into some tight calls with Druids. As a mostly defensive player, it is really really great but considering cata speed, where Gauls shine on def is only a few instances and Egyptians would become a much better "Gaul-type defender" than the Gauls themselves if they would be playable. In terms of speed, well, no objections for sure. But that speed is becoming more useful than, let's say, Roman EI's in quite few cases and those niches together makes Gauls a suboptimal tribe both in terms of beginner level play (with Romans being huge simmers with building passive and Walls' strength) and high level play where their encounters that they could use their niche which other tribes do much worse is being inadequate for most servers (certainly there are awesome Gaul players but you know, maths seem to be in favour of other tribes much more).


    So, to keep Gauls' reputation on what they are good at meanwhile not making it a "broken thing" is an important aspect. So what I have in my mind is to have this "Hill Fort" a defense% provider building. Like, having 10 max levels and giving 1% def. bonus each level. Them being indestructable with rammers and untargetable with catapults would make Gauls a really considerable choice for incredible defensive protection. Yet, it should have a much lower defense% provided than the Palisade/Walls etc. since that would make offense against them almost impossible. Giving them a 10% would make them weaker than Roman walls' defense still, yet provides a significant yet not "impossible to pass" bonus for defenses making them a considerable tribe. Well, 10% is not a number that I am certain of, quite sure that veteran players and game designers would come up with great numbers for it yet you get the point.


    Other than the defense bonus, it may provide some advanced upgrades like Roman HDT, maybe giving an additional percentile def bonus or like a small speed-up for troops such as (+1 Speed for Phalanxes @10, +2 Speed for Druids @15, +2 Speed for TTs @20s) while giving the troops 0.5% defense bonus with each level. Not sure this should be at the same time with "standing defense boost", yet it may be another approach for Hill Forts allowing further troop training, especially on defensive side.


    So, these are probably not the best ideas but things that come up in my mind since I believe to make Gauls better, we need to change/replace Trapper and Hill Forts what came into my mind and the bonuses I mentioned are things that may be likely thematic with the Hill Fort. So I'm open to any criticism or potential upgrade/a new approach of these ideas.

  • Gaul trappers should be removed. The only time they worth anything, is first 2 game weeks. While other tribe specific buildings, are relevant all game long.


    Armory building could change it. Similar to Smithy, an Armory could put an extra upgrade to troops. Tho it would upgrade only one base stat of the unit.


    Example: Once unit upgraded at smithy to lvls 4, 8, 12, 16, 20 - in Armory could get an extra upgrade to units stats in total 5 level upgrades.

    Phalanxes would get extra 1 cav def for each Armory upgrade, 6 total when maxed.

    Swordsman 1 attack per level up to a total of 6 if all maxed.

    TTs would get 1 attack per level and once maxed an extra 1 speed for a total of 5 attack + 1 speed.

    Gaul scouts would get 1 extra speed at Armory lvl 1, 3 and 5 upgrades; bringing total speed to 20 if Armory maxed (+3).

    Druids 1 cav+1inf def per lvl. Extra 1 speed at max lvl. Totaling 5 cav, 5 inf def and 1 speed at lvl 5.

    Haeds 2 attack per lvl and 1 speed once maxed.

    Upgrades on siege would work a bit differently tho. No stats per level. At lvl 5, siege gets an extra 1 speed but loses some off power in demolishing potential.


    These upgrades would be village based and could have only one upgrade per village (for example - scout villa you upgrade scouts, for workhammer - either siege speed or , for raidings TTs, etc).

    Gaul tribe has always been advertised as the fastest defensive tribe. It should stay as such and be ahead of all other tribes.


    I do not have any thoughts about the upgrade costs or if it should be time based like brewery. It could be based on troop count as well, while each upgrade making training cost higher. Many ways to go about it.


    Just some thoughts. Maybe seeing this, someone could come up with some other, better idea.




    Stats were brought out randomly, would actually need to run sims and see the difference, but it shouldn't affect the outcome by a lot.

    Biggest Noob of them all

  • Gaul trappers should be removed. The only time they worth anything, is first 2 game weeks. While other tribe specific buildings, are relevant all game long.

    Well, so I believe what Gauls need is a replacement (upgrade) to the Trappers they have. Considering the defensive factor of Gauls and the historic references, I would suggest Hill Fort as a structure. An AoE-like version maybe. It is historically consistent, it is defensive, it has potential.

    Maybe the trapper could stay but higher levels maybe need to do something better than the 500 traps/trapper.

    Maybe it is worth doing something that makes it worthwhile for Gauls to hold a WW?

    Gauls can only make it into some tight calls with Druids

    With the change to Tourney Square enhancements Druids have become a super defence troop.

    They can get to almost anywhere is the same quad in under 4hrs with a decent T. Sq., quicker if they're placed near the centre of a quad.



    In offence Gauls are weak slow to build and do not pack much of a punch.

  • Why not replace the Trapper with a building that gives additional speed? That would make TT ghosts, defense and even hammers more useful. Romans get a crop reduction with the HDT, Teutons get more off from the brewery so it only seems logical to boost Gauls' best stat, i.e., speed.


    I've been playing for ages now, and have played Romans exclusively because EI ghosts are much stronger at just a minor speed difference. Adding more speed to TTs (and gaul troops in general) would make them more lucrative for offensive player and not just be trapper noob heaven. Defensive troops would also get a speed boost from said building, so phalanxes could be more useful.


    Trappers shouldn't entirely be trashed imo. It's a useful building which makes Gauls ideal for newer players. It could be a good idea to make it available to all tribes with a lower cap (Level 10 max instead of Level 20). That way all servers would also stop being so Gaul heavy (Anlgo3 has ~50% Gauls) and all tribes would be beginner friendly.

    Whiplash, Ifrit, White Panda and a dozen others that I don't remember.

  • Gaul Traps are buildings not understood by players, Gauls is a village that is labeled as for beginners and not given the importance they can have.


    Gauls is my favorite village and the trapper is very useful. Travian is a team game and watching the game individually is a big mistake.

  • I think gauls are great fun to play, the problem is they have no real place in end game as an offensive tribe.


    Something to make them more useful at that stage without breaking everything else would be good.


    Perhaps catapults deal a slightly increased rate of damage? Offset against the weaker escort is may balance but I’m not going to sit here and pretend I’ve done the maths, I’ll let someone smarter do that

  • Gaul Traps are buildings not understood by players, Gauls is a village that is labeled as for beginners and not given the importance they can have.


    Gauls is my favorite village and the trapper is very useful. Travian is a team game and watching the game individually is a big mistake.

    I'd be interested to hear you explain this a bit more. In my opinion, one of the biggest weaknesses of the trapper is that it only protects villages of the individual player and doesn't help the team in any way. (Yes, you can use your buddy's trapper to protect your settlers early on, but that's pretty minor, especially with auto-evade.)

  • Why not replace the Trapper with a building that gives additional speed? That would make TT ghosts, defense and even hammers more useful. Romans get a crop reduction with the HDT, Teutons get more off from the brewery so it only seems logical to boost Gauls' best stat, i.e., speed.


    I've been playing for ages now, and have played Romans exclusively because EI ghosts are much stronger at just a minor speed difference. Adding more speed to TTs (and gaul troops in general) would make them more lucrative for offensive player and not just be trapper noob heaven. Defensive troops would also get a speed boost from said building, so phalanxes could be more useful.

    This...


    It seems fiting, and very good.


    #makegaulsgreatagainalthoughtheyneverweregreatinthefirstplace

  • Gaul suggestions:


    - give trebuchets +1 speed, like Gaul chiefs. Gauls are the "speed" tribe. While this change would have no impact on hammer building, it would open some strategic possibilities, and would give a reason for some people to play Gaul offensively again.

    - remove trapper, an almost useless building, and replace it with something similar to teuton brewery, but for defense.

    - reduce TT and Haeduan costs and/or training time. The aim here is not to make Gauls an offensive tribe, but to make their hammer building closer to roman and teuton ones, but still be behind.

    With the introduction of new tribes, Gauls are obsolete. Egyptians are an overall better anvil tribe, and no one plays Gauls offensively anyway.

    Also, why does a 120 attack points, 16 speed steppe rider cost only 895 res, and a 90 atack point TT cost 1080?

    .pt4: Maximus :teu01:/.fr3: Medianus :rom02:/.fr6: Minimus :rom03:/.ptp: Medianus:egy02:/.as7: Minimus :gau02:/.2019 Qualify Group A: Azor Ahai :hun01:/.as4: Pissed Pigeons :teu01:/ .2019 Finals: Makhai :egy02:/.ts20xv: Apocalypse :hun01:/.as3: Legion

  • foxrain4: Alright everyone seems to talk about gaul's special building, Trapper, so i will focus on that.

    I think we could rename it as Trojan Horse.


    So basically Trojan Horse have two states, a building and a unit.

    When Trojan Horse is a building, it have the functions of the Trapper,

    trapping incoming small raids, good for early game but bad for end game due

    to its weird mechanics whereby if too many attacking troops overwhelms the Trapper,

    the trapped attacking troops attacks as though they haven't been trapped which makes

    the Trapper pointless for defending against hammers.


    So now is the new part, when Gauls attacks, they can choose to bring Trojan Horse troop unit with them,

    the building spot of Trojan Horse will become empty spot until the Trojan Horse troop unit returns,

    if the player builds another building on the empty spot, the Trojan Horse will suicide upon returning to village

    if there are no empty spots available.

    Now here is the fun part, when bringing Trojan Horse alongside with your attacking troops, your Trojan Horse

    can trap enemy troops, including offensive, defensive, chiefs, catapults, etc.

    And when attacking, Trojan Horse do not have the liability of enemy defending troops escaping the traps

    as though they haven't been trapped like the Trapper unless your Trojan Horse dies in battle.


    I took into consideration of the discord suggestions whereby players were complaining how the whole game was favourable

    towards defenders and not attackers.

    Trojan Horse is a hybrid between defender and attacker, but compared to Trapper, it would definitely makes the

    game much more offensive oriented.


    Trojan Horse have a very high attacking power, so it have high chances of surviving if as long as you have more attacking troops alive

    than your opponent defending troops, however i am not familiar with the math and cannot give the exact attack power.

    Trojan Horse have 0 defense power and is a building rather than a unit when defending.


    So to further encourage this new idea, i will represent a few strategies.

    1. The Kidnapper

    Basically use two or more Trojan Horses with your attacking troops and trap soldiers from an enemy's weakest village,

    What is the point? The troops you kidnapped are continuous fed by it's owner instead of you, making the enemy

    unable to train more troops unless he decides to sacrifice them which is still beneficial for you since traps are cheapers

    than troops.


    2. The Guardian

    Basically use one Trojan Horse with your attacking troops and trap your alliance member's chiefs and settlers.

    Because troops trapped in traps will not be killed until freed by a normal attack, your alliance member's chiefs and settlers

    will be safe and untouchable by anyone.


    3. The Noob

    Basically when you trap enemy troops either with your defensive Trapper or offensive Trojan Horse, your enemy will be very

    angry, they want their troops back and they came to you with bloodthirsty swords, but in the world of Travian, there are some

    players whom would like to wreck other players' games but are not strong enough to do so, therefore before the enemy normal attacking

    troops arrives your village, send your Trojan Horse out, thus even if the enemy did managed to slaughter your village soldiers, he will

    have a headache, as he would not be able to free his soldiers as the Trapper is not in the village but rather traveling to somewhere

    else as a Trojan Horse.


    Ram strategies are excellent for clearing troops, catapult strategies are required for demolishing buildings,

    maybe its time to give traps a better role.

  • I won't say many of the strategies can be used with the Gaul trapper because there would be many and I don't have much time to write them


    I only read about its use against attacks at the beginning of the game, but the Gaul trapper brings many strategies that can help the Gaul player himself as allies


    There are offensive Gauls and many, another thing is that in certain domains they look little, I think the game is well balanced, but if we have to improve Gauls the only thing must be done is that the horses consume less cereal.


    Gaul trapper... I have used them to help hide own troop and conquer villages thanks to hide chieftains from the sight of enemies many times, I have also used it to protect catapults from non-capital villages, even making villages prepared with 20 trappers to hide in each 8000 catapults and do not kill them by carelessness in a parking lot


    it's rare for me to see you not imagine the possibilities this building has and I'm sorry about what you want to eliminate.


    Best regards

  • First, no balance changes have come to the traditional Romans-Teutons-Gauls version of the game since 2010 or so. As a result, it's my assumption that the Gauls have been targeted for discussion here due to the addition of Egyptians and Huns.


    Instead of changing Gauls, why not change the Huns and Egyptians. If the source of imbalance comes from the new tribes, fix those.


    Huns:

    Either slow the Steppe Rider down or make it consume more crop (probably this one).


    Egyptians:

    I have played Egyptians a lot. At the end of the day, I always feel naked against cavalry. The only decent anti-cav defense in this tribe is RC's, and they are too expensive and too slow to be compared to the Phalanx or Haeduan. The Egyptian units are probably not the source of imbalance for the Gauls.


    I understand the trapper is generally best in early game. It wasn't a source of discontent ten years ago, though. I believe the culture of raiding has changed over time. Top robbers used to raid active players all the time (Perhaps raidable natar abundance and/or tech account raiding had an impact on this. Natar replacement of farms went from 0% to 10% in 2010 and then from 10% to 15% in 2013 I believe. And we won't get into tech farms.).


    In the old days, having a trapper was a great asset.


    Nowadays, top robbers will leave you alone once they realize you're active -- and come back in a month for a chief attempt or long term farm creation. Or maybe just never waste their time in you. As a result, Gauls don't get as much use out of a trapper.


    But I'm not so certain that necessitates changing the building.

  • I agree with idea of adding some speed to Gauls troops. I moved from Gauls def to Teuton def and feel, practically, much more useful. And I don't even talk about 5-tribes servers, Gauls are wasting there. Speed could make them much better.

  • I don't really care about the other 2 tribes tbh. Most of us don't really play the special servers, and the vanilla servers only offer these 3 tribes.


    To answer your question though, I remember seeing people ask for a replacement for the trapper since around the time T4 came out. So it's not a new issue that we just suddenly thought of after looking at huns and egyptians.

    Also, the game "suggests" new players to go Gaul which massively skews the numbers, usually ~50% of the total (in almost all servers, and currently on anglo3).

    I don't want to sound rude, but some of you have no clue what you're talking about or what is good for the game. No wonder TG has a tough time getting meaningful feedback.

    Whiplash, Ifrit, White Panda and a dozen others that I don't remember.

  • This is not true. People have been talking about Gauls since new tribe buildings were introduced. Brewery and HDT are very good buildings for each tribe. HDT was a game changer for Roman off. Back in the day, believe or not, Gaul offense made more attack/time than Romans, HDT completely changed that, relegating Gaul offense to oblivion. What did Gauls get for tribe building? trappers. I get it that trappers give a false sense of security for newcomers, but its range of usefulness disppears very quickly as the server nears the mid game.

    So, teutons and romans got very good buildings, and gauls got trappers..

    But hey, gauls still had a place for anvil players, with phalanx and druidriders, and maybe TT for fast raiding and some ghosting (although HDT made EI the best unit for that)

    But the introduction of the new tribes, that eventually will appear in Legends servers, whats the point of playing Gaul?

    Egyptians have an OP tribe building and an answer for every need on defense. On top of that, they get the best wall in the game. They have spammable defense with slaves, standing defense with ashes, that have more balanced stats than praetorians, are faster and cheaper, and fast defense too with anhurs, so there is no need for druid riders. They can also use chariots for defense, they have good stats, unlike haeduans, that are more expensive and unbalanced.

    Gauls also used to be the "speed" tribe, with its fast cavalry. Enter the Huns. Steppes far superior than TT in attack and costs.

    So whats the point in playing gaul ?

    .pt4: Maximus :teu01:/.fr3: Medianus :rom02:/.fr6: Minimus :rom03:/.ptp: Medianus:egy02:/.as7: Minimus :gau02:/.2019 Qualify Group A: Azor Ahai :hun01:/.as4: Pissed Pigeons :teu01:/ .2019 Finals: Makhai :egy02:/.ts20xv: Apocalypse :hun01:/.as3: Legion

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

  • More gold is spent per player on AE servers than WW servers. Keep thinking they want to hear what you think about WW mode... I don't care if you're uselessly yelling into the void lol


    TG will pretend they've listened, but the new changes will show up on AE.

  • Gauls are bad no matter how you look it. Phalanx are cheap yes, so one could argue that they are best infantry def unit ingame but they are actually one of the worst because poor fighting power per crop usage (loses to spearmen, prets and ashes). Offensive troops are even worse ofc...


    Since it is franchised as a good beginner tribe I suggest that you remove morale boost from every other tribe. That gives noobs a good reason to play gaul

    What do resources and women have in common?


    You can never have enough;)

  • 1. well, gaul used to be best defense tribe... But after egyptians came noe you have 2 main options: 2xfood because of waterworks building or you want a bit better defense... But then the gap between ashes and phalanxis soo small, most of the people will choose way better food production and much bigger army than gaul can offer.

    2. Also huns made horse speed hammers quite useless. most server has nearly 50% gauls just because it has recomended for new people title, but at the same time most farms are also gauls

    3. Recomended title makes a lot of new people pick gauls, so the statistics are a bit weird. But also they make most of the farms because a lot of new people understand that the game is not for them and they just quit

  • On regional servers where you can have multiple tribes, I adore gauls. the trappers are useful pop while making feeders not so easy to raid when there are 3-4k traps. the merchants are fast and the resource capacity per merchant help them reach far flung villages much faster. The phalanx are still an excellent staple in any anvil and drs and haeduan are both reasonable speed for faster response times ( and yes i love the cannibalistic haeduan). The walls are much better then huns.

    Tt's are great for raiding ... unless there is a wall or a residence or def troops, and yes tt ghosts still exist. I haven't seen too many with over 100k tts but they can still do some damage.

    I think gauls are the most under estimated tribe still and when a good sword/haed hammer comes along it is just as vicious as every other hammer.

    s6r2 - Vaultboy ……………………….. currently us20 Beerus
    s19 - Plague Fyre ……………………... us3 Shere Khan
    s20 - C3sar ...............……. uk3 Tantric Ritual
    s1r11 - Asmoti
    s19 - Tequila

tg_TL-DQ4_970x250_181126.jpg