Posts by Tschena

    An update schedule will be announced shortly.



    • Worldmap: show reinforced places from current village - so the player has a better overview about his troops.
    • Vacation mode: confirmation popup aborting the vacation mode to align with our payment confirmation popups - so the redeem credits action will be consistent.
    • Battle report: show a limit of the battle report box to the player, after which the extra reports start to get deleted automatically.
    • Vacation mode. email is sent out to the player to remind him that his vacation mode runs out.


    • Village: Crop consumption of supporting units can be corrupted after conquering. Fixed.
    • Master builder: sometimes the estimated time until requirements are fulfilled is wrong and causes a permanent page reload. Fixed.
    • WW village: Village statistics: Warehouse: Display of crop consumption is wrong in certain cases. Fixed.
    • Buildings: Main Building: Demolition event for destroyed building shows -1. Fixed.
    • Messages: Sender can mark sent messages as unread for the recipient. Fixed.
    • Messages: "Mark as read" button doesn't function correctly in all cases. Fixed.
    • Messages: "Mark as read" button in "Sent" has no function. Button was removed.
    • Quest: Rewards: icons and text have inconsistencies. Fixed.
    • Reports: Free Oasis: Sending scouts to oasis as reinforcement gives out wrong report. Fixed.
    • Reports: Map: Show last reports creates an error in some cases. Fixed.
    • Reports: Farmlist: Trade reports are shown as raid results. Fixed.
    • Reports: Alliance report: loot icon does not appear in some cases. Fixed.
    • Password: Password forgotten function for pre-registered accounts doesn't work. Fixed.
    • aEU: Speed dependencies are not considered in language variables. Fixed.
    • aEU: Statistic: General: NPC tribes are shown in the statistics. Fixed.
    • aEU: NPC tribes may get medals in the first week. Fixed.
    • aEU: bigger crannys artifact : cranny capacity is not recalculated when effect ended. Fixed.
    • Vacation Mode: "Vacation til" is not updated on manual entries. Fixed.
    • Gold Feature: NPC trader: negative rest under certain circumstances. Fixed.
    • Hero: Portrait tooltip shows arrival time in '0:00:0?'. Fixed.
    • Hero: Adventure: Travel time screen incorrect between different villages. Fixed.
    • Hero: Adventure: Travel time screen doesn't consider items. Fixed.

    • Adventures given for compensation cause that new extra adventures are not given. Fixed (this is the the 75 point reward bonus adventure issue announced in Adventures -thread)
    • Silver fraud prevention kicks in at start of game world for first item. Fixed (the bids at start of game world were rarely accepted)


    Known issues:
    - Hero: Status: if a hero gets caught in traps he still has the status 'on the way'
    - Rally Point: scouting: scout options are shown in second step and troop movement shows catapult target.
    - IGM: Body: Wrong time and date in header message

    Chapter Three: The Dawn of a New Empire

    The first rays of the morning sun hit something magnificent, something golden that caught the light and glittered brighter than the sun itself. The masons had worked through the night yet again as they often did these days. Behind them, couriers stood by, waiting impatiently for the final brick to be laid, the final strike of the hammer that would signal that the prophecy had come true.

    In front of them, the Wonder stood tall and proud, a beautiful thing that burned with the light of a thousand flames. As the sun marched up the sky, the beads of sweat that lined the masons’ brow twinkled as brilliantly as the precious jewels that crowned the Wonder of the World.

    The Natarian General paced to and fro, anxious for the masons to work faster. They had waited long for this day, made countless sacrifices for this victory. Their opponents had been strong, their battles fierce. Every fallen soldier was more than a number, a statistic – he was a memory, a person who had given his all to protect the sovereignty of his land. He hoped there would be no more sacrifices to make, no more lives lost and that this would end quickly.

    He could not understand how and why the King was so calm. His ruler stood atop a small mound, surveying the battlefield where the last of the retreating troops had amassed, possibly to regroup, to rethink their strategy, and to plan their next move. The Natarian King smiled. He had seen several such battles before. For as the rumors claimed, he was indeed immortal.

    A shout from behind him attracted his attention. A nameless mason, a boy who had only just stepped into the prime of his youth, shouted excitedly for the King. “It is done, My Lord. The Wonder is complete!”

    The fanfare of a thousand trumpets proclaiming the achievement drowned out any further words or thoughts. All around, courtiers cheered, women wept and children laughed away the shadows of war. The streets were a riot of gaiety and color as large processions of dancers and revelers donned their festive wear and painted their faces with happy smiles.

    The courtiers demanded for their King to speak to them, for it was he who had led them to this moment of glory. A hush fell over the crowd as their statuesque ruler clad in his robe of scarlet and gold made his way to the mound from where he would address them.

    “Men and women of the mighty Natarian clan. It is with great pride that I stand before you today, heralding the beginning of a new Empire – our Empire.” A cheer rose from the crowd, but he raised his hand to silence them.

    “You have worked and fought hard for this time of peace, for this promise of plenty. And it will come true as the scrolls have foretold. We, the Natars, were born of this land as its safe-keepers, its guardians. When the mortal tribes came forth to stake their claim, we let them grow and prosper. We forsook this land in search of new pastures, for just as it is in the mortals’ spirit to conquer and explore, it is in ours to nurture and grow.

    “So why this war, you may ask. My dear brothers-in-arms, freedom is not a gift to be trifled with. It is won with great valor and is a crest that only the deserving shall don. The mortals are still young, their war fuelled by foolish heroism and petty rivalries, rather than in pursuit of a greater tomorrow. They will learn. The Wheel of Time will soon turn and we will stand again, at the brink of war with those who still fail to understand us. They will not. They must not.

    And until such time, we will uphold the law of this land, be the bearers of a glorious tomorrow and revel in the bounties of all that Travian has given us. Let today be the dawn of a new empire, an empire that is free, content and unafraid.”

    Chapter Two: A Rude Awakening

    The King sat uneasily upon his throne. His crown felt too heavy. The fate of his land, his people rested upon him, upon his warriors. They were giving this war everything they had. Boys were handed swords instead of quills, men forsook their ploughs and tongs for spears. All the kingdom’s riches were poured into building stronger weapons, training more men to withstand the atrocities of war. And to learn to fight to win.

    But the resistance was much too strong. The Natarian forces fought with a brutality that he had never witnessed before. Every blow was stronger than the last, the weaponry more sophisticated. They weren’t fighting to win; they were fighting to vanquish, to obliterate their enemy. Which was him and his people.

    Emissaries from the war-torn front brought new, disheartening news every day. While the Natarian armies swelled, their Wonder drew closer to completion.

    The kingdom’s masons were toiling hard and long to build the grandest structure they would ever build. Every day, merchants plodded to and from kingdoms that had sworn their allegiance to the King. Tales would be told of this victory once the Wonder was completed. If it could be completed in time…

    The ministers were silent. They knew their kingdoms were doing everything they could to win this war. Every street, every alley of the cities echoed with the wails of widows and orphans. It was a dark time. And it would be a dark end very soon if something wasn’t done in time.

    Their melancholic thoughts were interrupted by the sound of running feet. The grand doors of the royal court were thrown open to a scruffy man, a commoner it seemed from his clothes and overall appearance.

    But the King knew better. During war, there was only kind of able-bodied man that still donned civilian garb – a spy. As he rose from his seat, his ministers saw what they thought was some color returning to his ashen face. Perhaps the spy brought good news. God knows they needed good news after what felt like endless days of counting their losses.

    But the spy’s face was wooden. Marching straight to the throne, he announced without any ceremony: “My King. The Natarian Wonder of the World has reached Level 75. They recalled all their troops home and are already rejoicing a certain victory.”

    The King’s fierce roar struck fear in the heart of even his most hardened generals.

    “We cannot head the war from within the Palace walls any longer. The time has come for us to fight shoulder to shoulder with our men. This is our freedom, our very life that we are fighting for. Prepare my chariot. Shine my armor. Send word to our allies. Today, the King shall go to war.”

    Chapter One: The Beginning of the End

    It began as a rumor – a wild story that was whispered among the inhabitants of Travian, not too loudly though, lest it come true. They said the Natarian hordes had returned, but no one was entirely certain about the reason why. Some claimed that the vicious, warring race wanted to reclaim the land it had left behind, so many years ago. Others worried that the barbaric blood coursing through the veins of these savages would not find peace until all had been destroyed: until every last structure had been razed to the ground, every field burned to ashes and every man, woman and child slain by their cruel sword.

    The more practical of the lot refused to believe that such an unthinkable turn of events would ever come to pass. Turning a deaf ear to the rumor-mongers, they proclaimed that they, mighty warriors of the noble Roman, Teuton and Gaul races, would command the glorious world of Travian and everything it held, until time itself ceased to be. It was they who were the rightful rulers of this world. Nothing and no one, not even the most spiteful mythic tribe could seize this right from them.

    And so it continued, until that fateful day when a wild-eyed messenger returned from the Eastern frontiers. His feet bleeding, his body covered in dust, festering wounds and exhaustion, the messenger had barely made it to the palace gates before he collapsed into a heap of semi-coherent babbling. When revived, he demanded speak only to the King and none other.

    The King was curious. What could this lowly messenger possibly want? And what great calamity had terrified him so that he had run all the way back from the Eastern Gates without stopping for food, rest or water?

    The courier was summoned. Bending low to the ground until his forehead nearly scraped the floor, he chanted: “My King! Over many winters I have stood watch over the Eastern Gates, as had my father and his father before him. I have reported spies from enemy lands try to steal into our lands in the dead of the night. Troops moving in when they thought we were wrapped in peaceful slumber. Gallant, but foolish, heroes throw themselves against our pikes. But never have I witnessed a sight as terrifying as what I am about to report.

    “There have been strange movements in the Eastern moors, the desolate boundaries where land rises to meet the skies. Shrouded in a poisonous mist, caravans move ceaselessly, carrying with them bounties of ore, lumber and other materials that I have never, in all my living years, laid eyes on. Their beasts stumble under the burden of their load, but they carry on, relentlessly. Their carts bear the Forbidden crest; their flags are as black as their hearts. No soldier has been able to stop their carts for question, and many have tried – those that survive the poisonous mist and reach the guards have mysteriously turned to stone. They are a cursed lot, My King, and they will bring nothing but doom and misery to our lands!”

    The courier’s speech set tongues aflutter. Ministers wondered if this wasn’t the rambling of a half-crazed man that had been driven to lunacy by years of solitude. The Admiral angrily clanked his shield, exclaiming that the guards at the Eastern Gates hadn’t been strong or brave enough; if the King approved, he would go in personally to make sure that these merchants, whoever they were, knew better than to trespass on the kingdom’s property again.

    But then, she spoke. The Oracle. No one had seen her emerge from her sacred quarters in more than a hundred years. And yet, every prophecy she had delivered had always come true. She was the King’s most trusted advisor and she had never been proved wrong.

    In her quavering voice that sounded as old and gentle as the summer breeze, she said: “It is as the prophecy claimed. They have returned. And with them, they herald the fall of a free land.”

    The King’s face was ashen. The Oracle’s words needed no explanation. Generations of kings before him had spoken of them – the Natars. Each warning his successor that it was only a matter of time before they returned. The Natars. The King smiled ruefully. So, the rumors had been true, after all. Turning to the Oracle, he asked, “So, what do we do now, O Wise One? What do the runes say? Shall this night ever see the light of dawn?”

    “Our fate is but a blend of what is foretold and what best we make of what has been handed to us. The burden of our fate rests upon you, My King, for it is your might and valor that will show us the way ahead.

    The legends tell of a glorious structure, as strong as the heart of the earth. With iron at its core and bound by the strongest lumber, encased in an armor of glittering gold. Bejeweled with every precious stone known to man – the rarest and the most exquisite. This structure holds a power far greater than any known to man: it bestows upon its builders the unquestioning loyalty of, and undisputed rule over, the entire world of Travian. The Natars are preparing to build their Wonder. You must prepare to build yours, meet them eye-to-eye.

    Build fast and build strong, My King, for your assertion of your might will not be without challenge. They will come My King, and they will attack you with forces mightier and more terrifying than you can fathom. So form your allegiances and pick your battles wisely. This is but a race to the end!”

    Village Development

    In order to settle new villages, you require a certain about of Culture Points (CP). Your residence/palace will show you your current CP levels, as well as the production per 24 hours. A celebration / party, which can be hosted in a City Hall, gives CP equal to the village CP production at time of starting the party (500 max). This is how you can increase your CP production rapidly in order to gain more villages. A party is expensive early game so consideration is needed in whether to throw a party, or increase your production.

    To get a new village, you need settlers. These can be built from a level 10 Residence/Palace. Settlers are very expensive. Before you can get them, you should have the following buildings and levels.

    • Main Building level 10
    • Warehouse level 10
    • Granary level 10
    • Residence level 10
    • Resource fields level 7

    If you do not have these, work on getting them before starting to save for settlers.

    Settlers cost:

    • 5800 lumber, 5300 clay, 7200 iron, 5500 crop each for Romans
    • 5800 lumber, 4400 clay, 4600 iron, 5200 crop each for Teutons
    • 5500 lumber, 7000 clay, 5300 iron, 4900 crop each for Gauls

    Capital Choices

    You have certain choices to make for a capital. For gold users, a 15c (map slot with 15 crop fields) or 9c (map slot with 9 crop fields) is best. For non-gold users, a 9c or 7c is best. The reason for this is later in the game; crop will become a big factor in deciding how big an army you can get. Gold users have an npc function, so can convert crop into other resources to assist in development, whereas non-gold users need to be smart about which resource productions they have.

    A capital is the only village in which you can build your resources fields past level 10. Level 16 fields are very achievable, requiring 3 warehouses and 3 granaries in order to do the last levels.

    New villages

    New villages can grow much faster than your first village, because you are able to send resources from your first/other villages to the new village in order to help it have the resources to grow fast.

    Please be aware that a general build plan follows a set order designed for gold users with minimal passive defence building or resource protection. You are expected to know to have these things building as well as following the build plan.

    A General build plan is as follows:

    • Main Building to level 3
    • Granary to level 1
    • Warehouse to level 2
    • Marketplace to level 1
    • Rally Point to level 1
    • Main Building to level 5
    • Warehouse to level 5
    • Granary to level 5
    • Resource fields to level 5
    • Main building to level 10
    • Warehouse to level 10
    • Granary to level 10
    • Barracks to level 3
    • Academy to level 10
    • Town Hall to level 1
    • Party
    • Residence to level 10
    • 3 settlers & next village

    Stage 2:

    • Marketplace to level 5
    • Resource fields to level 7
    • Main Building to level 15
    • One field each resource to level 10, rest to level 7
    • Bonus buildings to level 5
    • Resource fields to level 10
    • Marketplace to level 10
    • Set for purpose.

    Purpose of villages:

    Villages can be described as one of the following:

    • Capital
      Your capital is your main centre; you will be building new villages around it. You will be making the most resources from this village and will be storing troop here.
    • Hammer
      Your hammer village is where you would build your hammer (a hammer is simply a term used to describe large forces used to do extreme damage).
    • Anvil
      Your anvil village is where you would build your anvil (an anvil is simply a term used to describe huge defensive forces) from; you can have several of these.
    • Scout
      Your scout village is where you will be building scouts, recommended you have one of these.
    • Supply
      Your supply villages are villages you will use to ship resources to your other villages to help build them or keep the troop building queue going constantly.

    If you are newer to the game, or yet to decide which option to go with, I would recommend you go down the anvil route. Later in the game, you can then build a small hammer to experiment with and still have the protection that having an anvil brings.

    Building a hammer:

    After you have finished the general build plan, rush the barracks up to level 10 and start building your tribe’s infantry unit from it, making sure its kept going 24/7.

    Once this is achieved, get your stable up to level 10 and do the same for your tribe’s cavalry unit.

    Raise the barracks level to 15,

    Raise your siege workshop to level 10, building rams while getting the requirements for the catapults.

    Once everything is going 24/7, increase the levels till they are all at level 20.

    Make sure you have at least 3 granaries as you will need a large crop stock for when you attack someone with your hammer.

    • The key is keeping the troop building constantly.
    • Remember to upgrade all troops being built in the blacksmith
    • Raise warehouse and granary when you can, you will need at least 3 of each of them.
    • Keep pushing resources from your other villages to support this troop production
    • Send the troop off to your other villages to stop the negative crop occurring

    Building an Anvil:

    Building an anvil is pretty much the same as building a hammer, just with less work.

    Rush the barracks to level 10, build the defence troop 24/7, and raise the barracks slowly to level 20, keeping the queue going constantly.

    Get 2/3 warehouses and granaries,

    • Remember to keep queues going constantly
    • Send the troop off to your other villages to stop the negative crop occurring

    Building a scout village:

    Building a scout village is the same as an anvil except replace the barracks with a stable for Roman’s and Gaul’s, keep it as a barracks for Teutons.

    • Remember to keep queues going constantly
    • Send the troop off to your other villages to stop the negative crop occurring

    Building a supply village:

    A supply village is used to ship resources to the other villages to help them grow faster or keep the troops building.

    You will want to have at least 2 warehouse’s and granary’s, a marketplace at level 20, a stable at level 10 in order to build a Trade Office, this building increases the amount of resources merchants can carry, so upgrading these to level 20 maximises your merchants carrying capacity.

    • You should not be building troop in these
    • You can store troop in these


    This guide will go over the basic mechanics of the game, along with build guides for efficiency in order to develop into a powerful account. This is workable with all 3 tribes, with each tribe being able to have additional advantages in certain areas, which will be highlighted.


    Each tribe has its own strength and weaknesses, which need to be considered when developing. All three tribes are able to hold their own against others, depending on how you adapt them to your situational needs.


    These are considered the simmers of the game. In terms of raw power, their infantry is unmatched. However, their troops are expensive, and they have a slower start than the other tribes. Once they have developed, they are very hard to stop. They have a dual build feature, which means they can build a resources field AND a building at the same time. A good roman will use this feature to grow rapidly. They also have a Horse Drinking Pool (HDP), which lowers their cavalry upkeep by one for their Scouts, EI, and EC at levels 10, 15 and 20 respectively. Their hero’s gain 100 Fighting Strength per point instead of the 80 Fighting Strength per point that the other tribes get.


    This tribe is recommended for beginners. These are set in favour of defensive play; however, you can still run an effective offensive account with them. Their cranny gives better protection (3000 instead of 2000 at level 10), and are also able to build a trapper to trap enemy raiders. Their defensive unit is very cheap and does not need researched. In favour of offensive tactics, they have the fastest troop in the game (Theutates Thunders or short TT’s). Their hero gains a speed boost over the other tribes.


    These are the aggressive tribe. Their clubswingers are fast to build, and very cheap. This allows them to raid for profit very easily, and rely heavily upon outnumbering the other tribes and suppressing their growth to maintain the advantage. Their hero allows for cranny effectiveness to be at only 80%, meaning at level 10, it protects 1600 (2400 for Gauls) if the hero accompanies the raiding force.

    Getting Started

    We will make the assumption that you have developed your fields to at least all to level 2.

    In order to grow your village rapidly, there is a certain ratio that the resource fields follow in their requirements for the next level. The best method to use is a 10,12,8,6 method. This means that you have clay producing the most, followed by lumber, followed by iron, and crop at half the clay value. Basically, 3 clay fields at level 1; 2 lumber fields at level 1; 1 iron field at level 1, continuing this pattern as you increase the levels.

    Crop fields will vary as this is the only resource which will drop as you build more things, (upkeep). As long as the crop production is at least half the clay production, then you will be doing well.

    With this ratio, you will be able to maintain a consistent growth of your fields without having to wait too long till you can build the next field.

    Defending yourself from raiders

    Raiders will attack you for any of the following three reasons:
    To get resources from you to further their own development
    To kill your troops with their hero to grow their hero in power
    To keep you small and stopping you from growing effectively

    These are all very easy to counter, IF you know how to.

    Protecting your resources

    A cranny is a powerful building in protecting your resources. It will ALWAYS protect enough resources for you to build the next level. So you can safely build a cranny to level 10 very easily. This would protect 2,000 of each resource (3,000 for Gauls)
    After you build one cranny to level 10, you can build as many more as you want to keep yourself protected. In this way, you can protect your resources for the duration of your offline time.

    Spending down
    This involves being online, and spending your resources on buildings, troops, market trades, anything in order to ensure your resource stockpiles are BELOW your cranny limit when the raider lands their attack.[/INDENT]

    Protecting your troops

    A hero is very strong and capable of killing several troops on its own. If you have under 100 troops in once place, an enemy may hit you with their hero in order to give their hero valuable experience to make their hero stronger. In order to prevent yourself from being hero farmed, either have auto-dodge turned on (gold club users) or ensure your troops are not in your village unless in large numbers when you are offline. To do this, you work out how long you are offline for, say 8 hours, then pick a village that takes your troops 4 hours to reach, send your troops to raid it (keep the village target very small and safe), so that your troops get back when you do.

    Dealing with suppression

    Using the tactics above, you can easily grow while under constant raids/attacks. Do not despair and remember that activity is very important.

    Defensive Overview

    When it comes to defending against attack, there are two ways of doing this, passive, and active defence.

    Passive Defence

    Passive defence is where your village has certain buildings in place which allow you to harm raiders without using your troops. The buildings which are used in passive defence are:

    • Residence/Palace
    • Wall
    • Trapper (Gaul Only)

    It is very important to get your wall to a minimum of level 5 early on in the village development. This is fairly cheap to do, and will help to kill 1 or 2 raiding troops on its own, coupled with the residence/palace, you start to see the enemy losing troops and gaining nothing but losses from attacking you.

    Trapper (Gaul only): This allows the building of traps which your enemies must face before any other defences. The traps work as follows: all traps must be filled with troops before the attacking force deals with the other village defences. If the attacking force is smaller in number than the number of traps, all troops get trapped and the enemy effectively has lost those troops, but still has to feed them. In order to free the troops, the enemy must win an attack mode assault on the defender to free his troops, but some of the trapped troops will die in the breaking free event.
    The defender can release the attacker’s troops, and the attacker can kill his trapped troops. Both of these methods allow the traps to be repaired. If they are broken free, all traps are lost and require being rebuilt.

    Active Defence

    This is where you have defensive troops waiting on the attacker, in order to kill the attacking force. With a wall already in place, the defensive troops gain an additional bonus, making them stronger. When doing an active defence, it is best to have spoken with one of your alliance leaders to arrange a strong defence to ensure minimum losses on our side.

    [INDENT]Defensive Troops

    Defensive troops are the troop types which should be used in active defences.


    • Legionnaire (best against cavalry)
    • Praetorian (best against infantry)


    • Phalanx (best against cavalry)
    • Druidrider (best against infantry)


    • Spearman (best against cavalry)
    • Paladin (best against infantry)

    As you can see, each tribe is capable of defending against all types of attacks.

    Rally Point

    The rally point has become important in T4 servers for one very important reason. IF the number of troops the attacker uses is less than your rally point level, you can see which types of troops are incoming, but not its number. Why is this important? Because you know that the number of troops incoming is less than your rally point level. So a level 5 rally point would show up to 4 troop attacks, a level 20 rally point would show up to 19 troop attacks.

    The rally point also shows whether the incoming is an attack or raid mode. This allows you to determine whether or not the attack can be destructive with catapults, or simply a smaller hit that can safely be dodged.[/INDENT]

    Offensive Overview

    Now that we have covered defending, it is time to look at how you can use your troops to increase your own development.

    Offensive Modes:

    There are two modes to select when going on the offensive;

    • Attack
    • Raid

    Each mode has set rules applied to them, and which one you chose will allow you to ensure certain things.

    Attack Mode

    This mode is the ultimate offensive mode. This mode means that your troops will hit your target until either all your troops die, or all the target’s defences die. This mode must be selected for catapults to operate. This mode is the only mode which will free trapped troops.

    Raid Mode

    This mode allows you to hit a target, and if there are defences, usually only fight until half the troops die, then the fight is over. The exception to this is when the defences are extremely strong and outnumber the raiding force by a large percentage.

    Raid mode is usually selected when you wish to hit someone for resources and do not want to risk losing all your troops.

    Best strategy for beginners

    So you found out about travian and you want to play, but you have no idea how? Or did you play already but you had to delete because you were a farm? This is the guide for you!

    Choosing a tribe

    When you first register you will need to choose a tribe. This is very important. There are three tribes: Romans, Gauls and Teutons.

    Romans are balanced in both attack and defence. Their city wall provides the highest defence bonus of all tribes, but it is also very easy to destroy. Their merchants can carry 500 resources, the least of all tribes. Their special building, the horse drinking trough is useful in mid/late game. And they can build resource fields and buildings simultaneously.

    Gauls are mostly defensive. Their palisade is balanced, it provides a good defence bonus and it's not too easy to destroy. Their merchants can carry 1500 resources, the most of all tribes, and they are also the fastest. Their special building, the trapper, is very useful in early game but not too useful in mid/late game. And their cranny can hide 50% more resources than others.

    Teutons are very offensive. Their earth wall is almost indestructible, but it provides the smallest defence bonus. Their merchants can carry 1000 resources, however, they are the slowest. Their special building, the brewery, is pretty useful. And their troops are very cheap and fast to produce.

    So now that we've seen the pros and cons of each tribe, which one should you choose? In my opinion, Gauls! They have the best defence, their cranny can hide more which means your resources won't get stolen, and in early game, most people will avoid you because of the trapper.
    Or you could also go with Romans. Their double build feature is very nice. It depends on how active you are. With Romans you have to be more active than Gauls. If you are active once a day or less, I recommend that you move out to coordinates at approximately 300/300 (it could also be -300/300, -300/-300 or 300/-300). That way people won't bother attacking you as you are far away, and even if they do, you will have enough time to see it. You can also do this if you are active, but by doing this you won't really be able to raid.
    DON'T choose Teutons. With Teutons you need to be extremely active and experienced. All your clubswingers can get destroyed by one cavalry attack. If you choose Teutons on your first server, in one month you will have to delete. So choose wisely.

    One more thing I'd like to say is start on a new server! Start on day 1-10. I have seen a few guides where they said that the best time to start for beginners is 1.5-3 months after serverstart. Wrong! They claimed that then you would be surrounded with beginners. This is partially true, however, good players will be a lot bigger than you by than, and someone will destroy you.

    First day

    You should start when you have a bit of time. Ideally, two hours for the first day. In the first week you will need to be active, later it takes less time. On your first day, you should follow the taskmaster's tasks. They will get you going. When you run out of resources, go to sleep and wait for the next day.

    Second day

    On your second day, continue with the tasks, but start training troops. Build the prerequisites for barracks if you haven't already and make some phalanxes/legionnaires (I assume you listened to me and you are not playing as Teuton). Then concentrate on resource fields. You will find that you don't need the same amount of each resource (depending on tribe). So upgrade more of what you need. Keep it pretty balanced though. You don't want to produce e.g. 200 clay and 70 iron. You can also build a marketplace and start trading. Don't forget to collect the reward you get from daily quests, a new thing in 4.4.

    First week

    On day three continue with the tasks and troop training. Sometime around day 4-5 you will be asked if you want to extend your beginners protection. It depends whether you want to raid and risk a bit, or you want to be peaceful and safe. For beginners I recommend that you do extend it. The other bad thing by doing so, though, is that you are only able to do 1:1 trades. Either way, start building crannies before you exit beginners protection. Build it so it covers your warehouse/granary capacity. For Gauls 2 crannies lvl 10 should be good, for Romans three. Also if you're Gaul, build a trapper and make some traps. It is useful in early game.

    Second week

    So your beginner protection ended. I hope you built crannies. If you are Romans you can start raiding with legionnaires. Villages below 9 population can't have barracks, so they are safe. If you are Gaul, you might want to research swordsmen and start raiding. Same goes for Romans, research Praetorians to improve defence a bit. You should be close to building your second village now. In your first village, absolutely build a residence. Don't build a palace!

    Choosing a spot to settle 2nd village

    Choosing a spot to settle 2nd village can be difficult. I already talked about going out to 300/300. But there is another decision you have to make: how many resource fields of each type do you want? I don't recommend going for a cropper as your second village. You should either choose default (4/4/4/6) or with less iron (Gauls) or more iron (Romans). And don't settle close to a big player. I learnt this the hard way.

    Final words

    You are now no longer a newbie! You settled your second village. Congratulations! If you ever find that you are being attacked, just make sure the attackers don't get resources. If you see your cranny won't cover your resources, spend and send them. If you can't do that either, destroy them (Start building a building then cancel. Repeat.). If you can't have them then nobody should. And make sure to check out other guides. Thank you for reading. :)

    A village in the grey zone is just like any other, except for the following:

    • It produces no Culture Points
    • Exactly 24 hours after you settle, the Natars will hit you with 14 waves of attacks.

    This guide is to enable you to survive those attacks.

    • Before you send your settlers, time the landing for a time when you will be online for some time, even if it is not continuous time.
    • Be prepared to spend some gold on power building and NPC, especially if your online time is limited.(Not essential, but preferable)
    • Do not defend… it is not worth the troop cost
    • As soon as you land, build level 1 warehouse and level 1 granary
    • Send resources from your nearest village in regular shipments, making sure you do not overflow.
    • Now build the following in any sequence that works for you according to available resources.

      • All resource fields to lvl 1 (You may have to build some crop fields to lvl 2)
      • Main building to lvl 5
      • Market lvl 1
      • Rally Point lvl 1
      • Cranny lvl 10
      • Then fill the village with lvl 1 crannies as many as possible.

    Now sit back and wait. The Natar attack will probably take out most of the buildings, but you should be left with enough to continue building. If you have filled all the slots, you have 39 buildings. The most the Natars can take out will be 14 x 2 which is 28. Be ready to ship in resources and build your village.

    Good luck and have fun.


    • Hero Items: If a player has 2 or more horses, he can "sell" them for 100 silver. But they are not in the auction house, they get instantly removed and the player receives 100 silver. This means all horses put into auction are bought by the system for 100 silver, players cannot bid on them anymore!

    • Player recruitment: Deleted duplicate entries were shown ingame and counted for the limit. They will not be shown anymore.
    • Rename account: Using the rename function it was possible to use the same name for the account as the used password. This is not possible anymore.
    • Auctions: Even though a player changed his name, in the auctions was still the old name shown. Fixed.
    • Hero Attributes: If your hero level exceeded lvl 100 the experience bar was not working correctly. Fixed.

    Installed 24.6.2014


    • New default balancing settings for artifacts/construction plan and terminate server:

      • 100 days / server speed = days, when artifacts will be set up
      • 200 days / server speed = days, when construction plans will be set up
      • 250 days / server speed = days, when Natarian main village will start to construct his Wonder of World building
      • 24 hours / server speed = hours, when Natarian main village increases their WoW for one level


    • Natarian villages outside the grey area didnt have more defending troops than the other villages. Fixed.


    • Player invites player: Restrict the rewards to only for hired players playing on the same server.
    • Footer: Added a link to the gamerules.


    • Mobile optimization: map: the arrows for the map navigation are missing. Fixed.
    • Natars: the Wall level was built to fast and too high relating to the server age. Fixed.
    • Adventures: The 11th adventure always dropped nothing. Fixed.
    • Servertime: Switch to summer time caused daily quest reset issue. Fixed.
    • IGM / Notices: Added an error for the player when a too long text was entered.
    • Finishing all "world" quests caused the system to show "17/16 quests done". Fixed.
    • Speedserver: The return time of restored troops via bandages didn't scale according to the server speed. Fixed.
    • Culture Points: information about enough culture points is wrong during and after a celebration. Fixed.
    • Statistics: Alliances Best Defenders tab got the wrong description title. Fixed.
    • Artworks: The tooltip for the amount of CP is wrong if you have villages in grey zone only. Fixed.
    • Main building - Demolish: In Firefox "complete construction immediately" leads to freezes of the time left and no pop-up to confirm. Fixed.


    • Daily Quests / villagelist: Those 2 boxes switch places when a player has more than 20 villages.
    • Beginners protection: Added a popup for the confirmation of the prolonging.


    • Mobile optimization - Hero items: When you use an item the dialog jumped to the top left of the page. Fixed.
    • Culture Points: Information about enough culture points is wrong during and after feast. Fixed.
    • Daily Quests 04: Winning an auction subtracts 5 points from overall score. Fixed. The coders also fixed some other stuff, so the daily points should be working properly now.
    • Main building - Demolish - Firefox: Using the "complete construction immediately" while demolishing it leads to freezes of the timer and the popup for the confirmation does not appear. Fixed.
    • CP production in grey area:

      • Villages in grey area dont produce CPs.
      • A small celebration in a village in the grey area give that village the cp's that it would produce.
      • A big celebtration gives all the cp's from the production of all villages (including the cp's that the village in the grey area would produce.


    • Villages in grey area dont produce CPs.
    • A small celebration in a village in the grey area give that village the cp's that it would produce.
    • A big celebration gives all the cp's from the production of all villages (including the cp's that the village in the grey area would produce.


    • Culture points - Accounts: The cp's received by every new account are not fix anymore, they now have a formular which also reacts to the speed.
    • Alliance: Reports: If you change your active village while in the alliance report view, then the reports were not shown anymore. Fixed.
    • Daily Quests

      • Rewards: Your Grain Mill reward from the daily quests will now only be receivable if you have the specific requirements. If not you will get a message which is closable so that then the reward can be collected later.
      • Players can't reach 100 points. Fixed.
      • Adventure: Quest doesnt trigger when the hero dies while doing the adventure. Fixed.
      • Oases: Raiding an empty oases with a hero who has cages equipped did not trigger the daily quest. fixed.

    • Adventures: Players received one more cavalry troop as a reward than they should. Fixed.
    • Traderoutes: If you send resources to someone in your alliance and this player has an artefact in this village then in the report you are the sender and also the recipient. Fixed.
    • Trade routes are still being started on a banned account. Fixed.
    • Trade routes: Routes to an artefact villages within your alliance still start even when the artefact has been stolen. This is now fixed because all traderoutes from within the alliance to this villages will be removed from the depending players traderoutelist.
    • Confederacy forum: Its not possible to delete posts or threads of the other alliance. Fixed.
    • Culture points: Natar WW villages in grey area still produced culture points although they have been conquered by a player. Fixed.
    • Natars - Artefact villages: the villages did not get deleted after the artefact has been conquered. Fixed, they now get deleted.


    • Mobile optimization

      • A lot of pop up dialogs in the game had a tiny closing button (the "x") which made it hard to push. We enlarged it.
      • LowRes Version: The navigation on the map was realized by a "crosshair". This is now changed to direction arrows which are located on all 4 sides of the map.
      • Clicking on a heroes item once shows the info, the second click uses the item. With that method, its now possible to see the description of the item which was before hold in the tooltip which was not reachable with a mobile device.

    • Beginners Protection

      • It is now possible to send troops to own villages while the player is still in beginners protection.
      • It is now possible to send resources to own villages while the player is still in beginners protection.

    • Trade routes: Players would like to be able to deactivate trade routes without deleting them. Implemented. There are checkboxes now to deactivate/activate an existing trade route.
    • Village name: A single quote is changed to a blank, when it is used in the village name.
    • Starvation: Troops starve with a timestamp in the future. Added an advanced logging here.


    • Hero Consumables: The dialog for the number of used items was misplaced in the lower right corner. Fixed.
    • Daily Quests: Recruiting a player didn't count for the "earn gold" of the daily quests. Fixed.
    • Marketplace: Accepting better offers than 1:1 is not possible during beginners protection. Fixed.


    • Culture points: Village Overview: Layout error shows wrong CP amount of village in grey area. Fixed.
    • Culture points: CP production is shown in residence for villages on grey fields. Fixed.
    • Daily Quests: It is possible to gain multiple rewards at the same time. Fixed.

    Dear players,

    we are happy to announce that the veteran medal was given out for a second time. The facts for these medals are the same as announced in the post above.

    All players who got rewarded with the medal were additionally informed about this event through an email.

    Kind regards,


    • Daily Quests: The displayed time for the daily resets now changes according to which timezone the player chooses.
    • Marketplace: It was possible to send resources to a wrong village by not typing the full name in the destination box. Fixed.


    • Mobile optimization: The gold-usage-confirmation dialog is now better positioned.
    • Mobile optimization: The village list now has some bigger items so that they are better usable with touch devices.
    • The villages in the grey area now show "0" as culture point production.