RoA Features on T4.4 Servers!!!!

Posted on 28 April 2017 | 5:46 am

*Hello Travian Community*, As you may remember, we announced some time ago that our plan for this year was to implement* two features from the RoA...

Updates & Downtimes

Posted on 23 April 2017 | 3:21 pm

*To Travian Warriors Across All Servers!!!!!* As some of you might notice, when you logged into the game, you got a warning from your browser...


  • RoA Features on T4.4 Servers!!!!

    Posted on 28 April 2017 | 5:46 am

    Hello Travian Community,

    As you may remember, we announced some time ago that our plan for this year was to implement two features from the RoA version of the game on the regular servers.

    A couple of weeks ago, we opened a poll where a lot of you expressed their opinion on this topic and the worldwide results confirmed a will to implement alliance bonuses and defense point calculation. Now it’s time to announce that we have a date for you!

    Starting from May 10th, 2017 we will implement the two features on all the new servers that will open from this date (don't panic!! the servers that are already running will not get these features).

    Here is a brief description of what these two new features add to the game.

    Players have the ability to contribute resources to the alliance in order to gain certain bonuses. Like greater CP production, faster troop production, weapon and armor bonuses as well as a bonus on merchant capacity.
    The amount of resources a player can donate is limited and resets on a daily basis. The player can spend gold to triple the size of their donation while paying the same amount of resources. The daily limit the player has cannot be increased by spending gold.

    The defense points for the top ten defenders are usually granted to the defending village owner even if most of the defending units are from different players. This has been changed so that the defense points are split among all defenders based on the defending units supplied.

    So sharpen your weapons and get ready for a new adventure!
    Your Travian Team


  • Updates & Downtimes

    Posted on 23 April 2017 | 3:21 pm

    To Travian Warriors Across All Servers!!!!!

    As some of you might notice, when you logged into the game, you
    got a warning from your browser that the connection is insecure.

    To fix this we need to enable SSL and as a first step we have to get a correct
    logging which is only supported within a newer firmware for our

    While performing the operation there will be a downtime which will last no more
    than 5 min during which all gameworlds will be unavailable.

    Date & Times of this action: April 26th and April 27th between 10 and 11 GMT+2.
    How long will it take: From 30 sec and up to 5 min on both dates.

    Apologies for the dust as we continue to upgrade our services
    Your Travian Legends Team


  • Server outages are coming !!!!!!!

    Posted on 19 April 2017 | 3:23 pm

    To all Warriors currently ravaging the .COM servers....

    On the 20th of April 2017, there will be TWO (2) small outages on the game worlds.

    These "outages" will occur around German time 10am and 12 noon and last roughly SIXTY (60) seconds each.

    So close your gates and deploy troops to your walls as we wait for this evil to pass. :twisted:

    Enjoy The Game!!

    Your Travian Team


  • Poll Results & What Happens Now!!!

    Posted on 15 April 2017 | 1:36 am

    Dear community,

    We want to thank you deeply for participating in the poll about the Defense Point System and Alliance Donation System. Many of you participate into the poll and expressed your vote and we are glad that you did. We have reviewed all votes and comments worldwide and we want to share the results of it with you. As you can see from the graphs below, both options are welcomed by the international community and therefore they will be added to regular worlds (though not at once).

    What will happen now?

    The Game Center is checking the plan for the new server opening and they will prepare an official statement with the date from when these 2 features will be implemented on the future regular servers (not on the already running servers).

    Just in case you have been too busy launching catapults and ghosting those around you, catch up with all the good stuff RIGHT HERE

    More information coming soon. Thank you once again!

    Your Travian Team


  • PTR Oasis Issues

    Posted on 6 April 2017 | 5:43 pm

    Hello Everyone

    Unfortunately there is a problem with the oasis creation. Because of a bug
    there are no 50% oasis of any kind. A bugfix would mean we have to restart
    the server. Because the server is already running for some time we decided
    not to implement it. Of course we will make sure it will be solved for the
    live servers!

    We are sorry for the inconvenience and wish you nevertheless a challenging

    UPDATE....This only affects the PTR com 80 server


  • Tons of new features are coming!

    Posted on 1 April 2017 | 12:22 pm

    Spring is the season of renewal, rebirth and change. With that in mind, we at Travian are happy to announce a lot of new features and changes across the board. Be it on our gaming servers, our forums or when it comes to Special Events – change is all around.

    We will begin by relaunching the Travian website: A new, responsive design, that will adapt to your smartphone, tablet or computer is just around the corner. We cannot wait to show you our new page and are confident you will like the new look.


New entries coming soon

Known bugs

New entries coming soon



Posted on 20 April 2016 | 8:45 pm

Prerequisites: none The moment you create an account you will receive an hero Your hero can be sent as a reinforcement to other villages like every other unit However unlike every other unit it...

Bandgeeks Guide for Beginners: Troops

Posted on 2 February 2015 | 6:33 am

Skip to: Intro I Romans II Teutons III Gauls IV Nature Troops V Natar Troops VI Anvils and Hammers VII What troops should I have as a beginner? VIII How do I train troops? Welcome back! In...

07. How to build in your village overview?

Posted on 8 June 2014 | 11:01 am

Why don't we go and look at that message we received a while ago Click on the piece of paper to the right and click on the message "Welcome to Travian" Well isn't that nice Now that...

Hero's Mansion

Posted on 31 May 2014 | 1:30 pm

Prerequisites: Rally Point Level 1 Main Building Level 3 At levels 10 15 and 20 of the hero's mansion you can occupy an abandoned valley (oasis) using your hero allowing up to three oases...


Posted on 14 September 2013 | 8:36 am

Prerequisites: Main Building Level 5 Palace The residence is a small palace where the king or queen lives when he or she visits the village The residence protects the village against enemies who...


  • Hero

    Posted on 20 April 2016 | 8:45 pm

    Prerequisites: none

    The moment you create an account you will receive an hero. 

    Your hero can be sent as a reinforcement to other villages like every other unit. However, unlike every other unit, it is possible to control your hero from any one of your own villages at a time. To use your hero from another one of your own villages you must send him there as a reinforcement and tick the "Change hero home town" box whilst doing so. Once your hero arrives at the village you send him to you will be able to control him from that village.

    Depending on your selected Travian tribe, a hero will gain one special tribe ability. Those special abilities can not be upgraded by the player:

    • Roman tribe:
      The hero skill “strength” increases by 100 points instead of 80 points for each skill point added.
    • Gaul tribe:
      +5 Speed if mounted
    • Teuton tribe:
      20 % “Cranny dip” (also known as “Plunder bonus”) for all units attacking with the hero.

    When a hero is created he has 4 skill points that are set to his resource production. Ability levels can be increased up to level 100. Each time a hero gains a level he earns 4 additional ability points that can be used to increase his 4 ability levels.

    • Fighting strength:

      Points put into this ability increase the attack and defence value of the hero. Please note that your hero count as cavalry in case he is equipped with a horse and as infantry in case he is not equipped with a horse.

    • Off bonus:

      Points put into this ability increase the attack value of the whole army by 0.2% per point (maximum of 20%). This bonus only applies if the hero is attacking with the army.

    • Def bonus:

      Points put into this ability increase the defence value of your whole army (means all own troops defending - the village where they come from is unimportant) by 0.2% per point (maximum of 20%) This bonus only applies if the hero is defending with the army. Other defending troops which are not under your control, will remain unaffected by this bonus.

    • Resources:

      Points put into this ability increase the resource output of the village where the Hero is located. You can opt to increase production of one resource only or to evenly spread the bonus across all resources. It still remains one skill. You can freely change that setting.

    After upgrading a hero's mansion to level 10, you can use your hero to occupy oases in your surroundings. At building level 10 one oasis can be occupied, at level 15 two and with a hero's mansion level 20 three. The oases you want to occupy have to be within the 7x7 square around your village (please note that your village has to be in the middle of the 7x7 square). 

    The example below marks "your" village in black and the oases you are theoretically able to conquer in red. Hint: You can only have 3 oases per village.

    Conquerable oases

    Conquering player owned oases is possible, too. You need to have at least one open slot in your hero's mansion. Remember that you have to send your hero along or you cannot conquer the oasis. If the village you are attacking already owns three oases at the time of your attacks the first successful attack will lower the oasis' loyalty from 100% to 0% making it yours. If it already owns two, the attacks only lower the loyalty by 60% and if it already owns one the loyalty will decrease by only 40% in a successful attack.

    Troops with higher fighting strength values are, of course, better and stronger than troops with lower fighting strength values. The reviving costs of the stronger troops are higher than those of the inferior troops, though. Players can own one hero and every time he dies the player may revive him.

    Hero creator


    Level Kills   Level Kills   Level Kills   Level Kills   Level Kills
    0. 0   20. 10500   40. 41000
      60. 91500
      80. 162000
    1. 50   21. 11550   41. 43050   61. 94550
      81. 166050
    2. 150   22. 12650   42. 45150   62. 97650
      82. 170150
    3. 300   23. 13800   43. 47300   63. 100800
      83. 174300
    4. 500   24. 15000   44. 49500   64. 104000
      84. 178500
    5. 750   25. 16250   45. 51750   65. 107250
      85. 182750
    6. 1050   26. 17550   46. 54050   66. 110550
      86. 187050
    7. 1400   27. 18900   47. 56400   67. 113900
      87. 191400
    8. 1800   28. 20300   48. 58800   68. 117300
      88. 195800
    9. 2250   29. 21750   49. 61250   69. 120750
      89. 200250
    10. 2750   30. 23250   50. 63750   70. 124250
      90. 204750
    11. 3300   31. 24800   51. 66300   71. 127800
      91. 209300
    12. 3900   32. 26400   52. 68900   72. 131400
      92. 213900
    13. 4550   33. 28050   53. 71550   73. 135050
      93. 218550
    14. 5250   34. 29750   54. 74250   74. 138750
      94. 223250
    15. 6000   35. 31500   55. 77000   75. 142500
      95. 228000
    16. 6800   36. 33300   56. 79800   76. 146300
      96. 232800
    17. 7650   37. 35150   57. 82650   77. 150150
      97. 237650
    18. 8550   38. 37050   58. 85500   78. 154050
      98. 242550
    19. 9500   39. 39000   59. 88500   79. 158000
      99. 247500

    FAQ and further information

    How much can a hero carry?
    - A hero can carry nothing at all.

    Do heroes show up in battle reports?
    - Yes, they do.

    Can I see the skills of a hero in the battle report?
    - No, this is impossible.

    What is the maximum level of a skill?
    - The maximum level is 100 per skill.

    Is it possible to defend one village with multiple heroes?
    - Yes, but the defence bonus only applies to troops of the player who owns the hero giving the bonus.

    When does a hero lose hit points?
    - Almost every time you attack someone as the base defence (palace + wall) is enough to inflict at least some damage.

    Can a hero be used as sole defender or attacker in a combat?
    - Yes, but this is not advised as a hero will die if he receives more than 90 damage (or loses more than 90 hit points) in a single battle.

    How is the experience of a hero calculated?
    - Each opposing dead soldier (experience/exp = upkeep of the dead soldier) in a battle where a hero took part is added as experience. See the table above for a clear listing how much experience/kills you need to gain another level.

    Does a hero get experience when he dies in a battle?
    - Yes, he does.

    How is the experience divided when there are several defending heroes?
    - It is divided evenly between the heroes.
    Example: If there are 3 heroes, each one would get 1/3 of the experience.

    Does a hero get improved by upgrades done in the smithy?
    - No, they do not influence a hero at all, regardless of when the upgrade has been done.

    When can I start occupying oases? 
    - You need a hero's mansion level 10, 15 or 20 for each oasis you want to occupy.

    How many heroes can you have at a time?
    - Each player can only have one hero. If this hero dies, the player will have the option to revive it. 

    Can I move my hero to another village of mine and use him from there to attack?
     - Yes. To do this you need to check the checkbox "Change hero home village" before sending it to the new village.

    What happens to the skills and experience when I revive a hero?
    - Apart from the hero having 100% hit points again, he will be the same as before he was killed, he'll lose neither skills nor experience.

    Hero regeneration rate
    - It is 10 per day by default. It can be enhanced by items though.

    Do I still get the items if my hero dies on an adventure?
    - No.

    Where can I change my hero settings?
    - In the right upper corner you see the picture of your hero. If you click on it a page with the hero attributes opens.
    There you can change your hero settings like the resource production.

    What kind of unit is the hero treated as? Cavalry or infantry?
    - The hero count as cavalry in case he is equipped with a horse and as infantry in case he is not equipped with a horse.

    Do I lose my items if my hero dies?
    - No.

    Am I able to name my hero?
    - No.

    How can I revive my hero?
    - If your hero died, just open your hero settings. There you have the possibility to revive him - all you need is enough resources or a bucket to do so. It can be revived by items though.
    Please note that you can only revive your hero in a village with a rally point. In case you do not have a rally point in the village you try to revive your hero in, the hero will get revived in his former home village.

    Does a hero's fighting strength count for both offence and defence?
    - Yes.

    What does "Your hero will not defend the village he currently belongs to." in my hero's settings mean?
    - This means that he will not participate in the defence of the village that he is currently at. However, if you've sent your hero as a reinforcement to another player's village or your own village, he will defend it even though the function is enabled.

    What is the resurrection/revival time for my hero?
    - (level+1) hours, maximum 24 hours

    My hero always dies. What can I do?
    - You need to level him in fighting strength to avoid this.

    Can the items like ointment be stolen from my hero?
    - No.

    Is there any way to trade or send items between players or inside the alliance?
    - No.

    What do I need to control my hero from another village?
    - Just send your hero to one of your own villages (make sure you check the "Change hero home village" nox before sending it away). As soon as he arrives there you can control your hero from this village.

    How is the speed of my hero calculated?
    - The formula is: speed = speed unit * speed bonus hero (hero + items) * artefact bonus
    Tip: The standard works only between alliance members and the boots work for all targets. If he is travelling between alliance members he gets the bonus for boots AND standard otherwise he will only get the bonus for boots.


  • Bandgeeks Guide for Beginners: Troops

    Posted on 2 February 2015 | 6:33 am

    Skip to: 
    I. Romans
    II. Teutons
    III. Gauls
    IV. Nature Troops
    V. Natar Troops
    VI. Anvils and Hammers
    VII. What troops should I have as a beginner?
    VIII. How do I train troops?

    Welcome back! In this month's guide, we're going to give you a overview of the troops, their advantages and disadvantages, and even some helpful advice!

    So the first thing you need to know is that every tribe has its own kinds of troops BUT they fall into the following categories:

    • Defensive
    • Offensive
    • Infantry
    • Scouts
    • Cavalry
    • Destruction
    • Administrators
    • Settlers

    Each account also has a hero. Troops can be classified in certain groups from above. For instance, Teuton scouts are scouts but also infantry, whereas Roman and Gauls scouts are scouts and cavalry. Also, important to note is that each tribe has offensive troops, defensive troops, administrators, etc. They are just named differently.

    I. Romans

    Romans have fairly well balanced troops, equally capable of offense and defense. For Romans, the defensive infantry are the Praetorian. Both Cavalry units for the Romans are good at defending, but overall, the Equites Caesaris are the upgraded version of the Equites Imperatoris and can be used to pack quite an offensive punch.

    So, Roman offensive troops are the Imperian, Equites Imperatoris, Equites Caesaris, the Battering Ram, and Fire Catapults. For Romans, the Legionnaire is the most basic troop type, being well rounded in offense and defense.

    Roman scouts are the Equites Legati, the final kind of cavalry for Romans.

    Roman destructive troops are of course the Battering Ram and Catapults. The rams destroy walls and catapults destroy buildings. In order to complete certain aspects of the game, catapults and rams are of the utmost importance. And lastly but certainly not least, the Roman administrator is the Senator, who uses his influence to conquer another player's village from them. Most notably, the Senator is the most efficient of all the Travian administrator units. Do not be surprised if it takes one administrator less than is the standard for a Roman to conquer a village.

    II. Teutons

    Teuton troops are highly offense based; generally weaker than their counterparts from other tribes when it comes to their characteristics they make up for their lack of fire power by being cheaper and quicker to produce. While not entirely dangerous in small numbers, Teuton warlords are well aware of this fact, so they will always attack as a horde, with a massive army of efficient if cheaply produced units. Do not be surprised to see a vast number of Clubs heading your way – this is the ultimate edge of the hammer; the Teutons will break through your defenses using the power of sheer numbers. That being said, having only two kinds of cavalry, the Teuton armies are almost always infantry based. Even the Teuton basic infantry is well equipped to raid. Teuton defensive troops are the Spearmen, which are equipped to handle cavalry with ease, and the Paladin which quickly does away with infantry. Even though the Teutons are offensive by nature, when combined these two troops can make a very fearsome defense.

    The Axeman and the Teutonic Knight are the Teuton's best offensive weapons. Both are very skilled in attack and will quickly tear through any army.

    Teuton scouts are infantry and thus move slower than Roman scouts. Teuton destructive units are the Ram and the Catapult.

    The Teuton administrator is so named the Chief.

    III. Gauls

    Gaul troops are more defensive based and their offensive troops are far more expensive than any other tribe's. The basic Gaul troop, the Phalanx, is an excellent defender and is usually the base of Gaul armies. They are decent at offensive measures, however if meet by enough defense they will surely fall. Like the Teutons, the Gauls have a defensive cavalry and an offensive cavalry. Their defensive cavalry is the Druidrider. The Theutates Thunder is more skilled at raiding and attacking. However, their defensive capabilities are limited. And of course the Gaulic heavy cavalry, the Haeduan, is a well rounded unit useful for both offense and defense. However, be forewarned: its costs to train and maintain are higher than most other units. Great power means great costs. Do not underestimate an offensive Gaul; just because the tribe is peaceful at heart does not mean that its warlords won't crush your army with ease if they wanted to. In fact, a well played Gaul (much like a Roman) can be quite formidable in both offense and defense.

    IV. Nature Troops

    In Travian, to defend oases, we have Nature troops. They cannot attack, only defend. However, they can be captured. Nature troops are currently simply in order of defensive strength. For an overview of their defensive capabilities, check this out:

    If you'll notice, it is listed that they have an offensive value. This is because that if Travian Games decides to make it so that animals can attack, it is already in place. However, this is currently still on the drawing board so to speak.

    V. Natar Troops

    Aha the server troops. Looking for their attack values? Defense values? How about how many are in each village? Well I'm terribly sorry, but this is all hidden. The troop numbers tend to be random, depending on how often they have been attacked, etc.

    VI. Anvils and Hammers

    In Travian, you will often hear the terms "anvil" and "hammer". So let's explain what these are, and how to make one.

    VI.1 Anvils

    Now, I'm sure that many of you are thinking about this kind of anvil:

    Bandgeek's: Troops

    But in Travian speak, an anvil is a massive wall of defensive troops, basically. Usually, you want a good mix of infantry and cavalry for your anvil. Most anvils are upwards of 25,000 troops. It's not advised or practical for new-comers to attempt to make anvils. With anvil building, you also need to know how to tell a fake from a real attack. It can be tricky, and takes experience. You have to know when to defend, or to send the anvil away as to not alert the enemy how many troops you have. Anvils are always used for defensive purposes, especially when an alliance member is in trouble. Do not think that a defensive player with an anvil will not have any offensive troops; though their number will not be as great as that of the defensive troops, they may and probably will still be there.

    VI.2 Hammers

    Hammers are the other end of the spectrum from anvils. Hammers are basically a horde of offensive troops. Like anvils, hammers should have a good mix of offensive infantry and cavalry. Most good hammers have upwards of 35,000 troops. Although not typical, hammers can also include rams and catapults, in case you need to knock a few walls and buildings down. However, most experienced players have rams and catapults (catas) in separate waves. It is also possible to have all infantry and all cavalry hammers. This, however, is up to the player's personal wants/needs and resources and such.

    It is this player's experience that would like to point out that splitting up an anvil or hammer to defend or attack multiple targets means that your attack/defense strength is cut into fractions for each target, thus making each piece of the overall weaker.

    What is mutual for both hammers and anvils are the maintenance costs; this means that troops require food, and lots of it. Do not fool yourself into thinking you have a hammer if you've trained offensive troops separately in different villages: the hammer is trained in ONE village. An anvil can function slightly differently, because you can pool your defenses into one village when needed, which brings us back to the topic of feeding the troops. There are a few ways to maintain your hammer or anvil. Some players will prefer to get a big cropper (9c or 15c) and keep the troops there, making the cropper their capital and thus raising the crop fields above level 10. But almost always (especially once the size of the hammer/anvil breaches a certain level at later stages of the game), more crop will be needed and so supply lines will regularly travel from other villages to keep the troops fed. Another way of keeping this massive amount of troops alive is to just choose a village to train and keep them in, and build a host of granaries to store food which is sent from other villages; such players still employ croppers for food production and the granary spaces are increased by demolishing old and obsolete buildings. Finally, you can also fraction the hammer or anvil and cut food costs while employing either one of the above mentioned methods; what this means is that you can send a certain number of troops to nearby villages which have a surplus of crop and thus reduce the crop maintenance in your hammer/anvil village. This, however, can be potentially dangerous in that your enemies may attack these villages and destroy fractions of your troops, thus weakening your hammer or anvil without having to blast their way through a massive number of troops they would normally have to go through.

    VII. What troops should I have as a beginner?

    As a new player to Travian, it's usually advised to have more defensive troops. For Teutons, you need more Clubbies in the beginning. For Romans, Legionnaires and Praetorians are usually best. They provide a solid offensive and defensive force. And finally for Gauls, your best bet are Phalaxes. Also for Gauls, you should consider making a trapper. One of the Gaul tribe's best defensive weapons is the trapper, especially at start game. While it's not really a troop, we thought it should be mentioned. The trapper for Gauls provides a certain amount of traps per level. These traps are hidden, and cannot be seen by scout reports.

    When you send a raid against a Gaul village, be wary of the traps!

    One piece of advice for new players: The stronger troop types require more resources. So, the higher your productions, the less time you have to wait to train troops and upgrade buildings.

    VIII. How do I train troops?

    Infantry troops must be trained from the barracks, and cavalry from the stables. To get to your barracks, go to the village overview, and locate your barracks (after you have built a Barracks for yourself, of course!):

    Bandgeek's: Troops

    Mine happens to be here, where it's marked.

    Click it, bringing you to this screen:

    Bandgeek's: Troops

    You should see listed all of the infantry troops you can train here. You will see the troop name, how many you have present, the resources required to train a single troop of that unit, the amount of time needed to train one unit, the options to NPC if you have gold, and the amount of troops to be trained/how many you can train. If you look at my legionnaires, I have 700 present, and can train a max of 32 currently. If you click this number, it will set the number to be trained as the max.

    Now for cavalry units, go to the stable:

    Bandgeek's: Troops

    You should see the same options, just different troops.

    For later on down the road, the rams and catapults (destructive units) you need to build the siege workshop. Senators, chiefs, chieftains (administrators), are trained from the palace or residency. More information will be included on administrators in next month's addition!

    All troops (expect the basic units ie. clubbies, legionnaires, and phalanxes) must be researched in the Academy before they can be trained. THIS INCLUDES ADMINISTRATORS!!!


  • 07. How to build in your village overview?

    Posted on 8 June 2014 | 11:01 am

    Why don't we go and look at that message we received a while ago.

    Click on the piece of paper to the right and click on the message "Welcome to Travian".


    Well, isn't that nice. Now that you have started playing, your beginner's protection has started to decrease, so it is a good idea to start building soon.

    Editor's note: The length of beginner's protection increases as the server ages. Signing up on old servers gives a longer beginner's protection than signing up on newer servers, but is more dangerous.

    Yes, I said it, we are actually going to build now! Yay for you! Lets head over to the village overview by clicking the button with all the little numbers in the coloured 6 sided squares.


    Now that we are back to the village overview, take a look around the small picture there. Do you see the tan circles? Those are where your resources are coming from. Right now, you are not getting a lot from them, but as you level them higher, you will get more from them. Have more resources is what that message was talking about right? So lets level up one of our wheat fields. Do you see the the crop space that I circled red? Go ahead and click that.


    This is your crop field. As you can obviously see, it is level 0, and is only producing 3 crop per hour. If we upgrade the cropland, it will produce 7 per hour (this is only the case on 1x speed servers, on 3x speed servers the production of the cropland will be higher - but as a beginner it's better to start on a 1x speed server!). I call that an improvement, don't you? Click on the green "Upgrade to level 1". This takes you back to the village overview, and if you look at the bottom of the page, you can see this:

                     Cropland (level 1) 0:02:30 hrs Ready at 07:03 pm

    Well, you won't see exactly that, but you will see something close to it. As Travian is nice to beginners the first cropland is instantly finished as reward to the beginners tasks.

    TADA! You now are the proud owner of a level 1 cropland! You can see that your crop production has increased, so that you are now making more crop per hour.


  • Hero's Mansion

    Posted on 31 May 2014 | 1:30 pm

    Hero's Mansion

    Prerequisites: Rally Point Level 1, Main Building Level 3

    At levels 10, 15 and 20 of the hero's mansion, you can occupy an abandoned valley (oasis) using your hero, allowing up to three oases per village. Depending on the annexed oasis, you will get an increase of production for a certain resource (or even two with some oases).

    You can see the following details in the hero's mansion:

    • Overview in each mansion about own conquered oases of the selected village
    • Overview in each mansion about all conquerable oases of the selected village
    • Overview of the production bonus provided by each oasis is shown
    • The owner of all conquerable oases is shown in the mansion

    The level dependent attributes (such as construction costs and generated culture points) can be found {(building:gid=37,mb=1,speed=1,linkdescription=here)}.
    For the full table of construction times click {(buildingconstructiontimes:gid=37,speed=1,linkdescription=this link for server with 1x speed)} and {(buildingconstructiontimes:gid=37,speed=3,linkdescription=this link for server with 3x speed)}.


  • Residence

    Posted on 14 September 2013 | 8:36 am


    Prerequisites: Main Building Level 5, Palace

    The residence is a small palace where the king or queen lives when he or she visits the village. The residence protects the village against enemies who want to conquer it. 

    When a residence is already built in a village, the palace cannot be built there and vice versa. A residence can train three settlers/settlers/settlers or one chief/chieftain/senator at level 10 and 20 for settling or conquering new villages as described in the new villages page.

    The tables below shows you the training costs for the expansion troops:

    Training costs for Roman Troops
      Lumber Clay Iron Crop Consumption
    Senator Senator 30750 27200 45000 37500 5
    Settler Settler 4600 4200 5800 4400 1
    Training costs for Teutonic Troops
      Lumber Clay Iron Crop Consumption
    Chief Chief 35500 26600 25000 27200 4
    Settler Settler 5800 4400 4600 5200 1
    Training costs for Gallic Troops
      Lumber Clay Iron Crop Consumption
    Chieftain Chieftain 30750 45400 31000 37500 4
    Settler Settler 4400 5600 4200 3900 1

    The level dependent attributes (such as construction costs and generated culture points) can be found {(building:gid=25,mb=1,speed=1,linkdescription=here)}.
    For the full table of construction times click {(buildingconstructiontimes:gid=25,speed=1,linkdescription=this link for server with 1x speed)} and {(buildingconstructiontimes:gid=25,speed=3,linkdescription=this link for server with 3x speed)}.

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