A new forum is coming!!!

Posted on 22 June 2017 | 5:41 am

*Dear community* The time has come to move to a new forum platform. The necessity of it became quite clear a while ago. You might remember what...

Tournament Reporter

Posted on 12 June 2017 | 1:54 pm

*Dear community* Great news for the COM Qualification server! This year we will have a very insightful and talented forum member *who will act...


  • A new forum is coming!!!

    Posted on 22 June 2017 | 5:41 am

    Dear community

    The time has come to move to a new forum platform. The necessity of it became quite clear a while ago. You might remember what happened last September when we had to close our forums for over a week to solve a security issue. The main reason for the change is to have stronger data protection. Burning Board offers us more options for a secure environment, which is why we've decided to use it as company platform for all our games. Another reason is that we are restyling the entire game and this platform offers us more possibilities to make the forum get the look and feel we’d like to have for our game in addition to the new start page (yes, there will be a new start page, too). We would also like to have our communities of the different domains closer to each other. We know many of you play in different countries and we’d like to offer you the chance to have a single platform from which you can gather all the information.

    We now want to give you an update on what we did in the past 2 months to prepare for this forum merger. We evaluated different technical solution and solved some of the related issues. One of the main issues when merging more than 40 forums together is space. Most of the forums have been available for more than 10 years now and obviously there is a lot of content to move. Therefore we have decided to move only the content of the past year but don't worry, the rest won't be lost. All forum history will be stored into a read-only archive that you'll be able to access. The archive will most likely not be available immediately after the merger because we need to take care about lots of things at once, but we want to assure you that it will be accessible at some point.

    So here is some technical information...
    - We will move all forum threads (including all the posts in it) of the past 365 days that had at least one
    reply in the past 180 days.
    - We will move all the forum accounts that were accessed at least once in the past 365 days
    - All the account names will get the country tag as a suffix in order to avoid duplicates. You will then be able
    to change your nickname into a new one if you like.
    - We will merge all forum accounts from different communities that have the same email (all the
    threads/posts will be merged), so if you have accounts on more than one Travian: Legends forum, please
    make sure you use the same email with them, as you won’t be allowed to use more then one account on
    the new forum and it won’t be possible to merge them anymore after we started the process.
    - All images attached to the posts will be saved and moved to the new forum.
    - All personal avatars will be moved.
    - All warnings and a possible temporary punishment history will be gone; it’s a fresh start, so make sure you
    profit from this chance.
    - There will be international forum rules that may in some details differ from the rules you are used to.
    Please make sure to read them.

    One forum to rule them all! How does this work?
    It’s pretty easy: Once the forum was merged your account will be assigned to your community inside the new forum and you will see the posts of that community. You can go to your profile and change your settings to add more languages and see the posts of more communities. If you have more languages activated when you start a new thread, you will be able to choose in which community you want to write by selecting the language/domain in a drop-down menu.

    We fully realize that some of you won’t be happy with this change and that you like your current forum. We want to be honest with you, which is why we are not trying to sell you a nice epic story with a 'And they lived happily ever after'. We've analyzed the pros and cons of moving and merging the forums and we’d like to be transparent and share our findings with you.

    Pros of the forum merger:
    • The security level of the forum will be improved to deal with todays threats
    • Worldwide communication – the forum merger is a step to improve our communication flow to you and also the communication flow from you to the company
    • You'll have the chance to get in touch easier with more people and learn from other countries
    • You won’t need to have one account in each forum of every community you play in anymore; you'll have only one account and everything will be at hand.
    • You'll be able to gain activity points – these points show your levels of participation and contribution to the community. You can gain activity points by starting new threads (10 points), and answering existing threads (5 points) and also receiving likes for your posts (2 points)
    • Burning Board offers a better way to sort threads in a specific section. Using the filter will help you to find what you are searching for much quicker.
    • The new forum style will match the new start page and makes for a complete new look and experience.
    • More social interaction - you'll be able to share your favorite thread with your friends on social media with just one click.
    • You'll be able to keep track of activity on threads you are interested in way easier with the 'Watched Threads' page.

    Cons of the forum merger:
    • We'll need to clean up. As mentioned above, we will only move the activities of the past year to the new forum, everything else will be available by the end of the year in a read-only archive.
    • Your post count may be lower at the end of the merger, due to the fact that we are not merging the entire community's history – but on the other side you'll be able to gain activity points.
    • The tavern section won’t have a post count – we do value our community and we also like chit-chat, but we do not think this directly contributes to Travian life, therefore we decided to remove the post count and activity points in this section.
    • You'll have to learn how to use a new software and it might be difficult at the beginning and get used to the new interface – we will try to provide as much information as possible in our FAQs.
    • All custom BBcodes will no longer work, which might lead to some posts looking a bit odd
    • If you have a special user title, it might be lost after the merger, but you can always get in touch with your CM or try to gain a new one by contributing to the community.
    • There is a slight chance that your nickname is taken by another user – in this case you should get in touch with the CM of your community. who will evaluate the situation – we grant priority to the nickname to the user who contributed more in the life of the community.
    • The interface (buttons, profile interface, etc...) will be available only in the following languages at the start: AE, AU, CL, COM, DE, ES, FR, IT, NL, PL, RU, TR - if you are willing to help us translate the interface please contact the CM of your community.
    • All private messages and notes will be gone – so make sure to save those that matter to you.

    We are sure by now you must have thought about 50 time: "OK, but when?"

    The process of merging the forums will begin on July 16th. We will close all forums on this date and then have them reopened by July 31st in the new configuration..

    Wait, what???

    Yes, we know it’s a long time and we hope everything works as planned and we can bring them back online before that date. But as you might guess, there is lots and lots of data to move and we prefer to proceed with caution.
    Meanwhile, we will provide you with all the important information through the in-game info boxes and on our Travian Legends Facebook page.

    Legends on Facebook

    There will be more to come so please stay tuned. :)


  • Tournament Reporter

    Posted on 12 June 2017 | 1:54 pm

    Dear community

    Great news for the COM Qualification server!

    This year we will have a very insightful and talented forum member who will act as official
    for the Tournament servers.


    If you have followed along in the past then you do know that she involves herself in the servers so that she can report back for all of us, interesting analysis of how the server is unfolding and special guest interviews with leaders and players alike.

    So please follow along as our "official reporter" beats the streets to bring you the news from the bloody battlefields on The .COM Tournament Qualification server.

    The Corner

    During the qualification server TG will also publish exclusive content created by her on the
    blog/forum. So if you get approached by her, be nice as you might end up on Travian's official blog

    Travian Blog

    The Travian Legends Team


New entries coming soon

Known bugs

Bug or cheat?

Posted on 25 June 2017 | 12:54 am

Same area, same army, same pop. Is it bots? Dont GM do anything? Its for sure same player? Why should we all play legal with these so many places?...

Posted on 14 June 2017 | 1:14 pm

Attachment 3174 ( It is really hard to read and understand strings like...


  • Bug or cheat?

    Posted on 25 June 2017 | 12:54 am

    Same area, same army, same pop. Is it bots? Dont GM do anything? Its for sure same player?

    Why should we all play legal with these so many places?

    See all this players.




    Posted on 14 June 2017 | 1:14 pm

    Click image for larger version. 

Name:	answers.png 
Views:	38 
Size:	15.0 KB 
ID:	3174

    It is really hard to read and understand strings like 'Wasthetranslationrightandunderstandable'. Wouldnt it be better to add some spaces or perhaps underscores (in case it is needed to look as a block)?
    Attached Thumbnails
    Click image for larger version. 

Name:	answers.png 
Views:	N/A 
Size:	15.0 KB 
ID:	3174  


  • Com5 marches frozen

    Posted on 2 June 2017 | 6:49 am

    And seems like it is server wide. Would love a fix. MHs are never online at this time so hopefully someone will notice this soon.

    Edit: auction timers, buildings frozen too. GG

    Edit2: All good now.


Hero's Mansion

Posted on 25 June 2017 | 9:47 am

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 25 June 2017 | 9:45 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...


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 25 June 2017 | 9:47 am

    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)}, {(buildingconstructiontimes:gid=35,speed=2,linkdescription=this link for server with 2x speed)} and {(buildingconstructiontimes:gid=37,speed=3,linkdescription=this link for server with 3x speed)}.


  • Residence

    Posted on 25 June 2017 | 9:45 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)}, {(buildingconstructiontimes:gid=35,speed=2,linkdescription=this link for server with 2x speed)} and {(buildingconstructiontimes:gid=25,speed=3,linkdescription=this link for server with 3x speed)}.


  • 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.

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