• New added articles

    Alliance bonuses

    Posted on 13 May 2017 | 4:41 pm

    Short description: Players from the alliance can donate resources in order to unlock various bonuses for all players in the alliance There are 4 types of bonuses and each of them has 5 unlockable...

    Vacation mode

    Posted on 6 January 2016 | 6:29 pm

    Players who need to take a break from the game for any reason and cannot find sitters can activate Vacation mode in the preferences The maximum amount of days is 21 the minimum is 3 This is also...

    Task 15: Complete 5 adventures

    Posted on 8 March 2015 | 7:37 am

    Task Name: Complete 5 adventures Description: More Adventures mean more loot and experience Keep your Hero active but consider giving him some rest if his health is low How to do this...

    Guide for starting as Roman in T4.4 (by Simas)

    Posted on 29 November 2014 | 5:38 pm

    The Very Start Step 1a: Follow the Tasks:  In Travian 4 the quests have been reorganized and give significantly more resources and rewards compared to T3 they are also compulsory Only follows the...

    Guide for Gauls (by Eleni)

    Posted on 29 November 2014 | 5:29 pm

    A Guide for Successful Gauls Travian is a thrilling game but in order to play successfully (survive be able to grow fast enter a first class alliance become a strong offensive or defensive player)...


    • Alliance bonuses

      Posted on 13 May 2017 | 4:41 pm

      Short description:

      Players from the alliance can donate resources in order to unlock various bonuses for all players in the alliance. There are 4 types of bonuses and each of them has 5 unlockable levels that gradually increase the effect of a bonus.

      Below you can see what bonuses are available and what their effects are:

      • Recruitment: Troop production in all troop-producing buildings is faster.
      • Philosophy: Culture points are produced faster. (Townhall celebrations are not affected).
      • Metallurgy: Troop values (off and def) are increased on top of their smithy upgrade levels.
      • Commerce: Merchants have a larger capacity.


      The effect of each of the bonuses depends on their level:

      Level Recruitement Philosophy Metallurgy Commerce
        Recruitment Philosophy Metallurgy Commerce
      Level 0 0 % 0 % 0 % 0 %
      Level 1 2 % 2 % 2 % 20 %
      Level 2 4 % 4 % 4 % 40 %
      Level 3 6 % 6 % 6 % 60 %
      Level 4 8 % 8 % 8 % 80 %
      Level 5 (max)  10 % 10 % 10 % 100 %

      Unlocking bonuses

      • Each level requires a different amount of resources to unlock – the higher the level, the higher the amount.
      • All 4 bonuses have the same requirements and upgrade times.
      • Once players have contributed the required amount of resources, the countdown for unlocking the level starts. The amount and time depends on the level.
      • Additionally, there is a limit on how many resources a player can contribute each day, depending on the level of the most developed bonus in the alliance.
      • It doesn’t matter which resources are donated. Only the overall amount is calculated, not the resource type.
      • Resources can't be contributed when the next level is in the process of unlocking.

      The time, limits and required donations to unlock each level are shown in the table below:

      Current bonus level Upgrade time Required donations Donation limit
      Level 0 to Level 1 24 hours ( / server speed) 2,400,000 res 300,000 res (* server speed)
      Level 1 to Level 2 48 hours ( / server speed) 19,200,000 res 400,000 res (* server speed)
      Level 2 to Level 3 72 hours ( / server speed) 38,400,000 res 550,000 res (* server speed)
      Level 3 to Level 4 96 hours ( / server speed) 76,800,000 res 750,000 res (* server speed)
      Level 4 to Level 5 120 hours ( / server speed) 153,600,000 res 1,000,000 res (* server speed)
      Level 5 onward --- (highest level) --- (highest level) --- (highest level)

      For 3 Gold, you can triple your donation. For example, donating 10,000 resources would count as 30,000 – but you still can't go over your donation limit in this way.

      Important notes

      • The recruitment bonus is multiplied with the corresponding hero items effects (Helmet of Mercenary etc).
      • The philosophy bonus counts CP, which is produced only by buildings and hero helmets. Artworks, townhall celebrations and quest rewards do not benefit from the alliance bonus. 
      • The bonus from metallurgy is multiplied by the smithy upgrades.
      • The commerce bonus is multiplied by the effect of the trade office. Example:
        • Gaul merchant base capacity = 750
        • Capacity with level 3 bonus: 750 * 1.6 = 1,200
        • Capacity with level 3 bonus and level 20 trade office: 750 * 1.6 * 3 = 3,600
      Current bonus level Available for newly joined players
      Level 0  immediately
      Level 1  immediately
      Level 2 after 24 hours ( / server speed)
      Level 3  after 48 hours ( / server speed)
      Level 4  after 72 hours ( / server speed)
      Level 5  after 96 hours ( / server speed)

      Once the bonus is unlocked, it is active for all players in the alliance, with some exceptions for new players:

      Players Army Crop supply Defense points before Defense points now
      Player A
      1,200 - -
      Player B
      (defender – village owner)
      1*1,000 = 1,000 1,200 300 (25 %)
      Player C
      (reinforcement 1)
      1*1,000 = 1,000 0 300 (25 %)
      Player D
      (reinforcement 2)
      2*1,000 = 2,000 0 600 (50 %)

      As you can see, the player who reinforced the village with 1,000 paladins will get more defense points. In general, this means that active defenders who often reinforce other players will gain more recognition for their efforts and will also have the chance to ascend to the top of the rankings.


    • Vacation mode

      Posted on 6 January 2016 | 6:29 pm

      Players who need to take a break from the game for any reason and cannot find sitters can activate Vacation mode in the preferences. The maximum amount of days is 21, the minimum is 3. This is also depending on speed. The formula is days / speed.

      The conditions that must be reached to activate this are:

      • No outgoing troops
      • No incoming troops to his villages / oasis
      • No reinforcing troops for other accounts
      • No reinforcing troops by other accounts in villages / oasis belonging to player’s account
      • No Wonder of the World village
      • No artifact village
      • No beginner’s protection
      • No troops in your traps
      • Your account is not in deletion

      Those rules means that it’s not possible to hide in vacation mode, for example, when you are attacked or when you are attacking someone. You also can’t protect Wonder of the World or an artifact for you alliance by using this mode.

      When you  meet those conditions and decide to turn vacation mode on you will first need to choose how many vacation days to select. You can use up to 21/speed days of vacation mode during a game round. For example on speed x2 you can use up to 11 days (21/2 = 10.5, rounded to 11). Be careful not to make a mistake here, because once the vacation mode starts, you cannot change its length, unless you use 10 Gold to go out of the mode immediately. If you decide to abort vacation with gold, you will get back all unused days (for example if you start vacation for 10 days and abort it right away, the first day would have already started, so you only get back 9 days). If you don’t abort vacation early, it will finish after the number of days you specified at the start.

      During vacation mode:

      • Your villages and oasis cannot be attacked
      • Other players can see that you have vacation mode enabled
      • Your villages may still be added to other player’s raid-lists, but they can’t be raided
      • Your troops may starve

      You cannot:

      • Send troops to other players
      • Receive troops from other players
      • Do adventures with your hero.
      • Start new building orders
      • Order new troop training
      • Start celebrations in the town hall
      • Start parties in the brewery
      • Use the market place (with the exception of NPC trade which still works)
      • Start new research in the academy
      • Start upgrades in the smithy
      • Use auctions
      • Join or create a new alliance
      • Start account deletion
      • Set up new trade routes

      You can:

      • Abort the vacation mode at any time with gold
      • Exchange silver to gold

      Extra info:

      • Daily Rewards points will still reset at the usual time
      • Actions you ordered before vacation mode was started will mostly continue as usual (including troop training, builds, Master Builder, ...). Trade routes however will be stopped
      • The info box shows a notification about the vacation mode which also contains a link to the vacation abort page
      • The inactivity account deletion is stopped while the account is in vacation mode
      • The price of the "Abort Vacation" action is set to 10 gold
      • Master builder will start any queued building orders when the requirements are met
      • The payment shop will be shown when trying to abort Vacation Mode with insufficient amount of gold

      You will find the vacation mode screen in your Preferences.  You will not be able to enter vacation mode until all the conditions are met.  Unmet conditions are in red.  When all conditions are met you can use the -/+ to select the number of days you wish to take vacation.

      vacation mode


    • Task 15: Complete 5 adventures

      Posted on 8 March 2015 | 7:37 am

      Task Name: Complete 5 adventures

      Description: More Adventures mean more loot and experience. Keep your Hero active, but consider giving him some rest if his health is low.

      How to do this task: Click on the Hero's picture in the upper left corner and select the Adventures tab. You can also click the green circle under the picture to go directly to the adventure. Continue sending your hero on adventures until you reach 5. If you don't remember how many you've done you can look in your reports if you haven't deleted them.

      Reward: 15 ointments


    • Guide for starting as Roman in T4.4 (by Simas)

      Posted on 29 November 2014 | 5:38 pm

      The Very Start

      Step 1a: Follow the Tasks: 

      In Travian 4 the quests have been reorganized and give significantly more resources and rewards compared to T3, they are also compulsory. Only follows the stepped tasks, once you complete them do not try and carry on with tasks.

      Step 1b: Adventures:

      Since you aren't at the stage where you need to use your hero for clearing yet, send him out, then you are free to send him out on adventures, make sure you are getting to all of the adventures as soon as they appear. They are free and the rewards are great.

      Step 1c: Hero Traits:

      There's two things in this, one is what you set your resource bonus to and the other is what you add additional points to. If you plan on following this guide set your resource bonus to Crop Only, you will go into negatives if you don't do this. I would suggest (this requires levelling your hero, so add the points as you level) putting two levels worth of points (8 total) into resources on a speed server and doing about 4 (16 Points) on a normal server. After that pump all points into Hero Strength, adventures get harder the older your account is.

      A Little Bit Further

      Step 2a: Trading For Profit:

      Once you've completed the tasks start upgrading the marketplace, personally I go for level 3 but by the end of this stage you might want to be level 5 or 6. Offer wood or clay for sale in exchange at a roughly 1.5:1 or 2:1 ratio (in your favor) in exchange for iron or crop. To make this easier to get to you can change your hero to producing just wood or clay, but remember to change back when you start going negative. You can use Gold to NPC the extra crop and iron you are getting in.

      Step 2b: Warehouse & Granary:

      Upgrade this as you are increasing your marketplace, most likely you will be getting in quite a lot of crop in while getting less iron so I'd suggest building in a way more biased toward the granary. You shouldn't need to build it very high as you will be NPCing when needed.

      Step 2c: Cranny Up:

      This is an aggressive guide but I have to suggest crannying up, my guide hinges on being able to raid while offering absolutely nothing for raiders except casualties and a waste of their time. Since you will be NPCing the maximum number of crannies you should need is 1 and I'd stop at about level 4, but later on if you do come under attack then feel free to increase it.

      Step 2d: The Wall Shall Rise:

      The wall is an important tool in Travian 4 at the early game, it allows players (Romans especially) to cause casualties on attackers without leaving a single one of your own troops in harms way. As soon as possible build your wall to level 4 (before end of BP) as this will ensure that 1 clubswinger/maceman is killed when a Teuton attacks you, this may not seem like much but if every time the Teuton attacks they lose one of their troops and gain no resources then you most likely will not be attacked in the first week again.

      Am I Ready?

      Step 3a: Building Troops:

      Starting building legionnaires at roughly this point, make sure your production is as constant as it can be, but be willing to sacrifice the production of a couple of troops if you need to make marketplace trades. You should have anywhere between about 6 and 25 troops by the time beginners protection is lifted.

      Step 3b: Continue Trading:

      Even if trading is not great it will still be your main source of income at the moment so keep at it, if you haven't already upgrade your marketplace to level 5 and make sure you constantly have trades available. At this stage I was lucky enough to have very good trading conditions and had upgraded to level 9 with all traders out constantly. If you're this lucky then do it, if not stick to level 5 and possibly reduce your ratio to try and lure traders but don't go lower than 1.4:1 (in your favor).

      Step 3c: Prey & Predators:

      You'll be very close to the end of Beginners protection at this point so start looking out in your 13x13 for your victims in the first round of waves, because walls have become a thread I suggest looking for players under 9 population as they are unable to have a barracks and troops and unlikely to have a wall or have caught any animals in traps. These will be your first victims. At the same time make sure to find and avoid raiding any active looking Teutons in your area, remember them for later as they are likely to be going for the same farms you are.

      The Hunt

      Step 4a: Hit Those Inactives:

      To start with at least the inactive are going to be the ones with the most resources, these are the people who registered and didn't do anything or registered and only built a couple of things. If you hit these people before others in your area do (a mix of luck & timing) you'll be able to get most of the resources of them. However raid normally with groups of 3 legionnaires and don't send all your troops to the same place.

      Step 4b: Report Raiding:

      Forget Gold Club for raiding, just use your reports, it's easier to manage and now you'll be able to see whether your trips are coming back full without even opening the report. If you see the report is full click on it an see what happens, then use the new options available and repeat the raid.

      Step 4c: Barracks Up:

      If you're queues are constant than take this opportunity to putting your barracks up a level or two, I wouldn't go much higher than level 3 but if you can sustain constant queues past that then feel free but it might slow down your progression in the next step.

      Step 4d: Find Your Rivals:

      At this point you really should start to work out who the main raiders in your area are, you can do this by looking at how fast people are growing, which of your farms have the least resources and also by employing the new Vicinity Report feature. None of them will give you a definitive answer to who's doing the raiding but with all of them together it should be quite easy to work it out.

      Growing Up

      Step 5a: Expand Your Farming:

      This is a natural evolution so there's a good chance you've begun it already expanding but you've got to be quite aggressive with it, as a Roman you'll always be competing for farms and you cannot allow yourself to be the last to get them or you'll never get ahead. By risks I mean hitting Gauls that might not be as small as you'd like, as much as a risk as it is most Gauls will not have built traps, you may also chose to hit some smallish Teutons but be careful when hitting both if these, try looking for signs of activity on the account, you can never be certain but try and avoid hitting highly active targets. If you want to try a less risky way of increasing raiding you can increase the amount of land you farm but this means it will take significantly longer to bring in resources and you will be encroaching on the territory of a larger number of active raiders.

      Step 5b: Storage + Barracks:

      This is a simple one, in the next step we're going to be doing some quite resource expensive things so you should start building up your storage, if you're raiding well then you'll need to do this anyway. As for barracks upgrade it a little more to allow for more troop production.

      Step 5c: Main Building:

      Not essential but I like to upgrade my main building a few levels at this point so I can save on building times before we get to academy and residence levelling.


      Step 6a: Academy Level 5:

      Build your academy up to level 5, however don't research anything yet.

      Step 6b: Stable Level 5:

      Both these level upgrades will be expensive but for the Equites Imperatoris (EI) we're about to research they are necessary.

      Step 6c: Research those Horsies:

      As I'm sure you'll be aware at the moment your competing for farms against quite a few Teuton (maybe even some Gaul) raiders and you'll be losing. Don't waste your time researching Imperians, you'll gain nothing from them except a waste of time and resources.

      Step 6d: Raid Further Out:

      As your EIs are trained continue sending them out in groups of three to raids further away so you can cover larger areas quicker, try and pump as much resources into EIs as possible.

      Goodbye Mr Teuton

      Step 7a: Research & Train 3 Scouts

      This should be all you need, it'll allow you scouts to help find new farms, see enemy numbers and protect your own villages from other players who might be getting scouts in the near future.

      Step 7b: Hitting those Teutons:

      Your biggest rivals are local Teutons, for the most part by the time you reach this stage you should be able to work out which Teutons in your area are the ones doing the raiding, there's a relatively good chance that they've tried raiding you at some point so far. The best way to try and catch their troops is using a follow back but that only works if they're attacking you or someone who you have access to. So that's why you'll most likely have to do one of two things, try and work out when the Teuton is offline most often and attempt to land an attack during that time and hope or use the scouts you have just researched. Some Teutons will have trained scouts already but I've found that at this stage most haven't so it's possible to use scouts to a real advantage. Make sure when trying to hit their clubs that you send your EIs and no Legionnaires, your EIs have the ability to crush the clubswingers. Be persistent, if you don't hit them the first time trying varying the time of your attacks and make sure they are always on their toes, even if you aren't able to get their troops some will find it hard to keep all their clubs out of the village and also raid efficiently and protect all their resources while under random attacks.

      Step 7c: Boosting Your EI Numbers:

      I like to have quite a few EIs before moving on to a second village, especially if that village is further away than I would like as it does allow you to soften the area around the village up as well as to bring in larger raiding incomes to support your next village.

      Step 7d: Town Hall & Parties:

      Once you've started hitting Teutons and bringing in resources you'll need to start your first party, you won't be the first person to a second village by a long shot but you should be one of the first 50 and should have a good choice of croppers available to you.

      Moving Out

      Step 8a: Residence to Level 10 & 3 Settlers:

      In this portion of the step you simply need to build your residence to level 10 and build the 3 Settlers. In Travian 4 the costs of settlers, especially for Romans has been greatly reduced so it won't be as much as a burden on you as previously. With decent raiding it should be possible to have them all queued and ready within a matter of hours.

      Step 8b: Choosing Your Location:

       In Travian 4 there are a large number of 150% croppers in the middle of the map in an area called the Grey Zone, if you settle in the Grey Zone none of the villages you settle there will produce Culture Points. Also if you settle within the Grey Zone you will come under attack by a large number of natars with multiple catapult waves. However you can still find 150% croppers and other great croppers outside the zone but they are quite a bit rarer than previously. For me as a raiding Roman I find the perfect second village would be a cropper in my 13x13, although occasionally if you are truly dominating you're local area then I might suggest settling normal 4/4/4/6 next to the cropper to stake your claim and to make sure that you have decent production before settling the cropper as a third village.


    • Guide for Gauls (by Eleni)

      Posted on 29 November 2014 | 5:29 pm

      A Guide for Successful Gauls

      Travian is a thrilling game, but in order to play successfully (survive, be able to grow fast, enter a first class alliance, become a strong offensive or defensive player) and enjoy your game the most, you need lots of interesting rounds to acquire sufficient experience. This guide is meant to save you some time and help you improve your stats and game style, playing successfully the Gauls.

      Having small or medium experience in this game or not too much time and money to spent means that you have to play defense by default. And who is the best at defense? Gauls. Although, this is not to be taken negatively, since Gauls can offer you much more if played right. You can certainly win playing the Gauls defensively, offensively or mix. In fact, playing mix I consider as the best way to play the Gauls. Keep reading to find out how.

      Surviving in this game means, first and foremost to be able to defend all your villages from conquering and getting farmed. Even if you have thousands of offensive troops, you can easily loose a village or suffer from other raiders who steal like you, simply because if you try to defend with offensive troops you will lose them all sadly easily. If attack is your answer, you will need lots of patience in taking back what is lost and maybe loose it again. Thus, even offensives need defense.

      Joining an alliance, you will think, can operate protectively, but only under some crucial conditions. The allies can be supporting in many ways, but usually this is something you can take advantage of, only if you already can deal with your own problems by yourself! Otherwise, if the alliance is willing to help you each time you need defense, which is rare, it will cost to the alliance in terms of progress and at last… surviving. Big alliances, which can be dissuasive in terms of attacking its members, will not really deal with each player’s own problems, every time. Even worse, if a player himself/herself cannot deal properly with the threats he/she is facing and become a farm, he/she will sooner or later be kicked off the alliance.

      Thus, at first (so as in the end) you have to be able to defend yourself properly!

      Being a Gaul, you certainly have a defending advantage (traps and bigger crannies) and lots of cheap but good defenses (phalanx and druidriders) which is crucial for your course in the game, all game long.

      A trap and a cranny solely, can save you from getting farmed and slowed down in the very beginning, with a minimum cost. Only being a Gaul, anyway, works as deterrence, since all players avoid attacking Gauls most of all, because they have traps, bigger crannies and are known as a defensive tribe. Although, you need to have a trap and a cranny to prove that to those who will attack you anyway, otherwise sooner or later you will become a farm. In the meantime, having a very good defense with the minimum cost (traps and crannies) enables you to build a stable and start training some pathfinders and theutates thunders (TT) to earn your troops living and grow from early game stage.

      TTs are excellent raiders. They are fast, strong, affordable even in the beginning and can carry a lot of resources. Having TTs from the very beginning will give you a great advantage in offense. Being more protected from any other offensive, you can play offense with an advantage against Romans and Teutons, having also defense. This way, you will win any one to one.

      In terms of crop, you can afford having 200 TTs in your first (fully developed) village, 1500 or more phalanx and 150 pathfinders. 10 TTs are great to begin with!

      Pathfinders are needed to avoid getting scout. If a player tries to scout you and have his scouts killed (he sent less than yours), he will most definitely be discouraged to attack. This applies throughout the game. So, begin with 5 pathfinders and have up to 150 (or more in case needed) in each village fully developed.

      Your second village must be a cropper, a 15c most preferably and near at least two crop oases (+50% in crop production). You have to be fast and choose wisely. If you have made it well in the beginning and the others around you are relatively weaker in terms of population, growth rate and troops, if you happen to know, choose the best and closest cropper. If you were not that fast, go away and find a cropper near lots of crop oasis to move your empire and grow safely, away from big and potentially competitive neighbors.

      Then, you will have to choose how you will play, offensively or defensively and start building the right troops.

      A successful defender must have a trap or two, fully extended, a cranny, 150 pathfinders and around 2000 phalanx depending on crop and a big horse army of druidriders and haeduans in the cropper. An anvil (defensive) usually has around 20000 troops (measured in crop consumption) in total. A successful hammer (offensive) must have more. Playing mix, aka being offensive or defensive mainly and having some troops of the other is very useful and flexible in playing more autonomously. For example, being a defender mainly, but having some offensive troops gives you the advantage to raid and to conquer a village yourself and grow faster. And, as already said above, being an offensive mainly, but having some defenses makes you win one to one fights and have an advantage against other offensives that might attack you.

      To sum it up, a successful strategy for Gauls dictates a combination of parameters like growing fast and taking the advantage of the advantages the tribe offers you (traps, cranny, mix troops) and can certainly brink you to see the end game!

  • FAQ

    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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