Firstly, I would like to thank Stupidus for giving me inspiration to actually write this guide. I also copied his format because I thought it was nice and professional. Well, here I go…
This guide was made for the purpose of persuading people to become Romans; it also serves its purpose of aiding individuals in their attempts to become a TOP Roman player. Romans, if utilized correctly, are definitely the most “powerful” tribe of the three, and, in the late game, is an extremely powerful force to be reckoned with. That being said, if one wants to destroy a World Wonder in the endgame, Romans are the ideal tribe.
To become modestly successful in Travian, one must invest time and be able to access your account multiple times during the day. To become a top player, one needs to have multiple duals on during specified times of the dual, or you yourself need to be on almost 24/7. Activity is needed to always be able to send out troops, talk to allies, level up fields/buildings, and see if you're being attacked. If you can't do it alone, get a friend to dual with you or get some active sitters. Raiding efficiently is also very, very important early on. Also, to be a "top player", you may want to invest some money into Gold.
“Because of its high level of social and technological development the Romans are masters at building and its coordination. Also, their troops are part of the elite in Travian. They are very balanced and useful in attacking and defending.
To guarantee this variety the Roman troops are trained for a very long time and their training is expensive. Their infantry is a living legend, but their defense against enemy cavalry isn’t as good as that of the other tribes. The amount of resources a Roman merchant is able to carry is very low.
Because they are weak at the beginning of the game, they are a bad choice for beginners.”
I would firstly like emphasize the last sentence of the quoted overview above, the fact that Romans are a bad choice for beginners. To play a successful Roman account, one needs to devote both time and money, through gold, to maintain a Roman account. If one does not do so, he or she will be a very likely target by many Teutons or Gauls. Why?
1. Of the three tribes, Romans have the most expensive units.
2. Romans tend to not have any early-game defense, and therefore get farmed.
3. New players still pick Romans as the default tribe due to its prominence in the 1st and 2nd centuries.
If played well, Romans can be a force to be reckoned with and arguably will be the most “powerful” tribe of the three in the endgame. Romans are masters of efficiency. They have the highest ratio of wheat consumption to attack of any of the three tribes. Romans therefore have the most powerful possible hammers in the endgame. Equites Caesaris (ECs) coupled with the Horse Watering Place and Imperians (Imps) are a force to be reckoned with due to the Roman wheat consumption : attack ratio. In the Travian manual they state some of the features of playing Roman, which I will go over in detail:
• Simultaneous construction of resource fields and buildings
• Higher defense bonus from city wall
• Merchants can carry 500 resources (speed: 16 fields/hour)
• Extremely powerful infantry, mediocre cavalry,
• Training is long and expensive.”
Simultaneous construction of resource fields and buildings: This feature is probably the most useful of all the “special” features of Romans. This feature firstly saves time mainly due to the ability to build a field and a building at once. Even though it may not be of much use in the beginning, it’s a great asset to have in the mid to endgame. In addition to saving time, this feature is also a gold saver due to its ability to allow the instant-completion of three structures at once (with Travian-plus of course).
Higher defense bonus from city wall: The Roman Wall offers the most defense of the three walls. Even though it has great defense, it is relatively easy to knock down.
Merchants can carry 500 resources (speed: 16 fields/hour): A good Roman will learn to utilize the marketplace very early on in order to stop warehouse/granary overflow. Once you put your sales onto the market, they will be bought within minutes because of how quickly they can get to people around the map. They are the low ground for capacity (Gaul merchants carry 750, Teutons carry 1000), but are on the middle ground for speed. Even though they have a low capacity, the Trade Offices for Romans increase the carrying capacity by 20% per level, which contrasts to 10% for Gallic merchants and Teutonic merchants. Low on a resources? Trade off one of excess! It's that simple. And let's not forget feeding your expansion villages. Romans will easily be able to transport resources from one village to another, providing continuous growth to new expansions.
Extremely powerful infantry, mediocre cavalry (powerful cavalry w. HWP): Yes, this is true. Romans do have extremely powerful infantry, but mediocre cavalry. But, this is without the horse-watering place. With the horse-watering place, Romans have the highest wheat: attack ratio of the three tribes. Imperians effectively dish out 70 attack points per 1 wheat consumption and ECs dish out 60 attack points per wheat consumption.
Training is long and expensive: Even though Romans have the most powerful troops, training is indeed long and expensive for infantry and cavalry alike. The long cavalry training problem is alleviated by the Horse Watering Place which not only decreases the cavalry consumption of wheat, but the time to train cavalry as well (1% per level).