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Thread: Roman Guide T3.6

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    Default Roman Guide T3.6

    Introduction



    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.

    Roman Overview

    “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:

    “Special Features
    • 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).
    Last edited by Hohenheim of Light; 01-02-2010 at 04:51 PM.
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    Troop Overview

    Legionnaire


    “The Legionnaire is a simple and universally useful infantry unit of the Roman empire. Trained in many areas, he is useful in attacking as well as being an excellent defender.”

    Well, a balanced attacker and balanced defender. The main problem Roman Legos (Legionanaires) face is the fact that they’re so darn expensive. Since they’re expensive, try not to lose any from early-game raiding. Even though the carrying capacity is modest (60 resources), the speed of Legionanaires is not impressive (6 fields per hour).


    Praetorians

    “Praetorians were originally trained as the bodyguards for the Roman senate. They are renowned for their extensive training in defensive tactics.

    They are lacking in ability against mounted units, an area where the universally trained legionnaire is superior.”


    These guys are great at defending against infantry and are the most efficient defenders against infantry in the game (65 infantry defense: 1 wheat consumption). Even though they’re relatively expensive, as all Roman troops are, Praetorians are worth the price. These troops are not for raiding, but for defending.


    Imperians

    “The Imperian is the ultimate attack unit of the Roman legion. Fast and powerful, he is the worst fear of any defender

    This power has its price, however, as training is both extensive and expensive.”


    Imperians are stronger than both Axemen and Swordsmen which make them the most powerful infantry of the three tribes. These imperians will easily use up the iron stores Romans seem to get are your main escort in clearing waves/catapult waves. I would suggest not getting Imperians until later on however in your first village, as EIs are much better raiders than Imperians could ever be.

    Equites Legati

    “Equites Legati are the scouts of the Roman armies. They are exceptionally fast, and able to covertly determine enemy units as well as resources or defenses.

    If zero attacking scouts are killed in the enemy village, their visit will be unnoticed.”


    The Equites Legati is pretty self-explanatory; they are the scouts for Romans. You should always have scouts in all of your villages to prevent other people from scouting you. Also Equites Legatis are fast for quick reconnaissance on your foes. However, at a cost of 2 crop per hour, you should always see how many you actually need because instead of an Equites Legati you could be housing other troops.

    Equites Imperatoris

    “This is the standard cavalry unit of the Romans. Not particularly fast, but well-armed and well-armored, he is the terror of all unprepared enemies. It should be noted, however, that housing both a horse and rider is not at all cheap!”

    The EI is an amazing unit, for Romans at least, due to its balance between speed, attack, and carrying capacity. Even though they are well-rounded, they are REALLY expensive; make sure you scout before you raid so you don’t lose any. They do very nice damage too and carry a lot of resources, allowing them to be the most notorious of raiders. As a Roman, try to get EIs ASAP so that you may kill off Teutons nearby. In essence, this unit should be your primary cavalry raider. Problem: It can be a pain in the butt getting to EIs due to the cost of researching and teching here.

    Equites Caesaris

    “This is the heavy cavalry. He is heavily armored and well armed, but he is slower than Imperatoris and can carry fewer resources. His upkeep is also more expensive - power has a hefty price tag.”

    The EC is also an amazing unit, but is not used for raiding, but instead utilized for attacking. This, along with your Imperians, should be the one-two punch of your hammer. The EC is a really efficient attack that boasts 60 attack per wheat consumption (with the HWP). Even though his unit may be ridiculously expensive, the cost is worth it in the mid to endgame.
    Last edited by Hohenheim of Light; 01-02-2010 at 05:18 AM.
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    Ram

    “The Ram is a siege weapon used to support the infantry and cavalry. Its role is to destroy the enemy's wall and make the battle easier for the attackers.

    It does not have any defense of its own, it requires an escort to be effective”


    The ram is a bit self-explanatory. One takes down walls with it to remove the defense bonus associated with it. It is best used in your clearing wave because its effects on the wall are calculated before the battle (wall level goes down before damage/defense is calculated) starts. Always use rams, why wouldn't you? They save troops! It hurts me when I see no rams in a losing battle.

    Fire Catapult

    “The Fire Catapult is an excellent siege weapon to use to destroy buildings and resource fields. It is almost defenseless by itself, however, so an escort should always be sent with.

    The higher the Rally Point's level - and as a result, the better trained the Fire Catapult's crew - the more options are available for targeting. At a Rally Point of level 10 every building except the Cranny, Stone Mason, and Trapper can be targeted.”


    The standard version of Catapults for Romans. It should be noted that the Roman Fire Catapult is the most powerful of the three catapults in attack power.

    Senator


    “The Senator is the chosen leader of the people. He is a skilled orator and knows how to convince people to follow him. He is so skilled at his job, he can even persuade the inhabitants of enemy villages to join your nation.

    Every time he speaks to the inhabitants of a village, their loyalty is lowered until they eventually join your nation.”


    Even though the Roman Senator is an expensive unit, it is an essential unit due to its ability to conquer villages. The Roman Senator can decrease the loyalty of a village by 20-30% unlike its Gallic and Teutonic counterparts (20-25%). This is vital when time is of the essence; most players losing a village are always trying to rebuild their residence to prevent conquering, or deleting. If they are deleting, this small percentage is important!

    Settler

    “Settlers are courageous and daring citizens of your village, trained to found a new village in your honor."

    Because the founding of a village is particularly difficult, three Settlers are necessary. Additionally, they need 750 units of each resource.”


    It’s kind of self-explanatory. You build three settlers to find a new village.
    Last edited by Hohenheim of Light; 01-02-2010 at 08:49 AM.
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    Primary army for a Roman player:


    Early on: Legionanaires to raid->EIs and scouts.
    Later on: Mass EIs to raid and scouts.

    First Day (Depends on when you spawn, usually the 3rd day or later)
    So, you just started! First thing’s first, make sure you also TURN OFF the quests and collect the winnings as time passes. As you will see, you start off with a lot of resources, but with very little production per hour and with an almost empty village. Do you feel the temptation already to do something about it? I’m sure you do. Let’s give into that temptation : ). Get your main building up to level 3 and get a rally point up. Afterwards, make a barracks and start pumping legionnaires. Once you have 2 legionnaires, very expensive, start farming 24/7 with them, but be careful, you don’t want to loose even a single one of them. Attack people with 8 population or less and with 2 or more legionnaires per raid to avoid losing any. Keep building more legionnaires 24/7 and keep them out raiding all the time, never have them at home when you’re not online. Keep pumping legionnaires and raid. With the changes in T3.6, primarily the rally point restrictions, Romans should have an easier time raiding because it limits Teutons. Teutons, with the changes in T3.6, no longer can randomly send 70 raids out to collect resources, but now need to raid efficiently and wisely in terms of utilizing their troop spots available (5 per rally point level).

    100 legionnaires
    Wow, 100 legionnaires are expensive! A good 24/7, 4 dual Roman account should have 100 legionnaires by the 4th or 5th day of spawning. The reason why we’re going for EIs is because of the raiding speed and capacity of EIs. In addition to speed and capacity, EIs also are 1) Cavalry and 2) have high attack points. This translates into, “we can kill macemen!” But don’t kill any macemen yet, just keep raiding and get 25-30 EIs first.


    25-30 Equites Imperatoris

    A good Roman should have EIs on the 5th or 6th day of spawning. As soon as you pump out 25-30 Equites Imperatoris, build a hero’s mansion and get a EI hero for macemen killing. Also, research scouts if you’re paranoid about losing troops. Even though the changes in T3.6 limit Teutons, they are still a force to be reckoned with. In order to stop them from stealing YOUR resources, yes YOUR resources, kill off some nearby Teutonic macemen. If you’re paranoid about losing troops, scout them before you attack. ALWAYS send your hero for hero experience. After you get a couple of scouts and your EI hero, I usually go for a EC hero but meh, keep pumping EIs until you have 100.

    100 Equites Imperatoris
    I am usually at around 100 EIs at the time I found my second city… A good Roman should have 100 EIs by the 8th, 9th, or 10th day. After you obtain 100 EIs, you need to found a second village. In order to do so, you need enough culture points (2,000). If you don’t have enough, build all the perquisites for a Town Hall and build a Town Hall and party until you have enough culture points.
    The same ideas of where to put your second village goes for any tribe really. Always take a 15c as a second village with at least 100% wheat oasis for a decent hammer. If you use gold, just keep upgrading the wheat fields and NPC the wheat to other resources to upgrade your wheat fields. To find a decent 15c, use the Gold Club feature in Travian. A good Roman should have his or her 2nd village by the 13th, 14th, or 15th day of spawning.
    Last edited by Hohenheim of Light; 01-02-2010 at 08:43 AM.
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    Preparing Your 15c Capital
    A 15c Capital should be your 2nd village and a needs at least a total of 100% wheat bonus oasis to house a decent Roman hammer. The job of the 15c Capital is to send wheat over to your hammer when your troops are out and is used to store your troops while they’re back at your base. In the end, you should have around level 18 or 19 wheat fields to sustain your massive army. Your final 15c Capital should consist of…

    Marketplace
    Trade Office
    Hero’s Mansion
    Flour Mill
    Bakery
    Granary x4
    Warehouse x11


    Building A Hammer
    In attack, Roman hammer usually consists of heavy infantry (Imperians) and heavy cavalry (Equites Caesaris, along with the Horse Watering Place) together to maximize attacking power. The hammer should be a village next to your 15c Capital as a 4446 field. This should be the final placement for the hammer, but we knocked some buildings down to make room for others. A blacksmith is needed to make sure the Imperians and ECs are researched to level 20 for the maximum punch. (Note: In order for a hammer to survive, you need to keep shipping wheat from your 15c Capital, which is next door 1 field away, to your hammer. Hammers usually run several hundred thousand into negative wheat, so they tend to die out quickly if you don’t send any wheat over.) A final hammer should consist of…

    Barracks
    Stable
    Great Barracks
    Great Stable
    Workshop
    Tournament Square
    Horse Watering Place
    Heroes Mansion
    Warehouse x 2-3
    Granary x 7-10


    Version T3.5

    The biggest possible change for Romans in T3.5 is this structure.



    The Horse-watering place for Romans.


    "Your Cavalry benefit from much improved health with the Horse Drinking Pool and with that comes an increase in the speed of their training by 1% per level.

    The horse drinking pool reduces the Crop Usage by one for: Equites Legati at level 10, Equites Imperatoris at level 15 and Equites Caesaris at level 20.

    The Horse Drinking Pool can only be built by Romans."


    Now, why is this so important? EIs usually cost 3 crop to maintain, and ECs 4 crop to maintain. What the Horse Watering Place allows a Roman to do is to increase his maximum army size by decreasing the consumption, and training time, of all Roman cavalry. This soon allows Romans to have much larger armies. This doesn't do much in the early game, mainly due to its perquisites, but in the endgame, every piece of crop consumption counts. The Horse Watering Place, which decreases the crop consumption and the training time of cavalry, benefits Romans greatly.

    Version T3.6


    Probably the biggest improvement, for Romans at least, in version T3.6 are the rally point restrictions.

    "Rally point: only 5 troop movements (attacks, raids and reinforcement orders) per building level."

    What does this mean for Romans? Well, as Romans, we need to raid as well. Many times, Teutons tend to dry up our farms. With the rally point restriction, Teutons can no longer send 3 macemen to 80 different farms and expect full loads. They have to raid efficiently and intelligently now. This soon frees up farms for Romans to plunder and hopefully obtain EIs much quicker.

    The newest US server to try this upgrade, T3.6, is us3. In week 5, of the top 5 raiders, 3 are Roman, Ruffles, Ultimo, and Rational.

    The End! If you have any comments or suggestions, just message below and I'll correct the guide.
    Last edited by Hohenheim of Light; 01-02-2010 at 07:58 AM.
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    wow that's great!

    edit: this should go with all the other guides. -->-i think it's great! <--
    Last edited by x-factor; 01-02-2010 at 05:09 AM.

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    Quote Originally Posted by Hohenheim of Light View Post
    100 Equites Imperatoris
    I am usually at around 100 EIs at the time I found my second city… A good Roman should have 100 EIs by the 6th or 7th day. After you obtain 100 EIs, you need to find a second village. In order to do so, you need enough culture points (2,000). If you don’t have enough, build all the perquisites for a Town Hall and build a Town Hall and party until you have enough culture points.
    Should be found? Anyway, good job.
    US3R3-Judas(Nemesis)(well, some of the server)

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    Quote Originally Posted by WILD MONKEYS View Post
    Should be found? Anyway, good job.
    Not sure, but I'll check it out
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    Quote Originally Posted by Hohenheim of Light View Post
    100 Equites Imperatoris
    I am usually at around 100 EIs at the time I found my second city… A good Roman should have 100 EIs by the 6th or 7th day. After you obtain 100 EIs, you need to find a second village. In order to do so, you need enough culture points (2,000). If you don’t have enough, build all the perquisites for a Town Hall and build a Town Hall and party until you have enough culture points.
    The same ideas of where to put your second village goes for any tribe really. Always take a 15c as a second village with at least 100% wheat oasis for a decent hammer. If you use gold, just keep upgrading the wheat fields and NPC the wheat to other resources to upgrade your wheat fields. To find a decent 15c, use the Gold Club feature in Travian. A good Roman should have his or her 2nd village by the 8th, 9th, or 10th day of spawning.
    if you say find, that means you are looking for a village (i know that you already know) but after that sentence it continues like you were meant to say found.

    what makes more sence?

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    Quote Originally Posted by x-factor View Post
    if you say find, that means you are looking for a village (i know that you already know) but after that sentence it continues like you were meant to say found.

    what makes more sence?
    changed.
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    Default Second Village

    A quick step by step to a Second Village...what is that route ?

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    Quote Originally Posted by Augustus.Augusto View Post
    A quick step by step to a Second Village...what is that route ?
    Read the bolded parts of the steps.
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    hey have you told any mods that this guide needs to be moved from here?

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    Yea, i need to do so.
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    Quote Originally Posted by Hohenheim of Light View Post
    The standard version of Catapults for Romans. It should be noted that the Roman Fire Catapult is the most powerful of the three catapults in demolishing buildings.
    Not true other than in the most limited sense. Catapults of any tribe each do equal damage to structures. Roman fire catapults do have slightly higher attack power. This will never translate into doing more damage to structures except in the case of suiciding on a very heavily defended village where the % of catapults that fire is equal to the % of troops that your attack force kills. However in such battles, the number of catapults is usually heavily outweighed in significance to their escorts, so that tiny bit of extra attack points is so small that it doesn't even come out to a fraction of 1%, so it won't even nudge the rounding.

    Basically, having stronger catapult attack power has diddly squat to do with being more damaging to buildings.


    Honestly if you are writing a guide, then the whole page wasted on describing the units is misplaced. At best it can be trimmed down to one short line for each unit.

    But on to the rather bare bones guide. Not a lot to comment on here. Standard "be on 24/7, raid 24/7, have more than 3 duals". Honestly, if you have 4 frickin players on an account, what the hell are you doing using this guide? You don't make a team like that on your first server, and I sure hope by the time you hit your second server you have figured out how to play.

    Having 100 Legs and EIs on day 7 is pretty optimistic unless this is a speed server guide. Did I miss that part? So basically, this guide already assumes you have a dream team that has made it as the top raider of the server (what, approx 200k resources raided in the first 7 days without losing any troops, riiiiiight) and you have more troops than pretty much anyone else. A good aspiration, but an incredibly obtuse expectation, especially considering how newbie-oriented the information is at the start of the guide.

    To be magnanimous, your timeline is a bit off.



    Honestly there is about nothing 3.6 specific other than a nod to that rally point limits exist (and nothing about how to work with that limitation), and then an imperative to turn off the quest rewards (some mathematical analysis showing that it is more efficient than receiving funds from the military quest would be useful).

    You don't mention getting a marketplace to NPC imbalances in resources, and that's critical for heavy raiders since it isn't like you are choosing what you receive.

    You also miss mentioning starting after day 3 of the server since you apparently intend to be raiding on your first day.



    I'd give this guide a D. A solid D.

    I'd give it an F, but the entirety of the information isn't utterly wrong, it just misses the mark on a lot of critical points and never manages to be useful. It is trying to speak to two entirely different audiences (newbies and 4-dual teams of experts) as if they were the same. There isn't really any novel or useful information because of this.


    What I want to see is a proper Roman guide that realizes that legionnaires are vastly improved as raiders and it is possible to make the jump to 2nd villa without getting cavalry. That is something that a 3.5/3.6 guide could note as an entirely novel way to go about getting your early dominance.

    For the cost of getting 100 EIs (~163k for troops +infrastructure/research) you could just about get your 2nd villa (~200k for 3 roman settlers and level 10 res, and infrastructure+2 parties). Those resources will come in more slowly if you are just using legs, but having a 160k resource head start towards villa #2 may make the difference between getting to that 150% 15c or not. Anywho, that's the sort of stuff that might be useful in a new guide. This... this whatever it is, has nothing of the sort.
    Last edited by Erik; 01-02-2010 at 07:28 AM.

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    "Not true other than in the most limited sense. Catapults of any tribe each do equal damage to structures. Roman fire catapults do have slightly higher attack power. This will never translate into doing more damage to structures except in the case of suiciding on a very heavily defended village where the % of catapults that fire is equal to the % of troops that your attack force kills. However in such battles, the number of catapults is usually heavily outweighed in significance to their escorts, so that tiny bit of extra attack points is so small that it doesn't even come out to a fraction of 1%, so it won't even nudge the rounding."

    -Forgot to include commas, thankyou for pointing out my mistake.


    "Honestly if you are writing a guide, then the whole page wasted on describing the units is misplaced. At best it can be trimmed down to one short line for each unit."

    -Again, I used the format that Stupidus posted on his Gaul Guide. If you want to yell at someone, yell at Stupidus.

    "But on to the rather bare bones guide. Not a lot to comment on here. Standard "be on 24/7, raid 24/7, have more than 3 duals". Honestly, if you have 4 frickin players on an account, what the hell are you doing using this guide? You don't make a team like that on your first server, and I sure hope by the time you hit your second server you have figured out how to play."

    -To know where you're at. Like i've stated in my purpose, "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." This guide is for individuals striving to be a top Roman or near top Roman on the server. Therefore, I assume that one knows the basic rules, terms, and changes in Travian.

    "But on to the rather bare bones guide. Not a lot to comment on here. Standard "be on 24/7, raid 24/7, have more than 3 duals". Honestly, if you have 4 frickin players on an account, what the hell are you doing using this guide? You don't make a team like that on your first server, and I sure hope by the time you hit your second server you have figured out how to play."

    -Like I've said, I'm trying to persuade some Teutons to try Romans or more experienced players to try Romans.

    "Having 100 Legs and EIs on day 7 is pretty optimistic unless this is a speed server guide. Did I miss that part? So basically, this guide already assumes you have a dream team that has made it as the top raider of the server (what, approx 200k resources raided in the first 7 days without losing any troops, riiiiiight) and you have more troops than pretty much anyone else. A good aspiration, but an incredibly obtuse expectation, especially considering how newbie-oriented the information is at the start of the guide."

    -Actually, it isn't optimistic, or at least not on T3.6. Simply ask Ruffles, Ultimo, or Rational, the top Romans on us3. Ruffes is #1 in raiding, Ultimo is #2, and Rational is #4.

    "Honestly there is about nothing 3.6 specific other than a nod to that rally point limits exist (and nothing about how to work with that limitation), and then an imperative to turn off the quest rewards (some mathematical analysis showing that it is more efficient than receiving funds from the military quest would be useful).

    You don't mention getting a marketplace to NPC imbalances in resources, and that's critical for heavy raiders since it isn't like you are choosing what you receive.

    You also miss mentioning starting after day 3 of the server since you apparently intend to be raiding on your first day."

    -First day of spawning. I also assume that you know the changes in T3.6. This is a Roman guide, not a T3.6 guide.

    "I'd give this guide a D. A solid D.

    I'd give it an F, but the entirety of the information isn't utterly wrong, it just misses the mark on a lot of critical points and never manages to be useful. It is trying to speak to two entirely different audiences (newbies and 4-dual teams of experts) as if they were the same. There isn't really any novel or useful information because of this.


    What I want to see is a proper Roman guide that realizes that legionnaires are vastly improved as raiders and it is possible to make the jump to 2nd villa without getting cavalry. That is something that a 3.5/3.6 guide could note as an entirely novel way to go about getting your early dominance.

    For the cost of getting 100 EIs (~163k for troops +infrastructure/research) you could just about get your 2nd villa (~200k for 3 roman settlers and level 10 res, and infrastructure+2 parties). Those resources will come in more slowly if you are just using legs, but having a 160k resource head start towards villa #2 may make the difference between getting to that 150% 15c or not. Anywho, that's the sort of stuff that might be useful in a new guide. This... this whatever it is, has nothing of the sort."

    -This statement shows you've never played Roman before. Raiding with legos is not fun and it takes much longer to go from legos to 2nd village than it is from legos to EIs to 2nd village. Heck, you probably could get your 3rd village.

    p.s. We had EIs teched 3 hours before we got out of BP.
    Thanks

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    If you're playing with a good team, you're going to get your 2nd village on the 6th-7th day.
    Thanks

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    Quote Originally Posted by Hohenheim of Light View Post

    -This statement shows you've never played Roman before. Raiding with legos is not fun and it takes much longer to go from legos to 2nd village than it is from legos to EIs to 2nd village. Heck, you probably could get your 3rd village.


    My first server I ever played.

    Anywho, legos of 3.0 are very different than legos of 3.5+. I am not convinced that lego only raiding is a faster method to getting villa #2, but it definitely bears examination. It's a far more useful thought than this entire advertisement-not-a-guide has in its sum total.

    If this isn't a guide, but is rather an advertisement for romans as you say, then you might want to rethink your thread title since it uses the pesky word "guide". And if it isn't a guide pertaining to 3.6 use of romans, then you again might wish to rethink your thread title since it mentions that pesky number "3.6".

    Refuting my claim that to use this guide's timeline you must be the top raider... by citing the #1,2 and 4 raiders... isn't as solid a refutation as you might hope. I'd be interested to hear if they did clear 200k resources in their first 7 days on the us3 server. That would be verrrrrry interesting.

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    Quote Originally Posted by Hohenheim of Light View Post
    -First day of spawning. I also assume that you know the changes in T3.6. This is a Roman guide, not T3.6 guide.
    This is a Roman T3.6 guide, what are you talking about? Your guide has also missed various points and details, like the poster before you has stated. Please read various of other guides and improvise your guide.

    Quote Originally Posted by Erik View Post

    My first server I ever played.

    Anywho, legos of 3.0 are very different than legos of 3.5+. I am not convinced that lego only raiding is a faster method to getting villa #2, but it definitely bears examination. It's a far more useful thought than this entire advertisement-not-a-guide has in its sum total.

    If this isn't a guide, but is rather an advertisement for romans as you say, then you might want to rethink your thread title since it uses the pesky word "guide". And if it isn't a guide pertaining to 3.6 use of romans, then you again might wish to rethink your thread title since it mentions that pesky number "3.6".

    Refuting my claim that to use this guide's timeline you must be the top raider... by citing the #1,2 and 4 raiders... isn't as solid a refutation as you might hope. I'd be interested to hear if they did clear 200k resources in their first 7 days on the us3 server. That would be verrrrrry interesting.
    Agreed, this guide also has a misleading title if the creator of this thread is using his posts for an advertisement for Romans, when of course it is somewhat a guide with missing points and various of important details. I would rep you but I can't right now as I have used too much rep.
    Last edited by chris parks; 01-02-2010 at 08:03 AM.
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    Quote Originally Posted by Erik View Post

    My first server I ever played.

    Anywho, legos of 3.0 are very different than legos of 3.5+. I am not convinced that lego only raiding is a faster method to getting villa #2, but it definitely bears examination. It's a far more useful thought than this entire advertisement-not-a-guide has in its sum total.

    If this isn't a guide, but is rather an advertisement for romans as you say, then you might want to rethink your thread title since it uses the pesky word "guide". And if it isn't a guide pertaining to 3.6 use of romans, then you again might wish to rethink your thread title since it mentions that pesky number "3.6".

    Refuting my claim that to use this guide's timeline you must be the top raider... by citing the #1,2 and 4 raiders... isn't as solid a refutation as you might hope. I'd be interested to hear if they did clear 200k resources in their first 7 days on the us3 server. That would be verrrrrry interesting.
    Yea, they kinda did. We were kinda #3 in raiders during the 2nd week. It isn't hard considering Teutons can't raid with the 3.6 restrictions : )
    Thanks

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    Ok, i corrected the changes for t3.5 and t3.6
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    Quote Originally Posted by Hohenheim of Light View Post
    Yea, they kinda did. We were kinda #3 in raiders during the 2nd week. It isn't hard considering Teutons can't raid with the 3.6 restrictions : )
    Yes, 2nd week. 7 days is only a week. Please stop confusing yourself, and even if it is "kinda" it is still not justifying that you did manage to pull off over 200k resources in a week.

    Edit: Can you also please stop double posting, you will get hardcore de-rep from users. There is an "Edit" button for you there to edit your posts.
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    Quote Originally Posted by chris parks View Post
    Yes, 2nd week. 7 days is only a week. Please stop confusing yourself, and even if it is "kinda" it is still not justifying that you did manage to pull off over 200k resources in a week.

    Edit: Can you also please stop double posting, you will get hardcore de-rep from users. There is an "Edit" button for you there to edit your posts.
    We DID pull more than 200k resources in week 2.
    Thanks

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    Quote Originally Posted by chris parks View Post
    Yes, 2nd week. 7 days is only a week. Please stop confusing yourself, and even if it is "kinda" it is still not justifying that you did manage to pull off over 200k resources in a week.

    Edit: Can you also please stop double posting, you will get hardcore de-rep from users. There is an "Edit" button for you there to edit your posts.
    Hey, i have one question. Did you play T3.6 yet? as a Roman?
    Thanks

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    Quote Originally Posted by Hohenheim of Light View Post
    Hey, i have one question. Did you play T3.6 yet? as a Roman?
    Nope, but my statement still stands. I am with a endgame on S5 which started in February playing as Romans.

    Quote Originally Posted by Hohenheim of Light View Post
    We DID pull more than 200k resources in week 2.
    But you still haven't managed 200k resources in a week, and you tell people they should have much troops and a second village by then? Look at this post.

    I am usually at around 100 EIs at the time I found my second city… A good Roman should have 100 EIs by the 6th or 7th day. After you obtain 100 EIs, you need to found a second village.
    If you can't manage it yourself with experienced players, and this "guide/advertisement" is saying you should have these accomplished in less time you managed too for expierienced players such as Teutons/Gauls, it doesn't make sense.

    Edit: I rated this thread 5 stars??? I only looked at this thread just now and I didn't even rate!
    Last edited by chris parks; 01-02-2010 at 08:24 AM.
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    You kinda forgot to read this.

    (Depends on when you spawn, usually the 3rd day or later)

    I'm assuming a person is spawning on the 3rd or 4th day, not on the first day. Which allows an individual the possibility to raid 200k to 300k resources. On the 2nd week, we raided approximately 500k resources. The top raider, new2travian, a Tueton, logged in 900k resources. Having their 2nd village by the 8th, 9th, 10th day may most likely signify anywhere from 12-15 days into the server depending on when you spawn.
    Thanks

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    Opps I kinda forgot to add. This is our raiding total in week 4. 2905646
    Thanks

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    Quote Originally Posted by Hohenheim of Light View Post
    You kinda forgot to read this.

    (Depends on when you spawn, usually the 3rd day or later)

    I'm assuming a person is spawning on the 3rd or 4th day, not on the first day. Which allows an individual the possibility to raid 200k to 300k resources. On the 2nd week, we raided approximately 500k resources. The top raider, new2travian, a Tueton, logged in 900k resources.
    Earlier you said you and others managed to raid 200k resources on the second week already, and now you change it too 500k? And the top raider is a Teuton, not a Roman.
    Last edited by chris parks; 01-02-2010 at 08:39 AM.
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    Quote Originally Posted by Hohenheim of Light View Post
    Yea, they kinda did. We were kinda #3 in raiders during the 2nd week. It isn't hard considering Teutons can't raid with the 3.6 restrictions : )

    If you had 100 Legs, 100 EIs and got your 2nd villa by the 7th day as you insist can be done with a good team, then you managed to raid over 360k resources in that period of time at the very start of the server, when usually there aren't enough good farms to reliably supply that kind of ownage. You'd have to start at least a week in and then get really lucky and have a bunch of larger farms all to yourself. It will inevitably happen to the a player here or there, but more often as not they will get stuck next to another raider or just not have any solid farms in range.

    I just checked the world analyzer.

    Ruffles got their 2nd village on their 13th day
    Rational got their 2nd village on their 13th day
    Ultimo got their 2nd village on their 7th day

    Ultimo there is damned impressive and at least some of that is fantastic luck in getting great farms to themselves, and of course spawning later (which gives a head start to the people who spawn on day 1).

    In 3.6 more than 3.5, cavalry become gods of early raiding since they can pick clean the inactive 2 pops when they leave BP first to get that easy 3200 resources, and they use less of the rally point limit to bring in more goods. It is unlikely that straight legos are superior to teching cavalry in 3.6, but it is potentially something worth considering if you have enough solid farms in range.

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    Well I think I should fix the guide since everyone on my team was great : D. Also, I don't think any Roman just stayed Lego until their 2nd village. Remember, Rally point restrictions tend to bring down the purely infantry strategy.
    Last edited by Hohenheim of Light; 01-02-2010 at 08:47 AM.
    Thanks

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    Quote Originally Posted by Hohenheim of Light View Post
    Well I think I should fix the guide since everyone on my team was great : D. Also, I don't think any Roman just stayed Lego until their 2nd village. Remember, Rally point restrictions tend to bring down the purely infantry strategy.
    Well, I play on USX and am not quite sure how much a slow server would differ with the start but this round I built my second village without teching to EI's in my spawn. I am not much of a raider but am generally regarded as one of the better offensive players on usx. I also found your "guide" very disappointing. From the lack of useful information to the matter fact way you wrote it.

    Overall I would have to agree with the previous posters grade of a D.


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    Quote Originally Posted by AresGoD View Post
    Well, I play on USX and am not quite sure how much a slow server would differ with the start but this round I built my second village without teching to EI's in my spawn. I am not much of a raider but am generally regarded as one of the better offensive players on usx. I also found your "guide" very disappointing. From the lack of useful information to the matter fact way you wrote it.

    Overall I would have to agree with the previous posters grade of a D.


    Ares
    This^^^^

    Legos are all I ever build in my spawn. the key to this game is to get to that second, third, etc... village before everyone else. Romans do not have the resources to waste early game teching up to EI's in spawn village. Again, like AresGod, I am a Top 100 usX player for several rounds. (I would put AresGod up in the top 25-30 range). I also do not raid very much either after the first two weeks and just rely on 8-10 really good croplocked farms.

  33. #33

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    Quote Originally Posted by Erik View Post


    Honestly there is about nothing 3.6 specific other than a nod to that rally point limits exist (and nothing about how to work with that limitation), and then an imperative to turn off the quest rewards (some mathematical analysis showing that it is more efficient than receiving funds from the military quest would be useful).

    I'd give it an F, but the entirety of the information isn't utterly wrong, it just misses the mark on a lot of critical points and never manages to be useful. It is trying to speak to two entirely different audiences (newbies and 4-dual teams of experts) as if they were the same. There isn't really any novel or useful information because of this.

    Ah crap someone got to breaking it down before I could...

    I couldn't agree more... I've bolded what I see as the most clear fault of this so called guide....

    This guide has been titled, with 3.6... whats the point of titling it that if you don't put much emphasise on it...

    And like most so called guides.... the ego of the writer, gets in the way of starting the guide out as if its for everyone.... then using their own success... sway the guide in a "pro" direction...

    Whats the point of a guide, if only a few people would be able to get to the top ... by following the guide... there are too many extenuating circumstances... to make a such a guide with less than half a dozen pages...

    Again like most guides, its just another person showing off.

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    Quote Originally Posted by JD70 View Post
    This^^^^

    Legos are all I ever build in my spawn. the key to this game is to get to that second, third, etc... village before everyone else. Romans do not have the resources to waste early game teching up to EI's in spawn village. Again, like AresGod, I am a Top 100 usX player for several rounds. (I would put AresGod up in the top 25-30 range). I also do not raid very much either after the first two weeks and just rely on 8-10 really good croplocked farms.
    Like I said, cavalry is a must in T3.6. The rally point restrictions force a player to build cavalry whether pallys, TTs, or EIs.
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    Quote Originally Posted by Baghernia View Post
    Ah crap someone got to breaking it down before I could...

    I couldn't agree more... I've bolded what I see as the most clear fault of this so called guide....

    This guide has been titled, with 3.6... whats the point of titling it that if you don't put much emphasise on it...

    And like most so called guides.... the ego of the writer, gets in the way of starting the guide out as if its for everyone.... then using their own success... sway the guide in a "pro" direction...

    Whats the point of a guide, if only a few people would be able to get to the top ... by following the guide... there are too many extenuating circumstances... to make a such a guide with less than half a dozen pages...

    Again like most guides, its just another person showing off.
    There's no much emphasis to be put on T3.6 besides the rally point changes besides the fact that it slows Teutons down and the fact that cavalry is a must. It's just common sense.
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    Would it kill you to click the edit button instead of double posting?
    Quote Originally Posted by Palefreyman View Post
    Now that you're using words, I understand why you used pictures...
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    Quote Originally Posted by AresGoD View Post
    Well, I play on USX and am not quite sure how much a slow server would differ with the start but this round I built my second village without teching to EI's in my spawn. I am not much of a raider but am generally regarded as one of the better offensive players on usx. I also found your "guide" very disappointing. From the lack of useful information to the matter fact way you wrote it.

    Overall I would have to agree with the previous posters grade of a D.


    Ares
    Again, this is a guide for T3.6 and can be used for T3.5. This guide is meant portray what an aggressive and top 10 Roman on T3.6 does. Please tell me this is a better alternative to Chako's or Aruen's, the only Roman guide in the forums, guides which tell a Roman to effectively sim to level 7 fields before building any troops.

    If you're willing to give me a D, I would really like to see you do a guide as well : D

    The information is very useful : D. It basically states how a top 20 Roman plays.
    Thanks

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    Quote Originally Posted by Baghernia View Post
    Ah crap someone got to breaking it down before I could...

    I couldn't agree more... I've bolded what I see as the most clear fault of this so called guide....

    This guide has been titled, with 3.6... whats the point of titling it that if you don't put much emphasise on it...

    And like most so called guides.... the ego of the writer, gets in the way of starting the guide out as if its for everyone.... then using their own success... sway the guide in a "pro" direction...

    Whats the point of a guide, if only a few people would be able to get to the top ... by following the guide... there are too many extenuating circumstances... to make a such a guide with less than half a dozen pages...

    Again like most guides, its just another person showing off.
    Again, I copied the format of Stupidus' guide. Yell at him as well if any information is unnecessary.
    Thanks

  39. #39

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    Quote Originally Posted by Hohenheim of Light View Post
    Like I said, cavalry is a must in T3.6. The rally point restrictions force a player to build cavalry whether pallys, TTs, or EIs.
    Nothing "forces" a player to build cavalry, it is just an option you "might" choose. You guide is saying this is for early game, why are you wasting resources on cavalry, especially as a Roman. Get to that second city then build cavalry when you can better afford them.

    Quote Originally Posted by Hohenheim of Light View Post
    The information is very useful : D. It basically states how a top 20 Roman plays.
    No it is not useful, Especially when several Top 20 Roman players have disagreed and have given you a D or lower score on this guide.

    Quote Originally Posted by Hohenheim of Light View Post
    Please tell me this is a better alternative to Chako's or Aruen's, the only Roman guide in the forums.
    T's Roman Guide Which I do agree with 90% except as stated above, I would go for second village first before EI's. But it is a much better guide for an agressive Roman.

    Quote Originally Posted by Someoneelse2 View Post
    Would it kill you to click the edit button instead of double posting?
    You mean like this?
    Last edited by JD70; 01-02-2010 at 06:02 PM.

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    Nah, it isn't misleading. What's misleading about it? Many top Romans obtain EIs before they take on their 2nd village. It's a bit universal...
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