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Thread: General guide to Travian

  1. #1

    Default General guide to Travian

    Couldn't post in the guide section for some reason, maybe someone could explain, so posting here.

    long read though,

    Context:

    Intro
    Overview of tribes
    Basic start up
    Defending your village
    Attack overview
    Choices: offense or defense
    Getting your second village
    What to settle
    Your new Village
    Village type’s
    Building a hammer
    Building an anvil
    Building a supply
    Artifacts
    End Game
    Disclaimer

    ################################################## ################

    Intro:

    This guide will take you through choosing the right tribe for you right through to end game. Depending on your style of play, you will be best suited to either: Roman, Gaul, or Teuton, tribe.

    ################################################## ################

    Overview of Tribes:

    Roman: This tribe has very strong infantry, and once they get going, they can be very hard to stop. The main problem is they have a slow start, due to being fairly weak in the beginning compared to other tribes. They are good for people who have played before, and have a general understanding of how the game works. Romans come into serious play later in the game, and are an excellent team tribe. Special features for Roman’s is the ability to build both a resource field and a building at the same time (double build). They also have a Horse Drinking Pool (HDP) which lowers the upkeep of their cavalry depending on it’s level.

    Gaul: This tribe is best at defending. They are perfect for the more casual player who wants to just play along and get to know the game. Due to their defense, they generally get attacked less as they can do serious damage during all stages of the game. They also have the fastest attacking unit in the game, which can make them effective attackers as well. Due to their versatility, they are a good choice for beginners. Special features for Gaul’s is their trapper, and their cranny’s have x2 protection.

    Teuton: This tribe is best at attacking. They are excellent for the serious, active player. They can grow fast if used correctly, but can also fail if used incorrectly. Where they have power in offense, they lack in defense, especially early in the game. They are a good choice for more experienced players. Special features for Teuton’s is their raiding bonus, which means cranny’s only protect 80%, and the Brewery, which give an attack bonus.


    ################################################## ################

    Basic start up:

    So you have just started and itching to build things. My suggestion is to follow the quests until Quest 8: Send crop. After you send the crop, ignore the quests. Simply build fields to maximise your production. The best method to use is 10,12,8,6 method. This means that you have clay producing the most, followed by lumber, followed by iron, and crop at half the clay value. Basically, 3 clay fields at level 1; 2 lumber fields at level 1; 1 iron field at level 1, continuing this pattern as you increase the levels.
    Crop fields will vary as this is the only resource which will drop as you build more things, (upkeep). As long as the crop production is at least half the clay production, then you will be doing good.


    Hints:
    Make sure you have all fields of a certain type at level 1 before building a level 2

    ################################################## ################

    Defending your resources/village:

    Defending your resources:

    Crannys:

    When you are close to running out of beginners protection (BP), I would suggest building a cranny up a few levels, or more depending on how much resources you generally have in your stores after being offline. Make sure you have at least 80% of the cranny protection covering your stores, as this will stop Teuton’s being able to get resources from you.
    To work out if you are covered use the following equation:
    4 divided by 5 multiplied by the cranny protection.
    If this number is higher than your stock, then you are completely safe.
    one level 10 cranny covers 800 of each resource from Teutons

    Spending down:

    Spending down involves exactly as it suggests, spending resources on buildings/fields/troop to lower your stocks to below what your cranny covers.

    Hints:
    Make sure you take the dove of peace off your profile once you have the reward, no need to let attackers have a countdown of when you come out BP
    Gauls will be able to have lower cranny levels due to their x2 feature.
    Romans can continue to build fields during cranny building due to their double build feature
    __________________________________________________ ______________________

    Defending your village:

    Buildings:
    Certain buildings help with the defense of your village, these buildings are:
    Residence/Palace
    Wall
    Stonemason
    Trapper (Gaul only)

    I would suggest that when you are ready, to build a few residence levels, this will mean that attackers will start to lose a few troop every time they hit you, resulting in them less likely to return, especially if you have your cranny nice and high to stop them getting resources.
    Wall’s provide troop in your village with a defense bonus, this increases with each level of the wall. After around level 5, the wall level ups start becoming expensive, so I would stop around that level.
    Stonemason can only be built in your capital, I would suggest ignoring this building until a later stage.
    The trapper can be useful in that if you have more traps than the attacker has troop, all his troop get trapped. This means he cannot use those troop until you release them, or he has them killed. Most attackers will try and free the troop by sending more troop to overfill the traps and destroy them. To prevent this, simply release the troop when u see the attack coming and repair the traps, so that the new troop get trapped instead. This can be expensive as you increase the trapper.

    Troops:
    Defense troop can be a very good way to stop attackers coming back, especially if they lose most of their raiding force to you.
    Gaul’s have the advantage of not needing to research their defense troop, as phalanx are theirs.
    Roman’s defense troop is the praetorian, these are very strong against infantry attackers, you will need to research them however, which can be expensive.
    Teuton’s defense troop is the spearman, these are strong against cavalry, they also need to be researched.
    Trappers can be a good way to annoy attackers and stop them coming back, they will sometimes offer you resources to have their troop release.

    Hints:
    The residence can kill off a few troop when raised to a high enough level
    The wall combined with defense troop can be very effective at killing off raiders
    Gaul’s have the easiest time with defending early

    ################################################## ################

    Attack overview:

    Attacking:

    Attacking has two options, attack, and raid.
    Attack means that should the village you attack have troop in it, the fight will continue until one side has been completely wiped out. This mode is also a must for when siege is used, as they will not do anything if sent as a raid. This is also required to free any troop caught in a Gaul trapper.

    Raid is where if there are troop defending the village, some troop may survive depending on the numbers involved, when farming, it is recommended to use this mode as if the farm gets some defense, some of your troop may survive to give you a report on numbers.

    Hints:
    Raid when you just want to get resources
    Attack when you want to kill troop or free trapped troop

    ################################################## ################

    Choices: hammer or anvil:

    The choice of either going as a hammer or anvil will depend on your preferred play style and activity. The decision should not be taken lightly as this will effect the rest of your game, if you are unsure, I suggest going as an anvil as you can try out a small offense force to play with on the side.

    Hammer:

    The term Hammer means a large offensive force. A hammer MUST have all its troop built out of the same village. This will result in having to deal with negative crop production.
    Negative crop production means that the crop you have stored will decrease instead of increase, when it hits 0, your troop will “starve” which will result in some troop dying. You can move crop from other villages to stop the crop hitting 0, or store the troop in other villages to keep the crop production positive.
    When building offensive troop (listed below), you should upgrade them in the blacksmith only, ignore the armoury for these troop, as you will be wasting resources.

    Romans:
    A Roman hammer will generally have the following troop:
    Imperian; Equites Imperatoris or Equites Caesaris; Battering Ram; Fire Catapult

    Gauls:
    A Gaul hammer will generally have the following troop:
    Swordsman; Theutates Thunder or Haeduan; Ram, Trebuchet

    Teutons:
    A Teuton hammer will generally have the following troop:
    Clubswinger or Axeman; Paladin or Teutonic Knight; Ram; Catapult


    Anvil:
    The term Anvil means a large Defensive force, These differ from hammers in the sense that you can build the troop from several village and combine them in a single defense when needed. When building defensive troop (listed below), you should upgrade them in the armoury only, ignore the blacksmith for these troop, as you will be wasting resources.


    Romans:
    A Roman anvil will consist mostly of praetorians, with the possibility of legionnaires. Although some say that the cavalry units can be used, they are generally very expensive to be used in this way.

    Gauls:
    A Gaul anvil will consist mostly of phalanx, with the use of Druidriders for defense against infantry. These are very focused on defense so no other troop type is really used except in certain situations.

    Teutons:
    A Teuton anvil is generally a rare thing, mainly made from spearman and paladin’s.

    Scouts:

    Scouts are unique as they can be used both offensively and defensively. They are used to see what other people have sitting in their village’s, and also to stop people seeing what’s in your village’s, or at the very least, let you know who is looking at what you have.
    Teuton scout’s use up just 1 wheat per troop, so are very desirable as defensive scouts.
    Roman scout’s use up 2 wheat, or 1 wheat with a HDP at level 10, making them very useful as offensive scouts.
    When upgrading scouts, do so in both the blacksmith and armoury, as they can be used in either way.

    Hints:
    Hammers are generally harder to keep alive
    Anvils can be spread out over several villages
    Scouts are overlooked by a lot of people

    ################################################## ################

    Getting your second village:

    To get a second village, you will need 3 settlers, 750 of each resource, and enough culture points (CP), to settle you new village.
    Your CP can be found in the residence under culture points, it will show you what you have and what you need. For your second village, by the time you are ready, you should have enough.

    Settlers are very expensive. Before you can get them, you should have the following buildings and levels.
    ~~~~~~~~~~~~~~~~~~~~~~
    Main Building level 10
    Warehouse level 10
    Granary level 10
    Residence level 10
    Fields level 6
    ~~~~~~~~~~~~~~~~~~~~~~
    If you do not have these, work on getting them before starting to save for settlers.

    Settlers cost:

    5800 lumber, 5300 clay, 7200 iron, 5500 crop each for Roman’s
    5800 lumber, 5300 clay, 7200 iron, 5500 crop each for Teuton’s
    5500 lumber, 7000 clay, 5300 iron, 4900 crop each for Gaul’s

    Hints:
    The field level is the minimum, there is no harm in raising them higher

    ################################################## ################

    What to settle:

    There are several different types of villages you can settle, each having their own advantage’s and disadvantage’s. The main ones to look at are: 15c, 9c, 7c, 4446,

    The numbers refer to the number of crop fields for 15/9/7c’s, and the standard village (same as your starting village).

    There are other variations of being lumber,clay and iron heavy villages. These are villages which have 6 crop, 5 of whatever resources they are "heavy" of, and 3,4 of the other two resources.

    You can only have one capital for your entire account. They allow you to build the resource fields above level 10, allowing for further production.

    15c’s are very desirable as they allow for a large production due to production bonuses, however, I would only recommend these if you are willing to use gold to npc the crop into other resources. They can be expensive to have. Your production in the other resources will be very minimum due to only having 1 field of each of them.

    9c’s and 7c's are very useful for the non-gold user as they can raise the other resources and keep the crop lower and only build them as needed.

    These are the general village types to have as your capital, although you can have a standard village as your capital if you prefer.

    Hints:
    For gold users, look into a 15c or 9c
    For non gold users, look into a 9c or 7c

    ################################################## ################

    Your New village:

    So you now have a new village. Start it off by building the fields up to level 2, main building to level 3, warehouse and granary to level 1.
    In your first village, building your marketplace up to at least level 5 ASAP.
    You will be “pushing” your new village. This means shipping resources from your first village to your new village.

    Now is the time to start using a general build plan.

    ~~~~~~~~~~~~~~~~~~~~~~~~~
    Main Building - 3
    Granary - 1
    Warehouse - 2
    Marketplace - 1
    rally point - 1
    Main Building - 5
    Warehouse - 5
    Granary - 5
    resources - 5
    Main building - 10
    Warehouse - 10
    Granary - 10
    Residence - 10
    3 settlers & next village

    Stage 2:
    Barracks - 3
    Academy - 10
    Town Hall - 1
    party

    Marketplace - 5
    resources - 7
    Main Building - 15
    one each resource - 10, rest - 7
    bonus buildings - 5
    resources - 10
    Marketplace - 10

    Set for purpose.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Start from stage 2 on your first village, making sure priority is given to the building of your second village.
    Continue this trend and you will be growing steadily for the rest of the server.

    Hints:
    Activity is the key to fast growth
    Remember to push your new village, it will speed up the whole process

    ################################################## ################

    Village type’s:

    Village’s can be broken down into the following types: Capital, Hammer, Anvil, Scout, Feeder/Supply.

    Your capital is your main center, you will be building new villages around it. You will be making the most resource’s from this village and will be storing troop here.

    Your hammer village is where you would build your hammer.

    Your anvil village is where you would build your anvil from, you can have several of these.

    Your scout village is where you will be building scouts, recommended you have one of these.

    Your feeder/supply villages are villages you will use to ship resources to your other villages to help build them or keep the troop building queue going constantly.

    Hints:
    Decide on what the village type is before you settle it
    Planning ahead is the key

    ################################################## ################

    Building a hammer:

    After you have finished the general build plan, rush the barracks up to level 10 and start building your tribe’s infantry unit from it, making sure its kept going 24/7.
    Once this is achieved, get your stable up to level 10 and do the same for your tribe’s cavalry unit.
    Raise the barracks level to 15,
    Raise your siege workshop to level 10, building rams while getting the requirements for the catapults.
    Once everything is going 24/7, increase the levels till they are all at level 20.
    Make sure you have at least 3 granary’s as you will need a large crop stock for when you attack someone with your hammer.

    Hints:
    The key is keeping the troop building constantly.
    Remember to upgrade all troop being built in the blacksmith
    Raise warehouse and granary when you can, you will need at least 3 of each of them.
    Keep pushing resources from your other villages to support this troop production
    Send the troop off to your other villages to stop the negative crop occurring

    ################################################## ################

    Building an Anvil:

    Building an anvil is pretty much the same as building a hammer, just with less work.

    Rush the barracks to level 10, build the defense troop 24/7, raise the barracks slowly to level 20, keeping the queue going constantly.
    Get 2/3 warehouse’s and granary’s,

    Building a scout village:

    Building a scout village is the same as an anvil except replace the barracks with a stable for Roman’s and Gaul’s, keep it as a barracks for Teutons.

    Hints:
    Remember to keep queues going constantly
    Send the troop off to your other villages to stop the negative crop occurring

    ################################################## ################

    Building a supply village:

    A supply village is used to ship resources to the other villages to help them grow faster or keep the troops building.

    You will want to have at least 2 warehouse’s and granary’s, a marketplace at level 20, a stable at level 10 in order to build a Trade Office, this building increases the amount of resources merchants can carry, so upgrading these to level 20 maximises your merchants carrying capacity.

    Hints:
    You should not be building troop in these
    You can store troop in these

    ################################################## ################

    Artifacts:

    Artifacts are items which come out roughly half way through the server, they give a certain bonus depending on which one it is. They require either a level 10 or level 20 Treasury Chamber to hold, and you must steal them from Natars or other people.
    These are highly valuable and usually taken by large accounts. Generally you will work as a team with your alliance to take some of them.

    There are more in-depth guides in the forums so this is a brief overview.

    Hints: you will likely need to work as a team to get and hold these

    ################################################## ################

    End Game:

    This is the final stage of the server, the World Wonder’s (WW) are out, the first one to get their WW to level 100 is the winner, this is done as an alliance or a meta (group of alliance’s working together).
    By this stage you should be sitting comfortably with at least 12 villages and 60k troop.
    Depending on your alliance’s plan, you will either be working on winning the WW race, or generally have fun having small war’s.

    When the first WW hits 100, the server is over, you can restart with the server and play again, try to improve and beat your own personal record.

    As with artifacts, there are more in-depth guides in the forums so this is a brief overview

    ################################################## ################

    Disclaimer:

    This is all my own work, if it is similar to anyone else’s, then it is purely a coincidence.

    Any constructive criticisms/comments or suggestions for improvements is welcome
    Last edited by demon 6; 10-07-2010 at 11:20 PM.

  2. #2

    Thumbs up

    A Gaul anvil will consist mostly of phalanx, with the possibility of Druidriderís being used as well
    A Druidrider is not a possibility for a Gual Anvil they a nessary for infantry defence.

    And in the villages don't forget
    3456 villages
    4356 villages
    ect.

  3. #3
    Villager The Weasel's Avatar
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    Fortress of Solitude
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    Default

    Good guide from what I skimmed through so far.

    Couple of quick points:

    1. Punctuation. Too many misuses of the apostrophe. I know it has nothing to do with the content but the style needs to be cleaned up. Simply removing the apostrophes from plural words would go a long way.

    2. In the tribe overview you mention the offensive nature of the romans and the teutons and focus on defence only for the gaul. A player may use the gaul as an extremely effective offensive tribe by utilizing the TT. They are very fast and have a good attack and carrying capacity

  4. #4

    Default

    added the suggestions made so far, thanks guys

  5. #5

    Default

    Clearest, most comprehensive of the basic/general guides I've read so far. Thanks for this!

  6. #6
    Artisan x-factor's Avatar
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    Australia
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    Default

    i haven't read it all, but so far it isn't too bad. there are some things i disagree on but nothing huge.

    overall, 7/10

  7. #7

    Default

    Quote Originally Posted by demon 6 View Post
    Clubswinger or Axeman; Paladin or Teutonic Knight; Ram; Catapult
    No paladins.
    My speed, smells like french toast.
    -Ladainian Tomlinson

    US4r3 - Quick-Xrta

  8. #8

    Default

    Quote Originally Posted by yowzatized View Post
    No paladins.
    fix'd

    anything else anyone finds please let me know so I can correct it.

    If enough people like this one I may write another one with more in-depth details that was skimmed through on this
    Last edited by demon 6; 10-08-2010 at 10:58 PM.

  9. #9

    Default

    You should mention oasis bonuses; they're particularly important when it comes to choosing a capitol.

  10. #10

    Default

    Quote Originally Posted by demon 6 View Post
    Couldn't post in the guide section for some reason, maybe someone could explain, so posting here.

    long read though,

    Context:

    Intro
    Overview of tribes
    Basic start up
    Defending your village
    Attack overview
    Choices: offense or defense
    Getting your second village
    What to settle
    Your new Village
    Village typeís
    Building a hammer
    Building an anvil
    Building a supply
    Artifacts
    End Game
    Disclaimer

    ################################################## ################

    Intro:

    This guide will take you through choosing the right tribe for you right through to end game. Depending on your style of play, you will be best suited to either: Roman, Gaul, or Teuton, tribe.

    ################################################## ################

    Overview of Tribes:

    Roman: This tribe has very strong infantry, and once they get going, they can be very hard to stop. The main problem is they have a slow start, due to being fairly weak in the beginning compared to other tribes. They are good for people who have played before, and have a general understanding of how the game works. Romans come into serious play later in the game, and are an excellent team tribe. Special features for Romanís is the ability to build both a resource field and a building at the same time (double build). They also have a Horse Drinking Pool (HDP) which lowers the upkeep of their cavalry depending on itís level.

    Gaul: This tribe is best at defending. They are perfect for the more casual player who wants to just play along and get to know the game. Due to their defense, they generally get attacked less as they can do serious damage during all stages of the game. They also have the fastest attacking unit in the game, which can make them effective attackers as well. Due to their versatility, they are a good choice for beginners. Special features for Gaulís is their trapper, and their crannyís have x2 protection.

    Teuton: This tribe is best at attacking. They are excellent for the serious, active player. They can grow fast if used correctly, but can also fail if used incorrectly. Where they have power in offense, they lack in defense, especially early in the game. They are a good choice for more experienced players. Special features for Teutonís is their raiding bonus, which means crannyís only protect 80%, and the Brewery, which give an attack bonus.


    ################################################## ################

    Basic start up:

    So you have just started and itching to build things. My suggestion is to follow the quests until Quest 8: Send crop. After you send the crop, ignore the quests. Simply build fields to maximise your production. The best method to use is 10,12,8,6 method. This means that you have clay producing the most, followed by lumber, followed by iron, and crop at half the clay value. Basically, 3 clay fields at level 1; 2 lumber fields at level 1; 1 iron field at level 1, continuing this pattern as you increase the levels.
    Crop fields will vary as this is the only resource which will drop as you build more things, (upkeep). As long as the crop production is at least half the clay production, then you will be doing good.


    Hints:
    Make sure you have all fields of a certain type at level 1 before building a level 2

    ################################################## ################

    Defending your resources/village:

    Defending your resources:

    Crannys:

    When you are close to running out of beginners protection (BP), I would suggest building a cranny up a few levels, or more depending on how much resources you generally have in your stores after being offline. Make sure you have at least 80% of the cranny protection covering your stores, as this will stop Teutonís being able to get resources from you.
    To work out if you are covered use the following equation:
    4 divided by 5 multiplied by the cranny protection.
    If this number is higher than your stock, then you are completely safe.
    one level 10 cranny covers 800 of each resource from Teutons

    Spending down:

    Spending down involves exactly as it suggests, spending resources on buildings/fields/troop to lower your stocks to below what your cranny covers.

    Hints:
    Make sure you take the dove of peace off your profile once you have the reward, no need to let attackers have a countdown of when you come out BP
    Gauls will be able to have lower cranny levels due to their x2 feature.
    Romans can continue to build fields during cranny building due to their double build feature
    __________________________________________________ ______________________

    Defending your village:

    Buildings:
    Certain buildings help with the defense of your village, these buildings are:
    Residence/Palace
    Wall
    Stonemason
    Trapper (Gaul only)

    I would suggest that when you are ready, to build a few residence levels, this will mean that attackers will start to lose a few troop every time they hit you, resulting in them less likely to return, especially if you have your cranny nice and high to stop them getting resources.
    Wallís provide troop in your village with a defense bonus, this increases with each level of the wall. After around level 5, the wall level ups start becoming expensive, so I would stop around that level.
    Stonemason can only be built in your capital, I would suggest ignoring this building until a later stage.
    The trapper can be useful in that if you have more traps than the attacker has troop, all his troop get trapped. This means he cannot use those troop until you release them, or he has them killed. Most attackers will try and free the troop by sending more troop to overfill the traps and destroy them. To prevent this, simply release the troop when u see the attack coming and repair the traps, so that the new troop get trapped instead. This can be expensive as you increase the trapper.

    Troops:
    Defense troop can be a very good way to stop attackers coming back, especially if they lose most of their raiding force to you.
    Gaulís have the advantage of not needing to research their defense troop, as phalanx are theirs.
    Romanís defense troop is the praetorian, these are very strong against infantry attackers, you will need to research them however, which can be expensive.
    Teutonís defense troop is the spearman, these are strong against cavalry, they also need to be researched.
    Trappers can be a good way to annoy attackers and stop them coming back, they will sometimes offer you resources to have their troop release.

    Hints:
    The residence can kill off a few troop when raised to a high enough level
    The wall combined with defense troop can be very effective at killing off raiders
    Gaulís have the easiest time with defending early

    ################################################## ################

    Attack overview:

    Attacking:

    Attacking has two options, attack, and raid.
    Attack means that should the village you attack have troop in it, the fight will continue until one side has been completely wiped out. This mode is also a must for when siege is used, as they will not do anything if sent as a raid. This is also required to free any troop caught in a Gaul trapper.

    Raid is where if there are troop defending the village, some troop may survive depending on the numbers involved, when farming, it is recommended to use this mode as if the farm gets some defense, some of your troop may survive to give you a report on numbers.

    Hints:
    Raid when you just want to get resources
    Attack when you want to kill troop or free trapped troop

    ################################################## ################

    Choices: hammer or anvil:

    The choice of either going as a hammer or anvil will depend on your preferred play style and activity. The decision should not be taken lightly as this will effect the rest of your game, if you are unsure, I suggest going as an anvil as you can try out a small offense force to play with on the side.

    Hammer:

    The term Hammer means a large offensive force. A hammer MUST have all its troop built out of the same village. This will result in having to deal with negative crop production.
    Negative crop production means that the crop you have stored will decrease instead of increase, when it hits 0, your troop will ďstarveĒ which will result in some troop dying. You can move crop from other villages to stop the crop hitting 0, or store the troop in other villages to keep the crop production positive.
    When building offensive troop (listed below), you should upgrade them in the blacksmith only, ignore the armoury for these troop, as you will be wasting resources.

    Romans:
    A Roman hammer will generally have the following troop:
    Imperian; Equites Imperatoris or Equites Caesaris; Battering Ram; Fire Catapult

    Gauls:
    A Gaul hammer will generally have the following troop:
    Swordsman; Theutates Thunder or Haeduan; Ram, Trebuchet

    Teutons:
    A Teuton hammer will generally have the following troop:
    Clubswinger or Axeman; Paladin or Teutonic Knight; Ram; Catapult


    Anvil:
    The term Anvil means a large Defensive force, These differ from hammers in the sense that you can build the troop from several village and combine them in a single defense when needed. When building defensive troop (listed below), you should upgrade them in the armoury only, ignore the blacksmith for these troop, as you will be wasting resources.


    Romans:
    A Roman anvil will consist mostly of praetorians, with the possibility of legionnaires. Although some say that the cavalry units can be used, they are generally very expensive to be used in this way.

    Gauls:
    A Gaul anvil will consist mostly of phalanx, with the use of Druidriders for defense against infantry. These are very focused on defense so no other troop type is really used except in certain situations.

    Teutons:
    A Teuton anvil is generally a rare thing, mainly made from spearman and paladinís.

    Scouts:

    Scouts are unique as they can be used both offensively and defensively. They are used to see what other people have sitting in their villageís, and also to stop people seeing whatís in your villageís, or at the very least, let you know who is looking at what you have.
    Teuton scoutís use up just 1 wheat per troop, so are very desirable as defensive scouts.
    Roman scoutís use up 2 wheat, or 1 wheat with a HDP at level 10, making them very useful as offensive scouts.
    When upgrading scouts, do so in both the blacksmith and armoury, as they can be used in either way.

    Hints:
    Hammers are generally harder to keep alive
    Anvils can be spread out over several villages
    Scouts are overlooked by a lot of people

    ################################################## ################

    Getting your second village:

    To get a second village, you will need 3 settlers, 750 of each resource, and enough culture points (CP), to settle you new village.
    Your CP can be found in the residence under culture points, it will show you what you have and what you need. For your second village, by the time you are ready, you should have enough.

    Settlers are very expensive. Before you can get them, you should have the following buildings and levels.
    ~~~~~~~~~~~~~~~~~~~~~~
    Main Building level 10
    Warehouse level 10
    Granary level 10
    Residence level 10
    Fields level 6
    ~~~~~~~~~~~~~~~~~~~~~~
    If you do not have these, work on getting them before starting to save for settlers.

    Settlers cost:

    5800 lumber, 5300 clay, 7200 iron, 5500 crop each for Romanís
    5800 lumber, 5300 clay, 7200 iron, 5500 crop each for Teutonís
    5500 lumber, 7000 clay, 5300 iron, 4900 crop each for Gaulís

    Hints:
    The field level is the minimum, there is no harm in raising them higher

    ################################################## ################

    What to settle:

    There are several different types of villages you can settle, each having their own advantageís and disadvantageís. The main ones to look at are: 15c, 9c, 7c, 4446,

    The numbers refer to the number of crop fields for 15/9/7cís, and the standard village (same as your starting village).

    There are other variations of being lumber,clay and iron heavy villages. These are villages which have 6 crop, 5 of whatever resources they are "heavy" of, and 3,4 of the other two resources.

    You can only have one capital for your entire account. They allow you to build the resource fields above level 10, allowing for further production.

    15cís are very desirable as they allow for a large production due to production bonuses, however, I would only recommend these if you are willing to use gold to npc the crop into other resources. They can be expensive to have. Your production in the other resources will be very minimum due to only having 1 field of each of them.

    9cís and 7c's are very useful for the non-gold user as they can raise the other resources and keep the crop lower and only build them as needed.

    These are the general village types to have as your capital, although you can have a standard village as your capital if you prefer.

    Hints:
    For gold users, look into a 15c or 9c
    For non gold users, look into a 9c or 7c

    ################################################## ################

    Your New village:

    So you now have a new village. Start it off by building the fields up to level 2, main building to level 3, warehouse and granary to level 1.
    In your first village, building your marketplace up to at least level 5 ASAP.
    You will be ďpushingĒ your new village. This means shipping resources from your first village to your new village.

    Now is the time to start using a general build plan.

    ~~~~~~~~~~~~~~~~~~~~~~~~~
    Main Building - 3
    Granary - 1
    Warehouse - 2
    Marketplace - 1
    rally point - 1
    Main Building - 5
    Warehouse - 5
    Granary - 5
    resources - 5
    Main building - 10
    Warehouse - 10
    Granary - 10
    Residence - 10
    3 settlers & next village

    Stage 2:
    Barracks - 3
    Academy - 10
    Town Hall - 1
    party

    Marketplace - 5
    resources - 7
    Main Building - 15
    one each resource - 10, rest - 7
    bonus buildings - 5
    resources - 10
    Marketplace - 10

    Set for purpose.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Start from stage 2 on your first village, making sure priority is given to the building of your second village.
    Continue this trend and you will be growing steadily for the rest of the server.

    Hints:
    Activity is the key to fast growth
    Remember to push your new village, it will speed up the whole process

    ################################################## ################

    Village typeís:

    Villageís can be broken down into the following types: Capital, Hammer, Anvil, Scout, Feeder/Supply.

    Your capital is your main center, you will be building new villages around it. You will be making the most resourceís from this village and will be storing troop here.

    Your hammer village is where you would build your hammer.

    Your anvil village is where you would build your anvil from, you can have several of these.

    Your scout village is where you will be building scouts, recommended you have one of these.

    Your feeder/supply villages are villages you will use to ship resources to your other villages to help build them or keep the troop building queue going constantly.

    Hints:
    Decide on what the village type is before you settle it
    Planning ahead is the key

    ################################################## ################

    Building a hammer:

    After you have finished the general build plan, rush the barracks up to level 10 and start building your tribeís infantry unit from it, making sure its kept going 24/7.
    Once this is achieved, get your stable up to level 10 and do the same for your tribeís cavalry unit.
    Raise the barracks level to 15,
    Raise your siege workshop to level 10, building rams while getting the requirements for the catapults.
    Once everything is going 24/7, increase the levels till they are all at level 20.
    Make sure you have at least 3 granaryís as you will need a large crop stock for when you attack someone with your hammer.

    Hints:
    The key is keeping the troop building constantly.
    Remember to upgrade all troop being built in the blacksmith
    Raise warehouse and granary when you can, you will need at least 3 of each of them.
    Keep pushing resources from your other villages to support this troop production
    Send the troop off to your other villages to stop the negative crop occurring

    ################################################## ################

    Building an Anvil:

    Building an anvil is pretty much the same as building a hammer, just with less work.

    Rush the barracks to level 10, build the defense troop 24/7, raise the barracks slowly to level 20, keeping the queue going constantly.
    Get 2/3 warehouseís and granaryís,

    Building a scout village:

    Building a scout village is the same as an anvil except replace the barracks with a stable for Romanís and Gaulís, keep it as a barracks for Teutons.

    Hints:
    Remember to keep queues going constantly
    Send the troop off to your other villages to stop the negative crop occurring

    ################################################## ################

    Building a supply village:

    A supply village is used to ship resources to the other villages to help them grow faster or keep the troops building.

    You will want to have at least 2 warehouseís and granaryís, a marketplace at level 20, a stable at level 10 in order to build a Trade Office, this building increases the amount of resources merchants can carry, so upgrading these to level 20 maximises your merchants carrying capacity.

    Hints:
    You should not be building troop in these
    You can store troop in these

    ################################################## ################

    Artifacts:

    Artifacts are items which come out roughly half way through the server, they give a certain bonus depending on which one it is. They require either a level 10 or level 20 Treasury Chamber to hold, and you must steal them from Natars or other people.
    These are highly valuable and usually taken by large accounts. Generally you will work as a team with your alliance to take some of them.

    There are more in-depth guides in the forums so this is a brief overview.

    Hints: you will likely need to work as a team to get and hold these

    ################################################## ################

    End Game:

    This is the final stage of the server, the World Wonderís (WW) are out, the first one to get their WW to level 100 is the winner, this is done as an alliance or a meta (group of allianceís working together).
    By this stage you should be sitting comfortably with at least 12 villages and 60k troop.
    Depending on your allianceís plan, you will either be working on winning the WW race, or generally have fun having small warís.

    When the first WW hits 100, the server is over, you can restart with the server and play again, try to improve and beat your own personal record.

    As with artifacts, there are more in-depth guides in the forums so this is a brief overview

    ################################################## ################

    Disclaimer:

    This is all my own work, if it is similar to anyone elseís, then it is purely a coincidence.

    Any constructive criticisms/comments or suggestions for improvements is welcome
    Thanks for the nice help and information.....I am new here and i got much knowledge after reading your post

  11. #11
    Philosopher MokMonster's Avatar
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    Quote Originally Posted by JOHNSON1 View Post
    Thanks for the nice help and information.....I am new here and i got much knowledge after reading your post
    Don't quote the whole thing next time, please.
    I don't want to hit page down 7 times just to see "thanks".


    edit: pardon, 9 times.
    MokMonster does not support, condone or agree with anything written in this post.
    Any suggestions to the contrary are purely unintentional.
    (Unless you agreed with it -- then I totally said it)

  12. #12

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    Decent effort on a very basic guide. (Also, only a mod can put threads into the guide section. That way some really awful ones are not put there.)

  13. #13

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    Quote Originally Posted by MokMonster View Post
    Don't quote the whole thing next time, please.
    Though I noticed thanks to his quoting that indeed Paladins are still erroneously listed as viable hammer units, despite the original poster's claim that he had fixed it. I just assumed he actually fixed it and didn't reread it until my eyes caught that as I scrolled past the quote.

    It's not a horrible generic summary guide to the game. It could use some formatting to make it more readable, and there's little errors here and there. Mostly a passable guide to explain the basics to newbies, which seems to be the intent.

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