Banned kings

Hi there,

Are you one of those players that got a king with multiple accounts.
And probably got banned for it. Well you are not alone.

I just came across such a player and it’s not clean.
What can you do about this ? Well nothing basically.

Look around in your area to see if you can find a better suited kingdom since when your king get banned the whole kingdom will break down. It’s not likely that the king will get unbanned either.

Until the king gets inactive you can just sit back and wait.


Beginner’s Guide #2 – First week as Gaul

This guide is written by Curtain

Once you complete the “All resource fields to 3” train more swordsmen till you complete the “25 units” and keep attacking the robbers with your growing army. Build your main building to lvl 5 and start to work towards the “one of each to 5” quest. Don’t forget the crop fields either, keep them around the same level as your resource fields. If you followed along and didn’t waste your resources you should have all fields and crop lands at lvl 5 in about two to three days depending on how active you are, it can be faster than that as well.

The second phase begins right after you complete your last lvl 5 field. So far we have only trained swordsmen which are good at killing robbers but we will also need to defend ourselves. The goal for this phase is construction of lvl 5 Trapper and Wall and lvl 1 stable. Additionally we will need to start training Phalanx as well. If you wish you can build more swordsmen as well but keep their numbers between 30 and 50. At this point only attack the Robbers with your Swordsmen and leave the Phalanx at home. A helpful tip is that you can station your Phalanx to an Oasis when you are online for extra resource production, but take them back to your village when you sign out for the night.

Once you have completed the Trapper build all the traps it can build, build the Stable and research the Pathfinder in your academy then build 5 of those for the quest. When you have trained at least 50 Phalanx and 5 Pathfinders, your Wall is at lvl 5 and your Trapper is lvl 5 full of traps move to the next phase.

To settle a new village we will first need a Residence. You will get a large sum of resources for building one so you might also need to expand your Warehouse and Granary to fit it all. Continue to upgrade the Residence to lvl 5. Once at lvl 5 you will gain a free lvl 10 Residence from a quest. In the Residence you can train Settlers, you will need 3 and they are pretty expensive so save up resources and train them as soon as you can. The last Settler you complete will reward you with large sum of resources so finish the Settlers before anything else. Remember to clear the robbers and change Hero production when needed.

Once you have 3 settlers ready you still need enough culture for a second village. You can inspect your culture situation from the residence, at this point it should be close or even over 200/1000. We could wait for the culture to generate but there is another way which we will be using. The Town Hall will reward you with 800 culture points for completing it. Build the main building to lvl 10, followed by the Academy and finally the Town Hall. Once the town hall is complete you can settle your second village. I will talk about suitable spots for settling in part 3 of the guide so check that before settling.

You will pass 200 population when you are upgrading your academy which means you will lose your beginner protection. Before you go beyond 200 population, make sure you have around 100 Phalanx and 10 Pathfinders. Train them as you are upgrading your buildings, if you aren’t quite there yet, stop before 200 population and get the troops before proceeding.

Once you have the troops ready, build the Town Hall and settle your second village. You should arrive at this point in about 3-5 days depending how active you are. In my test game I was quite inactive and was able to settle my second village at the end of my 5th day. I had 120 Phalanx, 50 Swordsman, 15 Pathfinders and the following buildings: lvl 1 Stable, Town Hall, Rally Point, Embassy and Grain Mill; lvl 3 Barracks, Market and Smithy; lvl 5 Wall and Trapper; lvl 8 Warehouse and Granary; lvl 10 Main Building, Residence and Academy. Your troop numbers might vary a bit depending on how you play and how much luck you have on your adventures and daily card game rolls but that should give you an idea what you need to have at this point.

Part 3: Game beyond the beginning

I mentioned earlier that I would explain where you should settle your second village. I also asked you to figure out if you like your current location or not. It’s time to put 1+1 together and see what we get. If your current kingdom is doing well (more members are joining in, borders are expanding and the amount of treasures in the kingdom is growing) and you also like the people you are playing with you should consider settling near your first village. If on the other hand you think you want to leave your current kingdom you can do that by settling inside a kingdom of your choice. If you decide to leave your current area for another kingdom make sure to contact their king first to see if he is willing to take you in. To leave or to stay; this choice is the most important factor on where you should settle.

Next thing you want to consider is what kind of playstyle you want to pursue. If you feel like you calling is to help your team out and build defense choose a 4/4/4/6 (6 cropper or just 6c) as your second village. If you feel going for offense troops instead you should consider a 3/3/3/9 (9c) or even 1/1/1/15 (15c). A 6c will generate more resources which will help you to build your economy faster and build more troops. 9c or 15c will produce a lot of crop which you can use to feed a large offensive army which you can use to raid other players for resources. You can still go defense with a 9c or 15c or offense with a 6c if you like but it’s less common to do so. Additionally the more active you the higher cropper you should choose. If you have been very active and want to go defense 9c might be ideal and if you have less time to play consider going for 6c regardless of offense or defense.

Lastly you will want to consider distance from your starting village. The closer you build the faster you can develop. This is because you will want to transfer resources from your first village to the second to speed up its growth and the larger the distance the slower you can push the resources trough.

There is no one right answer but if you aren’t sure a 6c near your starting village is usually a solid choice as it guarantees the fastest growth and you can always use your third village to join a kingdom of your liking as well.
Another thing to note is that you don’t want to defend the second village right away, instead build few levels of cranny and Trapper into it to deter people from raiding it. Trying to defend your second village without sufficient troops and defense buildings can be a bad idea, unless you have allies that can help you defend. Getting attacked isn’t a big deal so long as you lose minimum resources and no troops.

From here all paths are open to you, maybe you will become your teams top defender, maybe you will become a fearsome raider or tough attacker, maybe a bit of everything, follow your heart and do what you see best or ask your king/dukes to help you decide what needs to be done. The one common thing is keep expanding, keep building troops, keep upgrading and communicate with your team. You also might want to ask someone in your Kingdom to be a sitter for you to watch your account during the nights; in turn you can sit for them. Keep following the quests as well as they keep guiding you even after this point. Here are few example ideas you could try.

The Defender: Focus on Phalanx on your first village balancing your resources between new buildings and fields and more troops. Build some Swordsmen as well to keep the robbers in check but keep the focus on Phalanx. Once you settle your third village, start to build more scouts as well as Phalanx in your second village. Your third village doesn’t need to produce any troops at all and you can use it as a resource village to help the other two to grow and produce troops (though you need to level up the fields there first). If you have trouble feeding your entire defense, ask your kingdom members if they would like to take some as standing defense to their villages. Especially the offense players and king/dukes might be interested in standing defenders. After that you can consider to aim for something like this village set up.

Phalanx + Pathfinders + Swords (1st village)
Phalanx (2nd and 5th village)
Resources (3rd, 6th and 7th village)
Druidriders (4th village)

The Hybrid: Your first village should focus primarily on Swords; otherwise the idea is largely the same as with the defender. Focus should be primarily in defense troops but your first village can slowly ramp up offense production. You can use the Swords and bit later TT’s to raid enemies or inactive villages for extra resources. The plan:

Swords (1st village) + TT’s (when you have 3 villages)
Phalanx (2nd and 5th village) (Pathfinders on 2nd village)
Resources (3rd, 6th and 7th village)
Druidriders (4th village)

The Attacker: More offense focused than the Hybrid approach you will need a lot of help from your team to defend your villages to make this work. Start producing TT’s as soon as you can and use them to raid unsuspecting enemies and grey inactive villages. If you settler on a 9c or 15c build your attacking troops in there, otherwise build them in your first village. Prioritize TT’s over Swords as they are better raiding units and will pay form themselves eventually if you use them for this purpose.

Swords + TT’s (1st village) + Rams (when you have 3 villages) + Trebuchets (when you have 5 villages)
Resources (2nd, 4th, 5th and 7th village)
Phalanx + Scouts (3rd village)
Either more Phalanx or another village with TT’s and possibly Swords (6th village)

With all 3 of these example playstyles build troops when you can afford them, you don’t have to produce from both villages as soon as you settle your second village but take your time and expand production slowly but steadily. Raiding and clearing robbers in all 3 examples is an important source of income so consider trying those as well. Also keep in mind these are only suggestions.

Beginner’s Guide #1 – First week as Gaul

This guide is written by Curtain

I’m Curtain and this is “Travian Beginner’s Guide”. This guide is based on my experiences of the game and is aimed at beginner level players but feel free to read and comment on it even if you have more experience with the game.
As a disclaimer I want to mention that this guide is not the only or necessarily even the best way to play the game so experiment and enjoy this great game with your own style.

This guide is divided into three parts:
Introduction to Gauls
The first few days
Game beyond the beginning

Part 1: Introduction to Gauls

Travian has three playable tribes; Gauls, Teutons and Romans. For the purposes of this guide we will be selecting Gauls but feel free to follow along if you pick Romans or Teutons, the information in parts 2 and 3 especially will be largely universal to all tribes.
Before we dive in further, let’s look at the units Gauls have access to:

Phalanx – Powerful defensive infantry unit available from the start of the game, he moves fast for an infantry unit, he’s very cheap and quick to train. Phalanx is arguably the best defensive unit in the game and will form a back bone of any Gaul player seeking to defend themselves or their allies from enemies.

Swordsman – The offensive counterpart of the Phalanx, the Swordsman specializes in attacking. He is your go to unit when dealing with robbers or even enemy players. He is also unlocked from the start of the game.

Theutates Thunder – The first Gaul light cavalry unit is the Theutates Thunder (TT for short), he is fastest unit in the game allowing him to get to the target, carry plenty of loot back to base and be ready for another attack very quickly making him arguably the best raiding unit in the game.

Druidrider – The second light cavalry unit Gauls has access to is the Druidrider. Like the TT he is also very fast but unlike the TT he specializes in defense. Being the fastest defensive unit in the game, the Druidrider is first to the scene when you need to defend even your distant allies.

Haeduan – The Gaul heavy Cavalry unit is the Haeduan. He is perhaps the weirdest unit in the Gaul arsenal having high attack AND high defense but only against cavalry. Following the trend he is also the fastest Heavy cavalry unit in the game (though noticeably slower than the TT). That being said these features come with a high price and training time, which makes him a very situational unit. He’s the only Gaul unit I don’t recommend for beginners as despite his strengths he’s easy to miss use.

In addition to these Gauls have access to 5 other units, which have no large differences between the different tribes:

Pathfinder – Scout cavalry unit able to reveal information on your enemies and defend against enemy scouts attempting to do the same to you
Ram – Siege weapon that is designed to take down the enemy wall
Trebuchet – Siege weapon that can attack all the other buildings besides the wall damaging or destroying them
Chieftain – Very expensive unit capable of capturing enemy villages
Settler – Unit capable of settling another village

Each tribe also has a special building only that tribe can build. For Gauls this building is an extremely powerful early and midgame defensive building called the Trapper. The Trapper is able to build traps which will capture attacking units, entirely blocking small attacks and severely weakening bigger attacks allowing your units to finish them off easily. Later in the game armies become bit too big for the Trapper to effectively handle but for the entire start of the game it’s an extremely powerful asset allowing you to defend your village much easier than the other two tribes.

Trapper and the Phalanx working together will make a deadly combo for almost all attackers trying to steal from your village which makes Gaul defense extremely potent (especially during the early stages of the game). Gauls also have good offensive and defensive options in both their infantry and their cavalry categories while also having generally good stats for their price and training time. Unlike Romans and Teutons, the Gaul unit selection lacks a clear weakness which makes them excellent choice for anyone who doesn’t want to miss out on anything the game has to offer.

The game itself advertises Gauls as the best choice for beginners and I have to agree with this. Gauls can boast on having the strongest defense of all the tribes (especially during the early stages of the game). This is especially important for beginners who might have troubles defending themselves against more experienced players. Once you are properly established and familiar with the game, Gaul versatility will grant you the tools to pursue a variety of playstyles. This is especially important to anyone who is playing Travian for the first time and doesn’t know what part about the game they might like the best.

There is much more to Gauls than what I can cover here but the game wiki and the in game help function both have lots of stats and information to those who are interested to learn more about Gauls.

Part 2: The first few days

For the purposes of this guide I will assume you have registered on a new server less than 24h of the start of the server. This is the ideal time to join a server to get the best experience of the game. New servers start regularly so if no such server exists you can join the youngest server to practice the game and then join a fresh one when it does start. You can have one character (called Avatar) on each server so feel free to try them all if you wish.

Hop into a new server; choose Gauls for your tribe and governor as your role. If you are first time player take the time and first get to know the interface. As a governor we have beginner protection which means we can’t be attacked right now, this means we don’t need to worry about defense for a while. The beginner protection will expire after 7 days or when your village reaches 200 population. There are several things we could do at the beginning but generally speaking the first week is all about establishing your starting village.

While following along the guide make sure to get to know your surroundings, diplomacy is very important in the game and the kingdom you are part of might make or break your game. Don’t worry if the starting situation doesn’t look too good we can fix that later. Most important thing at this point is to figure out if your King seems competent and if you like your current kingdom and location. If there are any chats in the kingdom participate in those, if the kingdom is quiet consider starting a conversation yourself with your king and say hi. Your kingdom mates are your closest allies so get to know them. Most experienced players are also willing to help newer players out so ask them first if you need help with anything.

For this guide we will be following my favorite strategy which I like to call “fast settling”. This strategy focuses on defending yourself well and getting a second village fairly quickly hence the name. Our goals in the order we will complete them for the first week are:
– Establish our village
– Make sure we are adequately defended
– Settle a second village

The first thing we will want to do is get our village up and running, at the beginning it has essentially no structures and no resource income and we need to fix this. Start by reading through all the quests that are currently available for you. The quest system is extremely important to getting your village on its feet as quickly as possible. Always make sure to check any new quests as they appear. Our goal for this phase of the plan is to get all resource and crop fields to lvl 5.

Start by completing quests you see focusing on completing the quests regarding the fields first. A good starting point is the “One of each to 1” quest. A helpful tip here is that any building can be instantly finished when it has less than 5 minutes left to build, use this to your advantage to build fast. Only build buildings that have a quest for. Each quest will reward you with resources, before claiming the resources make sure you have enough room to store them. If you are running low on storage or the quest rewards are starting to get large just increase your warehouse and granary levels as they increase your storage space.

While doing this send your hero to a few short adventures. Don’t use the long adventure. Adventures will reward you randomly with different things. Equip any items you get and save any consumables until you feel like using them. You will eventually gain a level and when you do put the points into the hero resource generation. Any levels after the first you can alternate between the fighting strength and resource production.

At some point you will run out of resources when going through the quests, at this point you can claim some of the rubble inside the village, make sure to have enough storage space for all the resources before clearing any rubble though. You can also use the Hero to generate specific resource you are lacking.

Another way to gain more resources is the Robbers which you can find on the map. To kill them you will need units though so train enough Swordsmen to complete the “5 units” quest. Attack a robber hideout with your hero and all your units once the swordsmen are trained. The fight will be easy but it will get tougher in the future. Robbers will be your main source of income for the first days so attack them as often as you can. Make sure to fully clear each hideout so more can spawn in their place. Early game this means you will have to attack the same hideout multiple times for your soldiers to carry back all the resources. Once the hideout is fully cleared it will disappear completely. Robbers will reward you with resources as well as stolen goods that you can sell for resources. Before attacking make sure you have enough room for what your soldiers will bring back, same thing when selling the stolen goods.

Travian Hero guide

Are your hero losing too much Health ?
Do you have the problem in keeping the hero alive after sending them on adventures?

Well then I have the solution for you.

Now we start from day 0 in the beginning your hero is almost not losing any health but that will change when the server gets older.

So to make sure your hero lose as little as possible you need to put Points in Fighting strength. It’s really important cause the more Fighting strength your hero have the lower health it looses.

So why would you pick Fighting strength instead of Resources ? its cause you need your hero out on adventures since it’s a significant income for your village. You Always have a chance to gain Resources from adventures and it can be over 1500 in each type and that’s allot in the beginning. And ofc you need the items he can find.

So if you have silver for it make sure you get some ointment since it help you allot as well. But remember to not spend too much on it make your deals.

If you are clearing a village make sure you Always have your hero with you.
Since its free exp.

It’s really not that hard. So pick those Fighting strength and you are golden.

Not being a farm

So you having problem with some attacking neighbors ?
No problem I will try my best here to help you out.

Okay lets take this from the beginning, the only reason why you getting attacked is cause of Resources or competition. The player who is attacking is gaining a lot of Resources on you so make sure he aint getting any.

First of all be a pain in the ass and build some troops as defence, even if you only gain 10 – 20 troops you will make sure he losing on it.
And if you on the same time can hide all your resources and making him loose on it he will stop.

If he raiding you just cause of the Resources there is a big chance that he only uses a small portion of his army and will easy be wiped out.

  • First make sure you have your cranny up in level
  • If you are a Gaul build som traps
  • Build some troops and send them away as reinforce

It’s really that simple make sure he aint get any and be a pain when it comes to making him lose troops.

This will for sure not work if the game is so long in that he have catas.
He may then zero you to the ground but hey if that’s the case you made something wrong in the first place.

Raiding as a topp 10 Gaul

This guide / Tutorial will help you attain your goal as a plunder.
The guide you will be Reading are suitable for both travian kingdom and legend.
So take a seat and take a glass of water.

The first few days you need to focus getting up your troop count so you can start farm when your protection is over.
During your time in beginner protection make sure to farm oases when you can.

So the most important thing you need to know is that you use the right troops for the right purpose. In the beginning Before you can get TT you will need to train Swordsmen. Swordsmen is really bad in farming but its the best you have in the beginning.

So make some swords at least 100 – 200 and make a farm list in your rally Point.
You may Think that attacking in larger numbers may be the best but I need to stop you there. Never ever attack with a large number of troops when the goal is to get Resources it may be good at the time your troops arrive but useless otherwise.

1 attack = as small amount as possible without any death. Try to send 3 – 4 swords in every attack.

So how should your list look like, well don’t go for quantity go for quality.
A list of 3 – 7 villages is super in the beginning.

Now you may Think what is this dude talking about. Well here is the thing you want to send as many attacks as you can to a very small amount of players.
Each wave should be the same as you can train your Soldiers. So if it takes you 12 mins to recruit a sword then you should have your wave sent out every 12 mins.

1 sword training time = 12 min
1 wave = 12 min

5 targets = 5 attacks each 12 min

24 min = 10 attacks and so on.

If you Think this is to slow upgrade your Barack so it get faster to train a sword. When you get down to a training time around 6 min you get out 10 attack in 12 min and 20 in 24 mins.

The whole Point in this is to actually steal the other persons hour production. This farming tech will be much more effective than sending 50 sword in one attack.

This works the exact same way with your TT but they are around 3 times faster so you can do the math. 1500 swords is the same as 500 TT.

If you follow this guide you will be top 10 robber of the week for sure.
But you will need to attack al the time and its hard work and requires dedication even on the nights so make sure you get a sitter or a dual.

Playing as king “Gaul” Week 1

So you want to play as a king ?
Alright let’s go into it.

As king you obtain Resources from both fields, missions and your governors.
When I go for king I use to prefer defence cause you will need to be able to defend your kingdom. But this can be risky as well cause if you aint having any
active members in your kingdom that can go for offensive you will be stuck. Continue reading “Playing as king “Gaul” Week 1″

Troop statstic

Let’s take a tour into the statistic behind troops in travian kingdoms.

When it comes to attack per cost we can se that clubswinger is the number one unit they have a base attack on 0.22222 and under clubswinger we have axefighter on a 0.1765 value. This means that Teutons have both rank 1 and 2 when it comes to troops per cost and on the 3th place we have Gauls with their swordsman with a value on 0.1757

If we look at the attack per training time we still have the clubswinger at top with a base value 0.0556

  1. Equites Caesaris – 0.0511
  2. Teutonic Knight 0.0507

Defense (inf. + cav.) per cost

  1. Phalanx 0.4091
  2. Spearfighter 0.3958
  3. Praetorian 0.3125

Defense (inf.) per cost

  1. Praetorian 0.2031
  2. Phalanx 0.1818
  3. Druidrider 0.1513

Defense (cav.) per cost

  1. Spearfighter 0.25
  2. Phalanx 0.2273
  3. Legionnaire 0.1786

Defense (Average) per cost

  1. Phalanx 0.20454545
  2. Spearfighter 0.19791667
  3. Praetorian 0.15625

And now the moste important one for me at least, what troop is the best one to use in plundering.
I think this point is so important so you may wana look at this list before you choise what tribe you going to play.

Efficiency (capacity * speed)

  1. Theutates Thunder 1425
  2. Equites Imperatoris 1400
  3. Paladin 1100

Efficiency per cost (efficiency / cost)

  1. Clubswinger 2.33333
  2. Theutates Thunder 1.875
  3. Paladin 1.5714


What tribe ?

What tribe should I use in travian kingdoms ? It depends on your game style.
Are you a player who are active, like to play aggressive, farm a bit or are you someone who like to play defensive, make some traps, or do you play somewhere there between.
Keep read this article to find out what you should pick.

Romans are known as the more powerful tribe, they have well build buildings some more armored troops and has a wall made of stone rather than dirt. I used to play this tribe back in the original travian. They are good at attacking but have some bigger army cost. Would say that romans have the ability to play both offensive and defensive since they have good troops in both sides. There troops are good at farming but cause they cost so much they aint effective.
For an example in early game you will more than likely not farm that much since the first troop you get is rather expensive and not the kind of troop you want much of.

My favorite tribe to be honest, almost play this one al the time cause they fit my game style best.
And one reason why this tribe is so loved by many players is cause the first troop you can get is clubswinger and you should have tons of those if you play offensive. In later games you should have at least one village with a nuke. Nuke is the same thing as to have thousands of thousands of clubswingers cause they are very cheap to produce. As a single troop they aint good at all but imagine that you can have 30 – 50 k of them rather than 3 – 5 k roman troops.
This tribe use to be the one that often first hit a target cause of the nuke.

I use Teutons as a farming tribe and they are the most effective if you look at the cost / capacity.
but they aint the best ones cause Gauls have some horses that is much better in capacity and speed but is plenty expensive to get. But as before those horses can’t be trained in the beginning as the clubbswinger can.

This is a class that i never played to be honest and have no experience of, so I will for now just leave this section cause that I missing the correct and right information about it. If you have some more information about Gauls feel free to leave a comment.


King or governor

When you start an account on travian kingdoms it’s important that you know if you want to be a king or a governor. The king is as it sounds a king of a kingdom and the kings jobb is to protect the governors.

So if you choise to be a governor you will be placed in a kingdom with another king.
They describe it as if you are a more experienced travian player or an active player you can pick to be a king or if you are new to the travian system you may choice to be governor.

In this case I took governor and it gave me 7 days of beginner protection and that makes me protected from attacks in a 7 days period or if I reach 200 population.

Great thing to notice is that if you pick to be a king you only have 2 days of protection and can therefore be attacked by other kings since they also only have 2 days of protection.

So pick the one you belive is the best for you.