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Turaths Guide to 9 and 15'c
#1
I know this is long, but it is well worth the time to read through it. I got it from another server I play on. I recommend printing it out so you can take it to your favorite reading place. You can also make notes in the margins.

MaximusDeanus (S3)

Turath’s Guide to 15c's

Part 1:

Here is a guide to using 15c's that Turath (#5 player on server 5) wrote. Images didn't come with the text.
-------------------------
Turath's Guide to 15-c's

Short Version of my guide (since who knows when I'll have the time to finish the long version).

Caveat: This guide has some strategies that require gold. That said, if you don't use gold there are hopefully things in there that you can find useful.

1. Build a good 15 cropper capital.


A. Finding a good 15 cropper:

Basically, the best 15 cropper that you can get that is in a reasonable location. In other words, not up in another quad. But also not out at 300/300.

What makes a good Cropper location? The number one thing to look for is high wheat oasis bonus. 150% is best, 125% is great, anything above 75% will work. Less than that will still work, just at reduced efficiency. 25% or 50% is just fine, just not ideal. 75% can get you at the top end 50,000+ wheat per hour easy! That could support a 50,000 wheat army on its own. For every 25%, add about 7,000 more wheat per hour. So a 150% 15 cropper would turn that 50,000 wheat per hour into 70,000+ per hour. A maxed out 15 cropper with level 19 fields and 150% wheat bonuses can top out at over around 100,000 wheat per hour. Now that is what I call a hammer.

Use this to find your 15 cropper:

http://travian-utils.com/

B. What is the purpose of your 15 cropper:

Your 15 cropper will serve two purposes.

i. Storing troops. When you are not using your army you will be storing it in your 15 cropper.

ii. Producing massive amounts of resources. Even when you have a large army your 15 cropper will still be making extra wheat. Gold trade this extra what into other resources to help build up your other towns and especially your hammer. When your army finally does wipe, your wheat will jump through the roof, and you will be making massive amounts of resources just when you need it to help rebuild your army. A good 15 cropper can make up to 100,000 wheat per hour. If you crop trade that equally that is 25,000 of each resource per hour! As you can see, the resources produced by the 15 cropper will be a major engine behind your travian economy.

C. Why a 15 cropper capital, why not something else?

Well, if you are not a gold user, I would recommend a really nice 9 cropper over a 15 cropper. But if you are a gold user, a 15 cropper simply can not be beat. The primary reason is that a 15 cropper capital will make more resources per hour than any other type of capital.

Capitals are strong because they can boost their fields/resources above level 10. While clay/iron/wood are limited to one economic building (25% from iron foundry, brick maker, lumber mill), wheat gets the bonuses of two economic buildings (bakery and grain mill) for a total of 25%. In the same way wheat also gets bonuses from the powerful 50% wheat oasis. The maximum amount that clay/iron/wood can be boosted by oases is 75%, but the wheat production of a town can be boosted up to 150% by oases. So so far we wheat has a maximum advantage of 200% v. 100% for other resources.

But that is only part of wheats advantage over other resources. The biggest element is that 15 cropper capitals have 15 wheat fields. The most resource fields that a normal capital can have is 5 of one type. So only 5 resource fields are receiving the bonuses from oases. But for 9 and 15 croppers, either 9 fields or 15 fields are receiving the potentially huge 200% bonuses. So you can have farm more total production out of a 15 cropper capital with wheat oases than any other type of town. 9 croppers have this same advantage but to a lessor extent.

D. Developing the 15 cropper capital:

This is the most expensive part of the guide in gold usage. Basically the way you develop the 15 cropper is by gold trading. In other words you turn the massive crop income discussed above into the resources you need to develop your fields to higher levels. This keeps building upon itself and in a couple months you will have level 18 or 19 fields if you stay dedicated to this. This process can be sped up by supporting the crop fields from other towns, but it will take much longer if you do not crop trade and the highest levels are basically impossible without the use of gold due to insane amounts of resources needed and incredibly long build times.


You need gold for two things while developing the 15 cropper:


i. Balancing your resources through crop trading (npc trading).

Re-balancing your resources is about the only way to afford the last few levels of wheat fields. Levels 18 and 19 are especially expensive.

427835 | 550075 | 427835 | 122240 | 2 | 197:24:00 for level 18

714485 | 918625 | 714485 | 204140 | 2 | 315:52:00 for level 19


ii. rush building your wheat fields. Because even with a level 20 main building it takes 197 hours to build a level 18 wheat field. It also takes 315 hours for a level 19 wheat field.


But do not despair. The gold cost can be minimized.

In order to build level 18 fields you need 7 level 20 warehouses. You need a main building, and a market, a grain mill, and a bakery. That is 10 buildings out of 20 total building spots. Then build 9 level 20 granaries for a total storage of 720,000. If you do it this way, you will only have to re balance once every day or so early on, and only twice a day while you are working on your level 18 fields.

So estimate:

135 gold while gold trading once per day.
80 gold while gold trading twice per day.
240 gold rush building fields 11-18 (even though 11s probably aren't needed to be rushed). Additionally you can likely build the fields without rushing them with your other towns to at least 13-14 which will also greatly cut down on the cost of building your cropper.

If you decide to go to level 19 (and its not necessary because level 18s out of a 100% cropper will give you 75,000 per hour wheat) it will be drastically more expensive because:

You will need 12 warehouses, which means tearing down all but 4 granaries and replacing them with warehouses. That will only leave 4 granaries left. As your production might be over 75,000 per hour now, 320,000 grain storage will fill up in around 4 hours or so, requiring massive gold trading to convert the wheat efficiently. So it would require on average about 8 conversions per wheat field at 3 gold each, or 24 gold per wheat field. Additionally it will require almost 1.5 days per wheat field if you convert at 100% effectiveness. This however can be sped up with resources from other towns.

So in summary, level 18s are very doable and you can get your fields up to level 18 easily with one purchase of gold at $25.00. I mean, thats less than a movie, and for all the hours of playing this game I think its actually a pretty good deal.

One last thing, if you have any extra gold to spend, after leveling up your wheat fields the most important thing you can use is the 25% wheat bonus. I highly recommend that you run it while upgrading the wheat fields, it will allow you to get your fields days weeks earlier because the 25% is applied on top of all your other bonuses, not added into them. In other words, it doesn't make your fields produce 225% instead of 25%, its 25% X the 200%. So its incredibly effective and I highly recommend it.


E. After finishing your fields:

After your wheat fields are finished, demolish some granaries or warehouses and build a trade office. Use this to send resources to your barracks town to build your hammer or whatever. You will be shocked just how much you can do with 15,000-25,000 of each resource per hour.


2. Build a barracks town

A. What is a barracks town:

A barracks town is a your primary offensive town, it is a town that is not your capital, but built close enough to your capital to store its soldiers in the capital when not in use, and for the capital to supply the barracks town with wheat when the army is in use. What gives a barracks town its name is that you can build a great barracks/great stable in it. Capitals can not build a great barracks/great stable.

B. Where to build my barracks town?

It is ALWAYS better to build the barracks town directly adjacent to your 15 cropper capital. Some players like to go for a 15 cropper a few squares away, and while that might sound tempting, you are going to have to trust me on this, if you do it you will regret it. Feeding that army will be a HUGE pain. So do yourself a favor, build it directly next to the 15 cropper. You will only be losing about 3-4,000 wheat per hour, and when your army is 50,000+ in size, that won't make much of a difference.

C. Why do I need a barracks town?

Barracks towns are very important because great barracks/great stables (GB/GS) can not be built in the capital. GB/GSs allow for you to build your army twice as fast. Later in the game, army build speed, not resources, will be your largest bottleneck in army production.

D. But do I need to build a barracks town now? I can't afford to run a great barracks yet.

Yes. The loss of time you suffer from building a barracks town early is only minor. In exchange for that small loss, you will only have to develop your army once (instead of developing it in your capital, then doing it again in your barracks town later on.) But the main reason to develop your barracks town now is that you don't have the room in your capital for the military buildings necessary. To get level 19 fields you only have room for 4 other buildings other than granaries/warehouses. Since you need a market, grain mill, bakery, and main building in your capital, that leaves no room for a barracks, stable, blacksmith, siege workshop, tourney square, etc. So build the barracks town now and save your time/resources for something better (such as more soldiers or wheat fields).


3. Support your Barracks town

Your barracks town will get much of its resources from the 15 cropper. But as your build more soldiers and store them in the cropper, the production of resources in the 15 cropper will slow and you will need more resources to build troops 24/7.

Here is an example of a well supported cropper:



When building villages, build them right next to the barracks town. This is especially true for Teutons because their merchants are so slow. Gauls can afford to stray a few spaces due to their quicker merchants, though I still prefer to keep the boosters right next to the cropper.

How to build a booster? No sense wasting resources. Build all economic buildings, a level 20 market, level 10+ trade office, a level 20 granary (maybe 2 of them), and a level 20 wall, and a level 10 town hall.

Be sure to use these towns to also store troops for the hammer. You can often store 1,500 troops per booster town from the hammer.



5. Expand Expand Expand

The key to growth in travian is building your villages as fast as possible. This is done two ways:

A. Throw parties in EVERY TOWN.

The one exception will be your capital when you need the spot for a warehouse/granary for high level fields. Large parties produce even more cps per hour than small parties and cost similar amounts of resources per culture. Throwing parties will often get your next town in half the time. Very quickly you will be 2-3 towns ahead of where you would have been without parties. Travian is all about exponential growth, so more towns now will equal more towns later. THROW PARTIES!


B. Expand as soon as you have the culture.

Already have the settlers ready to go found your new town. Immediately build up the warehouse/granary, and main building to 20 (it allows the entire town to build faster). Once that is done, level up the town hall and start throwing parties, then start in on resources. But be sure to be watching the days and have your next set of settlers ready to go before the cps are ready and dispatched them immediately. Even waiting a few days to build the next town is missed out production and cps.


C. Warning about chiefing:

One word of warning, beware the tempting chief target that hurts more than it helps. A town that is developed a long ways away is a weakness rather than a strength. It doesn't take that long developing towns, and if capture too many towns too far away you will actually weaken yourself by spreading out your defenses and slowing down your merchants and growth. I would much rather have a town right next to my cluster than a fully developed one 30 squares away.


6. Developing your villages


A. Resource development:

The best way to develop resources is evenly. Develop each type at the exact same time. All resources should be level 1 before building the first to level 2. All 2 before level 3. There are two exceptions:

When you get to all level 8 resources, build one of each type (wood, clay, and iron, but not wheat) up to level 10. Then develop the economic building for that type to level 4. Once you have done this for the 3 main resources, push the rest of the resources up to level 10. Bakery should not be done until all fields are at least level 9 as level 5 grain mill which is required for the bakery is prohibitively expensive.

B. Infrastructure development:

Only build what you need.

In booster towns, only build resource boosters, and resource buildings (granary/warehouse), Defensive buildings (wall, extra granary), market, trade office, main building (level 20 for faster town development). You will need other buildings to get to the trade office, but they do not need developed beyond the minimum requirement.


7. Developing your barracks town for end game

Build:

main building 20.

Palace level 20 (destroy your palace in your capital and rebuild it in your hammer town for the 3 expansion slots and the three chiefs it provides. But do not actually capture with these chiefs as these will only be used to lower loyalty. Other chiefs in other towns will get the final hit. If this town accidentally captures, then use another town to recapture it from you. If you already built a town out of the barracks town, use another town to capture that from yourself to free that slot back up.)

Barracks-20*
Great Barracks-20*
Stable-20*
Great Stable-20*
Workshop-20*
Blacksmith-20 (after all has been researched, then you can destroy this building. But I mean all, rams, catapults, infantry and cavalry need to be level 20, if Teutons upgrade both axes and maces to 20 even if you only use one type, then).
Academy (can be destroyed after researching all including chiefs).
Town hall-10* (for chief boosting large party)
warehouse- 4 (2*) needed for level 20 tourney square, then destroy 1 or 2 of them.
Tourney square-20*
hero mansion- at least level 1*

That is 11 required buildings, or 13-15 depending if you destroy all the unneeded buildings. If you want a market, that is one less building so 14-16. Whatever you have left fill them with granaries. As you destroy buildings that you don't need, replace with granaries. You will need huge number of granaries to support your large army and enable you to sleep while its moving.


8. Building your final hammer


A. What type of hammer to build?

What type of hammer you want to build depends on its purpose.

i. WW killer hammer:

For this, build 5,000+ catapults, and as many soldiers as you can build. 50,000 soldiers and 3,000 catapults is enough to barely hurt a great warehouse. 75,000 and 5,000 can put a small hit on a WW. 100,000+ and 7,000 catapults can really hurt a WW and should be the goal of those with level 19 fields.

Some players might want to work in a team and attack a WW together. If one player builds all rams, and another all catapults, this will be the best way to attack a Roman WW with their strong wall defense, but weak walls. Against teutons, you will just want to attack with catapults as rams will be more of a waste.


ii. A Natar Killer: Natars do not have walls or residences, so you do not need catapults to capture a WW town, though you do need catapults for WW plans. For this, all you need is 50,000 soldiers to attack the natars. Its fairly easy and you really don't need to specialize.


iii. Multi-role:

500-2,000 rams, 2,000 catapults, and push the catapults up as we get closer to the Natars with the above goal of 5,000+. This will allow you to do a bit of everything.

But no matter your role, you should always plan to build whatever troops you need 24/7, and only stopping production of a type when you meet your goal (such as 1,000 rams, or 2,000 catapults, etc).


B. What type of troops to build:


i. Romans: Build imperians and Caesaris.

ii. Gauls: Build Swords and Haeduans

iii. Teutons: Build axes in peace time, maces in war time, and TKs all the time.

For more info, please see my hammer thread:

http://kontravian.ipbfree.com/index.php?showtopic=251

Part 2:

9. Using your hammer

The biggest thing you need to remember when you use a hammer is that you should not be using your army to constantly cut through the enemies defenses. Ideally you want to hit weakly defended towns. You build a massive hammer solely to protect you when you mess up and your enemy defends the town you are attacking. You just want the hammer to be big enough that it will crush these defenders and keep your expensive catapults out of harms way.


A. How to launch the attack:

Generally, you want your catapult waves to be as close together as possible. This is to reduce the chance of someone cutting your catapult waves. I'll talk about that more later. There are a few ways to do this:

i. Use a tab browsing program. Open up ever how many waves you want to send in individual tabs. Get everything set and ready to go, targets for catapults selected, etc. Make sure that if you have a level 20 rally point that you have at least 20 catapults per wave to keep the "ok" button in the same location.

Position the cursor over the "ok" button, and click ok, then immediately press ctrl+tab to change tabs, click again, press ctrl+tab, repeat over and over as fast as possible. Some players can get 4-5 waves per second with this strategy.

ii. Some players like to open each wave in a new window, change the window size until just the ok button is visible, then position the windows around the desktop. After all are set up next to each other, quickly take your mouse and move from one ok button to the next clicking ok as fast as possible. This takes a large amount of hand eye coordination and some strong mouse skills but can be very effective.

iii. The other way to do this, which is done by some, is lagging the game so that all waves will be sent at once. I don't really know how to do this, but I believe it is against the rules anyway, so I don't recommend it.


B. Catapult Strategy:

Now that you know how to launch them quickly, lets talk about actual catapult strategy.

Getting the waves close together will only do so much, but against a good opponent, it might not be enough. I can and have commonly split waves inside the same second, but it requires time to prep, and me being online at the appropriate time. But it is possible. So even if you get all waves inside the same second it won't 100% protect your catapults (and really there is no way to 100% protect your catapults).

To protect against cutting, I often use "lead fakes" before my attacks. Its important to vary the number of lead fakes you send though not to be very predictable. Some players (and I do occasionally) send half of the attacks or even more as lead fakes. Here is an example of my catapult strikes:

<fake> (fakes are 1 catapult)
<fake>
<fake>
<clear>
<catapults>
<catapults>
<secondary clear>
<catapults>
<catapults>

If the person tries to jump over the first wave or two they will hit the main clear. If they cut in part way through the catapult strikes the secondary clear will get them. A secondary clear though is only a good option if:

i. You don't anticipate a huge standing defense, and cutting the catapults is the main threat. In other words. If they have 2,000 defenders and you have a 10,000 clear, you can still clear the army easily with 7,000 attacks and use 3,000 for your secondary clear just in case they cut your attacks after your primary clear. If you think you might hit a brick wall though and the defense will be 7,000 to your 10,000 then you should put all of your clearing troops in the main attack to try and get through it.

ii. You can launch the secondary clear from a different town.

iii. A friend can send his clear to arrive during your catapults to act as a secondary clear to protect your catapults.


B. Fakes:

Fakes are also very important. The purpose of fakes are to confuse the enemy, tire them out, stress them out, confuse them, and make them defend the wrong target. You basically want them not to be able to spot the real attack. The best way to do that is to either make all the attacks look real, or better yet, make one of your fake attacks look more real than the real attack.

To know how to fake, you need to know how defenders defend. Think about yourself. how do you defend? Lets say you have 20 attacks incoming to 5 different towns. What do you do? You will likely defend the towns with the most attacks incoming, the attacks that look the most real, or the attacks against the most valuable town.

Lets draw this out even further. You are running an alliance, and you have attacks coming against you, 4 of your really strong players, and 10 of your players that aren't contributing to the alliance. Who will you defend? The useless players? Not a chance, most likely they will defend themselves and their officers/good players first.

Now how to use that to our advantage?

i. Mirror fakes:

Mirror fakes are fakes that look exactly like your real attack. If your real attack is 8 waves of catapults. Each fake you send out must be 8 waves. This way all of your attacks look exactly the same and its hard to predict which attack will be real.

ii. Misdirection: The best way to get through an enemies defense is not to face it. If you attack a medium pop town of a players, and fake his highest 3 pop towns, you are likely to get through. Just remember what I said above and get in your opponents head. So much about attacking is based on reading your opponent.




10. Defending:


A. Spotting fakes/real attacks

The best way to spot real attacks is this:

i. Is it moving at catapult speed? If not, its either a fake or not something you need to worry about, dodge it.


ii. Look for times of convergence. Most attacks are planned to land at the same or similar times. If you have attacks to 5 towns, but one of them all attacks are landing within 5 minutes of each other, thats the most likely real target.


iii. Check out the attacking players. If the players are attacking from a capital cropper, a barracks town next to a capital, or some other random town. Additionally, the bigger the player, the more likely the attacks are something to worry about.


B. Prioritizing defenses

Prioritize as such:

i. Capital croppers (most important, especially if high level wheat fields)

ii. Barracks towns. If you lose this, it will really hurt (expensive) and your army will disappear. Especially watch for possible chiefs. At most it takes 5 senators/chiefs to take a town and only 3 chiefs/senators can come out of a capital and 2 from a regular town. If you see more than one player/town attacking, be wary of possible chiefs. If they capture the town, your army goes poof!

iii. Other croppers. Enemies love to target croppers and you are likely not to want to lose them.

iv. Defensive towns. These towns provide much of your defense and losing them will hurt you. If they capture them you might even lose your defenders!

v. Booster towns. Booster towns should usually just be defended by cutting catapults. Often not worth a large defense especially if other targets are being attacked.


C. Stack defenses

Its better to try and play roulette and stack defenses and cut other attacks than it is to divide your army equally and get picked a part piece by piece.



D. Intercepting catapults (very important)


This is perhaps the most important skill on here. This is what I call "cutting catapults." Here is how you do it:

Check the landing time of the army. An example:

Army will land at:

1:01:01
1:01:02
1:01:02
1:01:02
1:01:03
1:01:03
1:01:04
1:01:04

Because they might use lead fakes, or secondary clears, the best bet is to use defenders from multiple towns to spit in various locations. The ideal split would be:

1:01:01
Cut here<--------------
1:01:02
cut here<-------------
1:01:02
cut here<-------------
1:01:02
cut here<-----------
1:01:03
cut here<------------
1:01:03
cut here<------------
1:01:04
cut here<--------------
1:01:04

This gives you the best chance to catch catapults. That said, its seldom an option to cut it in so many places. If you only have a couple chances to cut it I would cut it in these locations:


1:01:01
Cut here<-------------- A
1:01:02
1:01:02
1:01:02
cut here<-------------- B
1:01:03
cut here<-------------- C
1:01:03
1:01:04
1:01:04

(A) is where I would cut it when a noob is attacking. They likely do not know about lead fakes.

(B) and © are fairly even. If you are facing a good player, I would ideally like to cut it at A and one of these two. Preferably all 3. But if you have to chose, I would go with B because its exactly in the middle. Most attackers put the clear in the first half of the waves, though occasionally I have seen attacks other than myself send over half of the attacks as "lead fakes."

I remember one particular incident (and haaviskhan might remember since I was splitting for him when I split it at B and the clear came right behind it (so it was in the second half, the start of the second half of the catapults). What was worse is that every wave was real, and the first waves weren't fakes at all, he just sent catapults without a clear in front of them knowing that we were going to cut it. So on occasion, everyone gets out smarted and bad things happen. But in general I still would split it at B as I believe that is the exception not the norm. So preferably all 3, but in order B,A,C if I was splitting.

But I think overall that shows you what kind of impact splitting has on your enemies. They get so concerned about your splitting that they start sending unprotected catapult waves!




Here are a few ways to actually do the cutting:

i. Reinforcing town.

This is easiest and you can even do this for your allies! If we learn how to do this we will be practically unstopable.

Basically, you know when the attacks land. But before the time approaches, but not too much earlier (so the lag is the same), select 1 defensive unit, select the town to rein, and pick an imaginary particular second. Keep sending over and over and get a feel for your lag. Try to land it exactly when you want it to land. You might need to launch 1 second or more early to do this. In other words, launch at 1:01:01 in order to land reinforcement at 1:01:02. Once you have a feel for this. Go to your furthest away town.

Open up the rein window, and sit there and watch the timer count. When the appropriate time comes, launch the reinforcement. Check the time of the rein landing, if it hit when you wanted, if great, then move on to the next slot. needed to be covered. If it didn't land at the appropriate slot, then figure out if it covered a particular slot in between waves that you wanted to cover, and if so, mark that one off your list.

Then go to the next closest town and try again. You can also get more than one try per town if you use different speed units, for example, gauls can use phalanx, haeuds, then druid riders to get up to 3 tries per town which gives you a lot of chances to split.


Again, if you can do this for your allies they would also greatly appreciate it and we would be basically unattackable.


ii. return from oasis/town trick.

How do you say, split waves from out of the same town that is being attacked. Two ways. You can either send troops as a reinforcement to a friendly town or friendly oasis. Once there, click on withdraw troops and it will give you a current arrival timer. From here, just do it the same way as a reinforcement town. With one catch, the time listed is for the slowest moving unit in that town. If you want to take multiple tries, then you will need to pull the phalanx first for example, then when you go back, it will list the arrival time of the next slowest moving unit, such as a druid rider. One of the benefits of having a dense cluster of towns is that you can send reins to all of them and then get many chances to reinforce yourself. If your town is off by itself you will be limited to your oases.


iii. The move and cancel trick.

This is perhaps the hardest to pull off and takes a lot of practice and even when you are good at it it can be tough. Basically, when the attack is nearing, you launch an attack/rein, and then immediately to go the rally point and cancel it. But, you have to move fast because until the rally point refreshes, it won't show the attack to even cancel. Additionally, once the first enemy attack lands, the rally point will go crazy and auto refresh many times locking your ability to cancel the attack. So again, it takes a lot of practice and maybe a stop watch or something and canceling after 10 seconds to arrive back 1 second after the attacks rein might be best.

One other caution, if your town has a tourney square, the travel bonus for a tourney square is at the end of the journey, so be sure to pick a target to rein/attack that is within 30 squares or the tourney square will mess up your timing.


iv. Lastly, the tab method.

This method works exactly like launching close catapult waves. This method works best if you only have really one or two towns capable of splitting catapults. Basically you open up tabs with a certain number of reins in each tab. When the time approaches, start hitting ok and +ctrl+tab, ok, ctrl + tab. This will hopefully send multiple waves per second providing with the maximum number of splits from just one town. You can also do this with the multiple windows cascaded around the desktop method.


Part 3:

12. Natars:

11. Extra tips/tricks

A. Have a town dedicated to scouts.

I would recommend having 1 town dedicated to scouts. What is good about this is that:

i. It reduces the cost of upgrading scouts since you want to upgrade them offensively and defensively.

ii. You reinforce your towns with scouts, and if you ever need a lot of scouts, you pull them all back to the scouting town and send them on their way.

if you do this I highly recommend building a tourney square as well to speed up your scouts.




B. Secondary clusters.

I highly recommend players adding secondary clusters after finishing the first ones. Even a small army with 400 catapults and a 5,000 clear can do good damage late game. After all, you want to avoid defense, and you can do that just as well with 5,000 soldiers as 40,000, you just can't deal with it if you are wrong as easily. But then again, you are out less if they catch you also.







Full Length Guide: (major work in progress

Introduction:


First of all, there are many different strategies that one can use in this game. There are also many things that might cause you to use a different strategy. Different tribes play different ways, and there are many ways to play each tribe. The possibilities are endless. My guide focuses on just ONE possible strategy of the many many strategies out there.

As I mentioned, there are a lot of variables that effect your strategy. One of the BIG things that effects your strategy is GOLD. Yes, GOLD. Some don't like to talk about it, some hate it, but its part of travian. The fact of the matter is that without GOLD there likely wouldn't be a travian. Servers are expensive, designing a game like this is expensive, paying staff to support these games is expensive. And while their support is far from perfect, it still takes $$$ to run this. So while some might not like gold, its not going anywhere.

Now, this isn't going to be a guide about how to use pay pall, or where to find the buy gold button. What this guide will talk about is a strategy for playing, perhaps the best strategy (who knows), but its a strategy that REQUIRES GOLD. Yep, requires, you heard me right. Now before you say "I don't use gold, I'm outa here" wait just a minute. Two things I would like you to read first:

1. There will likely be things in here that you can still learn despite not being able to use this strategy fully. In fact, I have text inserted in code boxes throughout this guide that will give non gold users additional tips which will hopefully make this guide even more useful to you.

2. Really, you don't need a lot of gold to work this strategy. I would say 36 cents a day could make this strategy work, with a one time additional extra expenditure of about $4.50 about a month from now. 36 cents a day is about 10 bucks a month. Which is less than the cost of one movie ticket (not even counting popcorn). And when you think about it, a movie is 3 hours tops, where this game provides hours of entertainment at the place you need entertained the most of all! WORK. Or wherever else you might play this. So for the price of skipping one movie and not buying popcorn (4.50 cent one time expenditure) you can be golding to a level to make you a high flying player sporting one of the largest armies on the server. Don't you feel the power?


Finally, one last thing before we get started, and this is VERY IMPORTANT. If you don't use gold, thats fine. Some of the best players in this game do not use gold. You don't need it! While this one particular strategy won't work entirely for you if you don't use gold, you don't need this strategy to do well. There are 100s of other strategies that you can use that don't require gold. Heck, this is probably the only strategy that really needs gold to work. So if you don't use gold, don't get discouraged, there are plenty of other ways to do well in this game.



Ok, now with all those caveats out of the way, lets get to it. This strategy guide is a work in progress, but I'll give it to you as I write it. I'm going to divide this into 9 sections, so this will be a 9 step guide to full and complete Travian domination. (ok, one more caveat, I picked 9 as an arbitrary number, who knows how many sections this will have when I get finished! If anyone wants to start a pool, put me down for 12 sections, and if it gets high enough I might just have to cut my guide short or if its ending sooner than that, I might have to drag it out even longer to make sure I win. Maybe do a section on how to buy gold after all just as filler. )

(edit: changed it from 12 step to 9 step, yeah, got lazy)


Really, without further waiting, here is the guide:


STEP 1.

The first thing you need to do is find a good 15 cropper. This is very important. What makes a good 15 cropper? Well I'll get to that. Stop being so impatient, geeze, the guide just started 3 sentences ago.

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Now as I stated above, throughout this guide I'm going to be adding little comments about things for non gold users. These comments will be in little boxes such as this one. So keep an eye out for them.

Now, for the comment pertaining to this section. If you are a non gold user, 15 croppers are still REALLY nice. You can still level them up, it will just be a slower process. You will have to dedicate more towns to helping build up their crop fields, etc.

But, if I was a non gold user I would personally look for the best 9 cropper that I could find. A 9 cropper with 150% oases, 125% oases, or 100% oases should be easy to find (because they are not in as high of demand) and these will be a great help to you. That said, 15 croppers are still a great options for non gold users, so you really can't go wrong either way. As I said before (I like repeating myself) 15 croppers will just take more support which means you will have to build more additional towns to build your 15 cropper up. Now as you read the next sections keep in mind that all of my advice for finding a good 15 croppers applies to 9 croppers as well unless specifically noted below in a little box like this one.

A. I'll start really basic, what is a 15 cropper?

A 15 cropper is a town with 15 wheat resource plots. Here is a picture of a 15 cropper:



B. Why do you want a 15 cropper?

Well thats what this guide is about, hang on, your getting ahead of yourself! But in short, 15 croppers give you the best resource production per town, AND allow you to support the most troops. So they are essential to this guide.


C. How do you find a 15 cropper?

Use this link: http://asite.110mb.com/cropfinder.php , Put your coordinates in, and look for the nearest nice 15 cropper.

D. Ok, Now what makes a good 15 cropper? (I told you I would get to this didn't I?)

In short, there are several things that make a good 15 cropper. These are:

1. The oases around the 15 cropper. This is by far the most important consideration. The best 15 cropper is a 150% 15 cropper. This is from 3 50% oases. Next is a 125% 15 cropper, you get that from 2 50% oases and a 25% oasis. Third is a 100% 15 cropper which comes from either 2 50% oases or 1 50% oasis and 2 25% oasis. Fourth is a 75% 15 cropper which comes from a 50% oasis and a 25% oasis, or 3 25% oases. Now, in situations where the total is equal 1 50% and 1 25% is better than 3 25% 15 croppers, and a cropper with 2 50% oases is better than a cropper with 1 50% and 2 25% oases. This is because you can get the same % of bonus from a level 15 hero mansion where the latter examples require a level 20 hero mansion which is... insanely expensive.

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One exception worth noting here for 9 croppers and non gold users. For 15 croppers, it doesn't matter whether the oasis is a 25% wood/wheat or just a plain 25% wheat. But for 9 croppers a 25% wood/wheat is far far better than a plain 25% wheat. I would rank the oases for a 9 cropper as such: 50% wheat > 25% wheat/wood = 25% wheat/clay = 25% wheat/iron > 25% wheat > 25% clay = 25% wood = 25% iron.

2. Location of the cropper. Is it near allies/in the right quadrant/near your starter town. Obviously, the best cropper ever might be out near 400/400, but really, out there, whats the point in having the best cropper ever? It would take you about 3 years to actually use your massive army. Also, a cropper in the middle of enemies is just asking to be attacked, so you likely want to be near some friendly players.

3. Other croppers near by. If there is a couple 15 croppers near your main one, you can build those up and use them to store soldiers. This will allow you to have a large army. You might also want to turn those 15 croppers into defensive towns which will allow you to have a massive standing defense ready to go at a moments notice.

4. Other oases around the cropper. If all other things are equal, look at the other oases around the cropper. Good oases would be: Additional 50% crop oases for your other towns to store more soldiers. Double oases, etc.
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"INSIDE EVERY PROGRESSIVE IS A TOTALITARIAN SCREAMING TO GET OUT" - David Horowitz

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