Saturday, March 13, 2010

Farming why and How??

Farming means getting an income by regularly attacking a (set of) target(s). This income must logically be higher than its cost (like troops lost).

Playing Travian on sim-city mode grants you a steady growth, but surely leaves little to no space for tunning results and rapid growth. That's why you start farming: 'cuase there's no other way to exponentially increase your income, and therefore no other way to get bigger or stronger (or both).

Said that, and before moving over to "how" farming should be done, let me underline a number of key points related to this topic:

• Professional farming surely requires a high degree of activity ingame. However, it is mostly a matter of method rather than time: if you have one, you can profitably farm, no matter what proficiency level you're playing at.
• Although the main principles of farming are good for everyone, a different implementation can and should be done depending on which tribe you're using.


The following guide was written by an experinced player on another server.. The player that ended server in top off-rank positons. Enjoy the reading.




--> The economics of farming

Resource fields pay themselves off more quickly at lower levels than at higher levels, but even at relatively low level fields, raiding military can give you a much faster return on your investment. Consider a level 5 iron field improvement vs. a TT or two:

Current production: 22 per hour
Production at level 5: 33 per hour

Costs for upgrading to level 5:
780 | 620 | 235 | 465 |

Total resources to upgrade to level 5 would be 2100. At 11 an hour, you'll get 2100 iron from that field in 191 hours, just under 8 days.
In contrast, if you invested in TT (admittedly one of the best raiding units in the game), it would pay itself off in 14.53 full capacity raids.
Of course, that assumes full capacity raids ... no losses ... but with very active raiding, losses matter much less.



--> Finding and controlling farms

The least active players are the most attractive farms. Since they don't put a whole lot of effort into the game, you can assume that they are generally lazy and/or disinterested, and will often have resources well beyond whatever cranny size they have.

You can make yourself a map of your surrounding area and keep track of population increases to give yourself an impression of this. No population growth is generally inactive, and low is generally semi-inactive. Be careful though, crop field improvements and military growth don't show up as population increases.

(Use gettertools to find inactives and check groth of ppl)

Inactives should of course be scouted and likely hit (if nobody from the alliance is already doing so).
The best farms, however, are often slightly active ones. If you pay close attention (check daily), you can even see if they have grown or not in the last day. If they haven't, it probably means their warehouses and granaries are overflowing, and you may be able to recoup any military losses simply with the bounty you get on the first hit (if your military is large enough). These are often the best farms because other people are not already raiding them -- so you have no farming competition -- and even more so because they often don't give up completely for quite some time (logging in from time to time to build something), and so don't appear as grey on the tool, or otherwise make themselves more obvious farming targets for other players.

For these farms, however, you must control them. The key here is brutality and merciless persistence. The player already showed you a tendency to be lazy by their slow growth. Hit them again and again. Kill whatever military they build. Raid several times a day.



--> Scouting and checking allies

You need to know more than inactivity for your target though. You need to know what's waiting for you in their village, and you need to assess the likelihood that farming them could cause you problems.

Always scout before raiding. Even if you have attacked a target a dozen times, it is a good idea to scout before every raid. Players may surprise you with reinforcements, or may have built significant military and hidden it from you.

(Do not underestimate this part of the process: sending 1 scout out costs you nothing but might eventually save you thousands of raiding units, which are not just expensive to rebuild, but also, and above all, represent and income for you in terms of bounties. Having them killed could mean you lose tons of res per day.)

Look at the map. Center the map on your target, and look around to see if they have allies nearby. If you have plus, expand the map to 13x13 and do the same. Depending on how far your target is from you, and the speed of your raiding troops, you can figure out whether it is possible or not (or how likely it is), that a player will be reinforced by an ally. If they can't be reinforced, and the losses look acceptable, hit them.

Also check the map of their entire alliance:
(Agian gettertools)


Do they have members near you or our other members that might retaliate? Are they a strong alliance? Do their members seem to occupy an area of the map in force, or do they have members scattered randomly all over the map? In the latter case, you can guess that the alliance is disorganized, and reinforcements or retaliation is unlikely.



--> Dealing with reinforcements

Usually adopt an approach of "kill everything" ... kill all the reins that showed up, look around the area on the map to see who might be most likely to have reinforced (allies, personal allies, members of the same nationality) and hit them too. Think of yourself as a kind of mob boss: "U want them DEAD, U want their family DEAD, U want their house BURNED TO THE GROUND"

Of course you need to have made large investments in military to allow this, but a truly active farmer will have other farms that are constantly feeding an ever-growing military, so even temporary losses can be worthwhile.



-->Dealing with farming competition

One of your farms being hit? Depriving you of resources? Look around the map, check the players, guess who might be hitting the farm ... if you take them out, you might create yourself a new farm, and you'll also get more resources from the farms of yours they were hitting.

Teutons are especially worth keeping an eye on ... they tend to be raiders, and the cranny bonus hurts (even if you are much more active, they can get the majority of the resources from shared farms if the crannies are big). Teutons often also have weak defenses, especially when they are relatively small ... they think they will not be attacked (and usually they aren't). If they are stupid enough to have no spears (or not enough), clubs are easily wiped out by even small forces of cavalry.

(If the competion comes from within the Clan than you must settle it. Get in touch with the one who's farming you same target and find an agreement. Many rules can apply here ...who farmed first, who's closer etc... but no matter what you decide to do, there is only one thing that matters: the Clan must be better off).



--> Keeping record

I have a target list on a sheet of paper. I update it every few days. It tells me the player, their location, their population, their estimated cranny size (based on scouting and bounties), their status (active, inactive, demi-active, etc.), and the last scouting report.

This is immensely valuable. If you work hard, you see patterns. You know what times are the best times to hit particular farms. You can guess the nationality (time zone) of players that might be also hitting the same farm (and you can look around and consider likely candidates to take out).

(Keeping records might come to hand in case of disputes. If for examples a player from a friendly ally claims a target as his farm, you could well present some evidence that you've been hitting there before and for longer).



--> Always build more military

This is the hardest part. You have to be very active to allow this, and you have to have lots of farming resources. In time though, you can get to the point where you are constantly building military, 24 hours a day. When the queue of troops gets long enough (maybe 15 hours), you upgrade the level of your stable/barracks and produce troops more quickly.

Travian is a race, a race to develop. Most people think it is a race to grow in population -- they are wrong, it is a military race. If your military grows much more quickly than your neighbors, it doesn't matter whether they have a higher population than you or not. In time, you will farm them too ... or at least destroy them to take out a potential threat and potential farming competition.

Most of you will not be able to do this, it is not easy, but with enough effort and the right choices, your military can grow very quickly, and you can find yourself dominating those around you.

(Author was a purely offensive player and a hell of a good one, that's why his guide follows such an agressive pattern. So please bear in mind what farming stands for: getting an income that makes you richer than your enemies. Once you're res-rich, it's up to you to invest what you have. And while training offense surely is a first choice, it doesn't necessarily mean it's the only one. An ever-growing off army is difficult to manage, to move, to keep alive. Go for it if you're up for the challenge but don't think you're not good if you chose a different path, like being a partially defensive player too, or a crop supplier.)

Although there are other important military issues (specialization of villages, weapons and armor improvements, organization of military, capacity to rebuild quickly), your military should generally show significant growth over time. (exponential)



--> Negative crop is your friend

Lumber: 400 per hour
Clay: 762 per hour
Iron: 99 per hour
Crop: -1474 per hour

That was author's resource production in his first village in first few days ... He was plus 500 in crops in the cropper, for a total of just under -1K per hour.

It gives you an idea of what kind of resources you can generate through really active farming. I do not have crop problems at all right now, though you probably should build some more crop field improvements again soon to keep up with the military increase.

Crop is cheap on the market though. If you ever wondered why, it's because military doesn't require much crop to build, and there are other raiders out there that are constantly building military. They end up with too much crop in the early game, although later, crops can be a big problem, which is why croppers are so important for these players in particular.

Combat Mechanism

The purpose of this post is to explain how combats work in Travian. The key factors that play a role in combats are just a few, so we will focus on them and leave the others aside for now. For this reason, the following assumptions have been applied to all the examples in this chapter:

• The defender has no wall
• None of the defensive troops have been improved in the armoury
• None of the attacking troops have been improved in the blacksmith
• The attacking player and the defending player have exactly the same population


Each type of troop is described by 4 values :
• At = attack value
• Di = defense against infantry
• Dc = defense against cavalry
• Up = upkeep cost in terms of crop per hour




The result of an attack is determined by matching the Total Attacking Power (TAP) with the Total Defensive Power (TDP).
Calculating TAP is kinda straight forward since it is the sum of the At of all the troops involved in the attack.
Calculating TDP is more complex, since this is a single value that has to reflect at the same time Di and Dc. For each type of unit these two components melt together according to the composition of the attack. Hence the Defense Value (DV) of each unit is the weighted average of Di and Dc, where the weight of Di is the % of TAP proceeding from infantry and the weight of Dc is the % of TAP proceeding from cavalry.

__________________________________________________________________________________________________
→ Example ←
50 Swordsman (SM) + 20 Theutates Thunder (TT)
TAP = 50 * At(SM) + 20 * At(TT) = 50 * 65 + 20 * 90 = 3250 + 1800 = 5050
% of infantry = 3250/5050 = 64%
% of cavalry = 1800/5050 = 36%

100 Spearfighters (SF)
TDP = 100 * DV(SF) = 100 * (Di * 0,64 + Dc * 0,36) = 100 * (35 * 0,64 + 60 * 0,36) = 4391
__________________________________________________________________________________________________


The formula of casualties is unknown, but it can be described with relative accuracy (as you can simulate as many combats as you wish).
Let's take a simple set of examples, Imperians vs Praetorians, and let's see what happens by increasing the TAP as a multiple of TDP.

__________________________________________________________________________________________________
→ Example ←

(TAP = 1 x TDP) 1000 imps vs 1076 praets -> 1000 imps dead
(TAP = 2 x TDP) 2000 imps vs 1076 praets -> 727 imps dead
(TAP = 3 x TDP) 3000 imps vs 1076 praets -> 606 imps dead
(TAP = 4 x TDP) 4000 imps vs 1076 praets -> 540 imps dead
(TAP = 5 x TDP) 5000 imps vs 1076 praets -> 494 imps dead
(TAP = 6 x TDP) 6000 imps vs 1076 praets -> 460 imps dead

[...]

(TAP = 20 x TDP) 20000 imps vs 1076 praets -> 306 imps dead
(TAP = 40 x TDP) 40000 imps vs 1076 praets -> 253 imps dead
(TAP = 80 x TDP) 80000 imps vs 1076 praets -> 217 imps dead

__________________________________________________________________________________________________


The rate of decline in losses slows as the ratio of attackers to defenders gets very large.
This means it's not that really important whether you have 40 or 80k imps in this particular battle, you only lose 40 imps less with 80k imps. However, from 1k to 2k you lose 270 imps less. Having a big army --at least a couple of times bigger than the defense -- is very, very important.

It's vital in minimize your loss by having sufficient attack power against a defense. Before attacking, think about whether your army is big enough to destroy the defense without too many losses. A good rule of thumb is never split your army: attacking full forces generally delivers the best results. And let me stress a lot that "generally" doesn't mean always

Defense value works the same way, just switch TDP for TAP in those examples and we have a good illustration why more defense is always better.


Thanks to the understanding of this fundamental mechanism it has been possible to develop calculations and draw tables that can be extremely useful in many fields:
• Defending strategy
• Attacking strategy
• Reinforcement strategy

What to give away in profile!!

The importance of profile content.

Many do not realize how important what is contained in a profile or for that matter what is not contained in a profile is.

The Dove
Tells me when you started. In knowing when you started I can size up your skill and based on sizing up your skill I can pin you as a likely raid target if I feel you should be much further ahead than you are. (Determining skill level)

Taunts threats or displays that are beyond your skill to back up.
Many players in Travian look for challenges. If your profile for example says If you attack me my alliance mates will, If you attack me I will, I'm all crannied up, If my pop isn't growing my army is. There are really a million examples of this. The point being............

If I am from a larger alliance the first two will at best amuse and at worse make me send Catas to call your bluff. The last two make me think hero exp and or Catas if you are all crannied up.

Location in profile
I'm from Kansas, England, Detroit, California are all wonderful tools you have provided for a enemy to size up when the best time to attack you might be.

Activity
I run on the school track team, I am in band, I work as a computer programmer for IT inc.

Lets take the first two, we all know that activities like these take place after school and on weekends. You have just gave me a little more insight on when might be the best time to attack.

Empty profiles
This to me says you don't care that much about your village or that you are strained for time enough that you just didn't bother with the profile because you only log in a few times a day to check on your village.

Misspelling/Age/Gender in profiles
Misspelling just reflects poorly on you but still may annoy someone into attacking you. Age is vital to keep out of your profile. If you put that you are 42 and female for example I would assume husband, kids, early mornings, early bed time. 13 I would assume you have a bed time and if school is in I know where you are between 8am and 3 pm and it's not in Travian. 45 year old male, you are getting older and need more sleep, most likely work day shift and spend mid day into the midnight hours on Travian but are not on during the early hours to mid day as much.

A good enemy will use every detail to defeat you and look from every angle to find weakness.

What to be build in a village


First of all, there are 3 types of villages you should have in travian:

Offensive villages
Defensive villages
Supply villages

It's easy to understand I guess what is the purpose of each of these villages. Offensive is where you base an offensive force, defensive is for making defensive troops and supply villages are there to generate resources to send to the previous 2.

--> Offensive villages
This is where you build up an army to go and attack/raid other members. Instead of building troops in every village, specialize your account so you have bigger armies in fewer cities. 2 armies of 5k will do more damage then 10 of 1k. It could be usefull to have a seperate village where you have a huge amount of scouts though.

a) Which sort of valley?

Always try to have them built in 9 or 15-croppers. If possible, make sure they have crop oasis' around them in the 7x7 map. This way the crop production will be bigger then in a normal village with only 6 cropfields. Why do you need the bigger crop production? This way you can build more troops in your village without going in negative crop. The bigger your army is, the more damage it will do.

B ) What to build?

- Barracks, Stable and Workshop: Should speak for itself I guess.

- Grain mill and Bakery: Again no explanation needed I guess.

- Blacksmith: Here you give your troops extra power. Every upgrade adds 1.5% attack for the unit that is researched. So attacking with 10k imperians with 10 levels developped at the blacksmith will count as 11500 imperians. A huge bonus at a relatively small cost. Research all your offensive troops here and your rams and cata's to lvl 20 and then destroy the building again to make room. The upgrades will not disappear.

- Granaries: 4-5 are not really an overdue. They are needed to store crop in. When you build up your army, you will go into negative crop production and with having a lot of granaries, you will be able to store a lot of crop which makes sure your troops don't starve if you can't be online due to some reasons suddenly.

- Warehouse: 3-4 is a nice amount, needed for upgrading your buildings and usefull for storing the bounty from your attacks. Nothing more frustrating then seeing part of your bounty disappear because you don't have enough space at your warehouses.

- Rally point: With RP lvl 15 you can start on building on your Tournament Square, with lvl 20, you can target 2 buildings with your cata's.

- Hero's mansion: You need this to conquer crop oasis' and this way, you will be able to send your hero along with your army on attacks. This way, he will be able to get some nice and needed experience.

- Tournament Square: Your troops can move 10% faster on every upgrade after they have travelled 30 fields. Very usefull when attacking with rams and cata's and on far away attacks.

- Academy: Used for researching all different kind of troops. After you have researched them, tear them down again to make place for a granary or warehouse as that will be more usefull.

c) What's not really needed

- Trade office: Most resources will go into building troops, upgrades at the blacksmith and buildings. The marketplace is usefull to trade of some crop but a trade office will take in a spot that isn't needed.

- Armoury: Same thing as the blacksmith, but for defensive purpose. Do not build this in an offensive village.

- Trapper: Useless, wouldn't build it in any village at all.

- Cranny: Use your resources to build troops and ship away the rest, it takes up a valueable spot and 1-2k more or less bounty won't make the difference.

- Embassy and Town Hall: see supply villages

- Saw Mill, Brickyard and Iron Foundry: Certainly not needed in a 15-cropper. Could be usefull in a 9-cropper, but takes away valueable spots for other, more needed, buildings.

--> Defensive villages
This is where you will build troops that will defend yourself, alliance mates and eventually the WW, for which we all play the game in the end.

a) which sort of valley?
Once again, try to make them in a 9 or15-cropper, this way you can hold more troops then on a normal village with only 6 cropfields. It's offcourse possible to build a defensive village in a 6-cropper when you will send most of the produced troops away as reinforcements for your alliance mates. Then the crop production isn't that important anyway.

B ) what to build?

- Barracks, Stable and Workshop: Should speak for itself I guess.

- Grain mill and Bakery: Again no explanation needed I guess.

- Armoury: The same as the blacksmith, but for defensive purpose. Research all your defensive troops and when you have reached lvl 20, destroy the armoury again. The upgrades will not go away if the building is destroyed.

- Granaries: 3-4 should be enough to keep your troops from starving and incase you get attacked with catapults, you still have 1-2 left to hold enough crop.

- Warehouses: 3-4 again. As with granaries, you can still hold a decent amount of resources in case you get attacked to rebuild and make extra troops.

- Rally point: With RP lvl 15 you can start on building on your Tournament Square. This way you can send reinforcements even faster.

- Tournament Square: Your troops can move 10% faster on every upgrade after they have travelled 30 fields. Very usefull when attacking with rams and cata's and on far away attacks.

- Academy: Used for researching all different kind of troops. After you have researched them, tear them down again to make room for warehouses/granaries. If you have space left, keep it, it gives a nice amount of culture points though.

c) what's not needed?

- Trapper: Useless, wouldn't build it in any village at all.

- Cranny: Use your resources to build troops and ship away the rest, it takes up a valueable spot and 1-2k more or less bounty won't make the difference.

- Embassy and Town Hall: see supply villages

- Blacksmith: Useless for defensive villages. You won't use your troops to attack normally, you will have your offensive villages for this. Upgrading troops will only costs resources that can be used for training more troops.

--> Supply villages
These villages will supply the previous 2 sort of villages with the much needed resources to build your armies, upgrade them in blacksmith/armoury, build RP and TS, etc etc. Try to build them as close to your offensive and defensive villages as possible.

If you will build a new supply villages, also pay attention to the oasis' around it. If there is a clay oasis for example close to your offensive village where you want to build a supply village, look for a valley with 5 clay fields in the 7x7 map of that oasis. When the supply village is set up, conquer the clay oasis. This way you will maximize the use of the oasis. The same goes for wood and iron oasis' offcourse.

a) which sort of valley?
Very easy, a village with 6 cropfields and the rest normal resources. As said before, pay attention to the oasis' around the place where you want to build and try to maximize their effect. The rest of the cropproduction (unused as you won't build troops here and only a small amount of reinforcements) can you then send to your offensive/defensive villages to help manage your negative cropproduction.

B ) what to build?
- Grain mill and Bakery: No explanation needed I guess.

- Granaries: 3 should be enough to keep your crop and not letting it overflow so you would loose it. If you have 240k of crop on supply villages, get yourself more troops.

- Warehouses: 3 again would be more then enough. I would even say 2 is enough. Letting over 160 k of resources lying around is asking for trouble sooner or later.

- Marketplace: Easy, this is needed for shifting your resources to the offensive and defensive villages.

- Trade Office: Build the stable to lvl 10 for this and build up your Trade Office. It will enable you to shift resources more effective to your other villages and is easy when you have to do it over bigger distances.

- Sawmill, Brickyard, Iron Foundry: Pretty simple, to get the extra 25% of resources.

c) what's not needed?

- Armoury and blacksmith: As you won't build any troops here, they are not needed.

- Trapper: Useless, wouldn't build it in any village at all.

- Cranny: Shift your resources away to the other villages to make troops.

d) what's usefull?

- Embassy: Very cheap to build and they give a lot of culture points. 1 lvl 20 embassy gives 153 points per day. If you build 4 of them that's more then throwing a little party every day in a townhall. You should have enough free spots in a supply village to build it anyway.

- Townhall: This way you can throw some parties to gain culture points more quickly.

- Academy: Gives a lot of culture points too. But more expensive then the embassy.


Random tips:

Scouts: Make sure every village and oasis you have, has at least 20 scouts. 20 scouts will always be enough to kill at least 1 scout, even when your scouted with a big number of scouts, which is needed to get a report about someone scouting you. No killed scouts, means no report, so you wouldn't notice it when an enemy scouts you.

Friday, March 5, 2010

All About Hero


This small guide can help you getting a good hero (level 60+) relatively fast... or at least to make you save time and reviving -resourse. I wrote the first hald, Caius Cassius the second one. Enjoy the reading.


--> Description (from travian FAQs)

Prerequisites: Hero's mansion level 1
The moment you have a hero's mansion level one you can make a normal unit a hero. This means that you need a stable or barracks before you actually can create a hero.

The hero can be send as a reinforcement to other villages like every other unit. However if the village is yours and you have built a hero's mansion there prior to sending the hero, you can use the hero from this village as if it had been created there.

When a hero is trained he has has 5 skill points that can be used to increase his 5 abilities. Ability levels can be increased up to level 100. Each time a hero gains a level he earns 5 additional ability points that can be used to increase his 5 ability levels.

• Offense: Points put into this ability increase the attack value of the hero.
• Defense: Points put into this ability increase the defense value of the hero. (The ratio of defense against infantry/calvary stays the same.)
• Off-Bonus: Points put into this ability increase the attack value of the whole army by 0.2% per level (maximum of 20%). This bonus only applies if the hero is attacking with the army.
• Def-Bonus: Points put into this ability increase the defense value of the whole army by 0.2% per level (maximum of 20%) This bonus only applies if the hero is defending with the army. Other defending troops not under your control will remain unaffected by this bonus.
• Regeneration: Points put into this ability increase the regeneration rate of the hero.

After upgrading a Hero's mansion to level 10, you can use your hero to annex oases in your surroundings. At building level 10 one oasis can be annexed, at level 15 two and with a Hero's mansion level 20 three. The oases you want to annex have to be within the 7x7 square around your village.



--> Which unit should be my hero?

There are 3 things you should take into account while making this choice:
- 3 out of 5 attributes of your hero do not depend on what type of unit your hero is (Regen, Off & Def bonus). Only Attack and Defense do vary depending on the type of unit you pick.
- Each unit has its cost. Clubs are cheap, Teuton Knights are expensive. This doesn't change at hero level: reviving a level 50 TK is way more expensive than reviving a level 50 club.
- Speed. Your hero is often send alone on mission (against oases or poorly defended farms) or with cavalry-only armies for raids. The price of this slow-down could be high: with a TT hero you can make way more attack (get way more bounties) than with a swordman.

Said that, here you go with an overview of the most popular school-of-thought:

• Standard Choice:
Normally, you should chose the strongest unit at your disposal: Teuton Knight, Equites Caesaris or Haeduan. That will grant you the highest values in Attack, which is what most people are looking for and, in general, what helps you the most at the beginning in getting more experience points for your hero.

• Farmer's Choice:
A good farmer should use the fastest troops at his disposal: Teuton Knights, Equites Imperatoris or Theutates Thunder. If you have such raiding forces you surely need a hero that doesn't slow you down. What you lose in terms of Attack and Defense (for example, a TT won't get as high as a Haeduan in neither values), is more than compensated by the speed at which your hero will grow and get levels (a TT hero allows you to raid more farms in one day than a with Haeduan).

• Defender's Choice:
Paladins/Spears, Druidriders/Phalanx, Praetorians(Legios) can be used as well. They'll grant you a higher def/cost ratio.

• Units I suggest not to use:
Clubs, Swordsman, Imperians... I'd say don't use them as heros. Infantry heros should be def units only.



--> How to get experience points and where to spend them

To get experience points you must kill troops, no matter if you do it in attack or in defense. However, it wouldn't be that wise to get heavily and often under attack just to improve your hero's skills... that's why you'd prefer to attack . Farms a part (your hero will soon learn to love small bunches of defenders), Oases are the the place where to gain points, especially at the beginning.

Your first mission against animals will be most likely suicidal ones. Don't worry though: reviving costs are low at the beginning. Spend you first points on attack: that will make your hero stronger (and therefore more resistant), but don't forget regeneration... Suiciding missions aren't such a big deal, yet it's better if you can survive

Each time your hero moves up one level he gets 5 points. My advice is to spread them like this: 4 points in attack, 1 in regeneration. This way you should be able to grow him at a good pace without having him dead to many times.

Another good reason to manage your hero like this is that at the beginning you don't have a big army, so spending points in Off or Def bonus would do you less good than spending them in Attack or Defense. However, it shouldn't take long before the situation changes... as I assume you'll be training an army as soon as you can.

From this point onwards it's impossible to draw a universal strategy appliable to everyone... but I surely can give you some general tips:

• Regeneration: do not spend more than 20-25 points there as it'll do you no good at all.
• Attack: once you've spent 50 points there, your hero is able to face alone any amount of animals in an oase (then obviously a phalanx hero might need more than 50 points while a Equites Caesaris less). If you wonder when to switch from Attack to Off bonus, this could be the turning point.
• Defense: this skill is often (and rightly) left behind. First of all 'cause Def bonus starts to be more convenient that Defense early in the game: it's not that difficult to gather a nice def army since you can group together troops from different villages. Second reason is that many players prefer to have a second hero, purely defensive. An hero you can cheaply revive when your off hero is in purgatory (or more likely in hell ) and serve you well in delicate situations.



--> Experience point formula

Knowing how many kills you need to get your hero up of one level is simple. You just have to multiply the current level of you hero per 100. So, to go from level 3 to level 4 you need to kill 300. Please note that this number is a crop value. So you can either kill 300 infantry units, say spearfighters, or 100 Teuton Knights.

The most obvious and most important consequence of this fact is that the stronger your hero is, the more difficult it is to improve him. There are a number of practical implications, so let me just give one clear example.

You just used your big fat army against a World Wonder of an enemy clan. Your strong offensive hero, say level 55, died with honour during the mission. Now you just have def troops and want to help defending our own Wonder. The question is, do you revive your hero (who had no def bonus points) or do you make a brand new one?
Easy answer: you make a brand new one. This way, a part from saving a lot of time and resourses (your dead hero costs you little less than 1 million resourses and takes more than 3-4 days to come back to life), you make it easier for him to get def bonus points (which is what you need now that you're only reinforcing the WW):

- Level 55 hero: needs 5500 kills to go up one level and get 5 points in def bonus.
- New hero: with 5500 kills this hero goes up of 10 levels, getting 50 points.



--> Combat simulator to find out how many animals my hero can cope with on his own?
There are several ways to calculate such attack damage but I will describe you what I believe as the easiest one: using normal simulator.
According to the attack value your hero has you should try to estimate an amount of units of the same type which have equal or less attacking value than your hero. You should then simulate the raid attack against the oasis using any normal simulator but entering your hero as a # of units of the same type. Example: if your hero is a TT with 900 attack points, then he's like 10 TTs.
Once the result is visible, you can estimate which % of health of the hero will be lost according to the number of units which have died from your side. If all the units you died, then your hero would as well.



--> What´s the maximum percentage of HPs the hero can lose before he dies?

90% in one battle. More than that and he dies.



--> How to recover faster?

Hero Oasis Small Attack Value Tip:

Since attacks are calculated dividing each type of unit in a same amount of % damage ( acording to their attack / defense value ), it is adviced to send some single units along with your Hero. As long as your hero does not recieve more than 90% of damage no unit should die.

Explanation:

Unit A 50 attack value > 10% Damage
Unit B 100 attack value > 20% Damage
Unit H 350 attack value > 70% Damage ( to be healed )

Total 500 attack value > 100%

With this method you can save "healing" time. The lower the Hero attacking value the more time is saved. Moreover stronger targets can be faced: The Hero on it's own could not have faced an opponent defending for a value higher than 315 (350*0.9) and now with the escort can face up to 450 (500*0.9).


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→ Example ←

Hero Equites Caesaris escorted by one single normal caesaris and imperatoris would increase the "Hero" damage by 180 and 120 respectively, = +300 "free" attack value. Although such technique is unnessesary once your Hero has a high attack, it is adviced to use it as long as your hero is not strong enough to sustain high % damages having no losses.
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I am not completely sure if this is exactly correct in theory, but it works in practice.

How to: time concurrent attacks down to the second


This is a little piece-mealed together, but hopefully it makes sense. In order to be effective in this game, you have to learn to coordinate your attacks with other players down to the second. Why? Because the common strategy is to send 1 initial wave that is a LARGE "cleaner" force (i.e., kills all troops in the village) with several follow-up waves that are only seconds apart from each other that contain the cats and rams that will destroy the buildings. You do this so that your first attack sustains the casualties, and that the follow-up waves don't incur any casualties, but destroy all the buildings you targeted. Normally, rams either go with the "cleaner" wave or the second wave to protect the rams from being crippled. Also, you never send cats by themselves, you send a small group of units with the cats so that the wall or residence/palace don't destroy them.

Coordinating with another player(s):
You make sure you're both have setthe same timezone in yur profiles.

Then, you do a mock send (bring up enemy village, queue up 1 troop to send, and look at the arrival time. You then tell those that you're working with, "It will take me X hrs, X min, X sec to reach village Y."

You then say, "I'm leaving at Z time and will arrive at X time." Those you are cooperating with need to make sure they CAN arrive at X time down to the SECOND. Which means they take the same steps as you, and wait on the page with the second "send" button (that has the real time clock counting for the arrival time). As soon as that time arrives (minus 1 second for browser refresh compensation) they hit their send button, and if they did it correctly, they'll arrive a second after your troops hit.

We need to do this, because the closer we are together in waves, the harder it is for the enemy to inject troops and cleaner crews between our waves that are less defended (i.e., cats and rams).

Now remember, if you are the cleaner, you may need to include a ram or a cat so that your attack wave slows down enough (you're attack group only moves as fast as your slowest unit) so that you don't outrun the ram/cat armies you're trying to coordinate with. If you have the times down correctly though, I've also seen it where everyone sends their rams and cats, the enemy sees all of these incoming, slow attacks, and then all of the sudden, hours into the waiting process, the enemy sees another attack that arrives 1 second ahead of all the rest. This happens when the "sweeper" team is closer than everyone else is and has to WAIT to send his troops so that they arrive on time..

Cheifing Basics


I thought I would start this thread to provide all the information I know about employing Administrators (Senators, Chiefs, and Chieftains). If done properly, this operation provides a nice slingshot effect for your towns. If mistakes are made, however, a failed conquest can be costly. This is a high risk, high reward endeavor. Everything you do in planning and execution should be geared toward reducing the risk of failure (or conversely increasing the chances of success).

To my way of thinking, there are 5 steps to the process of conquest. I will list them and then discuss in depth.

I. CP generation and village expansion slot management
II. Target selection
III. Conquest preparation
IV. Execution
V. Consolidation

I. CP generation and village expansion slot management:

This is more of a passive measure, and requires careful long range planning. As most of you should grasp by now, there are two prerequisites required before you can found a new village.

-Enough CP
-Available expansion slot in palace/residence

Most people seem to be forward thinking about the CP. We construct buildings that provide us CP and we throw celebrations for nice boosts. Culture Points are a fairly straightforward concept.

Expansion slots are less clear at first. As you know, you can expand from a village with a residence 2 times (L10 and L20) and from a village with a palace 3 times (L10, L15, and L20). Most people, initially, expand in a series of L10 residences, and thus use one of their two expansion slots (for a non-capital / non-palace village). This means there is only one expansion slot available for future Administrators, and the pre-requisite is to go to L20 residence. Something else to keep in mind is that once you use an expansion slot for a village, that village will count against your expansion slot unless it is conquered or destroyed. For instance, if you conquer an enemy's village A, and he expanded from village A prior to conquest, whatever village he founded still counts against the expansion slot of village A.

Now, let me interject an important concept. You do not need the minimum CP to expand in order to produce Settlers or Administrators. All that is required to produce them is an empty expansion slot in your village. You can make as many Settlers or Administrators as there are available expansion slots. The only thing required is for the residence or palace to be a high enough level to unlock that slot.

This entire preamble leads to the real planning piece. You can expand one village to the next, by constructing an endless series of L10 residences. The consequence is that you are burning an expo slot in each village, and only leaving yourself with one slot open. Thus, you can only have one Administrator per village (or two from your capital) if you follow this course.

An alternative route is to break the cycle of one village expanding from the next by expanding a second time from an older village. I recommend this course of action. This means that your most recent village will maintain its 2 expansion slots, or 3 in the case of a capital. As it pertains to conquest, the more Administrators the merrier. If you plan for it, you can have a regular village or a capital provide a permanent 2 or 3 Administrator ‘welcome wagon’ wave. So long as the actual conquering is done by another village’s Administrator, you will never lose the ‘welcome wagon’ Administrators or the expansion slots they occupy.

Finally, an advanced tactic is to conquer your own villages from yourself. For instance, let's say you expanded once from your capital city, but now you want to make three Administrators there. Well, you can have a different city conquer the town that your capital founded. Now your capital has all three of its expansion slots back. Keep in mind though, the town that gets conquered will have all its buildings reduced by one level, all researches will be deleted, and all troops/units will be deleted. So consider the full circumstances before you embark on this tactic.

I thought I would start this thread to provide all the information I know about employing Administrators (Senators, Chiefs, and Chieftains). If done properly, this operation provides a nice slingshot effect for your towns. If mistakes are made, however, a failed conquest can be costly. This is a high risk, high reward endeavor. Everything you do in planning and execution should be geared toward reducing the risk of failure (or conversely increasing the chances of success).

To my way of thinking, there are 5 steps to the process of conquest. I will list them and then discuss in depth.

I. CP generation and village expansion slot management
II. Target selection
III. Conquest preparation
IV. Execution
V. Consolidation

I. CP generation and village expansion slot management:

This is more of a passive measure, and requires careful long range planning. As most of you should grasp by now, there are two prerequisites required before you can found a new village.

-Enough CP
-Available expansion slot in palace/residence

Most people seem to be forward thinking about the CP. We construct buildings that provide us CP and we throw celebrations for nice boosts. Culture Points are a fairly straightforward concept.

Expansion slots are less clear at first. As you know, you can expand from a village with a residence 2 times (L10 and L20) and from a village with a palace 3 times (L10, L15, and L20). Most people, initially, expand in a series of L10 residences, and thus use one of their two expansion slots (for a non-capital / non-palace village). This means there is only one expansion slot available for future Administrators, and the pre-requisite is to go to L20 residence. Something else to keep in mind is that once you use an expansion slot for a village, that village will count against your expansion slot unless it is conquered or destroyed. For instance, if you conquer an enemy's village A, and he expanded from village A prior to conquest, whatever village he founded still counts against the expansion slot of village A.

Now, let me interject an important concept. You do not need the minimum CP to expand in order to produce Settlers or Administrators. All that is required to produce them is an empty expansion slot in your village. You can make as many Settlers or Administrators as there are available expansion slots. The only thing required is for the residence or palace to be a high enough level to unlock that slot.

This entire preamble leads to the real planning piece. You can expand one village to the next, by constructing an endless series of L10 residences. The consequence is that you are burning an expo slot in each village, and only leaving yourself with one slot open. Thus, you can only have one Administrator per village (or two from your capital) if you follow this course.

An alternative route is to break the cycle of one village expanding from the next by expanding a second time from an older village. I recommend this course of action. This means that your most recent village will maintain its 2 expansion slots, or 3 in the case of a capital. As it pertains to conquest, the more Administrators the merrier. If you plan for it, you can have a regular village or a capital provide a permanent 2 or 3 Administrator ‘welcome wagon’ wave. So long as the actual conquering is done by another village’s Administrator, you will never lose the ‘welcome wagon’ Administrators or the expansion slots they occupy.

Finally, an advanced tactic is to conquer your own villages from yourself. For instance, let's say you expanded once from your capital city, but now you want to make three Administrators there. Well, you can have a different city conquer the town that your capital founded. Now your capital has all three of its expansion slots back. Keep in mind though, the town that gets conquered will have all its buildings reduced by one level, all researches will be deleted, and all troops/units will be deleted. So consider the full circumstances before you embark on this tactic.

IV. Execution

I may expand this section at some point in the future. Each plan is going to be unique dependent on the local circumstances, and I am not going to cover them all. There are, however, several considerations that are common to every conquest operation.

-Loyalty. The end goal of each conquest is to reduce your enemy’s village to 0 loyalty. At that juncture, you conquer the town. There are several factors to keep in mind when reducing loyalty (this is a copy / paste from the Travian forums):

The factors for loyalty are:
1. tribe of the attacker
2. a random factor
3. big party/parties of the attacker
4. big party of the defender
5. the difference of the total population between attacker and defender

at 1: It is said, that the normal percentage a senator/chief/chieftain takes is:
a) between 20-30% for romans (senator)
cool.gif between 20-25% for gauls and teutons (chief, chieftain)

at 2: As you can see before, there is a random factor. This factor seems to be +/- 2.5% for gauls/teutons and +/- 5% for romans.

at 3: If the attacker has a big party in a village, you will get +5% for each senator from this village. This only works for senators from this village!

at 4: If the defender is having a big party in the attacked village, the senator(s) work -5% for each senator. Note, the big party must be in the attacked village!

at 5: This is the most unknown part. The values i said in point 1 (should) only work, when attacker and defender have the same total population (not only population of the attacking/defending villages!) or the defender has a bigger total population. If the defender is smaller, he gets something called "moral bonus". As bigger the difference is, as more bonus the defender gets (e.g., as less the senators will take down loyalty). I can't give you a exact value, but i had for example some chieftains (gaul), that took only 13% each without big parties of attacker or defender. When i remember correctly the defender had around 20% of the attackers population. As you can see, this moral bonus can influence the amount of loyalty pretty much.-Destroying the residence / palace: Plan to do so with each wave. Think of your opponent’s main building level, and how long it takes to get a residence. If he gets a residence in place, your Administrator will not have any effect on the town's Loyalty. Thus, it's a wasted trip.

-The Administrator that conquers the village will disappear and merge with the village. The expansion slot from the village that sent him will be consumed as well. Also, his escorting forces will stay in the town as reinforcements. This is tricky if you have extra attack waves still incoming after the conquest. You will be attacking yourself.

-You can have several players send Administrators at a target to lower its Loyalty. The one who’s Administrator gets the Loyalty to 0 is the player who will conquer the village.

-If you are planning on making multiple roundtrips to conquer a village, consider destroying the Main Building as well as the Residence / Palace. That way, the enemy has a harder time rebuilding his Residence / Palace.

V. Consolidation:

Like Step IV, this step varies greatly depending on the plan. Just keep in mind that you need to have a sense of urgency after you conquer a town. You should have defensive reinforcements available to be sent to the town as soon as you conquer it. You need to rebuild buildings in a logical order, and quickly. Bottom-line: plan that you will be successful in your conquest, and you will be more likely to hold onto your gain.