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 Slayne's Travian FAQ

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Number of posts : 15
Age : 50
Location : -130,-137
Wing : WKNTS
Capital : Gold Village
Registration date : 2009-01-02

PostSubject: Slayne's Travian FAQ   Mon 19 Jan 2009 - 17:32


You should always launch catapults by setting up all of your attacks beforehand in multiple windows or tabs, then, after setting them up, you launch the all as quickly as possible (aiming for half a second between each wave)

Your attack sequence should look like this:
Clearing Wave + 1 cat (to slow the clear down)
Cats + escort
Cast + escort
Cats + escort

When attacking a coordinated military target, you will not be
able to damage an enemy no matter how strong your clear is, because they will reinforce their village, and this game favors multiple defenders over 1 attacker. Therefore, a method of disrupting the enemy alliance defense system, called Decoys are utilized. When you are going to attack a village, select two other villages near it that are owned by the same player or in the same alliance. These two villages will receive decoy attacks.

A proper decoy attack will look exactly like a normal attack to the enemy.

Decoy attacks are set up like this:

1 cat + 10 troops
1 cat + 10 troops
1 cat + 10 troops
1 cat + 10 troops

10 troops are sent so that if the attack is not defended
against, you will not lose your cat. Send these waves as
quickly as you can, and send the same number of fake waves as you do real waves.

NEVER send decoys without 1 cat in them. Smart players know how to gauge speeds of enemy attacks. If yorr'e going to scout before launching your attacks, make sure you scout all intended locations (+ 1 or 2 others to keep em guessing)

Developing fields

The most important thing in any village (besides it's army) is
it's resource production. Consider this a brief guide to attaining maximum resource production in a non-capital village as quickly as possible.There are three main objects that need to be leveled to achieve maximum growth.... the resource fields, the enhancer buildings, and the main building.

Main Building

The first thing you should do in any newly settled village
(assuming you can feed it from another location) is to get it's main building up to level 10 (mixing warehouse and granary upgrades as needed). After this is accomplished, you should upgrade your main building in each village each night when you got to bed until it hits 20. Doing this will accelerate the growth of your entire village.

Resource fields and Enhancer buildings

You should focus a majority of your build time in new villages
on upgrading resource fields. You should upgrade the levels of your fields roughly evenly, and make it a goal to have one field always building (and another in the que if you use plus, which you should).

There are different rules regarding the uses of enhancer
buildings in 6-cropper, 9-cropper, and 15-cropper villages.

In a 6 or 9-cropper, you should:
push a single field to 10 once all fields are at 8 of the
relevant type, to build an enhancer building (brickworks,
foundry, sawmill, flour mill, bakery) to level 4 (upgrading it
to 5 once all fields of that type are at level 9)

For wheat, in a 6-cropper or 9-cropper, you should build:
L1 mill: 5 fields L5 1 L6
L2 mill: 3 fields L6 3 fields L7
L3 mill: 1 field L7 5 fields L8
L4 mill: 5 fields L9 1 field L10 OR all fields L10 (see below)
L5 mill: 5 fields L9 1 field L10 OR all fields L10

As soon as you get your fields up to 9s and 10s, you should
build a hero's mansion level 10 and claim a dual oasis or a +50% wheat oasis (if it's a 9-cropper, or if there are no 15-croppers in the wheat oasis's 7x7)

In a 15-cropper:

Don't bother building a brickworks, sawmill, or foundry.

Upgrade the mill and bakery as such:

level 6 fields: level 4 mill

level 7 fields: level 5 mill, then push a single field to 10 and
build bakery up to level 4.

Level 8 fields: build bakery level 5. Build hero's mansion
level 10 and annex a nearby +50% (shows two wheat fields) or +25% (shows one wheat field, possibly also with a forest, iron field, or clay deposit) oasis. You annex an oasis by attacking from the village with your hero. You can annex a new oasis in your 7x7 at hero's mansion levels 10, 15, and 20. You are strongly encouraged to annex you oasis earlier if there is another player who might compete with you for it in it's 7x7.

Level 9 fields:

level 10 fields: build up hero's mansion to level 15 and claim
another wheat oasis.

Village Specialization:

So, you got your resources... now what? You need to come up with a goal for your village. Every village should specialize for one purpose.... there are three possible choices, and we will cover each of them here:

Offensive node: Only a 15-cropper should be selected for this task. Focus on upgrading your barracks, stables, and siege workshop. Build all of your offensive troosp and siege weapons here. Upgrade them in your blacksmith. A tournament square and a level 20 rally point (for catt targetting) will both become essential to this village.

Defensive node: 9-croppers are particularly well-suited to this task, though a 6-cropper, particularly one with +50% or better wheat oasis support, will do nicely. focus on upgrading barracks and stables. Build all of your defensive troops here. Upgrade them in your armory. A tournament square will become essential to this village.

Feeder: This village has only one true purpose, to feed your
nodes. After maxing resource production, it should build up
it's market and trade office, and ship it's resources to your
nodes. Military buildings are somewhat unnecessary, though a good wall is a smart preparation.

Village Advancement:

So, you've got your resources maxed, you've got your troops building, and your feeders feeding... what else is there? It's time to begin rushing your culture points so you can found more villages. This is accomplished through two methods: parties and cp buffing buildings.

it is highly recommended that every village (except, perhaps, offensive nodes and capitals) build a town hall, and throw 1 small party every 24 hours... upgrades to the town hall will cause your parties to take less time, but provide just as much CP. Once your town hall has hit level 10, you have the option to throw Big parties. Big parties offer greater CP advancement at the cost of more resources.

At level 10 town hall:
1 big party gives you 2000 CP in 40 hours for 100K
4 small parties net you 2000 cp in 64 hours for 80K.

Big parties save you 24 hours for 20K... I strongly recommend that you use them if you have the resources available (and are not at war)

CP buffing:
Certain buildings earn you more CP per hour, per level than
others.... for cost efficient CP buffing upgrade you Main
building, market, academy, and embassy to high levels. It is
occasionally worth it (when you have plenty of excess resources) to build embassies for no reason but the CP in your feeders.

Selecting Your Capital

There is only one sort of village that should EVER be made your capital. That is a 15-cropper with wheat oasis support equal to or better than +100%. Message me for a location (or find one yourself, if you prefer). Settle it, and feed it with your existing villages.

Developing your Capital

Your capital is an entirely different beast that your average
village. It is the only village capable of building it's fields
above 10. However, it will take many, many warehouses and granaries for it to hit level 18 or 19 fields (which should be your goal).

Here is a full list of every building you will build (and keep)

in your 15-cropper capital:
Hero's Mansion
Flour Mill
Main Building

There are two ways to build your capital. One is fast and
effective, but requires gold... the other is long, and
painstakingly slow, but free. I strongly encourage all of you
to use the gold option.

Gold option:
build up a a few large granaries, and keep upgrading wheat
fields. When you wheat maxes out, use NPC merchant to turn it all into clay, wood, and iron. Just keep at it and your wheat production will eventually reach insane levels. (100K+ per hour is possible). Augment with feeders as necessary, and use it to feed your assault village.

Non-gold option:
You will need to build dozens of feeders around your 15-cropper villages in order to get the wood, clay ,and iron necessary to upgrade your cap's wheat fields, and it's growth will need to be limited so as to not over-produce.
Regardless of which choice you use to build up your cap, it
still serves one essential purpose: to feed many thousand

This brings us to the last of all types of villages, the assault

Since a capital has all of it's space dedicated to the building
of all those granaries and warehouses (and since capitals can't build great barracks and stables), all of your offensive troops in that hub will be created in an assault village. An assault village is an offensive node that is directly adjacent to your 15-cropper capital. It will keep it's huge army reinforced on your capital when it is not in use, and your capital will ship wheat to it when your army is in use.
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