Tuesday, April 19, 2011

Travian Beginner's protraction Guide

Day One – The Taskmaster

The best time to register is on day three of the server. Why day three?
The beginner’s protection is 3 days, and by registering on day three, some players who registered on day one are just exiting their protection. So you will have players to farm.
Registering later than day 3, such as day on 5 or day 7 makes it very difficult to catch up with those who registered earlier. Don’t expect to be among the first to found a 2nd village if you registered one week late. But if that’s not important to you, then you can register at anytime during the early game.
Preferably you should register in the morning. You have a full day ahead.
Day one, you begin the game with 750 units of each resource (wood/clay/iron/crop).
You will want to follow some of the instructions given by the Taskmaster because as you complete them, you will be rewarded with resources, gold, Travian plus and others. Taskmaster’s tasks have been listed down along with the reward for easy reference.

For a Teuton, the Taskmaster has 22 tasks in total. Follow tasks 1 to 10 in order. Here they are :-
Task No.
Task Your Reward
1 Extend Woodcutter L1
Instantly completed
2 Extend Cropland L1
Travian Plus for 1 day
3 Change Village Name
Free resource 30/60/30/20
4 Enter player rank
Free resource 40/30/20/30
5 Extend Iron Mine L1
Free resource 50/60/30/30
Extend Clay Pit L1
6 Read message
Gift 20 gold
7 Look for neighbor
Free resource 60/30/40/90
8 Send 200 crop to taskmaster 1 rat (nature reinforcement)
9 Extend Woodcutter L1
Free resource 100/80/40/40
Extend Clay Pit L1
Extend Iron Mine L1
Extend Cropland L1
10 Wait for 12 hours Travian Plus for 2 days
Task 10 requires you to wait for 12 hours. While waiting, build two Cropland L1 and then Main Building because you will need to climb the tech tree in order to build barracks.
Extend Cropland L1
Extend Cropland L1
Extend Main Building L2
Extend Main Building L3
You will probably run out of resource at this point, so there is nothing else to do but to wait for 12 hours.
Checkpoint:-

If you have not already done so, you can use this time to download and install the Travian Graphic pack. Also set your timezone. Ensure you use a 24 hour military time format so there is no confusion about AM/PM times.
As soon as 12 hours have passed, and the reinforcement has arrived, you can continue with Task 11.
11 Read report Free resource 75/140/40/230
12 Extend everything to L1
Do not execute Task 12. This is where you will stop following the Taskmaster’s guide and take a different approach altogether.
You need to start farming as soon as possible. Building barracks gets top priority. You need a Rally Point to build barracks.
Extend Rally Point L1
It would probably be late now, so you can call it a day. And continue on Day 2 while your resources accumulate overnight.

Day Two – Clubswinger Rush


Your objective for day 2 is to train some clubswingers and start raiding. Build a barracks.
Extend Barracks L1
Train 2 clubswingers.
Prepare for raiding. It’s a busy day ahead. Begin by creating an Excel Spreadsheet to record your farms. This is going to be a time consuming, but necessary task.
Here’s what your Excel sheet should look like :-



Please read the section on How To Raid Like a Top Robber because that explains how you should raid.
Raid every eligible player, including those who belong to alliances. At this stage of the game, an alliance cannot/will not help their alliance members. Do not show mercy for the weak, or you will not be an effective raider.
Here’s what my spreadsheet looks like. This is an ACTUAL spreadsheet.

Due to lack of space, I compressed the columns in the screenshot above. And the actual spreadsheet is actually three times longer than what is shown here. The topmost section is my immediate 7 x 7 grid. Followed by my Eastern 7 x 7. Then Northern 7 x 7 and so on. Then it is followed by my North Eastern 7 x 7, and North Western 7 x 7 and so on.
There are almost 200 players registered in this spreadsheet. Then I begin to highlight red those whom I intend to raid or about to exit their beginner’s protection.
The spreadsheet is sectionalized by zones. The topmost section is my immediate 7 x 7. Then the 7 x 7 to my North, West, East and South are recorded. Then the 7 x 7 in the NE, NW, SE and SW of my location are recorded.
Record every player in your entire 21 x 21 grid.
You will find most players are still under beginner’s protection. And you may need to raid further away, possibly out of your 21 x 21 grid.
When you raid, send a minimum of 2 clubswingers. Sending only 1 clubswinger will always die.
Avoid Gauls for the time being, until you have at least 100 clubswingers. Raid the closest Roman or Teuton. Look for players with 2 population. There will be a few who are not under beginner’s protection.
As soon as your troops return, train more clubs. And send them out to raid again. Rinse and repeat – non-stop.
Let me emphasize, the key here is you gotta raid like there’s no tomorrow.
By day end, I have 10 clubswingers, but you could have more if you are hardworking enough. Also by day end, I managed to build the following :-
Extend Cropland L1
Extend Cropland L1
Extend Cropland L2
Extend Cropland L2

Day Three – More Clubswinger Rush


Your objective for day 3 is to build up some infrastructure, train more clubs, and do more raids. You will run into negative crop. Do not be afraid to run into negative crop.
To make it easier, I activate Travian Plus sometime on day 3. You do not have enough gold, so buy 600 pieces of gold – it is the most value for money.

Continue to raid non-stop. Pay attention to players who are exiting their beginner’s protection, especially those with 2 population. They are rich farms indeed.
You will need a bigger Warehouse and Granary capacity as you find resources are pretty imbalanced – too much iron, too little wood. NPC as needed, but in order to NPC, you need a marketplace. To build a marketplace, you need Warehouse and Granary.
Here’s my build order for day 3 :-
Extend Warehouse L1
Extend Granary L1
Extend Marketplace L1 Achieved in early morning

NPC resources
Train more clubswingers

Extend Woodcutter L1
Extend Woodcutter L1
Extend Clay Pit L1
Extend Clay Pit L1

Extend Cropland L2
Extend Cropland L2
Extend Cropland L2
Extend Cropland L2 At this point all croplands are L2

Extend Iron Mine L1
Extend Iron Mine L1 At this point, all res fields are L1
Having achieved this, Taskmaster task 12 (everything to 1) is complete. Don’t forget to collect your reward by clicking on the taskmaster. Then continue with the Taskmaster’s assignment while raiding and training more clubswingers.
Task No.
Task Your Reward
12 Extend everything to L1
(already done) Free resource 75/80/30/50
13 Dove of Peace
Free resource 120/200/140/100
14 Extend Cranny L1
Free resource 150/180/30/130
15 Extend Woodcutter L2
Free resource 60/50/40/30
Extend Clay Pit L2
Extend Iron Mine L2
16 How much barracks cost?
Free resource 50/30/60/20
Need to extend the Warehouse and Granary again due to raiding capacity. But the Cropland has to go up first due to lack of food.
Extend Cropland L3
Extend Warehouse L2
Extend Granary L2
Then back to Taskmaster’s assignment.
Task No.
Task Your Reward
17 Extend Main Building to L3
(already done) Free resource 75/75/40/40
18 Look up player rank
Free resource 100/90/100/60
19 Extend Rally Point L1
(already done) Free resource 80/90/60/40
20 Extend Barracks L1
(already done) Free resource 70/100/90/100
21 Train 2 clubswingers
(already done) Free resource
22 Extend everything to L2
Do not execute Task 22. You need croplands more due to your growing army. What I did was, I built more croplands.
Extend Cropland L3
Extend Cropland L3
By this time, its evening and I have over 30 clubswingers. Continue to raid. You need to climb the tech tree further to research scouts. You need resources.
Extend Main Building L4
Extend Main Building L5
Extend Barracks L2
Extend Barracks L3
Extend Cropland L3
Research scout in Academy
By now, its late at night. And I finish day 3 with 45 clubswingers. To achieve this, the key again is to raid, raid, raid. You have to be very active with raiding.
Research the scout just before shutting down. It will take an hour and 40 minutes, so you can leave it overnight. Tomorrow, we will train scouts

Wednesday, April 13, 2011

Sending Fake attacks......

Fakes are an integral part of Travian, whether attacking alone or in a group. Please see also the section on Fake Attacks, under Alliance Strategies.

This section adds to what has already been said, but it further expands on the individual techniques of faking.

There are four main reasons for faking:

  • to warn a player to back off. You can ask your alliance members to fake all his villages.
  • to demoralize a player so that he quits. Some players are easily frightened, but at other times it accelerates a demoralized player’s decision to quit the game.
  • to force a player to spread his defenses, effectively reducing your losses. Fake five villages, and attack only one. You will face significantly less defenses than without faking. When you fake all twenty villages and attack only one, the defender won’t even bother to ask for defenses except for his capital and perhaps only one or two of his most important villages.
  • to disguise the true location of your attack. This is the most useful reason for faking, and remember the rule of faking – attack where they do not expect.

Attack where they do not expect means faking the targets where they expect you to attack, and attacking where they do not expect. This is such a simple statement but how do you know where they are expecting an attack?

Here are some strategies you can use :-

  • Fake the capital, and hit the support village. Players usually defend the capital, only to have you attack their support village.
  • During endgame, when WW support villages mushroom up next to the WW, the enemy expects you to attack their WW support villages. Fake them there, but attack their core villages instead. Later, once their core villages have been attacked, you can reverse this to attack the WW support villages instead. This will keep the defender at wits end trying to figure out where you will attack next.
  • Fake the top player’s capitals, and also alliance leaders’ capitals but attack a normal player’s capital instead. Top player’s and alliance leader’s capitals are very good locations to fake. They are generally poor targets for real attacks because they are usually well defended.
  • Just send fakes. Send fakes to all the villages without any real attacks. Do this a few times, and they will get used to your bluff. Then send the real attacks.
  • Constantly fake and change your attack pattern to make your attacks unpredictable. Attacking and faking gives you the initiative. Its easier to send fakes than it is for the defender to guess where you are attacking.

When you send fakes, there are a few techniques you can use to maximize your results:

  • Use a slow unit, preferably catas, or rams. The attack speed is the first thing that is noticed. If its too fast, then its not catas, then you know it’s a fake. High quality fakes is always with the cata.
  • Send fakes from your capital. This is the second thing players look at. If its from your capital, it raises their alert level.
  • Send one cavalry fake to a player’s oases. Then send infantry fakes to all the remaining oases. These fakes can be sent from non-capitals. Some foolish players defend oases, and will defend the one under cavalry attack because of the high speed it is traveling. This will spread out their defenses.
  • Send multiple waves of same second fakes (no more than 5 waves). Having multiple waves landing on the same second on their capital raises the threat level and priority for defense requests.

    Sending same second fakes is easier to do than same second attacks. You usually can accomplish it in just one attempt.

    Just send ten waves using the Ctrl-Tab technique. Then go to your rally point and you’ll probably find your attacks spread across 2 or 3 seconds. Cancel all those that do not land on the same second, and you’re left with multiple waves of same second attacks.

  • Fake as many villages as you can. The more villages that are faked, the more effective it is. The setback is this needs time to execute.

Tip:-

  • Use catas as much as possible. The faster the unit, the easier it is to spot a fake attack.
  • The longer the travel time, the easier it is to spot a fake. Use catas for long travel times.

Final :Taking Down alliance........

Organizing Your Attack

It is better to concentrate fire on a handful of players so you may eliminate them, than to spread your attacks on a lot of players and cause minimal damage to each.

Begin by selecting two or three players to eliminate. Target their capitals and a few of their support village. Then select where and whom to fake. If your attacks are successful, you will find that most players will actually quit. Rinse and repeat – that is how you win alliance wars.

First create a spreadsheet to plan your attacks. Here is an actual attack plan I used with great success. All names have been modified for anonymity.

In the attack plan above, 45 players are involved and they are organized into 18 battlegroups. Remember that this is an actual attack plan, only their names have been changed.

Sending igms to 45 members can be very time consuming, so you may send to the battlegroup leader (hammer) and let them coordinate among themselves.

Only three players were chosen to be eliminated and a total of nine players were faked. Strong hammers are assigned to attack capitals.

Choose the attack arrival times. I provided three attack times – Sunday at 0400, 0800 or 1200 hours. Not everybody can attack at a given time. Providing multiple arrival times will ensure more players are able to join in the attacks.

Depending on the distance, attack orders for the battlegroups need to be sent about 36 to 48 hours in advance, to allow them enough time to plan and organize their attacks.

About 24 hours before the actual attack, send out a MM to all wings to randomly fake the remaining players in the list. Fakes can arrive at any time.

If you feel like doing it, you may also ask the remaining alliance members to send RoF attacks at the fake list.

Here is a sample of my actual attack igm:

The setback is, no matter how well planned, not all players will attack. You have to factor and accept this. But of the remaining players who do attack, you will find that this is still a very effective plan.

The other setback is, it takes a lot of time to organize attacks – to the point that it affects your own raiding and growth potential. That’s why having a co-player to manage your account helps a lot.

Travian:attacks strategy....Type5

Fool ur enemy.....:-

Fake Attacks

Faking should be included in any kind of attack, whether attacking alone, in groups or in a coordinated alliance strike.

Fakes must always include the capital. It confuses the enemy as to the real target, and it forces the defender to spread his defenses to a few villages. Don’t underestimate the value of sending fakes.

Fakes can also be used as a psychological tool or to send a warning to someone. Some players are not used to fakes, and are easily frightened to see all their villages under attack. Constant fakes can also demoralize a player to the extent that the game is no longer enjoyable which will result in him quitting the game.

Of course the more seasoned players are immune to any number of fakes they receive.

If possible, players should always use catas and send multiple waves of fake attacks. If this is too expensive, then the next best unit is the ram. The quality of fakes drops considerably if faster units are used, such as the axeman, praetorian or swordsman. The faster the unit, the easier it is to spot a fake. The further the travel distance, the easier it is to spot a fake. Encourage your players to send catas or rams, but don’t enforce this because any kind of unit is better than not sending at all.

The setback with fakes is not many players will actually comply with fake requests. Some are afraid of being attacked as a result of faking, but also because sending fakes is really boring.


Travian:attacks strategy....Type4

RoF attacks.....:-

Rain of Fire (RoF)

Involves many (if not all) players within an alliance to use their secondary armies to attack an enemy alliance. Before RoF can be used, players must first be instructed to build a RoF army. A RoF army should at minimum consist of 1000 axeman, 500 TKs, 100 rams, and 110 catas.

Players should be instructed to build RoF armies sometime during mid game.

Once players have a RoF army, they can be assigned to attack a player’s village at random. There is only one attack wave in a RoF attack, so only two buildings may be destroyed. The best targets are the Warehouse, Granary, Trade Office, Main Building or Marketplace.

With a RoF attack, fake all the other villages including the capital. Avoid attacking the capital with a RoF army as they are too small.

Players can be assigned targets by alliance rank. For example, the number one ranked player within your alliance will attack the number one ranked player in the enemy alliance. The number two will attack number two and so on.

This however, is not a very creative target assignment because the attack pattern is easily recognized. A clever commander can defend against such attacks by assigning same ranked players from friendly wings to reinforce those under attack.

You may also assign RoF targets by letting players choose their own targets. They may be assigned to attack any village of the top 15 players in one or two wings of the enemy alliance. This attack pattern is somewhat more difficult to spot.

RoF attacks are simple to organize, and can be very useful, and provided that players actually send fakes, then it is very difficult to defend against them. You will find that if executed well, RoF will have up to 90 percent success rate.

The key for RoF success lies in faking and having a lot of players attacking. If there are not enough fakes, this strategy will have a high failure rate.

The setback of RoF attacks is that it does minimal damage and is only disruptive at best.

In summary, the Rain of Fire strategy involves :-

  1. Get all players to build a RoF army.
  2. Assign every player to send a single wave cata attack to the top 15 players of an enemy alliance. Avoid the capital, aim for support villages.
  3. Fake every other village, including the capital with a single cata wave.

Travian:attacks strategy....Type3

Finish The Capital.....:-

Capital Attack

In a capital attack strategy, only a handful of players are selected to participate. It can be as few as one player to as many as you wish, but the main requirement is a large offensive army with a decent number of catas (at least 400).

Due to the large number of catas required, this can be used only from mid game onwards.

Each player will send 4 or 5 waves of cata attacks to the capitals of at least seven players (ie one real, six fakes). The real attack should have at least 100 catas in each wave, all targeting the croplands. The maximum possible damage is ten croplands destroyed (5 waves x 2 croplands).

High level croplands are very expensive, and another reason why it would be feasible only from mid game onwards is because in the early game, players do not have croplands above level 15.

It is important for all the four (or five) attack waves to land on the same second, otherwise the enemy will just snipe your attacks. Even the fake attacks must land on the same second or it is easy to spot the real attacks.

So if you don’t get your attack sent off correctly, you need to cancel them and resend, until all four waves land on the same second. This is troublesome, but necessary.

The capital attack strategy can be quite risky and you may lose your hammer, especially if you attack top players. I managed to kill many enemy hammers who attacked my capital – which was how I ended in the top defender ranks of the server. I also witnessed many large hammers wiped out because they attacked the capitals of top players.

This strategy is best used against medium players. Fake the top players, and attack the medium players. Although there is still a risk, but it gives you more mileage and on average, you will destroy many, many capitals before your hammer is finally wiped out.

Faking needs to be done too, and other alliance members can be asked to send random fakes.

In summary, the Capital Attack strategy involves :-

  1. Select only a handful of players to participate. They must have large hammers with catas.
  2. Assign each of them to attack one enemy capital village. If there are three attackers, then they should attack three different capitals. Send 5 five cata waves, aim for croplands. Avoid top players, target medium players.
  3. Get each of them to fake six other enemy capital villages with five cata waves each. Favorite fake targets are top players and alliance leaders.
  4. Ask the other alliance members to randomly send fakes to capitals only.

Use this strategy, especially in the mid game, and a lot of players’ capitals will be dead.

Travian:attacks strategy....Type2

Divide alliance in two groups(Battelgroup).....:-

Battlegroups

At the core of your alliance fighting unit is the battlegroup. It uses the concept of hammer and wingman. Before organizing an attack against an enemy alliance, you need to organize your alliance into groups of hammer and wingman.

A hammer is a player with a large offensive army. His role is to clean the enemy’s village, and then attack with whatever catas he has. However the amount of damage a hammer can inflict is limited by the number of catas he has.

A wingman is another player who follows behind the hammer. He does not need to have a large offensive army, but he should some catas to be able to deal further damage. A wingman must be able to carry out precision attacks, so his attacks land behind the hammer everywhere.

Operating in teams of two, a hammer-wingman formation will be able to deal double, triple or quadruple the amount of damage than operating alone. A hammer may also have more than one wingman following him.

Therefore, a battlegroup consists of one hammer and one or more wingman.

Organize your alliance and list down all your hammers. You should know who your hammers are, as they are the players with large armies. Then ask each hammer to choose between one to three players as their wingman. Record the teams so they form a battlegroup.

It is better to let the hammers choose their wingman because they know their neighboring players better than you do. Also, they will be able to team up with their friends and favorite players – an important part that will help improve coordination.

Once battlegroups are formed, assign targets by battlegroups. Communicate the target and arrival time to the hammer. Let the hammer work with his wingman and the entire team attacks as a group. Faking needs to be done too, but generally, the rule of thumb is attack one, fake one or two.

With enough battlegroups participating in attacks, this is an extremely deadly offensive strategy which I have used with great success. It was so successful that the enemy quickly learnt and used this strategy back at me, but their level of coordination was low due to a lack of experience in forming battlegroups.

The setback with this method is the members of a battlegroup needs a high level of discipline to attack as a team. Most players lack this discipline, so it only works with alliances that have good coordination and teamplay. This very much depends on the quality of your players, but all top alliances have at least some good players.

Travian:attacks strategy....Type1

First :Remove the Pillar Of alliance.....:-
This Strategy is Known as Achilles Heel

Achilles Heel

What is the most crucial position in an alliance and the Achilles heel of every Alliance? Eliminating this player is like removing the supporting pillar in your enemy alliance.

The Offense Coordinator is the Achilles heel of an alliance. Make sure you get rid of this person in your enemy alliance, and protect your own Offense Coordinator. Once removed, you can expect attacks against you to wind down.

I was a very active Offense Coordinator who constantly planned and issued attack orders for my alliance. All was going fine and well, my alliance was slowly crushing the enemy alliance. Until I came under a barrage of attacks myself.

I had been targeted and this forced me to go onto the defense, sucking up all my time for defense, I had no time to plan attacks. Eventually, I became demoralized due to the constant attacks that made Travian no longer enjoyable, and I almost quit. But my love for my alliance made me hang on, but I had stopped organizing attacks.

Although we looked for another Offense Coordinator, none were as active as me. This made me realize it is tough indeed finding a good Offense Coordinator.

But more importantly, I realized that the Offense Coordinator was the key person to target and destroy. Had I not been targeted, and if left alone to plan attacks, the other alliance would have completely collapsed under my attacks.

Therefore, always seek to remove your enemy’s Offense Coordinator. After he has been removed, target the alliance head. Some players are very difficult to remove. Eventhough under heavy and constant attacks, they stubbornly refuse to delete. If that happens, then its best to just move on and target the next person in line.

Protect your own Offense Coordinator, and if possible, keep his identity a secret.