Tuesday, September 8, 2009

ARTIFACTS

Travian 3.5 Artifacts
Artifacts were reintroduced in Travian 3.5 after being absent since travian 2, as detailed below (although wonder of the world building plans remained a feature in the game). There are three different categories of artifact available in T3.5; village, account and unique. Village artifacts only effect the village they are stored in, account artifacts effect the whole account and unique artifacts do the same but with a greater bonus.

At any one time each player is only allowed to use a maximum of three artifacts, of which only one can be of the account or unique type. Players may however hold more artifacts than these, it is simply that the oldest artifacts of the available type will be the ones that are used. Furthermore any village artifacts will overwrite the bonus of account or unique artifacts of the same type for the village they are in effect for.

Artifacts will spawn in Natarian villages and will be deactiveted there until they are captured. In order to capture an artifact you need a treasury of level 10 for a village artifact or level 20 for an account or unique artifact. The treasury holding the artifact must be destroyed and a successful normal attack with a hero sent from the village containing your treasury in order to capture the artifact. Artifacts will not activate until 24 hours after they have been captured (this includes capturing artifacts that you already owned).

Artifacts available on Travian 3.5 Servers
HINT: The names of the artifacts may differ on the english speaking servers. Therefore they were not added into the table.
Scope Bonus
Stronger Buildings
Village 4 times stronger
Account 3 times stronger
Unique 5 times stronger
Faster Troops
Village 2 times faster
Account 1.5 times faster
Unique 3 times faster
Better Spies
Village Improved by a factor of 5
Account Improved by a factor of 3
Unique Improved by a factor of 10
Less hungry troops
Village 50% reduction in wheat
Account 25% reduction in wheat
Unique 50% reduction in wheat
Faster Troop Building
Village 50% reduction in training time
Account 25% reduction in training time
Unique 50% reduction in training time
Build Great Warehouse or Great Granary
Village N/A
Account N/A
Unique No Unique artifact exists
Increased Cranny capacity + Random-aim
Village Cranny capacity increased by 200
Account Cranny capacity increased by 100
Unique Cranny capacity increased by 500
Additional effect: Catapults can only shoot random on villages within artifacts power. Exceptions for the village and account artifacts are WW and Treasury. Exception for the unique artifact is only the WW.
Artifact of the Fool (effect changes every 24h)
Standard Random (can be negative)
Unique Random (cannot be negative)
Note: No village or account Random Effect as the scope is randomly decided every 24h.
Some Notes About Artifacts

* Any individual player can only own one account or unique artifact
* Any individual player can only own three artifacts at a time
* Players may own more than the three artifacts / more than one account or unique artifact by conquering villages that already hold them but only the three oldest artifacts will function
* Artifacts will only start operating 24 hours after they are captured
* Moving artifacts between your own villages counts as capturing and so will reset the 24 hour timer
* All records for artifacts are shown in the Treasury
* Small artifact bonuses will overwrite the bonus of any account or unique artifact of the same type for the village it is in
* Uncaptured artifacts in Natarian villages are deactivated
* The number of troops in the Natarian village is related to the artifact that is held within it; most for a unique artifact, second most for an account artifact and the least for a village artifact
Facts

Requirements

To get an Artifact you need a Hero and an empty Treasury. Treasury can be built up to lvl 20 now (used to be up to lvl 10).
It CAN be built in Capital Village but NOT in a WW Village.

As soon as the Treasury holding an Artifact is completely destroyed, it can be robbed with an attacking Hero (Normal attack not raid).
After you have the Artifact it needs 24h till its powers are working for you.

We will give you a new Treasury and all facts and details next week.

Figures/Scope

For each category, there are 4 Artifacts whose power work for the whole Account, and 6 Artifacts whose power work only in the village they are stored.
Additionally there is one Unique Artifact in each Category (exception Granary/Warehouse Artifacts).

Exceptions

“Steadier buildings” : their power always works for the whole account, only the bonus of their power is different.
“Artifact of the fool”: there are 10 different kinds of it, with changing their Scope every 24h.

Location/allocation

They will be spread evenly around the map. The 7 Unique will be placed near 0/0

Point of introduction

All Artifacts will be brought to the game at the same moment. This will be around 120-180 days after start of the server.

BEING FARMED

Being farmed in Travian is a real nuisance, especially if you are a frequent target for offensive players. But there are a few simple steps to reducing the amount of raids on your village or even stopping them outright.
The majority of most raids are initiated for the sole purpose of retrieving resources or to dodge an attack on the village. It is only after a sufficient amount of time has passed since a server has started that players will start raiding for other reasons. These reasons can vary from the player showing his or her military supremacy, to the player sending the troops for lack of anything better to do. Also farmers farm differently depending on your tribe.
A Gaulish village will be generally left alone due to the fact that Gauls have several defensive benefits which they receive by being a Gaul. These include troops which have a high defense and are cheap to produce, horsemen which are specifically meant to defend against foot-soldiers, a palisade which offers a high defense bonus and is resistant against rams, crannies which protect twice the number of resources, and the ability to deploy traps which capture attacking soldiers and horses. These defensive attributes are meant to deter small raiding forces during the early part of the game but some of them are rendered obsolete when faced with a large army. Farmers will generally avoid raiding Gaulish villages because of the amount of effort and resources required to nullify these benefits vs. the amount of profit received. Powerful farmers though will waste little effort to receive resources from a Gaulish village.
A Roman village is a prime target for many raids. Roman villages will receive few defensive benefits for being roman. Their only advantage is their city wall and their trained defensive troops. Although the city wall gives the highest defensive bonus to all troops stationed inside a village, it is highly susceptible to battering rams. Also new roman villages are impaired by the costs of roman troops. Although roman troops are the best, they require the most amount of money which results in roman villages, on average, having smaller forces than their Gaulish and Teuton counterparts. Also the roman tribe is given economic benefits rather than defensive or offensive benefits. Romans are able to build both resource fields and a building at the same time. This allows them to expand quickly, which allows them to produce more resources, which means that a raid will on average receive more profit because of the high resource production. This combined with expensive roman troops and a standard cranny will result in a higher amount of raids being targeted at roman villages. Despite these set backs, roman villages which are successful are powers meant to be reckoned with as they are able to support large powerful army's and build villages faster to support more army's.
A Teuton village is generally raided depending on it's success. Teutons receive many offensive benefits which are of little help against a raid. They are the trickiest of the tribes to play as, because their villages require constant success to become powerful. Teutonic troops are the cheapest to produce, which results in their villages having more troops than Gaulish and Roman villages. But their troops also have a low defense which leaves them slightly incapable of defending against an attack. During the development of a Teutonic village, troops are utilized to their maximum potential, raiding as many villages as possible to keep them away from a village which is susceptible to attacks. This results in a village which is generally undefended. Raids tend to occur the most during the early part of a Teutonic village's development but once the village has developed a large army it is generally safe from future raids. Unsuccessful Teutonic villages though are high targets for raids. Teutonic earth walls give very little defensive bonuses and Teutons have little use for crannies, being an offensive tribe. Teutons though are the most adaptive of tribes. They are fully capable of starting all over again from complete destruction and losing troops does not affect a Teuton player due to their troops cheapness.
Basic Steps
While the tribe you are in will only slightly determine the amount of raids you get on your village, the fact of the matter is that farmers will continue to farm you repeatedly unless you take a few basic steps which are a must for any village being farmed.
• Invest in a Cranny: A cranny's purpose is to hold resources during a raid or attack on a village. A cranny has a certain capacity per level; higher level crannies can protect more resources from raids. Crannies are the cheapest of all buildings to build and they are also unable to be targeted, meaning that a player will not be able to directly target your cranny with catapults. Teutons though are capable of reducing the cranny's effectiveness meaning that the cranny will only protect 2/3 of what it is capable of protecting. This applies only to Teutons though. Once you have a level 10 cranny, it is possible to build more crannies to increase the amount of resources you can protect. Always try to protect all of your resources with your crannies. If suffer from resource over-flows, calculate them in advance so you can log on to spend the resources. If you can stay off-line for half a day and not lose a single resource to a raider then you have sufficiently protected yourself. Generally, building crannies will register your village as a threat to powerful players. But it is rare that a player will single you out for a catapult strike because he or she is not making a profit in raiding you.
• Train basic troops: Use some of your protected resources to train a few defensive soldiers. Make just enough to damage the raiding party slightly. This should be done with all your resources protected. If your attacker loses resources every time he or she raids you and receives no profit, the attacker might reduce the attacks or just stop attacking out right. This action should not be done if the attacker is powerful and has villages which are catapult-capable. Generally and resistance can be seen as a threat and will be responded to with force.
• Join an alliance: Joining an alliance has many different effects. But generally it is a good course of action to take if you are being raided. Depending on the size of the alliance and it's reputation, a raider might just stop raiding you or double his or her efforts. While joining an alliance could cause a raider to take an unpredictable course of action, it is generally a good idea. You can ask for help from other alliance members in defending against raids. Also very few players can become powerful without the help of an alliance. Joining an alliance is practically required to win the server game. Travian is meant to be a game of cooperation with fellow players and as such, joining a alliance is a must.
• Contacting the farmer: Contacting the attacker is generally a good idea. Generally you should ask the attacker for the reason why he or she is attacking your village. Proper grammar is a must and be sure that you properly format you message as a letter. Sending a professional letter with no grammar or spelling mistakes will usually result in the attacker responding to you. You should not make your letter look like you are pleading for the attacker to stop attacking you, rather you should ask why the attacker is raiding you and if there is a way for you and the attacker to work the issue out. Pleading and begging will generally make the attacker annoyed and result in more attacks. Also threats are not generally a good way for dealing with an attacker. Try to reason with the attacker that the attacker is not receiving much of a profit by raiding you and you could even suggest other targets for the attacker. Never taunt your attacker either with the statement "Attack all you want but you won't get anything because crannies can't be destroyed". Technically Crannies cannot be targeted directly for destruction. They are still capable of being destroyed if the cranny is the only building left in the village which usually results after the attacker has systematically destroyed every other building and resource field.
These general steps can help to ease the amount of attacks you receive. But they are not fail-proof as an attacker could just deliberately target your village because they choose to. But generally, if you can give a farmer no reason to attack your village, your village should be relatively peaceful and unharmed.
It is possible to destroy a cranny before all the other buildings and resource fields are destroyed. The attacker has to set catapults on random to hit it, but it *can* be done. So beware of a false sense of security, don't do anything that might be construed as a threat until you have the troops to back it up, and you should be OK.
Most mistake with most beginner is building the warehouse and granary capacity level over cranny protection. By actively checking in you could usually evade pillaging from attackers by using up your resources by either building up village infrastructure or defensive and or offensive troops and also moving unprotected excess resources not covered by crannies prior to raids/attacks. There will be times when you will have to just delete and start again in another area or a different server because most offensive players will not listen to any reasoning and would already have knowledge of those villages you might want to offer as an alternative targets. You might find that reasonable player that appears to listen and will cease all attacks but often they will only be stringing a villager along to delay deletion of their favorite farm. It is a war game and it gets nasty whether you are protecting your ASSets or actively pillaging someone else’s :)

PLANNING-HAMMERS

WW= Wonder of the World (the thing you build to win Travian)
Hammer=huge army (the thing you defend or destroy a WW with)

We need WW hammers to help stop the other quads from building their WW. We need quite a few. This is thousands and thousands of troops that will be built and stored for the next 5 months.

Who is planning to build a WW offensive hammer?
Who wants one but isn't sure how?
Write me back if you are building one or would like to build a huge offensive hammer.
We're getting a head count for now.
Once we see how many we have we'll go from there.
...
Try to chief/settle smart. If it's not 1 hour or less by merchant, it's not worth it.

CAPITAL

You WANT a 15c capital, but you can very nicely play with 9c too.

Let's look at some problems:

Try snag a 9c or a 15c quickly enough. Experienced people will snag it as their 3rd village or 4th village (while building the other two villages around that square and vigorously defending it), while less experienced and overeager people will snag it as their 2nd.

Let's see what you gain. Whenever I mention crop-fields, I always do so with a L5 grain mill/L5 bakery. If you don't have that...I can't help you. You should go play tetris.

A L10 cropfield gives 300crop/hour:

- 6c -> 1800 crop/hour
- 9c -> 2700 crop/hour
- 15c -> 4500 crop/hour

Let's look up to L15 crop fields, which are buildable with 2 warehouses.
They give 1200crop/hour each, so:

- 6c -> 7200 crop/hour
- 9c -> 10800 crop/hour
- 15c -> 18000 crop/hour

L16 crop fields, each giving 1500 crop/hour, requiring 3 warehouses are still doable:

- 6c -> 9000 crop/hour
- 9c -> 13500 crop/hour
- 15c -> 22500 crop/hour

L17 field has 1950 crop/hour
L18 has 2400 crop/hour
L19 has 3000 crop/hour (and requires 12 warehouses and 3 granaries.

AAAANYWAY. As you can see, a 15c with manageable L16 fields can maintain a 20k crop army with no problems (with no plus account which gives you another 25%).

All the big players are doing this, and doing it comfortably. There's the occasional dude with a 9c capital in the top bunch, but none will have a 6c, even though it is possible, but
not worth it. It IS possible, but it's not worth it.

What about the 9c capital?
It often happens that all the 15c are gobbled up, but you snag a few 9c with little problem. What should you do?

15c has a problem-it requires CONSTANT merchant control on it. This means that if your cluster of villages is far from your 15c capital, you will have pains. You cannot build on the meager resource production (a max of 200 from the field, plus the oasis's which you should only get if it's 25% crop with it, and the resource extenders, which you shouldn't build). So you will be forced to move stuff around a lot, which is far less painful than a big army on a 6c, but you have to do it. Gaul merchants help a lot, because they are quick and carry a lot. At least Teutons carry more, but roman merchants are horrific.
You don't want to stagnate. Build close-by support villages, and be aware you will sink money in it.
So, a 9c capital has a solid production. I won't bother analyzing the numbers, except in 2 cases, for L10 fields, and L15 fields, with no oasis, but with the brickyard type buildings:

L10

- 6c -> 1000/hour
- 9c -> 750/hour

L15
- 6c -> 4000/hour
- 9c -> 3000/hour

As you can see, not a really big change nor is the gain in crop, but that's far more useful than the gain in resources.
A 9c capital will need little support, although it does help to have a village funnel resources into it.

A 9c capital has a few more advantages: you are able to get one with little trouble, and a bit of scouting. People won't fight you over it, knowing that there are more around, and they are looking for a 15c anyway. This means that you can comfortably wait until your 3rd village to cap one, even if you start slow.

The second advantage: it's not an impotent village until you sink a lot of stuff into it. You can still have a strong economy in a self-sufficient, but slower, village, and start building an army alongside the economy.

Ok, so until now, you hopefully understand that you should go for a 15c, and if not, a 9c. A 6c can never really hold a big army.
If you are still unconvinced, think it through.

VILLAGE SPECIALIZATION

VILLAGE SPECIALIZATION
We should see specialization on two levels, both alliance-wide and within your own account.

Alliance-wide: The best way to be effective is to split players into two groups, defensive and offensive. End of story.

Defensive players should have multiple villages producing and upgrading defensive troops. Not all of them though should make troops, as some should just feed the others to save resources on all the upgrades, and you can use troops from one village to reinforce other villages and players. Don't even build a barracks in there except to get a trade center going. A good rule of thumb is that 1/3 of your villages should be building troops, using other villages for storage and resource supply. Small groups of offensive troops should be built for raiding purposes, but the blacksmith should be demolished as soon as the required buildings are built from it. At endgame, you may want to ramp up the barracks in every village, but that's only if you're pushing defenders to a WW and have no other focus for your account.

You should NEVER upgrade the weapons of a defensive unit, because it serves no purpose and you will gain nothing from it. The same goes for increasing armor on an offensive unit. And because upgrades are a percentage increase, you should NOT do upgrades on troops you will only have a few of (under 500). It's actually just smarter (and cheaper) to build more troops in that case, unless your wheat fields are all maxed out and you have no place left to store troops.

There are some dual-purpose troops, those that are good for both offense and defense, and those are usually Roman.

Offensive players should have ONLY one to two villages producing nothing but offensive troops and upgrading them. One village will be your main hammer, and this will be the village you feed as much as possible, and supported by a cropper. The second village will be the mini hammer, and is best supported by a cropper but which can be supported by multiple feeders and raiding instead. Any other croppers or villages should be used for troop storage, with one village solely dedicated to defensive troops, so you are not completely unprotected.

The secondary specialization is within your account, and by town. Even if you are an offensive player, you need some defenders, and even if you’re a defender, you may want a small army for raids and such. Be SMART in building these nonessential forces, though.

At no time should you be building both offensive and defensive troops in the same town, with an exception at the start of a server.

After a short time at the beginning, all towns should be divided by offensive and defensive producers, and even further specialization can be done on this.

For example, some defensive players have a Phalanx town and a Druidrider town. Phalanx are the ONLY thing that first village does. Druids are the ONLY thing the other does.

These villages produce nothing but those troops, and reinforce them elsewhere according to need. This allows you to only have to improve either one barracks or one stable to level 20 and only one troop type to upgrade. This will save you a lot of time and resources.

This level of specialization should only be done by players with a significant number of villages (10+ fully-built villages).

This strategy requires teamwork, as the hammer players will be your main point of offense, and they'll depend on the defensive players in case of attack. This has the added benefit, though, of leaving the offensive players free to grow their hammers without needing to sustain a sizable defense in the same village. This means bigger hammers.

Village Purpose:

THIS IS THE MOST IMPORTANT FUNDAMENTAL RULE OF SMART TRAVIAN BUILDING:

** EVERY VILLAGE HAS ONE SPECIFIC PURPOSE! **

Every village has one specific purpose. Every village has one specific purpose.

One more time: Every village should have ONLY ONE specific purpose!!

There are three types of villages. Offensive, defensive and supply/support.

That's it. No others. There are some shades of gray, such as scouting villages, but for 99% of players, you make every village one of those three. PERIOD.


Offensive:

If you’re a defensive player, you may want to make one or two raiding parties. For those villages, don’t worry about weapons upgrades until you have at least 500 of the troop type you want to improve. I know very few experienced players who upgrade weapons when they play a defensive role, even for their raiding parties. It’s simply a waste.


The following is for offensive players only:

There can be ONLY one attack village. Maybe two. In fact, you should not even have a barracks in every village, except to build trade centers. Some players build catapults in every village. That’s complete idiocy. A good player only has 1 offensive village, MAYBE two. Why? It's expensive (resource-wise) to support a true offensive village. And terribly ineffective. Recall the previous chapter about building an army. It’s inefficient to have 5 armies of 200 imperians, but 1000 imperians from one place can do some damage.

Do not build an armory here as there's no need. If you need defensive troops, get them from a defensive village.

If you have a 15c, make it your capital, and build troops out of a village right next door. Why? Because you can store more there AND your capital is not tied up holding attackers.

Most large, experienced players have ONE hammer village, and maybe one or two mini hammers, depending on how many villages they have.

My rule for offensive players is this: Have an offensive village for every TEN villages in your account. Period.


Defensive:

I'm talking true defense here. If I had one 15C and one 9C, the 9C would be dedicated to defensive troops. A good ratio on defensive troops is 1/3 horse mounted and 2/3 infantry defensive units. You should use only the armory, and only upgrade armor for the defensive troops. And you can demolish the blacksmith once you get the stable if you want. It's still very good to build a tourney square as you'll need to help your brothers at some point.

Supply/Support:
This will be the majority of my villages. For troops, I'll put 1 or 2K defensive troops and a raiding party. The remainder of my resources goes to building market, trade office, etc. I build a Town hall in each supply village.


The Plan:

Everything revolves around the cropper. It must be your capital. Period. Folks say "yeah, but it's great to have level 15 Iron fields!" Pffft! It’s cheaper to build more villages.

Build two more villages? Why? The answer is important.....

*** TRAVIAN AXIOM #3: Wheat is the limiting military factor in this game.

Here's the thing that gets everyone: The cropper is NOT where you build your troops.

“Huh? It’s NOT?”

Build a standard village RIGHT next door to your cropper, build your troops there and reinforce the cropper. “Why,” you ask?

You can't build a great Barracks/Stable in your capital. This is crucial in late game. You'll absolutely NEED the extra building capacity in big wars and when the Natar come.

So the Cropper is the foundation eh? So you should get like 12 croppers, right?

NO. No. No. One or two will suffice. The cropper/standard duo is a pain to keep fed. Troops are expensive. I knew someone on a different server who had 4 9C's and 3 15C's out of 11 villages. She was scared to death of launching a real offensive because it would take her forever to rebuild due to merchant travel time. Those croppers were all so far from each other that rebuilding any village or army would be terribly limited by the distance to ship resources!

You want to have your cropper as the center and build your supply villages close to it. If you're Gaul, you can get a little farther away since you have quick merchants

Some advanced players make dedicated scouting villages too, and for those villages both defensive and offensive upgrades are important, but DON’T EVEN GO THERE UNTIL YOU HAVE 20+ VILLAGES or your alliance asks you to build a scouting village.

Ideally, your goal is to have your one big offensive army be as large as you can get it. It should be based with a cropper next to it and feeders as needed. If you can (especially if you use gold) you should be building 24/7 non-stop out of your L20 barracks.

The absolute rule that you MUST have a capital 15c is a bit overstated. Before Travian instituted gold and the NPC it was definitely true, but for people for whom money isn't an issue, then you can maintain enormous armies based out of 6c villages. You ship in like mad from feeders and use NPC to feed the 30K or 50K deficit. If you get a 4-4-4-6 village up to L18 on all resource fields, you can feed a LOT of troops, and you can use NPC once a day to convert the other resources to wheat. You’ll need several warehouses and granaries, but it can easily be done. Add in a couple of oasis to that 4-4-4-6 village, and you have a serious production machine for a capital. Remember, the oasis bonus gets LARGER as your fields get higher because it is a percentage.


OASES:

Let’s talk briefly about oases. Most players don’t understand them, and even those who think they do often don’t fully take advantage of their potential.

Read this first:

http://help.travian.com/index.php?type=faq&mod=556

That covers the basic of how to conquer an oasis, but how do you maximize the benefit?

Let’s start with your basic 4-4-4-6 village. Without gold, your maximum for a non-capital village is 1000 resources per hour. But take a 25% clay oasis, and your hourly clay production goes up to 1250. Suppose your wheat production is 1500. Take a 50% wheat oasis, and that goes up to 2250. And it’s cumulative! Two oases can at least double the bonus.

But use the oases wisely! If you take a clay oasis from a village with 3 clay fields, you’re losing the full benefit of the oasis. Take it from a village with FIVE clay fields, and you increase that bonus tremendously. Good planning is key; if you plan to settle an area with many oases, settle villages with field numbers that match up with oasis types. A village with 5 iron fields should take the iron oasis, and a village with 5 wood should take the wood oases, and so on.

“GREAT,” you say, “I want to take 3 oases from my village!”

Nope! Because of the tremendous cost of raising your mansion to 15 (and even worse to 20), there are only 3 situations when you want to take more than one oasis from a village:

1) For your capital – Because you can raise field levels up above 10 in your capital only, the bonus for oases is increased tremendously at higher levels. Remember the example of the clay oasis above? It increased overall clay production for your village by 250 per hour. Now suppose you’ve got your clay fields up to level 15 or 16 in your capital. That’s a base level of 1000 per field (4000 total), multiplied by the bonus of 25%, for a 1000 clay/hour bonus! The oasis will give you 24,000 clay per day! That is worth the heavy price of a level 15 or 20 mansion.

2) For a cropper – The same principle applies. If you have 15 wheat fields up to 10, the bonus of three wheat oases is a lot more than if you had 3 villages with one oasis each. A 15c capital with three 50% oases can hold 80K or more troops.

3) If you are in an area where you cannot build a new village - In that case, upgrade your mansion to 15 or 20 and take another oasis only if you don’t need the resources elsewhere. It’s not terribly efficient, but if you can’t build a new village, that’s the way to go.

So, the bottom line for oases is this:

* One per village, tailored to the fields in your village
* Maximum oases for croppers and capitals
* Never upgrade a mansion when you don’t need to.
I would say that if players follow these instructions for individual development, there is no need for dividing players in alliance into def/off groups since every well developed player will have def and off.
I would also say that regular village should afford 2 oases.

WALL

WALL
Bellow, you can see defense bonus your village has with specific wall level for all 3 races as well as number of rams needed in single attack wave to destroy that wall.

PLEASE, NOTICE THE IMPORTANCE OF BUILDING UP YOUR CITY WALL !

City wall (Roman)
Lvl 01 … 03% … 01 ram
Lvl 05 … 16% … 04 rams
Lvl 10 … 34% … 14 rams
Lvl 15 … 56% … 31 rams
Lvl 20 … 81% … 53 rams

Palisade (Gaul)
Lvl 01 … 03% … 01 ram
Lvl 05 … 13% … 08 rams
Lvl 10 … 28% … 28 rams
Lvl 15 … 45% … 61 rams
Lvl 20 … 64% … 106 rams

Earth Wall (Teutons)
Lvl 01 … 02% … 01 ram
Lvl 05 … 10% … 19 rams
Lvl 10 … 22% … 69 rams
Lvl 15 … 35% … 151 rams
Lvl 20 … 49% … 263 rams

DEFENSE BONUS-adds up to your defense troops.
For example,if you have 100 pretorians,they will provide:

650 def points against infantry and
350 def points against cavalary.

That's all you have without the wall.

With wall lvl 20, your defense will be equal:

1176 def points against infantry
633 def points against cavalary

*********************************************
So, 100 pretorians in the village with lvl 20 bonus provide equal def as 180 pretorians
*********************************************

As you can notice, Roman wall provides the highest defense bonus, but Teuton wall has the most stamina, while Gaul wall holds middle ground.

HERO

HERO
To make a hero you need to have hero’s mansion.
The moment you have a hero's mansion level one you can make a hero out of one of researched units.
When a hero is trained he has 5 skill points that can be used to increase his 5 abilities. Ability levels can be increased up to level 100 as you choose to distribute them. Each time a hero gains a level he earns 5 additional ability points.
5 abilities:
- offense – increase attack value
- defense – increase defense value
- off bonus – increase attack value of the whole army with hero (max 20%)
- def bonus – increase defense value of the whole army with hero (max 20%)
- regeneration – increases speed of recovery
CAREFULLY CHOOSE YOUR HERO considering what you aim to use him for!
CAREFULLY DISTRIBUTE ABILITY POINTS
For example, if I have: a heduan hero / 100 phalanxes / 100 druids
Def points: infantry/cavalary
Heduan 50/165
Phalanx 40/50
Druid 115/55
If I invest 5 points in hero’s defense, my total def will be:
Heduan hero 360/1000
100 phalanxes 4000/5000
100 druids 11500/5500
............Total: 15860/11500
If I invest 5 points in hero’s def bonus, my total def will be:
Heduan hero 50/165
100 phalanxes 4040/5050
100 druids 11615/5555
............Total: 15705/10770
BUT, if I have 500 phalanxes and 500 druids, calculation is in favor def bonus:
Investing 5 points in DEF
Heduan hero 360/1000
500 phalanxes 20000/82500
500 druids 57500/25500
............Total: 77860/109000
Investing 5 points in DEF BONUS
Heduan hero 50/165
500 phalanxes 20200/83325
500 druids 58075/25725
............Total: 78325/109215

Required number of killed troops for specific hero levels:
Lvl 1 - 100 kills
Lvl 5 – 1500 kills
Lvl 10 – 5500 kills
Lvl 15 – 12000 kills
Lvl 20 – 21000 kills
Lvl 50 – 127500 kills
Lvl 77 – 300300 kills
Lvl 99 – 495000 kills
Early on, you should start building up you hero’s experience, because his power directly depends on it.
You may have more than one hero, but only one can be active. Once your first built hero dies in battle, you may choose another unit to train…
can be revived.
Strong players usually have 2 heroes: off and def e.g. TT as off, druid as def, or if player is defensive, 2 def heros: 1 with max def against infantry, and 1 with max def against cavalary…
CHOOSE SMART !
What are the costs for the training and for reviving your dead hero?
Training costs twice as much as the unit you're upgrading. Examples for reviving: for an Axefighter hero at level 0, reviving costs 300 lumber, 300 clay, 400 iron, and 200 crop, and takes 0:50:00. That same unit at level 2 costs 1300, 1200, 1700, and 700 to revive, which takes 2:30:00 to accomplish.
The total amount of experience points required to advance to a particular level can be directly calculated with the formula 50*(L² + L), where L is the level number you want to advance to.

10 THINGS GREAT PLAYERS DO

10 THINGS GREAT PLAYERS DO
* What separates a great player from an average player is dedication and goals *

10. Read. Everything. Especially the stickies, the manual, the help, and anything else that seems remotely interesting. Keep your friends close, your enemies closer, and the Travian help site by your side.

9. Start a test village and play it until a new server starts up. This is the absolute best way to learn how to play without the pressure that comes with actually wanting your account to be successful. Refer to #1.

8. Start fresh within a few days, maybe even a week, on a brand new server. There is nothing better than starting out on a server where everyone is roughly equal.

7. Use proper English. The occasional mistake can be forgiven, but the constant misuse of grammar and spelling indicates that you are not serious about what you are saying. If you do not care about how you present what you want to say, do you really expect people to think you care about what you want to say? Communicating is essential in-game. The players that do it right find that their games are enjoyable.

6 Select the tribe that best suits their play style. There is no best tribe. Not everyone will be a great Gaul, or Teuton, or Roman. Eventually everyone finds a tribe that they can play very well, and their rank on the server reflects this. #9 factors greatly in this.

5. Know where the Rally Point is, and what it's used for. A good player knows when to build an army, how much of it to build, and what to do with it. If you don't know what to do here, refer to #10, #4, and #2.

4. Dodge. An army is a huge investment for anyone, and losing it to carelessness is a gigantic waste of resources. Avoiding attacks that could only destroy your army, especially your offense-oriented troops, will save you many headaches in the future. On older servers people are looking for easy hero-xp, and they will prey on anyone with some units sitting in their village. Gone to bed for the night? Send them out on a four hour trip to the nether regions. The bottom line is to keep your army safe so you can use for something which profits you. An early game army should rarely be used to protect resources. Refer to #3.

3. Cranny up. Resources which aren't protected are prone to be taken by someone who can protect them. This is the way the game is designed. It is the way the game is played. And anyone that understands this does very well, because they can be attacked a million times a night, but will never lose any resources. Also, remember that Teutons have a raiding bonus.

2. Attack, raid, and destroy anyone and everyone around that has no vested interest in their success. The good players ensure that there is no one around them who can hurt them, now, or in the future. Early in the game, this involves keeping everyone around them from growing bigger than them, and thereby controlling their area. Later on, it involves destroying armies, and eventually even villages. A quick attack is the most dangerous one, because you cannot dodge or shift troops to counter it. The best way to prevent one is to make it impossible to happen. This is the reason players "claim" their 7x7s. It is pure strategy, nothing more.

1. Make mistakes, and learn from them. Don't ever whine about them, or insist the game be changed because you can't learn from them. Every single good player has many stories of how they screwed up bad. The reason they are as good as they are is because they made mistakes, and learned from them. This game is for players, and filled with players, who are constantly trying to improve their play style. The players here will do absolutely anything to be the best. If you are not prepared to follow suit, you do not belong in this game.

VILLAGE FOUNDING OPTIONS

VILLAGE FOUNDING OPTIONS
1) Directly next to your capital
2) Relatively close to your capital (one screen away)
3) Semi-close such as within 3 screens
4) Extremely far away
.......................................
*Option 1* allows quick transport of resources and troops to the new village. This makes for ideal protection of new villages, as well as a great place to store extra offense troops from your capital because they can be quickly recalled for attacks. However, this approach has several drawbacks which most don’t consider.
A) This selection does nothing to increase your raiding range.
B) It also means you won’t get extra oasis for your new town.
C) Also, most players move their capital early on to a large crop village to support a larger army, which means these villages will end up not being as close to defensive troops as you may like late in the game.

*Option 2* is my primary choice for all new villages.
A)The new village can be planted directly next to good farms.
B) You can maintain more oasis throughout the game with this strategy.
C) Some may consider this option too risky because you tend to encroach on others more frequently and have a longer period for reinforcements and supply. My satellite villages rarely fall under serious attack.
By following Option 2 your empire expands much like a command and conquer base that will eventually stretch far and wide in all four directions. I try to keep all of my border towns within 2 hours of my 9/15 crop capital because your only real offense will come from that town. With each new town you found, try to plant it right next to your best farm, and within range of at least 2 oasis. Also, you’ll want to give your allies some space because sharing farms and oasis is always a bummer.
When selecting villages you want to take special care to avoid large aggressive players. While many players are content to ignore another large player 2 screens away, if you found a village within sight of their capital you may just start a war that will be very costly.

*Option 3*
A) Often used to found 9 and 15 crop villages as you don’t have much choice as thier location
B) This option can be used to increase the distance between your empire and a farmer.
C) This option can be helpful if you want to place a city near larger allies for protection or to protect a smaller ally.
D) It can also be useful to leap frog away from allies to expand your raiding range. Large alliances create huge dead zones where unallied farms never survive. This makes the game very boring for a farmer, and placing your villages away from the main cluster can improve your resource gathering.

*Option 4* is usually a last ditch effort to get free of a farmer after option 3 fails to elude him. It is similar to starting your account over, but it uses your capital as a leg up. I don’t believe many serious players found resource clusters in the void around the outside of the game as troop transport times are wicked. But, this can be a viable choice for new players looking for some peaceful simcity play. Option 4 can also be used by members of large alliances to find “dead zones” in their quadrant where no allies exist. By moving your empire to the heart of a dead zone it will make for a very active and aggressive game. To find such zones, create a list of all the alliances allied to your own alliance and input them into a Travian map tool.

Of course if you have your eye on some soon to be farms… a perfect way to get a foot hold near them is to found a village there.
Most players will be afraid of players much larger than themselves, so they will ignore your town despite your inability to defend it. By the time they realize you are about to conquer all their villages you have 2 senators with in 15 minutes of their entire empire.
Throwing parties is a Travian trick used by many top players. If you ever wonder how someone could have 40 villages, when you only have 15, the answer is he throws small and great celebrations in all of his towns every day.
Town halls are one of the most often overlooked buildings by new players. The main limit on growth for an active farmer isn’t his resources or the amount of crops his army needs, but the amount of culture points he has stored up! The only thing stopping a 4 village player from having 10 villages in 3 days is culture points (CP)!
Check your CP constantly, and if you have will have enough to found a new village make sure you have a level 10 residence ready to go pumping out the settlers right away.
Your first three villages will cost you almost nothing in CP, yet after that they become exponentially more expensive to found.
So to increase your growth rate as soon as you have 3 towns you must build a town hall in your capital and begin small parties.
Every time you log in you should throw a new party. These may seem expensive, but with active raiding you won’t even notice the drain on your resources. You will find yourself quickly outgrowing all of your neighbors as you party your way to a massive empire. Once you have 5 – 8 cities you should have town halls in all of your cities all having parties at the same time.

GUIDE

http://www.travianguide.com/travian-game-guides

TOOLS

TOOLS
Traveltime calculator

http://www.javaschubla.de/2006/travian/wegerechner/wegerechner-t3i.html?lang=en&dim=400
Many interesting tools:
http://www.getter-tools.de/s1.travian.com_1/
http://travian.ws/analyser.pl?s=com1
- nice map
- let you check players history for more than a week

http://travianmap.nl/index.php?ln=en#
- let you see player-player, alliance-alliance relations on the map

http://travian.org.ua/com/s1/players/chlorox/kasadian/Danzi/Brandwyn%20Vlek/MaceFace/Wusthof

- similar function (example these 6 players)
NPC Calculator (if you are gold user, or just to see how much of each resources you need for specific number of specific troops)

http://www.npccalculator.com/
FAQ
http://help.travian.com/index.php

It's a must that you know majority of info posted under:
-buildings
-troops
-game
If you don't, you really don't know the game.

TROOPS

KNOW YOU TROOPS
It is very important to carefully analize your troops.
I'll demonstrate some very simple calculations using Gauls as an example.

Gauls have 3 types of offensive units:
( off pts*infantry def pts/cavalry def pts-wheat consumption)
Swordsman ... 65*35/20-1
TT..................90*25/40-2
Heduan ...... 140*50/165-3
-------------------------
If your village has wheat fields lvl 10 and hourly wheat production 1000, if you choose to make only 1 type of off units, in regards to wheat consumption of specific unit type, that village can support:

1000 Swords ... 65000*35000/20000 or
500 TT's .......... 45000*12500/20000 or
333 Heds ......... 46620*16650/54945

In a full developed village, resources you put in building troops are not so relevant; you are more interested to make the most effective military power.
TT's appear to be the weakest choice, and Heds have 1/3 weaker off power, but almost 3 times stronger cavalry defense.
Heduans are universal units.

Gauls have 3 types of defensive units as well:
Phalanx ... 15*40/50-1
Druid ..... 45*115/55-2
Heduan .... 140*50/165-3
------------------------
1000 Phalx ... 15000*40000/50000 or
500 Druids ... 22500*57500/27500 or
333 Heds ..... 46620*16650/54945

With phalanxes and heduans you are getting aprox the same cavalary defense while druids provide almost 1/3 better infantry defense than phalanxes.

THE PURPOSE OF THIS ANALYSIS IS SEARCHING FOR OPTIMAL COMBINATION AS A SOLUTION FOR MAXIMIZING YOUR VILLAGE'S OFF/DEF ABILITY.

For example, you could hold in that village 500 phalanxes and 250 druids which would give you:
48750 infantry defense points
38750 cavalry defense points
Additional calculations...
-= Roman units =-
Legionnaire: .. 40 Off/wheat, 35/50 Def/wheat,. 6 speed, carries 40/wheat, costs 440/wheat
Praetorian: ... 30 Off/wheat, 65/35 Def/wheat,. 5 speed, carries 20/wheat, costs 460/wheat
Imperian: ..... 70 Off/wheat, 40/25 Def/wheat,. 7 speed, carries 50/wheat, costs 600/wheat
E. Imperatoris: 40 Off/wheat, 22/17 Def/wheat, 14 speed, carries 33/wheat, costs 470/wheat
E. Caesaris ... 45 Off/wheat, 20/26 Def/wheat, 10 speed, carries 18/wheat, costs 543/wheat
E. Legati: .................. 10/ 5 Def/wheat, 16 speed, ................. costs 180/wheat

-= Teuton units =-
Maceman: . 40 Off/wheat, 20/ 5 Def/wheat,. 7 speed, carries 60/wheat, costs 250/wheat
Spearman:. 10 Off/wheat, 35/60 Def/wheat,. 7 speed, carries 40/wheat, costs 340/wheat
Axeman: .. 60 Off/wheat, 30/30 Def/wheat,. 6 speed, carries 50/wheat, costs 490/wheat
Paladin: . 28 Off/wheat, 50/20 Def/wheat, 10 speed, carries 55/wheat, costs 503/wheat
T. Knight: 50 Off/wheat, 17/25 Def/wheat,. 9 speed, carries 27/wheat, costs 508/wheat
Scout: ................. 10/ 5 Def/wheat,. 9 speed, ................. costs 360/wheat

-= Gaul units =-
Phalanx: .. 15 Off/wheat, 40/50 Def/wheat,. 7 speed, carries 30/wheat, costs 315/wheat
Swordsman:. 65 Off/wheat, 35/20 Def/wheat,. 6 speed, carries 45/wheat, costs 535/wheat
T. Thunder: 45 Off/wheat, 13/20 Def/wheat, 19 speed, carries 38/wheat, costs 545/wheat
Druidrider: 23 Off/wheat, 58/28 Def/wheat, 16 speed, carries 18/wheat, costs 545/wheat
Haeduan: .. 47 Off/wheat, 17/55 Def/wheat, 13 speed, carries 22/wheat, costs 655/wheat
Pathfinder: ............. 10/ 5 Def/wheat, 17 speed, ................. costs 190/wheat

Analysis (by race)
The best attackers: Imperian; Swordsman; Axeman
The best looters: Maceman; Imperian; Swordsman
The best infantry defenders: Praetorian; Druidrider; Paladin
The best cavalry defenders: Spearman; Haeduan; Legionnaire
The best overall defenders: Praetorian (100); Spearman (95); Phalanx (90)
The fastest strong attacker: T. Thunder; E. Imperatoris; T. Knight
The fastest strong defender: Druidrider (86 @ 16); Paladin (70 @ 10); Praetorian (100 @ 5)
Fastest raiders: T. Thunder (38 @ 19); E. Imperatoris (33 @ 14); Paladin (55 @ 10)
…………
The best set ups (if you are equally concerned with attack, defense and speed) are -

Romans:
- 12 Legionnaire
- 12 Praetorian
- 12 Imperian
- 8 Equites Imperatoris

Gauls:
- 12 Swordfighters
- 12 Theutates Thunder
- 6 Druidrider
- 4 Haeduan

Teutons:
- 12 Axefighters
- 12 Spearfighters
- 12 Paladins
- 4 Teuton Knights
……..
Headings:
- # : Number of units you can get for 12 crops
- A : Attack value (based on # x attack)
- Ra : Raid value (based on # x speed x res carried)
- A/Sp : Attack for Speed (based on # x attack x speed)
- MD : Melee Defense (based on # x melee defense)
- CD : Cavalry Defense (based on # x cavalry defense)
- Unit Name : (the name of the unit)

# - A - Ra - A/Sp - MD - CD - Unit Name

12 480 2880 02880 420 600 Legionnaire
12 360 1200 01800 780 420 Praetorian
12 840 4200 05880 480 300 Imperian
04 480 5600 06720 260 200 Equites Imperatoris
03 540 2100 05400 240 315 Equites Caesaris

# - A - Ra - A/Sp - MD - CD - Unit Name

12 180 2520 01260 480 600 Phalanx
12 780 3240 04680 420 240 Swordfighter
06 540 8550 10260 150 240 Theutates Thunder
06 270 3360 04320 790 330 Druidrider
04 560 3380 07280 200 660 Haeduan

# - A - Ra - A/Sp - MD - CD - Unit Name

12 480 5040 03360 240 060 Clubswinger
12 240 3360 00840 420 720 Spearfighter
12 720 3600 04320 360 360 Axefighter
06 330 6600 03300 600 240 Paladin
04 600 2880 05400 200 600 Teuton Knight

MUST READ-TIME SINCHRONIZATION

TIME ADJUSTMENT
Since this is Intl. server and we are all in different parts of the world, for easy communication & coordination it is necessary to adjust our in-game time (visible in upper left corner) to GMT 0)
Go to:
Profile -> Account -> Preferences -> UK -> o.k.

So, from now on, ANY TIME we mention in the game will be this one (GMT 0), NOT a LOCAL time on your computer.

MUST READ-SITTERS

EVERYBODY HAS AN OBLIGATION TO HAVE ONE SITTER FROM THE ALLIANCE.
You are urged to have both sitter slots full most of the time.
We all have life, and if we don't have life, you still have to sleep - it is rare to find somebody without life and with insomnia :P
It’s better having any sitter, than none at all (better having one extra login, than one less)

>>> Sitting is a personal relationship and should be primarily arranged through personal contact and social interaction with other players. <<< There is also forum topic: Alliance forum > DEFENSE > Sitters
you will update that topic with your ingame name and sitter's names so we can quickly contact sitter if you're not available in case of emergency.
Please, keep this info up to date - it's in your best interest.
You may utilise forum section:
Alliance > CURRENTLY going on > Looking for a sitter
to search for sitter, but don’t consider it sufficient effort. You’ll be held responsible to take initiative in providing sitter for yourself.
Try to find players with similar activity level so your exchange of services is fair and everybody is happy.
Don’t be selfish, and you’ll be rewarded by other player’s dedicated assistance in return.
Once you socialize with your sitting partners, they’ll do everything for you later, you’ll see – it’s like very affectionate marriage…LOL…
If, for some reason, you’re not happy with your sitter, discuss it, break the relationship and move on – NO HARD FEELINGS/NOT A BIG DEAL!
Everything is better than being ignorant.
Perfect solution would be to locate group of 5-6 alliance buddies closest to you using the tool provided
(http://travian.ws/analyser.pl?s=com1&aid=1317 or travmaps),
get in touch with them and have 2 of them set up as sitters.
ATTENTION:
Sitter’s major purpose is to MONITOR account, not to significantly modify owners account:
Sitter **SHOULD NOT** :
- build infrastructure on his own without owners specific instructions/consent,
- trade/send resources without owners consent,
- send troops for a ride without owners consent,
- communicate by IGM’s on behalf of the owner
Complaints/accusations regarding misuse of sitting function will be investigated immediately and if proven to be justifiable, grave consequences will follow.
There will be no tolerance for broken code of trust!
TREAT OTHERS THE WAY YOU WOULD LIKE TO BE TREATED and there won’t be any problems.
Sitter SHOULD:
- log into partner’s accounts EVERY TIME they log into their own – check if it’s safe, and spend resources according to owners instructions
- if no instructions received, invest in resource fields or what you think is best in given situation.
I would recommend sending clear/short IGM instructions with priorities to your sitters daily, for example: subject UPGRADES, 1) main build – lvl 10 , 2) wood-lvl 9, 3) iron-lvl7
- in the case of incoming attack, sitter is to do EVERYTHING he would do on his account: analyze attack, send IGM to inform leadership, evacuate resources, dodge the attack or follow whatever decision is reached
- send reins/launch attacks requested by alliance officials

EMBELISHMENTS

JOKES

I was walking past the mental hospital the other day and I heard all the patients shouting
"13...13....13...13."
The fence was too high to see over, but I saw a little gap in the planks and looked through to see what was going on.
Some bastard poked me in the eye with a stick!
Then they all started shouting
"14...14...14...14....."
***
Jack, a smart businessman, talks to his son.
Jack: "I want you to marry a girl of my choice"
Son: "I will choose my own bride!"
Jack: "But the girl is Bill Gates's daughter."
Son: "Well, in that case..."
Next, Jack approaches Bill Gates.
Jack: "I have a husband for your daughter."
Bill Gates: "But my daughter is too young to marry!"
Jack: "But this young man is a vice-president of the World Bank."
Bill Gates: "Ah, in that case..."
Finally, Jack goes to see the president of the World Bank.
Jack: "I have a young man to be recommended as a vice-president."
President: "But I already have more vice- presidents than I need!"
Jack: "But this young man is Bill Gates's son-in-law."
President: "Ah, in that case..."
***

FUN LINKS

(*)Laibach - WAT
http://www.youtube.com/watch?v=6EoPI-xO4PU
(*)Laibach - Mama Leone
http://www.youtube.com/watch?v=V7sAEWc9_k4
(*)Laibach - Across the Universe
http://www.youtube.com/watch?v=_q5mlb3Bjzs
(*)Dave Brubeck & Al Jarreau - Take Five
http://www.youtube.com/watch?v=Eh5-kYP45pg
(*)Queen - Who wants to live forever
http://www.youtube.com/watch?v=pC4ZOxpu2rs
(*)Paul Potts - Nessun Dorma
http://www.youtube.com/watch?v=1k08yxu57NA
(*)Sonata Arctica - Full Moon (live)
http://www.youtube.com/watch?v=ESlxidNCums
(*)Gorillaz- El Manana
http://www.youtube.com/watch?v=DEB7i8bSwNA
(*)Testify - Rage Against the Machine
http://www.youtube.com/watch?v=1JSBhI_0at0
(*)Wake Up - RATM
http://www.youtube.com/watch?v=B1T8xgHdMEM
(*)Know Your Enemy - RATM
http://www.youtube.com/watch?v=5LvwzanCLCo
http://www.youtube.com/watch?v=y6CPcv2NJDA
Massive Attack - Karmacoma
http://www.youtube.com/watch?v=MGwcz_DzyyI
Massive Attack - Special Cases
http://www.youtube.com/watch?v=fC8w6xY-5Qk
Biba - Serbian Electric Man
http://www.youtube.com/watch?v=pY745NxZwsY
NATO vs Serbia
http://www.youtube.com/watch?v=fV2h4F1OglE
Moral Combat: Serbia vs NATO - true story
http://www.youtube.com/watch?v=9E_xKCOgDHM&feature=related

FINDINGS

GOD WANTED ME NOW
Don’t grieve for me, for now I’m free
I’m following the path God has laid, you see.
I took His hand when I heard him call
I turned my back and left it all.

I could not stay another day
To laugh, to love, to work, to play.
Tasks left undone must stay that way
I found that peace at the close of day.

If my parting has left a void
Then fill it with remembered joy.
A friendship shared, a laugh, a kiss
Oh yes, these things I too will miss.

Be not burdened with times of sorrow
I wish you the sunshine of tomorrow.
My life’s been full, I savored much
Good friends, good times, a loved one’s touch.

Perhaps my time seemed all too brief
Don’t lengthen it now with undue grief.
Lift up your hearts and peace to thee
God wanted me now; He set me free.
~~~
“In the name of the best within you, do not sacrifice this world to those who are its worst.
In the name of the values that keep you alive, do not let your vision of man be distorted by the ugly, the cowardly, the mindless in those who have never achieved his title.
Do not lose your knowledge that man's proper estate is an upright posture, an intransigent mind and a step that travels unlimited roads.
Do not let your fire go out, spark by irreplaceable spark, in the hopeless swamps of the approximate, the not-quite, the not-yet, the not-at-all.
Do not let the hero in your soul perish, in lonely frustration for the life you deserved, but have never been able to reach.
Check your road and the nature of your battle.
The world you desired can be won, it exists, it is real, it is possible, it's yours.”
- Ayn Rand
~~~
Kada pogledaš u nebo i vidiš da oluja se sprema,
a dolina zaklona nema.
Čuje se čelik kako reži
i svaki neprijatelj pred njim bi da beži.
Krv se trenutno ledi,
od pomisli šta u oluji sledi.
Dok sunce zaklanja zemljina senka,
shvatiš da je ispred tebe tmina ''meka''.
Lanac buzdovana jednog ratnika čeka,
u ruci mu drška mira ne da.
Ti pored stojiš,
i neprijateljsku vojsku brojiš.
Onda kad padne mrak,
shvatiš da si Alone In the Dark !
~~~
Black Eyed Peas

What's wrong with the world, mama
People livin' like they ain't got no mamas
I think the whole world addicted to the drama
Only attracted to things that'll bring you trauma
Overseas, yeah, we try to stop terrorism
But we still got terrorists here livin'
In the USA, the big CIA
The Bloods and The Crips and the KKK
But if you only have love for your own race
Then you only leave space to discriminate
And to discriminate only generates hate
And when you hate then you're bound to get irate, yeah
Madness is what you demonstrate
And that's exactly how anger works and operates
Man, you gotta have love just to set it straight
Take control of your mind and meditate
Let your soul gravitate to the love, y'all, y'all

People killin', people dyin'
Children hurt and you hear them cryin'
Can you practice what you preach
And would you turn the other cheek

Father, Father, Father help us
Send some guidance from above
'Cause people got me, got me questionin'
Where is the love (Love)

Where is the love (The love)
Where is the love (The love)
Where is the love
The love, the love

It just ain't the same, always unchanged
New days are strange, is the world insane
If love and peace is so strong
Why are there pieces of love that don't belong
Nations droppin' bombs
Chemical gasses fillin' lungs of little ones
With ongoin' sufferin' as the youth die young
So ask yourself is the lovin' really gone
So I could ask myself really what is goin' wrong
In this world that we livin' in people keep on givin'
in
Makin' wrong decisions, only visions of them dividends
Not respectin' each other, deny thy brother
A war is goin' on but the reason's undercover
The truth is kept secret, it's swept under the rug
If you never know truth then you never know love
Where's the love, y'all, come on (I don't know)
Where's the truth, y'all, come on (I don't know)
Where's the love, y'all

People killin', people dyin'
Children hurt and you hear them cryin'
Can you practice what you preach
And would you turn the other cheek

Father, Father, Father help us
Send some guidance from above
'Cause people got me, got me questionin'
Where is the love (Love)

Where is the love (The love)
Where is the love (The love)
Where is the love
The love, the love

I feel the weight of the world on my shoulder
As I'm gettin' older, y'all, people gets colder
Most of us only care about money makin'
Selfishness got us followin' our wrong direction
Wrong information always shown by the media
Negative images is the main criteria
Infecting the young minds faster than bacteria
Kids wanna act like what they see in the cinema
Yo', whatever happened to the values of humanity
Whatever happened to the fairness in equality
Instead in spreading love we spreading animosity
Lack of understanding, leading lives away from unity
That's the reason why sometimes I'm feelin' under
That's the reason why sometimes I'm feelin' down
There's no wonder why sometimes I'm feelin' under
Gotta keep my faith alive till love is found

Now ask yourself
Where is the love?
Where is the love?
Where is the love?
Where is the love?

People killin', people dyin'
Children hurt and you hear them cryin'
Can you practice what you preach
And would you turn the other cheek

Father, Father, Father help us
Send some guidance from above
'Cause people got me, got me questionin'
Where is the love (Love)

Where is the love (The love)
Where is the love (The love)
Where is the love (The love)
~~~
Greetings

Magandang araw sa lahat ng manlalaro ng TRAVIAN!
Philippines

مرحبا جميعا شو أخباركم
من سوريا

Hello Apa Khabar Semua??
Malaysia

Поздрав свима из Србије!
Serbia

Gong xi fa cai
China

Azul Fellawen u mrahba yisswen gher Travian.

Sveiciens no Latvijas!
Latvian

สวัสดี
Thai

Salut
French

Dag sê mense
Afrikaans from South Africa (one of the 11 languages spoken in South Africa)
~~~

SRB QUOTES

Ми смо деца Божија по имену Срби.
Ми смо потомци косовских јунака који се жртвоваше за крст часни и слободу златну. Cамоникле смо бујне гране народног дрвета које на Косову би скресано до стабла и стабло срубљено до близу корена, aли то дрво не усахну јер га крв крсних мученика оживотвори.
Не осуши се срубљено стабло јер царство небеско које изабраше витезови крста на Косову даде му снагу да озелени и пусти гране.
Ми смо тело од тела, и кост од кости, и дух од духа онога народа који je после Косова живео на свом огњишту без слободе, у својој земљи под туђином, без земаљског царства и без земаљског сјаја.
Наши преци с уздахом су вековима гледали Косово, не као у долину, него као у планину. Са те планине народ је очекивао потоке бистре воде, да му опере ране и сузе, и да му запоји дух и душу!

BOZE PRAVDE

Bože pravde, ti što spase
od propasti dosad nas,
čuj i odsad naše glase
i od sad nam budi spas.

Moćnom rukom vodi, brani
budućnosti srpske brod,
Bože spasi Bože hrani,
srpske zemlje, srpski rod!

Složi srpsku braću dragu
na svak' dičan slavan rad,
sloga biće poraz vragu
a najjači srpstvu grad.

Nek' na srpskoj blista grani
bratske sloge znatan plod,
Bože spasi, Bože hrani,
srpske zemlje, srpski rod!

Nek' na srpsko vedro čelo
tvog ne padne gneva grom,
blagoslovi Srbu selo
polje, njivu, grad i dom!

Kad nastupe borbe dani
k' pobedi mu vodi hod,
Bože spasi, Bože hrani,
srpske zemlje, srpski rod!

Iz mračnoga sinu groba
srpske slave novi sjaj,
nastalo je novo doba,
novu sreću, Bože daj!

Otadžbinu srpsku brani
pet vekovne borbe plod,
Bože spasi, Bože hrani,
moli ti se srpski rod!!!

ALLIANCE PROFILE

Our mission is to work together so that our members can:
- grow and expand
- learn and
- accomplish their maximum
for the benefit of all.

We are not an alliance of hard boiled travian-mad players, but we defend our own with enthusiasm and fervor.

We recruit active players who can defend themselves and their resources, will add to the power and prestige of the alliance and who have a sense of humor about it all

Minimum population requirement ≥ Ø, or higher than 5 lowest ranked alliance members and appropriate army.

Still interested?

*You MUST be in the N-E (+/+) or willing to move.

*You MUST be ACTIVE: Yellow status will be met with a swift and firm warning. Once.

* You MUST have a desire to learn quickly, grow strong, and play smarter than those around you.

* You MUST be honest and polite with everyone you meet in the game.

* You MUST request and appoint an alliance sitter upon acceptance, and maintain an active alliance sitter throughout your membership. Complete a form found on our forums with your sitter information and keep it up to date. Non-Alliance sitters must be cleared with an officer. No exceptions.

* You MUST provide any information requested by an officer in a timely manner. You may be asked to assign sitter privileges for a short time. Compliance with all such requests is required.

* You MUST register on the forum and check it daily. Any IGMs must be answered promptly. No army or government survives long without communication.

* Be willing to help out members in need and to follow instructions when given. Only through cohesive teamwork we can accomplish our goals.
* Chronic farms will NOT be tolerated. Our officers and members can help you learn to avoid farmers and defend yourself, but the job is up to you.

* We are an international alliance. While we understand that some language barriers may be present, we make all attempts to communicate clearly and simply.

Important alliance benefit: 50% more frequent use of the word MUST

For membership consideration, apply here:
XXXXXXXXXXXXXXXXXXXXX

◄ Mission Statement ►

SRB. is a persistent Travian community that provides the structure and insight for great game play of this war game with an excitement and enthusiasm of its members for executing excellent strategy and tactical supremacy. Our members are characterized by their uncanny commitment, energy and team spirit to win and succeed.

◄ Vision Statement ►

SRB. will be remembered. The names of its heroes will not be forgotten and those that served in SRB. will not forget the great accomplishments and game they enjoyed. Some life-long friendships will be forged.

Recruiting ONLY active players located in NE quadrant (preferably area: x to x.)

We are recruiting both experienced players and new players with heroic ambitions to join us in a disciplined, team-oriented community with the single purpose of winning the server in a glorious manner.

Looting is the part of this game. It is the responsibility of every player to avoid becoming somebody's farm.
~~~
Offering deprogramming sessions for those lured into the cult called "Kill puppies for Satan".
It will only hurt a little.

Requirements to join:
-Must have 0 population.
-Must be unable to play
-Full physical and body cavity search required

No lord or master: in service to none, but ourselves.

Quality before Quantity!

Our motto is as follows:
Unite
Share
Build

Activeness, awareness and selflessness shall be rewarded by promotion.
~~~
Forth, and fear no darkness!
Arise!
Arise, Riders of SRB.!
Spears shall be shaken, shields shall be splintered!
A sword day...a red day...!
~~~
W: Willing to fight
A: Anxious to see the battle field
R: Ready to defend freedom
~~~
We will fight vigorously with all we are in war with.
~~~
Travian wars are fought with brains and friends.
We have BOTH!
~~~

PROFILE

MY PROPERTY CORNERSTONES:
(-240,-270)
(-240,-310)
(-204,-270)
(-204,-310)

IF YOU LIKE RAINING STONE, SETTLE INSIDE.
THIS IS VALID FOR ALLIES TOO.

Settling at 10 hours distance (catapult speed), from my villages, is not advisable.
Do it at your own risk - don't complain later.

WARNING-The Disproportional Principle:

You scout us-we attack you
You attack us-we catapult you
You catapult us-we chief you.
~~~
Some of you may feel put upon by my resource acquisition techniques.
I apologize for the discomfort, but I assure you that it is necessary.
For you see, I plan to donate your resources to feed the orphaned children of Travian.
Now, let's not get into how they became orphans, suffice it to say that they are.
It is time now to focus on solutions, and I believe I've found just the one. Enforced donations!
Please remember: each time a farm deletes, a child of Travian goes hungry.
~~~
Attacks...don't take it personally, it's the part of the game.
No disrespect to friend nor foe.
~~~

QUOTES

"A handful of men, inured to war, proceed to certain victory,
while on the contrary,
numerous armies of raw and undisciplined troops are but multitudes of men dragged to the slaughter."
Flavius Renatus Vegetius
*
Courage is not the lack of fear, but the ability to act in the face of fear.
*
If God brings you to it he'll bring you through it!
*
"Luck is what happens when preparation meets opportunity."
*
"He who is brave is free."
*
It has long been noted that some conquerors prefer enemies as fierce as tigers and brave as eagles, for only then can they savor the true joy of victory.
Lu Xun (1881-1936)
*
"I am not afraid of an army of lions led by sheep.
I am afraid of an army of sheep led by lions."
Alexander the Great
*
So I say to you all:
Maintain courage.
Have hope.
Be patient, but at the same time be vigilant.
Eric Haney, Delta Operator
*
Happiness is a state of defiance
*
"One machine can do the work of fifty ordinary men.
No machine can do the work of one extraordinary man."
Elbert Hubbard
*
"The reasonable man adapts himself after the world;
the unreasonable man persist in trying to adapt the world after himself.
Therefore, all progress depends on the unreasonable man."
*
"One whose upper and lower ranks have the same desires will be victorious."
Sun-Tzu
*
"A good plan, violently executed now, is better than a perfect plan next week."
George S. Patton (1885 - 1945)
*
"Never tell people how to do things.
Tell them what to do, and they will surprise you with their ingenuity."
George S. Patton (1885 - 1945)
*
"Don't be a fool and die for your country.
Let the other son of a bitch die for his."
George S. Patton (1885 - 1945)
*
"Never interrupt your enemy when he is making a mistake."
Napoleon Bonaparte (1769 - 1821)
*
"Bis vincit qui se vincit in victoria"
"He conquers twice who conquers himself in victory."
*
"Every man dies.
Not every man really lives"
William Wallace (Braveheart)
*
"Lead me, follow me, or get out of my way."
*
"Live for something rather than die for nothing."
*
Do not protect yourself by a fence, but rather by your friends.
Czech Proverb
*
The best armor is to keep out of range.
Italian Proverb
*
Speak softly & carry a big stick.
English Proverb
*
"The art of war is simple enough:
- Find out where your enemy is
- Get at him as soon as you can
- Strike him as hard as you can, and
- keep moving on."
Sun Tzu
*
By three methods we may learn wisdom:
First, by reflection, which is noblest;
Second, by imitation, which is easiest; and
Third by experience, which is the bitterest."
Confucius, Chinese Philosopher
*
"What difference does it make to the dead, the orphans, and the homeless, whether the mad destruction is brought under the name of totalitarianism or the holy name of liberty or democracy?"
Gāndhī (1869-1948)
*
"The scientific name for an animal that doesn't either run from or fight its enemies is: LUNCH."
Michael Friedman
*
Travian Wars are to be fought with Brains & Friends.
We have both!
*
"Never Hate Your Enemies... It Affects Your Judgment"
*
My Philosophy Is Simple...
All Warfare is based on deception, hence,
when able to attack, we must seem unable,
when using our forces, we must seem inactive, when we are near we must make the enemy believe we are far away,
when far away we must make them believe we are near.
Hold out bates to entice the enemy, playing disorder and crush them.
If they are secure in all points, be prepared for them.
If they are a superior strengths evade them. If your opponent is of collar temper, seek to irritate them, pretend to be weak that they may grow arrogant.
If they have taken their ease, give them no rest, If his forces are united, separate them. Attack them where they are unprepared, appear where you are unexpected.
Now, the General who wins a battle makes many calculations in his temple before the battle is fought.
The General who loses a battle makes but few calculations before hand, thus, do many calculations lead to victory and few calculations to defeat.
How much more,no calculation at all.
It is by a tension to this point that I can foresee who is likely to win or lose
Sun Tzu
*
"The art of using troops is this:
When ten to the enemy's one - surround him;
When five times his strength - attack him;
If double his strength - divide him;
If equally matched you may engage him;
If weaker numerically - withdraw;
If in all respects unequal - elude him."
Sun Tzu
*
"Victorious warriors win first and then go to war,
while defeated warriors go to war first and then seek to win"
*
"When the people fear the government you have tyranny...
when the government fears the people you have liberty."
Thomas Jefferson
*
"The clever combatant imposes his will on the enemy, but does not allow the enemy's will to be imposed on him"
Sun Tzu
*
NO PAIN - NO GAIN!
*
A diplomat is someone who can tell you to go to hell in such a way that you will look forward to the trip.
"A diplomat... is a person who can tell you to go to hell in such a way that you actually look forward to the trip."
*
"War does not determine who is right - only who is left."
Bertrand Russell
*
A prisoner of war is a man who tries to kill you and fails, and then asks you not to kill him.
*
Battles are won by slaughter and maneuver.
The greater the general, the more he contributes in maneuver, the less he demands in slaughter.
*