Beginner's Guide - First week as Gaul

  • Hello!
    I’m Curtain and this is “Travian Beginner's Guide”. This guide is based on my experiences of the game and is aimed at beginner level players but feel free to read and comment on it even if you have more experience with the game.
    As a disclaimer I want to mention that this guide is not the only or necessarily even the best way to play the game so experiment and enjoy this great game with your own style.


    This guide is divided into three parts:
    Introduction to Gauls
    The first few days
    Game beyond the beginning




    Part 1: Introduction to Gauls

    Travian has three playable tribes; Gauls, Teutons and Romans. For the purposes of this guide we will be selecting Gauls but feel free to follow along if you pick Romans or Teutons, the information in parts 2 and 3 especially will be largely universal to all tribes.
    Before we dive in further, let’s look at the units Gauls have access to:


    Phalanx - Powerful defensive infantry unit available from the start of the game, he moves fast for an infantry unit, he’s very cheap and quick to train. Phalanx is arguably the best defensive unit in the game and will form a back bone of any Gaul player seeking to defend themselves or their allies from enemies.


    Swordsman - The offensive counterpart of the Phalanx, the Swordsman specializes in attacking. He is your go to unit when dealing with robbers or even enemy players. He is also unlocked from the start of the game.


    Theutates Thunder - The first Gaul light cavalry unit is the Theutates Thunder (TT for short), he is fastest unit in the game allowing him to get to the target, carry plenty of loot back to base and be ready for another attack very quickly making him arguably the best raiding unit in the game.


    Druidrider - The second light cavalry unit Gauls has access to is the Druidrider. Like the TT he is also very fast but unlike the TT he specializes in defense. Being the fastest defensive unit in the game, the Druidrider is first to the scene when you need to defend even your distant allies.


    Haeduan - The Gaul heavy Cavalry unit is the Haeduan. He is perhaps the weirdest unit in the Gaul arsenal having high attack AND high defense but only against cavalry. Following the trend he is also the fastest Heavy cavalry unit in the game (though noticeably slower than the TT). That being said these features come with a high price and training time, which makes him a very situational unit. He’s the only Gaul unit I don’t recommend for beginners as despite his strengths he’s easy to miss use.


    In addition to these Gauls have access to 5 other units, which have no large differences between the different tribes:


    Pathfinder – Scout cavalry unit able to reveal information on your enemies and defend against enemy scouts attempting to do the same to you
    Ram – Siege weapon that is designed to take down the enemy wall
    Trebuchet – Siege weapon that can attack all the other buildings besides the wall damaging or destroying them
    Chieftain – Very expensive unit capable of capturing enemy villages
    Settler – Unit capable of settling another village


    Each tribe also has a special building only that tribe can build. For Gauls this building is an extremely powerful early and midgame defensive building called the Trapper. The Trapper is able to build traps which will capture attacking units, entirely blocking small attacks and severely weakening bigger attacks allowing your units to finish them off easily. Later in the game armies become bit too big for the Trapper to effectively handle but for the entire start of the game it’s an extremely powerful asset allowing you to defend your village much easier than the other two tribes.


    Trapper and the Phalanx working together will make a deadly combo for almost all attackers trying to steal from your village which makes Gaul defense extremely potent (especially during the early stages of the game). Gauls also have good offensive and defensive options in both their infantry and their cavalry categories while also having generally good stats for their price and training time. Unlike Romans and Teutons, the Gaul unit selection lacks a clear weakness which makes them excellent choice for anyone who doesn’t want to miss out on anything the game has to offer.


    The game itself advertises Gauls as the best choice for beginners and I have to agree with this. Gauls can boast on having the strongest defense of all the tribes (especially during the early stages of the game). This is especially important for beginners who might have troubles defending themselves against more experienced players. Once you are properly established and familiar with the game, Gaul versatility will grant you the tools to pursue a variety of playstyles. This is especially important to anyone who is playing Travian for the first time and doesn’t know what part about the game they might like the best.


    There is much more to Gauls than what I can cover here but the game wiki and the in game help function both have lots of stats and information to those who are interested to learn more about Gauls.




    Part 2: The first few days

    For the purposes of this guide I will assume you have registered on a new server less than 24h of the start of the server. This is the ideal time to join a server to get the best experience of the game. New servers start regularly so if no such server exists you can join the youngest server to practice the game and then join a fresh one when it does start. You can have one character (called Avatar) on each server so feel free to try them all if you wish.


    Hop into a new server; choose Gauls for your tribe and governor as your role. If you are first time player take the time and first get to know the interface. As a governor we have beginner protection which means we can’t be attacked right now, this means we don’t need to worry about defense for a while. The beginner protection will expire after 7 days or when your village reaches 200 population. There are several things we could do at the beginning but generally speaking the first week is all about establishing your starting village.


    While following along the guide make sure to get to know your surroundings, diplomacy is very important in the game and the kingdom you are part of might make or break your game. Don’t worry if the starting situation doesn’t look too good we can fix that later. Most important thing at this point is to figure out if your King seems competent and if you like your current kingdom and location. If there are any chats in the kingdom participate in those, if the kingdom is quiet consider starting a conversation yourself with your king and say hi. Your kingdom mates are your closest allies so get to know them. Most experienced players are also willing to help newer players out so ask them first if you need help with anything.


    For this guide we will be following my favorite strategy which I like to call “fast settling”. This strategy focuses on defending yourself well and getting a second village fairly quickly hence the name. Our goals in the order we will complete them for the first week are:
    - Establish our village
    - Make sure we are adequately defended
    - Settle a second village


    The first thing we will want to do is get our village up and running, at the beginning it has essentially no structures and no resource income and we need to fix this. Start by reading through all the quests that are currently available for you. The quest system is extremely important to getting your village on its feet as quickly as possible. Always make sure to check any new quests as they appear. Our goal for this phase of the plan is to get all resource and crop fields to lvl 5.


    Start by completing quests you see focusing on completing the quests regarding the fields first. A good starting point is the “One of each to 1” quest. A helpful tip here is that any building can be instantly finished when it has less than 5 minutes left to build, use this to your advantage to build fast. Only build buildings that have a quest for. Each quest will reward you with resources, before claiming the resources make sure you have enough room to store them. If you are running low on storage or the quest rewards are starting to get large just increase your warehouse and granary levels as they increase your storage space.


    While doing this send your hero to a few short adventures. Don’t use the long adventure. Adventures will reward you randomly with different things. Equip any items you get and save any consumables until you feel like using them. You will eventually gain a level and when you do put the points into the hero resource generation. Any levels after the first you can alternate between the fighting strength and resource production.


    At some point you will run out of resources when going through the quests, at this point you can claim some of the rubble inside the village, make sure to have enough storage space for all the resources before clearing any rubble though. You can also use the Hero to generate specific resource you are lacking.


    Another way to gain more resources is the Robbers which you can find on the map. To kill them you will need units though so train enough Swordsmen to complete the “5 units” quest. Attack a robber hideout with your hero and all your units once the swordsmen are trained. The fight will be easy but it will get tougher in the future. Robbers will be your main source of income for the first days so attack them as often as you can. Make sure to fully clear each hideout so more can spawn in their place. Early game this means you will have to attack the same hideout multiple times for your soldiers to carry back all the resources. Once the hideout is fully cleared it will disappear completely. Robbers will reward you with resources as well as stolen goods that you can sell for resources. Before attacking make sure you have enough room for what your soldiers will bring back, same thing when selling the stolen goods.

  • Once you complete the “All resource fields to 3” train more swordsmen till you complete the “25 units” and keep attacking the robbers with your growing army. Build your main building to lvl 5 and start to work towards the “one of each to 5” quest. Don’t forget the crop fields either, keep them around the same level as your resource fields. If you followed along and didn’t waste your resources you should have all fields and crop lands at lvl 5 in about two to three days depending on how active you are, it can be faster than that as well.


    The second phase begins right after you complete your last lvl 5 field. So far we have only trained swordsmen which are good at killing robbers but we will also need to defend ourselves. The goal for this phase is construction of lvl 5 Trapper and Wall and lvl 1 stable. Additionally we will need to start training Phalanx as well. If you wish you can build more swordsmen as well but keep their numbers between 30 and 50. At this point only attack the Robbers with your Swordsmen and leave the Phalanx at home. A helpful tip is that you can station your Phalanx to an Oasis when you are online for extra resource production, but take them back to your village when you sign out for the night.


    Once you have completed the Trapper build all the traps it can build, build the Stable and research the Pathfinder in your academy then build 5 of those for the quest. When you have trained at least 50 Phalanx and 5 Pathfinders, your Wall is at lvl 5 and your Trapper is lvl 5 full of traps move to the next phase.


    To settle a new village we will first need a Residence. You will get a large sum of resources for building one so you might also need to expand your Warehouse and Granary to fit it all. Continue to upgrade the Residence to lvl 5. Once at lvl 5 you will gain a free lvl 10 Residence from a quest. In the Residence you can train Settlers, you will need 3 and they are pretty expensive so save up resources and train them as soon as you can. The last Settler you complete will reward you with large sum of resources so finish the Settlers before anything else. Remember to clear the robbers and change Hero production when needed.


    Once you have 3 settlers ready you still need enough culture for a second village. You can inspect your culture situation from the residence, at this point it should be close or even over 200/1000. We could wait for the culture to generate but there is another way which we will be using. The Town Hall will reward you with 800 culture points for completing it. Build the main building to lvl 10, followed by the Academy and finally the Town Hall. Once the town hall is complete you can settle your second village. I will talk about suitable spots for settling in part 3 of the guide so check that before settling.


    You will pass 200 population when you are upgrading your academy which means you will lose your beginner protection. Before you go beyond 200 population, make sure you have around 100 Phalanx and 10 Pathfinders. Train them as you are upgrading your buildings, if you aren’t quite there yet, stop before 200 population and get the troops before proceeding.


    Once you have the troops ready, build the Town Hall and settle your second village. You should arrive at this point in about 3-5 days depending how active you are. In my test game I was quite inactive and was able to settle my second village at the end of my 5th day. I had 120 Phalanx, 50 Swordsman, 15 Pathfinders and the following buildings: lvl 1 Stable, Town Hall, Rally Point, Embassy and Grain Mill; lvl 3 Barracks, Market and Smithy; lvl 5 Wall and Trapper; lvl 8 Warehouse and Granary; lvl 10 Main Building, Residence and Academy. Your troop numbers might vary a bit depending on how you play and how much luck you have on your adventures and daily card game rolls but that should give you an idea what you need to have at this point.




    Part 3: Game beyond the beginning

    I mentioned earlier that I would explain where you should settle your second village. I also asked you to figure out if you like your current location or not. It’s time to put 1+1 together and see what we get. If your current kingdom is doing well (more members are joining in, borders are expanding and the amount of treasures in the kingdom is growing) and you also like the people you are playing with you should consider settling near your first village. If on the other hand you think you want to leave your current kingdom you can do that by settling inside a kingdom of your choice. If you decide to leave your current area for another kingdom make sure to contact their king first to see if he is willing to take you in. To leave or to stay; this choice is the most important factor on where you should settle.


    Next thing you want to consider is what kind of playstyle you want to pursue. If you feel like you calling is to help your team out and build defense choose a 4/4/4/6 (6 cropper or just 6c) as your second village. If you feel going for offense troops instead you should consider a 3/3/3/9 (9c) or even 1/1/1/15 (15c). A 6c will generate more resources which will help you to build your economy faster and build more troops. 9c or 15c will produce a lot of crop which you can use to feed a large offensive army which you can use to raid other players for resources. You can still go defense with a 9c or 15c or offense with a 6c if you like but it’s less common to do so. Additionally the more active you the higher cropper you should choose. If you have been very active and want to go defense 9c might be ideal and if you have less time to play consider going for 6c regardless of offense or defense.


    Lastly you will want to consider distance from your starting village. The closer you build the faster you can develop. This is because you will want to transfer resources from your first village to the second to speed up its growth and the larger the distance the slower you can push the resources trough.


    There is no one right answer but if you aren’t sure a 6c near your starting village is usually a solid choice as it guarantees the fastest growth and you can always use your third village to join a kingdom of your liking as well.
    Another thing to note is that you don’t want to defend the second village right away, instead build few levels of cranny and Trapper into it to deter people from raiding it. Trying to defend your second village without sufficient troops and defense buildings can be a bad idea, unless you have allies that can help you defend. Getting attacked isn’t a big deal so long as you lose minimum resources and no troops.


    From here all paths are open to you, maybe you will become your teams top defender, maybe you will become a fearsome raider or tough attacker, maybe a bit of everything, follow your heart and do what you see best or ask your king/dukes to help you decide what needs to be done. The one common thing is keep expanding, keep building troops, keep upgrading and communicate with your team. You also might want to ask someone in your Kingdom to be a sitter for you to watch your account during the nights; in turn you can sit for them. Keep following the quests as well as they keep guiding you even after this point. Here are few example ideas you could try.


    The Defender: Focus on Phalanx on your first village balancing your resources between new buildings and fields and more troops. Build some Swordsmen as well to keep the robbers in check but keep the focus on Phalanx. Once you settle your third village, start to build more scouts as well as Phalanx in your second village. Your third village doesn’t need to produce any troops at all and you can use it as a resource village to help the other two to grow and produce troops (though you need to level up the fields there first). If you have trouble feeding your entire defense, ask your kingdom members if they would like to take some as standing defense to their villages. Especially the offense players and king/dukes might be interested in standing defenders. After that you can consider to aim for something like this village set up.


    Phalanx + Pathfinders + Swords (1st village)
    Phalanx (2nd and 5th village)
    Resources (3rd, 6th and 7th village)
    Druidriders (4th village)


    The Hybrid: Your first village should focus primarily on Swords; otherwise the idea is largely the same as with the defender. Focus should be primarily in defense troops but your first village can slowly ramp up offense production. You can use the Swords and bit later TT’s to raid enemies or inactive villages for extra resources. The plan:


    Swords (1st village) + TT’s (when you have 3 villages)
    Phalanx (2nd and 5th village) (Pathfinders on 2nd village)
    Resources (3rd, 6th and 7th village)
    Druidriders (4th village)



    The Attacker: More offense focused than the Hybrid approach you will need a lot of help from your team to defend your villages to make this work. Start producing TT’s as soon as you can and use them to raid unsuspecting enemies and grey inactive villages. If you settler on a 9c or 15c build your attacking troops in there, otherwise build them in your first village. Prioritize TT’s over Swords as they are better raiding units and will pay form themselves eventually if you use them for this purpose.


    Swords + TT’s (1st village) + Rams (when you have 3 villages) + Trebuchets (when you have 5 villages)
    Resources (2nd, 4th, 5th and 7th village)
    Phalanx + Scouts (3rd village)
    Either more Phalanx or another village with TT’s and possibly Swords (6th village)


    With all 3 of these example playstyles build troops when you can afford them, you don’t have to produce from both villages as soon as you settle your second village but take your time and expand production slowly but steadily. Raiding and clearing robbers in all 3 examples is an important source of income so consider trying those as well. Also keep in mind these are only suggestions.

  • Great guide Curtain. Very usefull and versatile as the gauls civ on the game.


    Very important the distance between villages to help the new ones sending some resources for the grow to a productive villages. At some point in the mid game the markets over the level 10 are very usefull to balance some excess of resource on a city, transfering it to other or trading with other people on the marketplace.


    Thanks Curtain.

  • Hello Curtain


    Very nice guide and I think you should submit a copy of it to the Kingdoms Wiki.
    I do believe there is a guide section within the Wiki.


    I will also check and see if we can rent some space on the forum here just for player guides such as yours.


    Awesome work!! :)

  • @yellowcorn_COM
    All quests can be completed as you meet the completion requirements. In this case the quest is completed when you build the town hall. So simply build the town hall and bam you get the ability to cash in that 800 culture boost! :D
    The requirements you see in the wiki relates to when it actually shows up in your quest book which is after the second village in normal circumstances.


    I actually have a thread about this very issue:
    Change regarding the Town Hall quest

  • What it says is bit misleading . The requirements you see aren't requirements to cashing in the quest but for the quest to show up in your quest log, you can still complete the quest even if you haven't met the requirement.
    Same is true for other quests.
    For example the "Cranny to 5" quest shows up after you have been attacked the first time BUT you can build Cranny to lvl 5 any time you wish before that as well and the reward shows up as soon as you do.

  • I agree! Actually I have another question which is a strategy I would like to think ahead from the beginning.
    In the battle, a small player has the population bonus. Does this rule apply to the player who is holding a WW? or, if I have a WW hammer, is it help if I significantly reduce my population before my hammer hit the WW?

  • @yellowcorn_COM


    Unless they have changed the way it works, Wonders are exempt from the morale rules that normally affect player vs player combat.
    This is so that wonder holders don't have to keep their accounts small or that attackers wouldn't intentionally destroy their villages before their sieges.

  • @white_walker#EN


    You can send reinforcements to any oasis but to get extra production the oasis has to


    1) Be inside your kingdom borders
    2) Be assigned to your village







    In the above example the village I have marked with red (which is part of the blue kingdom) can use any of the 3 oasis inside the blue borders for extra production (wood, crop or the iron+crop)
    The other oasis, which I have marked with red color are ineligible for the bonus. The 2 that are inside the borders (clay and double crop) are too far to be assigned and the other oasis are either outside of the borders or too far.


    You can still use out of borders oasis but troops stationed in them don't provide any extra production or influence.
    For example in the above case if the player desired crop the most he might still want to use the out of border double crop oasis even though he can't use troop extra production because he will get 1st place there and hence 50% bonus.



    Another thing to note is that troop production is limited by your rank in the oasis (50 per rank for a maximum of 250 at rank 1) Each troop provides one resource of the appropriate type in single oasis and 1+1 in double oasis (like double crops or the crop + iron oasis)
    The troops can be from any of your villages and the newly produced resources will go to the village that is assigned to that oasis.




    Above you can see how the extra production shows up