Reinforcing inactives (spiking)

  • This is a bit off topic but..

    n the old days of travian it was possible to turn active players into farms (at least for a while) through croplocking.

    I really miss those old days, and i really wish that they would make it possible to properly crop lock people again on TK. Before this change it was actually worth attacking non capital villages as you could turn them more or less useless in one attack. Now the same attack will have the village up and running again within a few days even without gold. It's just not worth the time and risk for the off player to hit support villages most of the time.


    Through a combination of changes TK has become so much in favour of the defender that it is actually very difficult to make significant damage to an enemy, especially short distance.


    The introduction of cities with 200% loyalty, the unremovable WD bonus, attack overview screen, removal of hard croplocks and worst of all the limitation of attacks/s based on attack distance is quite the boost for the defenders...


    Sadly i dont think it is likely we will ever see a change in those, but one can always hope.

  • Don't forget that the midgame is shorter, so people tend to have too few chiefs and too late to do any conquering wars. Chiefs are now mainly used on inactives and natar 15-croppers and not as a tool of destruction, which again favors the defender.


    Couldn't agree more.

  • This game has gone too much into building/siming, it used to be verry nice strategy game at the beginning, but seems they made mistake hiring developers, which were unable to follow the line of Travian by improving it, raither they added tons of stuff that prevented all the fun and has now become boring game with all it's restrictions etc. and is totally different game as it used to be. Because of all this changes they've lost their playerbase, and i doubt they'll ever get it back if they don't start from scratch and follow the roots of original Travian, because games like TK you can find on every step now, even farmville is kinda alike to TK.


    Get developers who can use their own had, and don't need to copy stuff from other games, thinking everyone will like that !


    And this suggestion is one more in the line of the above thinking: leave me alone, i want to sim and play this game without thinking ! How dare you do something out of line, where i'll lose units for nothing ?!


    But on other hand, why do we even have inactive villages on map ? Because playerbase droped so much, that they needed to do something, so active players like those bitching about spiking don't become farms ! I'd raither see no inactives, this way people should actualy make farms, not only steal them from active figting people ! Why does inactive become grey ?! Leave him as it is ! If people are too lazy to monitor population is not my fault, but it's easy to monitor for new greys, not asking yourselfe did the one that made that guy a farm revenue his loses on him, and is maybe reinforcing him, because he cleaned him and doesn't want lazy simers to steal his resources !

  • Don't forget that the midgame is shorter, so people tend to have too few chiefs and too late to do any conquering wars. Chiefs are now mainly used on inactives and natar 15-croppers and not as a tool of destruction, which again favors the defender.


    Couldn't agree more.

    You can still get chiefs if you really go for it, we had like 12 chiefs last server. Didn't use them much since it was pretty boring server, just wanted to see if it's doable. Didn't want to waste CP slots on a village that would get cataed down anyway from enemy territory, and since other players didn't have more than 1-3 chiefs at a time we couldn't really run good ops with chiefing either. (we didn't find any non-cap hammers to chief either since everyone basically has them on capitals nowadays)


    Besides, inactives are so much easier to chief and usually found within kingdom borders so might aswell go for them :D

  • Oh I never said it's impossible to get some chiefs.. Just that on average, as you mention, nobody has more than 1-2 at the same time. The game doesn't encourage chiefing active players at all. I as an offense coordinator really need to hammer it into people that I need them to have 3-chiefer hammers and preferably a 2-chiefer second hammer with more chiefs laying around so we can actually do constant chiefing operations as a group. If leadership doesn't encourage that, people will just build 1-2 chiefs and conquer a natar or inactive village. Exactly as you've seen, people will take the easy route whenever possible. Not what the game is about.


    Even when I do encourage that though, it takes until ~day 60 before average people begin to have 3-chiefer hammers and chiefs in general. That leaves you with maybe 30 days at most until endgame starts. Not enough time for more than one, maybe 1,5 serious wars against a good opponent.