Notable list of differences in kingdoms compared to legends.

    • Helpful

    This is for players who played legends, and play kingdoms for first time. Still haven't finished one kingdom server, but not sure if I will be motivated to make a list of differences by then.


    Legends to kingdoms “differences” :

    Differences regarding early-game importance:

    - Quests are insane, forget your old way of simming 2nd village, do the quests.

    - A kingdom can invite you to relocate your spawn village in their kingdom at no cost except lost building time but all resources will be put in your hero inventory. So these Menhirs are essentially invites for relocation.

    - Demolishing buildings, creates rubble and rubble gives you at least 1/3 of the invested resources

    - Relocating gives 100% the resource cost of resource fields in your inventory, but destroys all the resource fields to lvl 0 and the buildings stay untouched after relocation (this open the ability to settle 2nd village faster).

    - Stolen goods gives crop if you do it from a village that is inside the kingdom you’re part of.

    - Stolen goods turn into treasure for the kingdom.

    - Embassy level 1 gives free slot to occupy oasis

    - There is no hero mansion, embassy is the new hero mansion.

    - Oasis are shareable goes from 5%/10% to 25%/50%

    - City takes up a expansion slot to settle a new village

    - Early game it’s probably smart to city up your capital for the 500 CP production per day, after wards you can decide to turn it into a village or keep it.

    - Deleted players don’t leave a natar village

    - As king you can collect tributes from your governors

    - Dodging function in your rally point does not exist, instead it is a hero item called chicken boots. The tier 1 item of it can dodge with at least 100 troops including hero but better quality and upgrades it can be increased (to around 250 units I guess).

    - You do not have to wait to train troops when upgrading stable/barracks/workshop, because as soon it upgrades the troops in training will have reduced training immediately regardless when you clicked on the train button (BIG difference with travian legends). Moreover switching training helmet (horse/inf) in kingdoms serves no purpose, as soon you switch you lose the training time reduction so you have to keep it on at all times to benefit from the training helmet (so you have to choose between infantry or horse helmet, unlike in legends you can make use both of them for all villages).


    tip: there is a quest that you get 800 cp for making town hall, and 500 cp for doing small party (you need 1000 cp for 2nd village).


    Differences combat related things:

    - Horses are buffed, most of them have -50% resource cost to make.

    - Sending fakes with 20 units is not enough anymore, since players use spy-glass which can increase the amount they can see through Fakes (+5+ 10 + 15, can be upgraded to +5). So send at T1 30 units, T2, 36 units T3, 40-45 units.

    - Bonuses of Brewery (20%), hero (20%) and siege (33%) are multiplied against each other instead of stacking. 33% * 20% * 20%= 1.92 offensive bonus.

    - You can’t fake siege attacks with normal attacks (attack will be categorised into normal,raid, siege "new category" in rally point)

    - You can raid tribute to your king or foreign king if your village is in a kingdom.

    - Blocking scouts give hero exp

    - sending one scout to see if hero is home is now possible (hero gains exp) and to determine if someone has sent a fake

    - weapon/equipment release dates T2 day 40/speed and T3 day 80/speed

    - Blocking scouts doesn't seem to share def points

    - In travian kingdoms you use the wave builder that is provided for free, but it has some limitations: (source wiki: http://wiki.kingdoms.com/tiki-index.php?page=Attack)

    • < 3h: 1 wave
    • 3-6h: 2 waves
    • 6-12h: 3 waves
    • > 12h: 4 waves

    Difference in general and regarding treasuries:

    - Every day at server reset you get to get a free card that gives you chance to give random item, one of the items is to increase up to 2 extra building slots in your village/capital (so 2 more granaries for example, or gb/gs)

    - You can make great barracks/stable in a capital if you upgrade it into a city.

    - Map are small, expect max 100x100. Map expands if more player register.

    - Stealing treasuries from kingdom with higher victory points gives 10 to 25 points per stolen treasure.

    - Stealing treasuries from governor doesn’t give victory points

    - Destroying all treasury buildings replaces treasuries to the player’s second active treasury (closest one).

    - You’ve to send a normal attack with hero to steal treasuries and it will only steal 1/3 of the treasure, if all of the treasury buildings are destroyed it takes all treasuries.

    - Robber camps spawn every 3-4 days. They’re like Hideouts and don’t need hero to get the stolen goods.

    - Robber hideouts spawn every 24 hours and later in bigger intervals....

    - No Tablets to up your loyalty, and max loyalty normal village is 100% and city 200%

    - Grey villages are people who haven’t logged in for 7 days (3 days for population < 100). after that it takes 21 days to be removed from map.


    Differences in WW/VP related things:

    - No artefacts

    - Kingdom with most victory points wins the server

    - Winner WW takes 50% bonus VP 2nd place 33% and so on. Having multiple WW’s does stack the bonus.

    - Server can take up to 180 days, normally ends around day 150.

    - Since there is no building plan, WW immediately gives -50% crop consumption.

    - Robber camps don't spawn on 4446, so the fewer non 4446 you have as kingdom, the less robber camps spawn. Although there is a maximum how many robber camps can spawn based amount of kingdom members (robber camp mechanics)

    - After Treasury level 20, more treasuries can be built

    - WW spawns at day 111 with no need for building plan, but they still need to build great warehouses et cetera. They start with same buildings as in legends. So destroy ww to 1 pop when it spawns.

    - If a kingdom is older than 30 days, it can do a union with another kingdom that is older than 30 days and connected. Resulting into doubling the dukes and a king and Vice-king. Al active treasuries will be transferred without taking in account the total amount of treasuries the kingdom has.


    Annoyances that travian kingdom has:

    - Ingame notifications are horrible, worst thing ever created and there is no solution. Deal with it, it will popup multiple times in the right hand bottom corner, until you open the kingdom chat and read it.

    - Slow response at times when clicking on things (I've fiber internet and overkill pc using chrome), often when you switch villages TG's server can't handle displaying proper building queue sometimes and for minutes at mobile phone. Super annoying if you're trying to build fast for few minutes during work on your mobile phone.


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    Note: I haven't played travian legends for a year, changes that you can't reinforce farms/players outside your alliance/confederation is not implemented in travian kingdom. And many more improvements in travian legends that could cause differences (like only 3 tribes in travian kingdom) I'm not updated with.

  • I like the idea of a difference list, but the execution is quite messy. You could try to add some structure, for instance, in TK are some mechanics which exist in T:L, too (oasis, troops, capitals, plus account, farm lists), but there may be differences (oasis can be shared and don't give always 25%/50%, some troops have different stats and they don't cost crop in training anymore, gb/gs are independent of capital status now, plus account now also gives +25% storage capacity, farm lists aren't tied to a certain village anymore and conquered villages automatically disappear, ...). But there are also a lot of mechanics which don't exist in T:L at all (everything related to treasures, kingdoms, victory points, there are new NPCs, and so on). Lastly, some mechanics from T:L went extinct in TK (artifacts). Give it some sort of structure or system, to be honest, I don't think, that players will read this how it is with joy right now.

    - Ingame notificationsare horrible, worst thing ever created and there is no solution. Deal with it,it will popup until you open the kingdom chat and read it.

    You can actually disable them: https://support.google.com/chr….Platform%3DDesktop&hl=en

  • Hmm, that's odd. I never get one, but I didn't allow notifications for Kingdoms in the first place. When using chrome, try clicking on icon left to the "http" in the url-bar, then on website-settings.

    Screenshot is for forum, but you do it in your ingame tab, of course:


    There, you can turn off notifications by setting the dropdown next to it onto "block" or "disallow" (I don't know the exact english term, as my chrome is in german, sorry). Does this work for you?

  • Hmm, that's odd. I never get one, but I didn't allow notifications for Kingdoms in the first place. When using chrome, try clicking on icon left to the "http" in the url-bar, then on website-settings.

    Screenshot is for forum, but you do it in your ingame tab, of course:

    From what i can tell is that strategic is talking about the pop up in the game that keeps ghosting on the bottom left when you have unread messages, and you are talking about windows notifications?

  • Ah ... okay. I thought he meant the actual notifications, those who pop up if you have a new whatsapp message, for instance. Yes, this stuff in the bottom right is not disable-able.

    It's really really irritating if you have 2 monitors, my eyes immediately react to it. Sometimes I wish I could just live in my own kingdom, just because of that.

  • Yes, one more reason to use skype or just click them away. Those messages (not only IGM, but also troop returned, etc.) are the reason, why Kingdoms is usually somewhere in another tab, not the one focussed for me.

  • Restructured a bit, had to refresh my memory after not have played travian kingdoms for a year.


    If someone knows an additional important difference, a thing that you wished you had known at the start or at some point feel free to add an suggestion, but do not bring in suggestions for the sake of adding more differences. For example not differences like 25% warehouse capacity increase due gold plus, or how auction works differently, which you fairly quickly can figure it out by your own or is well explained in the wiki.

  • Wave builder

    Kingdoms has a built in wave builder where you can set up all your attacks and just spam the send button.

    Using any other means to circumvent the wave limitations, like doing it Legends style, is considered an exploit. (and is perhaps a bannable offense?)


    Dodging

    You can't set entire army to dodge in capital with hero. Instead you have boots of the chicken which allow your hero + a limited amount of troops to dodge.


    Quests with CP

    The townhall quest gives 800 cp, not the small celebration.

    Small celebration quest gives 500 cp.

    Large celebration quest gives 2000 cp (needs verification) and some resources.


    Card game

    There is this abomination called the "Card game" which is basically a lootbox system where you gamble absurd amounts of gold to get unique bonuses such as extra space for buildings (max 2 per village).

    It is virtually impossible to actually come out on top with this system. You basically roll to get the unique things like gems for your equipment, secret adventures, or building space. Whenever you don't get these you'll find yourself doing damage control, selecting things that are worth the most... but you'll still come out with less value than you had in terms of pure gold.


    Finally a special tip.

    If you have an incoming snipe, you can dodge it by doing your farmlists.

    Example: 1k clubs returning from attack, snipe landing same second. You make a farmlist entry for 1k clubs. You spam that button like crazy when your troops are about to return and the snipe lands. Your troops will not be home for the snipe. For the hero, rams, catapults you just put on chicken boots.



    Edit:
    Don't know how this is in Legends cause I always played def there, but Kingdoms has a limit on outgoing attacks, 999 to be exact.

    For teutons this is a big limitation to their late game farming compared to the other tribes who have fast cavalry.

  • I'll correct the 800 cp part, the farmlist thingy I think it's not exclusive to kingdoms, I'll add the dodging I actually forgot about that difference, card game for 2 extra building slots.


    About the wave builder I saw this video, it will be with fewer limitation than travian kingdom has with short distance only x amount of attacks same second.

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  • The farmlist tip is exclusive as far as I know. I've never been able to pull it off in legends.

    1 sec between own troops returning and enemy landing I have been able to do in legends.

    But I am talking about same second snipes.

    I think it is because kingdoms checks incoming troops, then checks if those troops are being used that second for outgoing attacks, and THEN checks if those troops are being used for incoming attacks (so on the defense).

  • I think kingdom nerfed ghost hammer (GH) a lot. First hit was in 3.6 when there was 2 buldings, one giving bonus armor to units and one giving bonus attack, and they were forged into one bulding called smithy now giving both stats. Off players didnt get the deff bulding so you didnt lose that much catching their offs. This servsion of travian killed GH, reasons why:


    1) Every teammember is so close becouse of how gov-king system work, oasis are shared so you dont have to settle away to get another

    2)There is a alert when ally inside your kingdom borders is atackked

    3)Now i also learned that off can avoid attack with farmlist :)

  • Wave builder

    Kingdoms has a built in wave builder where you can set up all your attacks and just spam the send button.

    Using any other means to circumvent the wave limitations, like doing it Legends style, is considered an exploit. (and is perhaps a bannable offense?)

    This ... is not true. You can't circumvent the wave limitations by using muiltiple tabs or anything, and sending via tabs is not an exploit, not bannable, nothing. Well, it's stupid, because the ingame tab system works 100x better and has no downside. xD

    (Edit: In case there is a way to circumvent the wave limit, it's a bug, should be reported and abusing the bug is obviously forbidden - but I don't know of any way to circumvent it.)


    Also Legends has an actual wave builder, i.e. you need to click one button for up to 8 waves to send at once (4+ will arrive in 2+ seconds, with a possibility of extra delay - to make it not op).

  • Be2-e4 The wave limit is just a limit to the number of attacks that you can send out of each village per second. You can circumvent it by sending more attacks at different speeds to land on the same second. So for instance if you launch 4 attacks, then level up tournament square once, then send 4 more attacks you can land 8 attacks in the same second. And since they weren't launched on the same second, the game won't prevent it.

    You're reading this. Think about it.

  • Be2-e4 The wave limit is just a limit to the number of attacks that you can send out of each village per second. You can circumvent it by sending more attacks at different speeds to land on the same second. So for instance if you launch 4 attacks, then level up tournament square once, then send 4 more attacks you can land 8 attacks in the same second. And since they weren't launched on the same second, the game won't prevent it.

    I'm aware of that, but that's possible with ingame tabs aswell and not a rule violation or anything. ^^

  • I'm aware of that, but that's possible with ingame tabs aswell and not a rule violation or anything. ^^

    In game tabs are restricted to these rules:
    < 3h: 1 wave

    3-6h: 2 waves

    6-12h: 3 waves

    > 12h: 4 waves


    If you have a target > 12h then you have 4 waves land at 00:00:00.

    If you then upgrade the Tournament Square again, you can again send 4 waves to land at 00:00:00
    With this trick you can have way more than the 4 wave limit land at the exact same second.

  • Added about how helmet works differently in kingdoms, which is quite nerfed compared to travian legends (you could use it for all villages at same time). And that upgrading stable/barracks immediately reduces ongoing training time which is not the case in travian legends.