Note able list of differences in kingdoms compared to legends.

  • 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.

    - you can make great barracks/stable in a capital if it's a city.

    - Deleted players don’t leave a natar village

    - As king you can collect tributes from your governors

    tip: there is a quest that you get 800 cp (do small party)


    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


    Difference in general and regarding treasuries:

    - 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 a week, 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.

  • - you can make great baracks/stable in capital if it's a city.
    Doesn't have to be capital, can be any city. So it's possible to be very aggressive with 3 places with great buildings (if you want)

    Minister of Propaganda [BM]TM

  • - you can make great baracks/stable in capital if it's a city.
    Doesn't have to be capital, can be any city. So it's possible to be very aggressive with 3 places with great buildings (if you want)

    It's a difference between legends, where you can't make great baracks/stable in a capital village.

  • 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.

  • 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.