4 Quality of Life improvement ideas - Let's discuss your wishes

  • Not really bothered either way on the first 3 points, they don't take much to work out manually & seem to be bringing in a lazy aspect to the game.

    BUT a big fat No for option 4, no one, should have access to so much info, way too much room for abuse if your King account gets mis-managed at any time

    (wasn't that long ago that a corrupt dual of a King kicked all Gov's from Kingdom on last day of server, imagine if someone like that had access to all troops of a kingdom, via some old connection or friend of sitter etc)

    but besides that it feels like a breech of privacy and taking away freedom to build/do what you want on your own account as I'm sure some kings would kick players for not meeting their expectations when sometimes there are genuine reasons why an account is lacking in troops


    on my wishlist would be the option to expand rally point if needed, many occasions you can have upto 50 inc's on multiple villages & it's tedious trying to analyze those in the current 4 actions format (also to be able to seperate incoming reins from farming & those of other players would be helpful)

  • Point 1-2-3 are nice addition to me.

    1. Could the king be allowed to see his/her own kingdom member's troops somehow without using getter tool.

    I personally have some privacy concerns regarding #4. Would it be okay for you to share such information automatically with your king?

    Point 4 is a bit trickier in my opinion. The ability to know your kingdoms troop is a very much needed one, but clearly it opens up to possible misuses or worst.
    Top option would be to have the possibility (the king?) to appoint one or more "generals" which will have access to this feature, but it should be a one-way sharing, meaning that the general(s) would be able to see the total troops (trained, not present in the village) but not viceversa, and surely not between players (as is right now for SS sharing).
    A smaller modification instead could be the improvement of actual SS, allowing this type of one-way troops sharing (maybe as an option).


    That's it :D

  • I've got a nice little idea that I would love to see in the game that literally wouldn't change anything, but would be such a nice thing to have. But first, let's look at these wishes that you wanted feedback on


    1. When sending resources to my villages some indicator would be nice how much resource can I store there. (like I have wood: 650/4000, a number would show I can send 3350 wood)

    2. At baracks/stable or workshop at the bottom where there is a white space now, the required resource production per hour could be added to see whether I need to level up my barracks for the current production or not for the selected unit. For example: If clubswinger for a given level of barracks takes 30 seconds to produce, there numbers would be there: wood: 10200, clay: 7800, iron: 3600. It would be helpful to balance the level of military building production with resource production fields.
    3. Some ROI calculation for the resource fields, I think most of the players thinks higher the better but after level 12 it could take 20-30 days to produce the resources it was invested into the upgrade. Of course this ROI depends on connected oases bonuses, travian plus and resource production bonus buildings.
    4. Could the king be allowed to see his/her own kingdom member's troops somehow without using getter tool.

    1. I think that this is a neat addition to the game. It saves you the time it takes going back and forth between the villages trying to figure out just how much resources you can send to it, and what it needs at that moment.


    2. I feel like this doesn't really feel like it's in the spirit of Travian to be honest. The thing about travian is that it seems simple on the outside but once you get into it, the game gets very complex. Figuring out these things on your own is a part of what makes these games fun to me, and for many these things don't matter at all. They just queue troops up to 100+ hours without thinking about it twice. I think it's better to keep the game looking simple with not necessarily hidden complexity, but rather with parts of it that can be explored and exploited once you start to understand the game at a deeper level.


    3. I feel the same way about this as I did in number 2, but I will add that this is just how I feel. I'm not going to be against this feature being added into the game since it is convenient, but this is some of the baseline things to figure out about this game. It's super simple math, and a great starting point before going into more complex stuff. If you do decide to add this, could you add the same feature to resource buildings as well?


    4. I think this is fair. The king is the one responsible for the kingdom, so they should have as much information about what's going on in it as possible. If the king can not be trusted, then neither can the kingdom. Maybe make it so that this feature is somehow limited to villages inside of the kingdoms borders?


    5. The quality of life thing that I wanted to have added was simply to add a quest for 1,000,000 units. It's not really ever going to be reached, but it's nice to know at the end of a server just how many troops you have trained. Most players will manage to cross the line of 100,000 troops before the server ends, and after that point you don't really have any way of knowing just how much you've actually built. Many troops die in many battles, and it takes a long time to add up everything to figure out the final count. Reward could be anything. Let's just say 0 wood, 0 clay, 0 iron and 1 crop because it sounds fun lol


    An alternative to this could be to add it to the statistics page in the form of "My statistics" including stuff like

    Troops built:

    Troops dead:

    Troops killed (off and def):

    Troops starved:


    And while we are on it we could add stuff like


    Current wood/clay/iron/crop production:

    Highest wood/clay/iron/crop production achieved:

    Total amount of wood/clay/iron/crop produced:


    And whatever else could be interesting. Maybe this could be visible somehow for each individual player in the hall of fame part of the lobby somehow? Would be interesting to look at how I've progressed as a travian player going from server to server, and I'd be more able to compare 1 strategy to another, not just between my own servers, but through discussions with other players as well. Graphs for current production and current troops would be cool to look at. I always enjoy looking at it in gettertools, even after a server has ended. It tells a story. :)


    - Hæim

  • thank you for sharing your idea, could you maybe give us some more details - where do you imagine such a shortcut and what would be it's behavior according to your expectations?

    For example next to the quick links for marketplace, stable, barracks etc. As functionality, it could for example show when the farmlist was last started, maybe as tooltip if it doesn't fit otherwise.

    The post was edited 2 times, last by iTob ().

    1. When sending resources to my villages some indicator would be nice how much resource can I store there. (like I have wood: 650/4000, a number would show I can send 3350 wood)
    2. At baracks/stable or workshop at the bottom where there is a white space now, the required resource production per hour could be added to see whether I need to level up my barracks for the current production or not for the selected unit. For example: If clubswinger for a given level of barracks takes 30 seconds to produce, there numbers would be there: wood: 10200, clay: 7800, iron: 3600. It would be helpful to balance the level of military building production with resource production fields.
    3. Some ROI calculation for the resource fields, I think most of the players thinks higher the better but after level 12 it could take 20-30 days to produce the resources it was invested into the upgrade. Of course this ROI depends on connected oases bonuses, travian plus and resource production bonus buildings.
    4. Could the king be allowed to see his/her own kingdom member's troops somehow without using getter tool.

    1. Yes

    2. Yes but not a priority

    3. Yes but not a priority. I've made one of those in a spreadsheet where it calculates whether to go for another field or for a level of the modifier building. Its really not difficult to make.

    4. Opt-in yes.

    5. Could u change hero production so that we could choose with 4 slidebars.


    5. No, this is a form of micromanagement that is important to the game.

    6- It should be possible to filter attacks and raids seperately on rally point.

    6. Yes

    7: Remove the troop influence bonus in Oases. Its a complete and utter waste of troops......coupled with the fact that it turns into a troop pissing contest to get that top % bonus. Influence in Oases should at the very least be population based. Perhaps troop bonuses could be baked into Oases by some means...maybe by your population.....the higher your population the higher the bonus....with a cap of course.

    7. Absolutely not. This allows kingdoms to optimize resource bonuses by allowing players with croppers to get additional influence over crop oases with their troops.

    8- Being able to Edit/Delete own messages.

    8. Maybe. Not a priority.

    9. As a pure defensive governor sometimes it is difficult to deal with the robbers. Some option would be nice to provoke the robbers to attack or rethink the algorythm how the units calculated in the robbers so pure defensive units would add less units to them. But still waiting for 36(?) hours is a long time. It could be helpful for offensive player as well. They have to stop raiding for a bit just to gather all units and they will still lose 5-15% on robbers (siege is better but that will lose some time from raiding).

    9. Certainly a good thing.

    Quick link to the farmlist

    Quick links to anything really.

    Another wish from your fellow players came in the meantime, it would be great to hear your thoughts on them too:

    • Make attacks on secret society players to be visible on map

    Yes.

    on my wishlist would be the option to expand rally point if needed, many occasions you can have upto 50 inc's on multiple villages & it's tedious trying to analyze those in the current 4 actions format (also to be able to seperate incoming reins from farming & those of other players would be helpful)

    Adjust UI scaling in general.



    Finally 5 ideas of my own:

    PG1: Tutorial for joining/leaving kingdoms/secret societies.

    The help guy in the bottom right is nice but there are somethings that people just aren't picking up on.

    Joining/leaving kingdoms/secret societies should be incorporated in THE tutorial or in A tutorial. (Point to embassy and then the respective buttons)

    Including them in THE tutorial would be nice but that would require including the embassy too.


    PG2: Robber camps should attack treasuries.

    There should be more interaction with robbers for the deffers.

    Robber camps should have an initial wave that is substantially stronger than the rest of the camp that attacks the nearest treasury.

    Participation in the defense could be rewarded either by a game mechanic or, for the time being, by the kingdom members themselves just helping each other out.

    Idea for said game mechanic: A bounty for each enemy killed in the defense. This reward should, like the stolen goods reward, not come from the kings pockets but just from the game.


    PG3: Some natar activity.

    Perhaps a few natar villages in the mist that are hostile to players that settle in the mist, or kingdoms whose influence spreads to the mist.

    Just any kind of NPC feature that deters the bigger players/kingdoms from snowballing.


    PG4: Repeat traders button.
    Just like the repeat attack button there should be a repeat transaction button for when you want to send the exact same resources to another village. Shouldn't be too difficult to do.


    PG5: Copy entire farmlist.

    Copy entire farmlist so you can have one for your cav and one for your inf.

  • 7. Absolutely not. This allows kingdoms to optimize resource bonuses by allowing players with croppers to get additional influence over crop oases with their troops.

    While making those troops completely useless because of the bonuses they supply
    How about baking in an influence bonus to 15c and 9c croppers...to ensure they have a bigger influence on oases?

  • While making those troops completely useless because of the bonuses they supply
    How about baking in an influence bonus to 15c and 9c croppers...to ensure they have a bigger influence on oases?

    Yes, exactly, that is the point. The usefulness of these troops is to ensure a bonus... which means they aren't useless. The stationing of a few hundred troops to ensure you get the bonus SHOULD BE a small price to pay. If you think this is too much of a cost then you should rethink your priorities.

  • Yes, exactly, that is the point. The usefulness of these troops is to ensure a bonus... which means they aren't useless. The stationing of a few hundred troops to ensure you get the bonus SHOULD BE a small price to pay. If you think this is too much of a cost then you should rethink your priorities.

    In my opinion troops have 2 purposes in this game.....attacking or defending......being placed in an oasis is just useless.....now i have no problem with "the few hundred".......but when you start accumulating oasis that can add to 1000's of troops the are NOT attacking or defending something MORE important......you couple that with the fact that most oases dont offer defensive protection....meaning they can be killed easily......its just an unnecessary function this game could do better to improve.
    I cant tell you the number of times people will put 1000s of troops into an oasis for that extra bonus.....only to have their own village attacked while those troops were busy being useless in an oasis....OR have that same oasis attacked and most of those troops killed because there is no defensive bonus.

    There has to be a better mechanic for influence priority out there than having troops waste away in an oasis.

  • This may be the wrong place but I have another one to add. for the iPhone app ( and I assume on other phones) trying to set trades is horrible. the slider is worthless, how about letting me type in the amount of resources I want to trade or at least set it based on my merchant carrying capacity. If I want to set a trade for 5K crop for 5K clay for example in my kingdom I have to move the slider as close as I can to 5K then tap the + or - button 50 times then do the same for the resource I want in return so that I can create a 1:1 trade. Im sure there is a better way and I am just old and don't understand the technology, but just in case I figured I'd post the idea here. how about letting me tap the resource once and if my merchant carry 500 resources it adds 500 to the trade, if I tap it 10 times it adds 5K to the trade or ten merchants. and maybe have a button for 1:1 the way you do for kingdom only trades, that way I don't have to do anything for what I want in return except pick the resource.

  • the slider is worthless, how about letting me type in the amount of resources I want to trade or at least set it based on my merchant carrying capacity.

    You are absolutely right. It is ridiculous how stupid that system is. Its like providing a slider when asking for a phone number.

    It should either be that we can fill it in ourselves, or that there is just a button that just adds whatever your merchants can currently carry, just like in the browser version.