Why have Town hall and Main building as separate buildings?

  • I think travian should do away with main building. If you see, the town hall should be the main building. Basically, the town hall is the place where the local government sits. So, the town hall is the main building of a village. Having a separate town hall and main building makes no sense.

    Travian can merge functions of the town hall and main building into one building called the town center or town hall itself. Travian has done this before, they merged the 'blacksmith' and 'armory' into one building what we now call 'Smithy'.

    They should also bring in the concept of the 'hospital' building from special legends servers to travian kingdoms, this is also compensate for the loss of 1 building by merging main building and town hall.

  • Thanks for your idea. But I disagree.

    • It is very good that we can merge two buildings, but it is better that those two buildings have the same use. While these two buildings do two different things.
    • A village's builders live in the Main Building. Therefore, this building can not be a place to celebrate or sit the governor.
    • Maybe it would be better if we change the name of the main building to the builders' house or another similar name.
    • In fact, the main building resembles a village house or the residence of a number of villagers who have construction skills.
    • You mentioned adding a new building from Travian Legends. It is wrong to constantly try to make two games look alike. These two games have to take a different path and offer different experiences to the players. Even if such a building needs to be added, let's do it differently so that there is still a difference between the two games.
  • Just give us the option to build more markets instead of just the one :"D


    But yea i think it's fine to get a mix of the buildings main and town hall, Vergobret's Lodge, Senate/Forum, Mead Hall

  • The town hall serves no purpose apart from celebrations. It can easily be merged with main building. We can, maybe, make small celebrations with a level 10 main building and large celebrations with level 20 main building (just saying, can be any other combination). This way we don't take up one building slot just for just celebrations. The main building then becomes really "main" as it not only helps to build your village faster but also helps you to make more villages faster. Now everyone can celebrate from every village they have, speeding up the player’s growth. Player’s growing faster will make more troops, more troops will lead to better wars, and better wars will make the game more interesting for players. More interested a player is in a game, the more likely he is to spend money and buy gold. More money a player spends, more money Travian kingdoms make. Hope you see the benefits there.


    Now about bring the hospital into Travian kingdoms. Why I think this will be a good idea is, in Kingdoms we have noticed that things tend to slow down mid game. People with armies at this stage don’t want to risk their armies before the WW stage begins, there will be very little fighting going on and is also the period when most people go inactive. The hospital helps to recover from troop loss faster. That would make players a little ‘bolder’ with their armies. The fear of losing your army and not being able to recover in time could be eliminated somewhat. This would lead to more active play and will have players willing to take more risks and less selfish play where people don’t send their army according to the plan, making some excuse or the other, while in reality it was the fear of losing the army.


    To conclude, Online Games need keep evolving in order to keep player interest levels high. In the end, there will always be loyal players like me who will continue playing no matter what, but you also need to bring in new players and keep them playing.

  • Hmm. Then the whole book of tasks will be changed. Because there are tasks for building a town hall, you get CP etc;) But the idea itself is nice.

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  • Celebrations are a huge advantage and offer a lot, so it does make perfect sense to require an additional building spot for them. Main building has nothing to do with generating culture points, but it's basically a place where the guys who contruct your buildings live. That's why building speed increases as you level up main building and also why you need certain MB levels for some buildings, as complicated buildings require more skilled builders.

    Now everyone can celebrate from every village they have, speeding up the player’s growth. Player’s growing faster will make more troops, more troops will lead to better wars, and better wars will make the game more interesting for players. More interested a player is in a game, the more likely he is to spend money and buy gold. More money a player spends, more money Travian kingdoms make. Hope you see the benefits there.

    Why not merge all buildings into the main building? Would save a lot of building space aswell, allow even quicker growth and would make the game even more "interesting" by your logic. Obviously, that logic is flawed.

    If you want celebrations, you need to plan accordingly, if you can't, you don't get that juicy extra cp. I really don't see a point in rewarding players with such a huge advantage (ability to celebrate) for free. It just dumbs down the game and removes the ability to make a good decision and seeing the benefits of them. Not really a good thing in strategy games. Kingdoms is not only about troops and how you use them, but also how you set up a proper infrastructure required to train and supply these troops.

  • The idea is to spear a building spot. The most gold consumer job is to play a hundred card games to get one additional building spot.

    I got the idea, but the idea is just bad. Being able to manage buildings spots properly is a skill, that is required to make a decent account. I doubt that gold players use additional building slots in every side village, simply because it is not necessary. I never felt the need to use additional building spots in side villages at all and tbh I was fine in the capital aswell before the additional ones were introduced and I often don't even use them in hammer villages ... crop supply can easily be managed with trade routes aswell; also you can demolish academy and smithy when you're done researching and (if you have it) stuff like cranny, trapper, etc. to get more space if you urgently need it.

    And worst case you can leave town hall out of the capital once you have a certain amount of villages, because capital parties will then only make a small percentage of your total culture production.

  • Yes, I agree with many of your comments, the Town Hall is a strategic building.


    Part of the game is making strategic decisions, that means been limited by x number of slots having x+y number of buildings and having to choose what buildings to use in what villages.


    So, that means that you have to decide how many villages to dedicate to resource production, how many for troops productions, how many for culture points production... etc.


    If it was all clear as day, x number of slots for x number of buildings, at the end of the day it would all be the same and not so interesting and funny when doing this type of decisions.

  • then allow us to build as many of the same buildings we want... instead of just locking up slots


    i'd like 20 merchants over a single trade office etc.


    Removing palace/smithy/academy etc. isn't tin the questlog resulting in many newbies not realizing they don't need them after using them which usually result in them in croplocking themselves due to this problem if it's more logical and supported to also remove buildings in favor of duplicates other than the warehouses/granaries but even those aren't always duplicated by most anyway other then a main. You'd actually open that design space than a half-assed answer that conveniences not doing anything. Like if i want to have 10 parties running in a single city it could really focus a strategy and allow us to make specilist building. Currently it's only really supporting a single file A-line strategy instead of giving an option to B-line things

  • i'd like 20 merchants over a single trade office etc.

    A trade office level 10 (5 for romans) already doubles your merchant capacity, for lower cost.

    Removing palace/smithy/academy etc. isn't tin the questlog resulting in many newbies not realizing they don't need them after using them which usually result in them in croplocking themselves due to this problem

    That sounds like a bolt and unreasonable claim, but I bet you have relieable source on this, which you will show. Also you can't croplock yourself, the game prevents that automatically.

    Like if i want to have 10 parties running in a single city it could really focus a strategy and allow us to make specilist building.

    That's absurd on multiple levels. Would definitely be funnily broken to have 90 townhalls in a 10 village account and settling twice per day. xD

  • if you wanna spend the money you can settle build town hall throw party zero rinse and repeat, if you farm 2 mill a week which is doable without to much effort it's already possible.


    Yes it's at a lower costs but it's also weaker agaisnt kata's

  • if you wanna spend the money you can settle build town hall throw party zero rinse and repeat, if you farm 2 mill a week which is doable without to much effort it's already possible.


    Yes it's at a lower costs but it's also weaker agaisnt kata's

    If i remember right it doesn't reset party if u demolish/cata townhall. u can reset it only by re chieffin and then u can keep it as big party

  • If i remember right it doesn't reset party if u demolish/cata townhall. u can reset it only by re chieffin and then u can keep it as big party

    Actually the opposite, if you zero a village, party resets; if you chief it, it doesn't reset. But 450k (+-) ress, settler training, settling time, all the work plus 20? gold per great celebration ... not nearly as op as just having 10 townhalls per village. xD

  • Actually the opposite, if you zero a village, party resets; if you chief it, it doesn't reset. But 450k (+-) ress, settler training, settling time, all the work plus 20? gold per great celebration ... not nearly as op as just having 10 townhalls per village. xD

    F60.2 (GT link) chieffed his own "party" village around 8 times a day and ended with 33 villages

  • F60.2 (GT link) chieffed his own "party" village around 8 times a day and ended with 33 villages

    I am pretty sure that I chiefed villages even from other players and the parties were still running, but maybe I'm confusing it with Legends. However, if you destroy your village, the party is definitely gone aswell. xD