Persian Tribe

  • I know that adding a new tribe is not priority right now to add to the game, but I have prepared this information for the Persian tribe. Maybe we can use it in the future in the game.


    Troop:

    In Persian race, for the first time in the game, we can use a group of soldiers instead of a soldier. Because the Persians had groups of soldiers who fought only in groups. This feature can add new strategies to the game. In the table that I sent, two groups of soldiers have been used.


    name offense Def infantry Def cavalry Speed Capacity Lumber Clay Iron Crop Total cost upkeep Time
    Spearman 20 40 60 6 35 100 50 85 0 235 1 0:18:40
    Sparabara 175 250 150 7 225 500 350 250 0 1100 5 2:12:00
    Immortals 550 450 150 6 450 800 900 1300 0 3000 10 5:20:00
    Chapar 0 10 5 19 0 100 140 15 0 255 3 0:18:40
    Cataphract 140 70 175 12 75 300 360 420 0 1080 3 0:52:00
    War Elephant 320 180 230 5 190 550 750 400 0 1700 5 2:00:00
    Ram 55 30 100 4 0 700 340 370 0 1410 3 1:16:00
    Catapult 55 45 10 3 0 620 1100 370 0 2090 6 2:30:00
    Satrap 50 70 20 5 0 35500 44800 39000 0 119300 5 19:35:00
    Settler 10 80 80 5 3000 2500 3500 4200 0 10200 1 7:28:20


    Why were these soldiers selected? You can read more about each of them in the links I sent below.

    Sparabara - Wikipedia

    Immortals_(Achaemenid_Empire) - Wikipedia

    Immortals_(Sasanian_Empire) - Wikipedia

    Chapar Khaneh - Wikipedia

    Cataphract - Wikipedia

    Persian war elephants - Wikipedia

    Satrap - Wikipedia

    ----------------------------------------------------

    Hero Feature:

    +5 daily culture point per hero level

    +25 daily culture point per village

    ----------------------------------------------------

    Merchants:

    Speed: 19 f/h

    Capacity: 500

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    Special Benefit:

    Main building can score higher to make construction faster.(up to 75% of the building time instead of 50%).

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    Persian Wall [Divar]:

    The Persians used stone, brick and mud walls around their villages and cities. Their wall is weaker than the Roman wall and stronger than the Teuton wall.

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    Special Building:

    The great empires of the Persians and their extensive history have made them have various and unique features and buildings. Choosing one of them is really difficult. Some of them are the same buildings of other races with the unique features and capabilities that the Persians have created for themselves. Therefore, several buildings are mentioned here, some of which can be used as alternative buildings and one of them can be used as a special building of this breed.

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    Persian Greet Wall [Great Divar]:

    The Persians had built the second largest wall in history. The red wall was made of clay. They attached great importance to defensive fortifications. Due to the vastness of the territory, they were associated with different ethnic groups, which enabled them to learn and build the defensive fortifications of different ethnic groups for themselves. They built walls, castles, ditches, etc. along their borders to avoid enemy invasion. They also built circular cities similar to the cities of Travian to protect themselves from enemy invasion. Usually the capital of the Persians was chosen in the center and these walls were built in cities and border areas. Therefore, this building cannot be built in the capital village. You can learn more about one of these great walls here: Great Wall of Gorgan - Wikipedia

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    Royall Road:

    The Royal Road was an ancient highway reorganized and rebuilt by the Persian king Darius the Great (Darius I) of the first (Achaemenid) Persian Empire in the 5th century BCE. You can get more info about the royal road at here: Royal Road - Wikipedia


    - If this building is used instead of a Tournament Square:

    The Tournament Square is activated from 20 fields onwards, but the effect of this royal road starts from the same 0 fields, but the percentage of its effect decreases so that the balance of the game is not lost.

    - If this building is used for special building:

    It will have the same capabilities of the Tournament Square with these differences: In addition to troops, it also affects merchants. If the troops and merchants are moving between two villages [from one players or 2 players] that have a Royal Road, the effect of speed is equal to the effect of the higher level of Royal Road + one third of the effect of the lower level. By upgrading the level of this building, in addition to increasing the speed, its starting effect will be reduced from 20 fields to 10 fields.

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    Paradise Garden:

    The paradise garden is a form of garden which is formal, symmetrical and most often, enclosed. The paradise garden provides the Persians with cultural benefits. You can get more info about the paradise garden at here: Paradise garden - Wikipedia


    - If this building is used instead of a Town Hall:

    In this building, very small celebrations and very large celebrations can be held. Very small and small celebration is held on level 1 of the building, large and very large celebration is held on level 10 of the building.The resources needed for a very small celebration are half a small celebration, but the time it takes is two-thirds of a small celebration, with half a small celebration creating cultural point. The resources required for a very large celebration are the same as for a large celebration, but its time is 2.5 times the time of the large celebration. The cultural point produced for this celebration is 1.5 times that of the large celebration.- If this building is used for special building:

    In addition to the cultural point that all buildings produce, this building also produces another cultural point, the amount of which depends on the level of the building and the population of the village or city. The formula is as follows:
    Cultural point per day = population * building level^2 * 0.001

    ----------------------------------------------------

  • Big Hammer:


    I examine how the Persian big hammer differs from other races in here.


    A large barracks and stables are used to build the Big Hammer. But to simplify the calculations, we ignore them. Because our goal is to examine the offensive power ratios of the races, not to gain their greatest offensive power. Anyone who wants to make a big hammer definitely has a lot of resources and the barracks and stables have to work 24 hours a day. So the main limitation is the training time, not the resources. For this purpose, the following table is designed based on formulas. This formula may be slightly different from the formula used in the game, but it does not have much effect on the results because we use this formula for all races. Also, the level of Horse Drinking building is 20 in this formula.


    Tribe Troop Off Time T inM TUK Off inM Res inM
    Persian Immortals 550 0:43:14 999 9,990 549,450 2,997,000
    Cataphract 140 0:07:02 6,147 18,441 860,580 6,638,760
    War Elephant 320 0:16:13 2,664 13,320 852,480 4,528,800
    Roman + HDT
    Imperian 70 0:04:19 9,990 9,990 699,300 3,496,500
    Equites Imperatoris 120 0:04:57 8,718 17,436 1,046,160 6,887,220
    Equites Caesaris 180 0:06:36 6,539 19,617 1,177,020 7977,580
    Roman - HDT Equites Imperatoris 120 0:05:57 7,265 21,795 871,800 5,739,350
    Equites Caesaris 180 0:07:57 5,449 21,796 980,820 6,647,780
    Gual Swordsman 65 0:03:14 13,320 13,320 865,800 3,929,400
    Theutates Thunder 90 0:05:35 7,734 15,468 696,060 4,717,740
    Haeduan 140 0:07:02 6,147 18,441 860,580 6,884,640
    Teuton Clubswinger 40 0:01:37 26,640 26,640 1,065,600 4,795,200
    Axefighter 60 0:02:42 15,984 15,984 959,040 4,395,600
    Teutonic Knight 150 0:06:40 6,480 19,440 972,000 5,572,800



    HDT => Horse Drinking Trough / T inM => Total troop in Month / TUK = Total UpKeep : Crop / Off inM => Total Off troops trained in Month / Res inM => Total Resources need for train total troops in Month


    Some Hammer players build a force. For example, Teuton can be made Clubswinger with Teutonic Knight or Axefighter with Teutonic Knight.Some players also make them in combination. That is, some Clubswinger and some Axefighter with Teutonic Knight.

    For this reason, the offensive power of the hammers, depending on the type of selective force, can vary in the numerical ranges I wrote here.


    Persian Big Hammer => 1,401,930 - 1,410,030

    Roman Big Hammer + Horse Drinking => 1,745,460 - 1,876,320

    Roman Big Hammer - Horse Drinking => 1,571,100 - 1,680,120

    Gaul Big Hammer => 1,561,860 - 1,726,380

    Teuton Big Hammer => 1,931,040 - 2,037,600


    As you can see, Persian Hammer has the least offensive power. Their high training time have made them not a suitable breed for making Big Hammer. But aren't they also suitable for making small Hammers? Small hammers face a shortage of resources. They usually do not have enough resources to build 24 hours a day, or if they have, they use the resources for construction or defense troops.

    If these resources are not provided, the most important factor for making small hamsters is the ratio between the hammer offensive power and the resources needed to make it. The most powerful Hummer server belongs to the Teuton race. This hammer needs 10.368 millions of resources to be made in this example. The ratio of resources required to the offensive power in this hammer is equal to 5.088 . And this ratio for the Persian race is equal to 5.368 .

    Teuton hammer creates more offensive power than the required resources, but it is not much different from the Persian race. If Persian uses the combination of Immortals with War Elephant, it will have the strongest small hammers after the Teuton race.

  • Defense Troops:

    We have limited resources. Therefore, the defense troop that we build should have the maximum defense power (infantry and cavalry) according to the amount of resources consumed. In this table, the best infantry defense troops are identified.


    name

    Tribe

    Inf Def

    Cav Def

    Lumber

    Clay

    Iron

    Total cost

    Def Point

    Spearman

    Persian

    40

    60

    100

    50

    85

    235

    0.426

    Spear Fighter

    Teuton

    35

    60

    125

    50

    65

    240

    0.396

    Phalanx

    Gaul

    40

    50

    85

    100

    50

    235

    0.383

    Legionnaire

    Roman

    35

    50

    75

    50

    100

    225

    0.378

    Sparabara

    Persian

    250

    150

    500

    350

    250

    1100

    0.364

    Praetorian

    Roman

    65

    35

    80

    100

    160

    340

    0.294


    It is true that the offensive power of the Persian troops was lower than other races, but their defense power is higher. That is why Persian Spearman is at the top of the table.


    In this table, the best infantry defense troops in the first game are identified.


    name

    Tribe

    Inf Def

    Cav Def

    Lumber

    Clay

    Iron

    Total cost

    Def Point

    War Elephant

    Persian

    180

    230

    550

    750

    400

    1700

    0.241

    Cataphract

    Persian

    70

    175

    300

    360

    420

    1080

    0.227

    Druidrider

    Gaul

    115

    55

    300

    270

    190

    760

    0.224

    Haeduan

    Gaul

    60

    165

    300

    380

    440

    1120

    0.201

    Paladin

    Teuton

    100

    40

    330

    170

    200

    700

    0.200


    The war elephant has a very low speed. An important feature of the defense cavalry is its speed. Therefore, war elephants cannot be included in this list. The Roman cavalry did not come in the table due to the large difference in defense points. They are the offensive troop. The best defense cavalry is Cataphract from Persian.


    Looters:

    Everything in the game depends on resources and you have to loot for more resources. To examine the proper forces of looting, we must consider various elements. We first examine which forces can carry more resources depending on the resources used to train them.


    name

    Tribe

    Capacity

    Total cost

    Raid Point

    Clubswinger

    Teuton

    60

    180

    0.333

    Legionnaire

    Roman

    50

    225

    0.222

    Sparabara

    Persian

    225

    1100

    0.205

    Axefighter

    Teuton

    50

    275

    0.182

    Spearman

    Teuton

    40

    240

    0.167

    Paladin

    Teuton

    110

    700

    0.157

    Swordsman

    Gaul

    45

    295

    0.153


    As you can see, Persian Sparabara is in the third place. But due to the fact that this force is of the group type, it works better against farms with walls or defensive buildings. On the other hand, it is not suitable for very small farms with very few resources. It is also a defense force, and those who want to play defense have a suitable defense force to loot. On the other hand, attacking players can not build a large number of this force and must use another force. In general, looting with the Persian race is very complicated and it is best suited for defensive players.



    Rapid loot:

    One of the most important things in looting certain farms with excellent resources is the speed of the troops. The faster the troops, the better the chances of success. In this table, in addition to the carrying capacity and resources required for troop training, the speed of troop is also considered.

    name

    Tribe

    Speed

    Capacity

    Total cost

    SR Point

    Theutates Thunder

    Gaul

    19

    75

    610

    2.34

    Equites Imperatoris

    Roman

    14

    100

    790

    1.77

    Paladin

    Teuton

    10

    110

    700

    1.57

    Teutonic Knight

    Teuton

    9

    80

    860

    0.84

    Cataphract

    Persian

    12

    75

    1080

    0.83


    And Persian race was in the last. Of course, it is slightly different from the Teutonic Knight, and as you know, Teuton offensive players use the Teutonic Knight for this type of loot, so we can say that Persian and Teuton are equal.








  • Persian Wall [Divar]:

    By building a Divar you can protect your village against the barbarian hordes of your enemies. A higher level Divar will give your troops a higher defense bonus. The Divar can only be built by Persian and is average in both the given defense bonus and amount of rams needed to destroy it.

    The bonus given to your troops by this wall as a percentage is (1.025^level)*100.

    Additionally, the basic defensive value for a village will increase by 8 defensive points per level.

    The Divar can only be built on the brown rim of your village next to the Water Ditch.




    Level Lumber Clay Iron Crop Total time Pop Pop(total) CP Defence Bonus (%)
    1 110 190 30 70 400 0:00:35 0 0 1 2
    2 140 240 45 90 515 0:04:15 0 0 1 5
    3 180 310 50 115 655 0:09:05 0 0 2 8
    4 230 395 65 145 835 0:17:00 0 0 2 10
    5 300 505 80 190 1075 0:40:00 0 0 2 13
    6 380 645 110 240 1375 1:31:00 1 1 3 16
    7 490 825 140 310 1765 2:15:00 1 2 4 19
    8 610 1060 185 395 2250 3:10:00 1 3 4 22
    9 760 1355 265 505 2885 3:50:00 1 4 5 25
    10 940 1735 370 645 3690 4:20:00 1 5 6 28
    11 1180 2220 495 825 4720 5:20:00 1 6 7 31
    12 1470 2840 680 1060 6050 6:15:00 1 7 9 35
    13 1830 3635 920 1355 7740 7:25:00 1 8 11 38
    14 2280 4650 1245 1735 9910 8:20:00 1 9 13 41
    15 2840 5955 1665 2220 12680 9:40:00 1 10 15 45
    16 3550 7620 2215 2840 16225 10:50:00 2 12 18 49
    17 4420 9750 2950 3635 20755 12:30:00 2 14 22 52
    18 5510 12470 3550 4650 26180 14:50:00 2 16 27 56
    19 6880 15960 5555 5955 34350 17:05:00 2 18 32 60
    20 8580 20420 6680 7620 43300 19:25:00 2 20 38 64

  • As I understand from here, the HDT doesnt effect offensive... shouldnt it factor in.

    Also why not factor in the Brewery..Is it because Teuton already has most offensive power without it according to these calculations?

    //-_-/ -_-/ -_-/- - (:?l) - -/-_- /-_- /-_-//

    :/wether to game or to get gamed;)

    :)There lies the question:S

    -. ... .. .. ?.!.?:!::?::!:?.!.?. .. .. ... .-


  • As I understand from here, the HDT doesnt effect offensive... shouldnt it factor in.

    Also why not factor in the Brewery..Is it because Teuton already has most offensive power without it according to these calculations?

    HDT can speed up training in stables. The Romans can have more cavalry by building this.

    But why didn't using the Brewery? Yes, as you said, Teuton already has most offensive power without it according to these calculations. It would have been better if that Brewery had been added to the results, but the purpose here was to examine the situation of the Persian forces, whether it was possible to build a suitable hammer with these forces or not.

  • First of all congrats on the post, it was really cool to see the historical references backing up the ideas. :thumbup:


    Second I got kinda confused here but I'm sure you can help me figure this one out.

    So the Persian tribe units that train in group (Sparabara and Immortals) can only attack in group as well ? Lets take the Sparabara as an example: assuming they come 5 since their upkeep is 5, you can only attack in groups of 5 - 10 - 15 - etc ?

    Lets assume that you have some casualties and only 3 Sparabara return alive. Will those be "stuck" until there are 3 casualties elsewhere and then you get your group of 5 back ? Is that your idea for this group units ? Train in group, attack in group ?


  • VIOLENCE 59 , Thanks for your comment
    Let me play the answer with an example of current forces. We know that the catapult of all tribes consumes 6 wheat. It can be assumed that 6 people are needed to use a catapult. Is it possible for one of these 6 people to be killed during the war and then a catapult to fail because of it? This does not happen in the world of Travian. A catapult is either completely destroyed or continues to play unharmed. Or even the same thing happens with cavalry. Is it possible for a horse to die in Travian? Not. Persian group troops are of the same type. They are an inseparable unit. Either no one dies or everyone dies together. That is, when you attack with 1 immortals, either the whole group of ten survives or they all die together. And that means immortals.


  • VIOLENCE 59 , Thanks for your comment
    Let me play the answer with an example of current forces. We know that the catapult of all tribes consumes 6 wheat. It can be assumed that 6 people are needed to use a catapult. Is it possible for one of these 6 people to be killed during the war and then a catapult to fail because of it? This does not happen in the world of Travian. A catapult is either completely destroyed or continues to play unharmed. Or even the same thing happens with cavalry. Is it possible for a horse to die in Travian? Not. Persian group troops are of the same type. They are an inseparable unit. Either no one dies or everyone dies together. That is, when you attack with 1 immortals, either the whole group of ten survives or they all die together. And that means immortals.

    Thank you for clarifying. Didn't thought about it in those terms, I was thinking that you'd get a batch of 10 Immortals instead of 1 unit worth 10. That being said brilliant job mate :thumbup: Let's hope that the TG team is taking notes on this one because you did a lot of work already here, they just need to reuse some code + skip the new design ideas, work on the Persian tribe design istead and we get ourselves a whole new tribe thanks to you :) :saint::evil:

  • so how would bandages work? ...5 for 1 unit?

    How does it work for the cavalry? Or for a catapult? The same goes for Sparabara and Immortals. Each band can give a live immortals (ie the whole group of ten is treated with a bandage and an immortals is revived).

    This is one of the important features of this tribe. That is why we call them immortals. Because they are not easily destroyed and do not die. Of course, if you pay attention to the numbers, their powers are not very high and the balance of the game is observed.


    So 1 bandage for 1 immortals and 1 bandage for Sparabara. Like all other troops

  • I love this suggestion, I already said it before... I read it several times already.


    I wonder how the group of soldiers would work. Do you have to train them by 5s?

    Or can you train 1 and make them a group afterwards?

    When you send them to battle, can you only choose multiples of 5?

    How would that fit with the rest of the tribes?


    Do you think players would prefer this tribe to the current ones when choosing to play?

    Why?


    How would this tribe interact with other tribes be it as friend or as enemies?


    Do you think it would be balanced with the current tribes in game?

  • Unknown Thanks for the positive feedback you always have.


    But about the questions you asked:

    Group

    Different methods can be chosen about the group of soldiers. You know that ideas are endless. But what I suggest is a very simple way so that the development team does not have to spend a lot of time. My definition of a group is a hypothetical definition. What you finally have to imagine is a soldier. We have a group, but all the actions of the game towards that group are like one soldier, not several soldiers. Like cavalry. We know that a cavalry consists of a soldier and a horse. In other words, it is a group. But the game's actions towards it are like a soldier, not a group. The same goes for catapults. A catapult is led by a group of 6 people. But the game considers it a unit and all operations on it are like a soldier. So our definition of a group is a hypothetical one because each Sparabara is known as one troop, not as 5 archers or immortals as one troop, not as 10 soldiers. I repeat again. We can have better definitions of the group, but choosing this definition is just to make it easier to add to the game.

    One might ask, well, this definition is not very different and has no special features. But I will explain to you why being a group is a special feature and what new strategies it can create. For example, in other tribes, each bandage can revive one troop. In other words, in a war with 10 thousand troop, you can revive 3333 troopwith 3333 bandages. But in Persian tribe instead of 10 thousand troop; We have 1000 immortals. And with just 333 bandages, we can revive 333 immortals that have the same power as 3333 troop of other tribe. And this is the exact definition of Immortals. Soldiers who die with difficulty.


    Play with Persian Tribes

    The troop of this tribe are quite special. In such a way that each of them gives the player different strategies. Also, the hero feature of this tribe, which is the production of cultural points, is suitable for players who want to build more villages. Here are some special buildings or alternative buildings, each of which adds a new strategy to the game. I believe this tribe is very suitable for professional players. Of course, inexperienced players can also use it, but it will definitely be a little harder for them.

    The defensive power of this tribe can persuade defensive players to use this tribe instead of playing with the Gaul or even Roman tribe. The original features of this tribe are not similar to Teuton. And if you check, you will find that usually 80% of server players use Roman or Gaul tribe. I think a significant percentage of these players will play with this tribe.


    The Balance

    One of the most important things I emphasized was keeping the balance of the game. Other soldiers can be selected for Persian Tribe. But the selection of these soldiers because of their characteristics and the details of each has been done with a lot of careful research. For hundreds of hours, I have done complex calculations on their exact numbers to balance the game in addition to the uniqueness of the tribal soldiers. However, after testing it on test servers, it may be necessary to make small changes, but in general, everything is carefully selected.

  • Ok, so in reality the fact that it is a group would not really affect the fights, in dreamland I would envision that as a more difficult "troop" to kill, since you have to kill 5 not 1. But I am not sure there are ways to implement that at all in game... I would think not.


    One thing that worries me is that extra culture points, would not that give too much of an advantage?

  • Hero Feature:

    +5 daily culture point per hero level

    +25 daily culture point per village
    --------------------------------------------------


    Usually 1% of players have a level 100 hero after half the game time. 100 * 5 = 500

    500 cultural points is equivalent to a complete village. This means that after half of the game, about 1% of players will receive the equivalent of a full village cultural points if they use this trick. And this is while at this time of the game more than 5% of the players have 9 villages. So the cultural advantage that a player gets from increasing the level of the champion is not so much.


    About 25 cultural points for each village. Level 20 warehouse has a cultural score of 38. This means that this feature is not equivalent to a cultural advantage that a level 20 warehouse produces. These 25 points give the player about 5% more cultural points. The best players have 9 villages in the middle of the game. That is, they get 225 cultural points per day from this feature.


    But why is this feature intended for this tribe?

    If you look closely at the force analysis tables, you can see that this too can make the weakest hammer. Its cavalry is also in the last category for looting. And its two infantry are not suitable for small looting because they are a group. You can hardly see this tribe among the looters. Of course, professional players can definitely use the unique features of each trophy properly, but with these troop, this tribe will have a lot of trouble to progress. Having the advantage of cultural points makes it possible for the player to provide the required resources by building more villages.


    Thus, the advantage of cultural points has been created to compensate for the weakness of the attacking troop.