I would like to share some knowledge and input about the game. Having said that, it is only fair to my team, if I share things, that are not team related. So I will not be providing any information on kingdom design/structure and operations. Information provided in this guide is about personal development and is also available via travian wiki.
Enjoy. Before we start, I would like to thank heroes of the past, who taught me plenty of tricks,- Hallow and Gaius.
Game structure and starting new server. Plan ahead
Dual/no dual
Yes, game can be played by one person on one account. However, playing good offensive account will require presence of more than 8 hours daily. And yes, it is hard to get along. It is hard to wake up and see how your dual crashed the hammer. Still, I would highly recommend playing at least 2 people on one account. Do not risk waking up and discovering that someone killed your hammer while you were away.
Defensive account provides bigger slack, yet still having second player immensly helps when responding to attacks and going away for vacations.
When choosing dual, keep in mind that game heavily benefits north american players. New grey farms pop at 00:06 GST, and cleaning them out will sometimes take 3-4 hours. Australians typically wake up too late to catch up and europeans are just about to go to bed.
Farming/no farming
I will get to farming techniques later in this guide. Just keep in mind that to be successful player, one must farm. There are notable exceptions, yet farming provides immense advantage in game.
This, in turn, is another reason to have dual. Farming for 6 hours daily is not same as farming for 12.
Settling capital
There are plenty of guides that teach how to do “suicide” settle. This is technique on how to develop starting village quickly using quests and launch settlers. It allows to grab available 15c within a day of starting the game. Look into these or develop your own.
Here is why everybody needs to have cropper as capital-
-Crop is more profitable resource than any other. Crop has one more +25% building than any other resource
-Oasis bonus for crop can easily be +75% upwards to +125%, bonus for other resources is limited to +75% and even that is extremely rare disposition
-Crop is needed simply to feed any decent amount of troops. Ever wondered how people have armies of 200.000 troops and more(regular speed)?-Capital is the only village where your fields can go above level 12. Capital with crop fields and +100% oasis bonus, developed to level 18 provides 76k crop per hour. There is no other way in game to support this many troops, especially when you are offline.
Which level to develop crop fields? It does depend on the server situation and role you are playing. End game hammers/rammers require 18. In any case, bigger is better. 20k and even 40k hammers/anvils are completely negligible past day 80. This is when people finish developing their capitals and launch mass production of troops everywhere.
Gold use. Of course this depends on personal finances, but keep in mind gold does provide serious advantage. Having Plus account is a must for everyone. Consider additional benefits-
+Extra two spots in the village are absolutely nesessary for capital development to higher crop field levels. Even if you're on a tight budget, consider getting these.
Good zoo provides excellent defense early in game and helps to concentrate on development instead of fighting aggressive neighbors
+5% of resource daily is quite a bit.
Development of 15c without gold is really difficult, next to impossible.
Small early game tricks
Learn to loot robber hideouts resource using settlers. This way robbers reappear faster and you can faster launch your first settle. Make sure settlers dont fight, and don't send attack, only raid.
Trading in early game is extremely beneficial. One lucky trade can shave an hour off your launch time.Use rate less than 1:2 to stand out from the crowd.
Chosing tribe 1.0 In order to chose a tribe, one must understand game mechanics, which I will outline below. After that we will get back to gauls, teutons and romans.
Wall/ram mechanics
a)Roman walls provide highest bonus but are fragile. Ratio of rams required to take down wall is 1:3:5 roman/gaul/teuton.
b)Rams strike twice. First time they strike before battle. If at this time wall is destroyed, combat is calculated without impact of wall defense bonus. Number of rams required to take down wall before combat depends on the balance between attacking and defending troops.
c)Run simulator and test it for yourself. I recommend using huge numbers, this way attack power of rams and other factors such as wall strength will be negligible.
Right now(jan 2020) my test is showing 801 non-upgraded ram(534 upgraded rams) is enough to take down level 20 roman wall completely prior to start of combat when armies are equal. Attack with 800 rams is whopping 3% weaker.
d)Stone mason reinforces walls by factor of 3.
e)What does all this mean?
It means that if roman player is defending, and equal number of troops is attacking, 801 ram will be enough to completely negate wall bonus before it applies.
For gaul defender in a same situation attacker would need 2400 rams, and 4000 rams for teuton.
Capital multiplies wall strength by factor of 3, so we are looking at 2400, 7200 and 12000 rams, respectively.
Now, this number was calculated on condition that attacking and defending troops are roughly equal. Relation between attacking and defending force and number of rams required is not linear.
If we look in a situation where power of defending troops is more than power of attacking troops by factor of 2, attacker would require 1687 rams to achieve the same result. Factor of 3 already requires 3003 rams.
All in all, I encourage you to run your own simulations and test various situations to get an understanding of how this works.
f)Using siege does not help, you would still need 800 rams to do the job. Interesting enough, impact of rams is calculated prior to calculation of morale bonus. I will cover morale bonus in the next chapter.
Morale Bonus
Rarely used game mechanics protects smaller players against bigger players. It grows gradually and caps when population of defender is approximately 6 times less than population of attacker. It can provide impressive bonus to defense, up to 50%. Two times the population provides bonus of 15%.
This bonus should be kept in mind when chosing between attacker and defender role. Attackers typically keep smaller population to avoid penalty. Only exception is endgame rammers/hammers as bonus does not apply to Wonder.
Hero equipment, HDT and brewery.
Upgraded barracks build troops much faster. It should be noted that infantry and cavalry helmets also provide bonus to of troop building speed. These two bonuses are multiplied.
Same goes for Roman horse drinking trough, it multiplies by bonus from barracks and helmet.
Lastly, teuton brewery provides 20% bonus to attack, this bonus multiplies with both hero bonus and siege.
Troops
Travian troop mechanics is somewhat hidden, yet is in the plain sight. As example, here's what description for roman imperian says- “
The Imperian is the ultimate attacker of the Empire. He is quick, strong, and the nightmare of all defenders. "
Truth is, imperian is actually the worst and weakest offensive troop in game, he is nowhere near being "ultimate attacker of the empire".
Forget about individual soldier strength. Count production of attack power per hour. I shall not provide a spoiler here, so everyone reading this information, has their thrill of discovery and math calculations. When working on your math table, do not forget about HDT, brewery and helmet bonus. They all multiply and stack up.
Once you do these calculations, you will see that best offense is teutons, followed by romans, followed by gauls. And best defense is gauls, closely followed by teutons, followed by romans.
Keep in mind that romans have cavalry to infantry ratio of more than 2:1, and therefore they are actually weaker against defense that typically consists of phalanx and spearmen.