Travian gameplay in 2022

  • At last, COM1 server is at its end.


    What can I say here about this server and travian game as a whole? If you don’t have time to read it completely – you can skip to the 2 final paragraphs.


    We had 2 teams to fight for the 1st place. Our team НЕРВЫ (mainly Russian and Ukrainian, but we also have very good players from the other parts of the world) and Atlantis (mainly Polish). Our team had a lot of operations against our enemies, almost all of them were successful (thanks for our leader – Fishman and others who helped him to make such good plans). We captured the Atlantis’s WW, we captured WW of another smaller kingdom at the end server, we zeroed a lot of capitals, we zeroed the capitals of the dukes, who were training hammers that just have been disappeared. We had 1st place for the def and off and victory points for the whole server, and around 130 accounts in total.


    Our enemies – Atlantis played weak, had failed almost all the operations. There was only one success – zeroed 2 capitals of the players, who already didn’t play, and destroyed few buildings in some more villages. Taking into account this, they were always close in the total amount of treasures and victory points. Why?

    Just because they received gifts from the other kingdoms that were smashed by our team (that kingdoms did anything just not to give the treasures to the Russian team), they received the WW as a gift and united with that kingdom, who gave him this gift. So as again – almost the whole server played vs our team. They had around 180 accounts and couldn’t do anything because of lack of the organization and primitive operations. This server they had only around 50% accounts more. It was very similar like 1 or 2 servers before - COM3 from November 2020 where we were 4 times smaller than the enemies, and lost just because it’s impossible to train more troops, and COM3 from October 2019 where we were 3.5 times smaller and the Polish team (I Love PL) here received 2WWs as the gift).


    According to this, you can see there is the only, and the stupidest strategy that is rewarded by the game balance – to unite the whole server vs one team (In case if this is a RU team, almost always this union is based on the hatred to Russians, because they all are cheaters, and are the bad people as a whole, and other shit, well, you know better than meJ ) and to win it just because of the game limitations. Common guys, you can unite all the players into the one single kingdom in this game, and everyone will win and will be happy as well as the travian team receiving money for gold purchasing. I don’t understand why nobody did it yet. If you think that I’m wrong – check out the statistics of the finished servers, almost everywhere the 1st kingdom is 1.5-2-3 times bigger than the 2nd. Our server is the rare exception.


    And this is the real issue the Travian team and the community facing now, should discuss and solve. Game became absolutely silly – just get more accounts and win by the quantity, organization doesn’t matter. There shouldn’t be the situation when the weak team, failing everywhere, or doing nothing continue having chances to win. Does any good player want to spend time and play such kind of game? I think not. For sure the situation with the victory points calculation and WW multiplier doesn’t give any chance to the small teams and eliminate any strategy. Maybe it’s time to come back to the roots where the winner was the kingdom who built 100lvl WW first. Maybe some more mechanics or so on, the change should be more radical because currently the game became absolutely dry. For sure such gameplay that we have now fits more to the speed servers that last 1-2 months, where you could play as a vegetable on the garden-bed, training troops for the one single attack of the WW, but for the 1x speed server it doesn’t fit at all. I understand that until the game brings money for the developers the concept wouldn’t be changed significantly.


    We have the phrase that currently describes the situation in travian game – кадило крутится – лавеха мутится (you can try to translate it in google) ^^ .


    Good luck for all, wish you the peaceful skies over the heads!

  • I subscribe to all the words above! The last three servers I played had an absolutely identical scenario. Who wants to play a game where chests and victory points can be taken without a fight, by agreement, where you can transfer the Wonder of the World without breaking through the defense at any time, where many teams (except Russian ones) prefer to conclude pacts and alliances with each other than to fight, where the server seeks to win solely by the number of players, not by quality own game... Is this what the developers wanted? Maybe someone likes such mechanics? I definitely don't

  • Make midgame more interesting too.


    Basic idea I had yesterday.


    Give each kingdom the option to 'extend' their kingdom by 3 tiles in any direction (extra out of treasury space). But make these spots competitive. So other alliances can also claim them and you can have an alliance group defense / attack. Sorry that's the basic, way too basic, but yeah.

  • Make a limit on the number of accounts in one kingdom, say up to 50 - the concept of meta disappears immediately, and the number of teams claiming to win will become more, this will make the game more interesting, this is, several kingdoms will claim victory, not 2-3, as it is now


    Prohibit the possibility of transferring a player with the wonder of the world to another kingdom and give a bonus to victory points only for building level 100

  • Make a limit on the number of accounts in one kingdom, say up to 50.
    go play Travian Legends and your idea is reallity...
    Also there are meta's so your idea about it does not work.
    only your last line makes sence, in Legends there is a prohibitation for that,
    so that is something to considder for kingdoms crew and all others above that.


    (yes it is sledge, former Alpha and Betaplayer and former Kingdoms crew)

  • Congrats for your win!


    Nobody has anything against russian teams in tk - you have a very good team, and if you are the most dangerous kingdom on the server the others will naturally get together against you.


    The idea to limit players in kingdoms is ok - but I think if they made a rule with max 50 players per kingdom you would probably make 6 kingdoms ^^


    First, they need to fix the multi abuse, ban VPN and tor, and reduce all other weird logins and emails.

  • ban vpn or thor, you seeing t at a false way, legaly it is not possible to try to dismantle those accounts because in start there is nothing wrong using such.
    the problem is how some think they have the freedom to misuse and so and also other (normal) users think they have to F**k up game by using not autorised ways to do their thing thinking they do something good.

  • Make a limit on the number of accounts in one kingdom, say up to 50 - the concept of meta disappears immediately, and the number of teams claiming to win will become more, this will make the game more interesting, this is, several kingdoms will claim victory, not 2-3, as it is now


    Prohibit the possibility of transferring a player with the wonder of the world to another kingdom and give a bonus to victory points only for building level 100


    The best of offers.


    The 6 kingdoms argument doesn't work. How many players are willing to join if they're just service to the winner?

    Now every single player wants to join a big kingdom in order to have a better chance of winning and we get zerg.

  • Thank you spitfire I actually like your petition, make Kingdoms smaller so there is more competition.


    The issue here is, how do you think we can do that?

    We are always searching for ways to do so but it is not an easy thing to do.


    PS: I have moved the thread to the ideas section.


    Make midgame more interesting too.


    Basic idea I had yesterday.


    Give each kingdom the option to 'extend' their kingdom by 3 tiles in any direction (extra out of treasury space). But make these spots competitive. So other alliances can also claim them and you can have an alliance group defense / attack. Sorry that's the basic, way too basic, but yeah.


    Thank you iribuya , "extend" the kingdom by 3 tiles could be an interesting feature, but how would that be done?

    What would it achieve?

    How would the attack and defences work?

    How would this help the issues with Kingdoms been bigger or smaller?

    How would it affect the whole game?


    Make a limit on the number of accounts in one kingdom, say up to 50 - the concept of meta disappears immediately, and the number of teams claiming to win will become more, this will make the game more interesting, this is, several kingdoms will claim victory, not 2-3, as it is now


    Prohibit the possibility of transferring a player with the wonder of the world to another kingdom and give a bonus to victory points only for building level 100


    Thank you Fishmen, this is something that has been suggested many times, limiting the kingdom size. Every time we look at the possibility we reach the same conclusion, that wings will start appearing, as Katana mentions, and we feel that the end result will be the same, x number of wings working towards a single Kingdom's victory.


    First, they need to fix the multi abuse,


    We are working on this for a long time now, and I believe we are going in the right direction. We are taking longer than what some would like because we are looking at it from the point of view of looking for long terms solutions, so for now just be patient a bit longer.


    ban VPN and tor, and reduce all other weird logins and emails.


    It is difficult to think about banning VPN or tor, since many players don't have any other option to play the game... so a complete blanket ban on them would not actually work, since it would be penalising honest players too.


    So any ideas or suggestions on how to help out improve in that front is very very welcome, but it has to be in a way that doesn't penalise honest players.

  • What would it achieve?

    How would the attack and defences work?

    How would this help the issues with Kingdoms been bigger or smaller?

    How would it affect the whole game?

    My idea was to have a new building called The Banner for Gaul, Flagpole for Roman or Battle-Marker for Teuton. This is outside the citywall:


    Screenshot_14.png


    Each kingdom can mark 3 spots outside of their influence, but only next to current influence as 'claimed territory'. A 24 hour timer will start and they can attack this with their kingdom-army. Each player with that banner-building can provide troops for the kingdom army.


    Each kingdom can also defend a claimed territory if they see a neighbour attack a spot they could have also claimed. From this kingdom each player that has a banner building in their village area will be able to send defending forces.


    After the 24 hours expire the battle will take place and the winner will be decided.
    If the attacker loses, nothing happens, because the defender can't claim it, they just defended it.
    If the attacker win, they get this territory added to their fields.


    A kingdom can have up to 3 'claimed territory' at once. They can also use this to make corridors bettween king/duke. Or take out weird blind spots inside kingdom.


    Edit: Banner level can decide how many units you can recruit from that village to join kingdom army. Perhaps troops that are recruited in 24 hour period eat double crop. (just spitballing)

  • Mmmm, wow... I don't know what to say iribuya...


    You just blew me away...


    I love it!!!!


    I am not sure what it would take to implement something like this, but I love the idea in principle... but it would have to be studied to make sure it doesn't give bigger advantages to the bigger Kingdoms.


    Now the questions would be, how would this affect game play?

    Don't you think that it would make bigger Kingdoms even stronger with those extra tiles?

    Do you have any idea on how to limit the power of the bigger Kingdoms with such feature?

  • I am not sure what it would take to implement something like this, but I love the idea in principle... but it would have to be studied to make sure it doesn't give bigger advantages to the bigger Kingdoms.

    <3


    Perhaps a attack or defense bonus could be applied in some formula taking into consideration. Population difference, VP difference, Attack/Def kingdom ranking.

  • Thank you Fishmen, this is something that has been suggested many times, limiting the kingdom size. Every time we look at the possibility we reach the same conclusion, that wings will start appearing, as Katana mentions, and we feel that the end result will be the same, x number of wings working towards a single Kingdom's victory.

    Thank you for responding! But my colleagues and I believe that limiting the number of players will significantly change the gameplay itself for the better, finally there will be a rivalry of several kingdoms of equal strength and the fight for victory will become more interesting without zerg and bipolarity. As for the wings - it's not like that! Now the roles of wings are performed by allied kingdoms, and the main kingdom is inflated due to the fact that more and more players enter it and it becomes much easier for such a kingdom to win. That is, in fact, we now have such a picture that on each server there are two or three kingdoms that, in order to win, prioritize not combat confrontation with other kingdoms, but diplomacy and luring players and kingdoms to themselves along with treasures and wonders of the world. Thus, the Travian game in the form in which it was loved by many for its combat component is dying. If my arguments are not enough for you, then nothing prevents you from running the mechanics with limited players in the kingdom on a test server and testing it in practice. The only thing to do is to think over the number on which to put a point for collecting. In our opinion, it should be 50-60 accounts. Thanks!

  • Thank you spitfire I actually like your petition, make Kingdoms smaller so there is more competition.


    The issue here is, how do you think we can do that?

    We are always searching for ways to do so but it is not an easy thing to do.

    I think first of all we need to point out 3 main issues:

    1st issue: Multies. Regarding multies in game - it's very hard to do anything. And big offers mainly use them. If someone - Katana or other start telling that 200k crop consumption army is possible to train and feed on a single account - it's a bullshit. Here is the rough estimation: a 10 villagies account produce around 100k resourses which are enough for troops training with big barracks and stable, but not feeding them(let's say 1 village gives 6k resourses, 1 capital gives 40k resourses, 1 city gives 10k resourses). The troops consume 200k so it's additional 2 accounts with 10 villagies - or it is equal 33 million res farming, that is simply impossible without using bots and multies for farming. Travian is about mathimatics, not magic. For sure, multies could be different - some make them for farming, some for feeding there troops, some make them as an additional defence account.

    If someone starts telling (for example Katana) - that it's is a teamplay and the troops are feeded by 2-3 def accounts and other blablabal - it's a lie again, nobody will play 5 months in order to be a crop source for the big offer. I saw this teamplaying for 5 servers - the only teamplay that main part of players could do - to unite in a big kingdom and doing nothing.


    As for me - solving is the to permit 2 multie accounts. More accounts - is ban and deleting of all the multie user accounts (and deleting of the main acc as well and gold). Allowing 2 multie accs you also solve 1 additional issue. The multie player approximately 3 times stronger than a fair player, and it's not hard to handle 2 more accs. But if 2 multies are allowed, in order to be 3 times stronger than the fair player - you should handle 8 additional multies and it will be too difficult and time demanding. Maybe this multies could have a cut version -for example 2 times slower troops training or smth.


    2nd issue: Big kingdoms - Limiting 50 accounts and allowing 1-2 multies - you eliminate the issues with the unlimit growing of the 1 kingdom in quantity.

    3rd issue: Very boring game between 80-140 days. Maybe it's better to speed up WW building, or to add also on the 80th day - some artifacts as from original travian, for example speeding troops trainig, or smth - there will be additional stimule to attack each other and to cupture the artifact. BUT for sure it should be done in complex together with 2nd issue - because if not - the bigger kingdom anyway will get more artifacts


    Also i see 1 mechanics that could be added - Add something for troops killing - something like tropheys. In case you attack and kill some troops - you receive additional resourse per head. Same for attackers and defenders, depending on that who won the battle.


    I have one more proposal, i think the idea is fine and will make travian more interesting. It's related to the conquering villagies . The conquered village will be cut, i.e gives something like 50% of resourse, 100% of grain and with the troops training limitation, but it will be possible to get 2-3 times more villagies (i mean to reduce culture points requirement for the conquered villagies). The defenite numbers of %- it's the point for discussion. In this case there always will be wars to get more villagies in order to feed troops or something.

  • As for multiaccounts and the fight against them - in my opinion, this is not the main evil that you need to spend a lot of time on. This evil can disappear or be minimized by itself if you change the mechanics, simplify the system of feeding large armies, make it easier. What Katana and other pseudo-wrestlers with multiaccounts write is a one-sided concept of multiaccount, when one player creates several accounts. But, there is another option when a player decides to quit the game and transfers his account to the same Katana and Katana begins to put his troops there for feeding, and at the same time does not consider that this is his multi))) I'm not blaming Katana, it's just an example. But it is. Because we see a lot of large armies from different kingdoms at the end of the server, and it is obvious that such armies cannot be fed within 1 account, and I don't think there will be many players who are ready to transfer their accounts on their own so that other people's troops are there...Well, you know what I mean...Multiaccounts use all the kingdoms in one form or another! Who says that he does not have multiaccounts in the kingdom, either he is in a weak kingdom, or he is lying.

  • Limiting the player limit in one kingdom is good, but not completely.

    Let's imagine that we play in this situation. According to the old tradition, one kingdom creates from 2-3 small ones for subsequent connection. Spread menhirs to players, or even 2 of them. All the same, they will fly over them and build without realizing that this kingdom is only a side, one of many. Put a second village, etc., and only then will it be found out. And they are already somewhere on the edge of the world, with no way to leave.

    It seems to me the situation will not be much different, only with the difference that the interest of players in the side kingdoms will fall.

    We'll get exactly the same big zerg system, but without accumulation, victory points, etc. And the treasures they surrender will be taken to the main kingdom.


    It seems to me that the menhir system should also be banned for more productivity. Not for all servers, but periodically running these.

    That is, sometimes run servers without menhirs and limiting the size of the kingdom. This is the only way to really eliminate the zerg system, as kingdoms will be formed on a territorial basis. Players will fight on their territory, with their neighbors, strengthening themselves and the kingdom. There would be a large number of kingdoms instead of 3-5 large ones.


    You could additionally consider allowing the capture of a player's capital after 3-4 weeks from the start of the account game. And only at the loss of the last village, or at the demolition of a village of less than ~200 points, allow the account to be transferred to a random other point on the outskirts.


    Alternatively, limit the number of flights in a kingdom to 10-15. Not all at once, but just per kingdom for the rest of the server.

    Since the menhir system was designed to relocate to your friends and acquaintances in the game. Using it just to recruit different players from the map is not considered worthy to use.


    There are many options. Once again I will emphasize the main point: it is worth sometimes to run servers with a limit in the kingdom to ~ 50 players and the restriction on relocation menhirs. At least run a few test servers and see how players like this idea.