So far over the course of my travian experience I have had a lot of new players asking me questions about all sorts of things about the game.
Now I know quite a bit on this game and I would like to help these new players as much as possible.
One of the things that I noticed is that players want to see what this game can offer in a short time. However, they also think a speed server would be too fast and they will not be active enough for it, and they are correct about that.
So I had an idea. Put up a "mentor server".
The idea is that "veteran" players volunteer to mentor new players on the game in a newbie friendly environment safe from "tryhards" and "pay-to-win" players.
This server has very specific rules aimed to make it newbie friendly.
1. All new players start as governors while mentors start as kings.
2. Fast paced, but clearly divided in "phases".
3. Long beginner protection.
4. Lots of flexibility. (I'll elaborate this later)
5. One or two world wonder(s).
6. Inactive players are removed immediately from the map but their progress stays saved. (also explain more later)
These rules should ensure a positive environment with a clear goal.
Another thing that needs to be clear but isn't really a rule is that THIS IS NOT A NORMAL COMPETITIVE SERVER.
If you were to think it would be fun to join this server and squish some newbies you will be banned from the server.
If you form a big meta that turns the game stale you will be banned. (Small kingdom collaborations are ofc encouraged.)
Before reading on please note that I understand that some aspects might demand lots of development. But, I think that even if you take away rules 3, 4, and 6, that you will have a very newbie-friendly game environment that still shows the potential that travian kingdoms has to offer.
So to further explain the rules.
Rule #1 is fairly obvious. Newbies can be made duke to help them get acquainted with the tribute system.
Rule #2 also fairly obvious. Fast paced so players are easily drawn back to the game every day.
Phases are to ensure clarity to the players.There are 3 phases:
Phase 1 is early game or "development" phase. The aim for this phase is to develop one village into a city and have at least 2 additional villages.
Phase 2 is mid game or "skirmish" phase. The aim for this phase is to fight other kingdoms and fight "robber/natar kingdoms" with coordinated attacks/defenses, siege weapons and maybe even chiefs. (The design of the robber/natar kingdoms is purely cosmetic and they act like individual super sized robbers.)
Phase 3 is late game or "WW" phase. The aim for this phase is to conquer the WW and determine the winning kingdom.
Rule #3 is either a very long beginners protection or something that you can activate, for example over the weekend.
There are rules bound to the protection that you can manually activate.
1. It is restricted to the first and second phase of the game. With only limited availability during the second phase.
2. Troop training is disabled during this period.
3. You cannot activate it within 12 hours after your last attack.
4. Activation only triggers after all incoming attacks have landed.
Rule #4 is to ensure that people get familiarized with as many aspects of the game as possible.
This "rule" is highly subjective so I'll just give my thoughts on this.
1. Players can activate a "king simulation" which allows them to see what it is like to be a king. This simulation puts them in a separate "world" for the duration. In this world they will be introduced to all the aspects of being a king such as tributes, treasures, influence, dukes, and diplomacy. All progress is reverted after simulation ends.
2. Activating treasuries can occur in a time span of half an hour.
3. Gold feature simulation. This simulation again puts the village(s) in a separate "world" where they can explore all the gold features. All progress is reverted after simulation ends.
4. Mentor powers. Kind of like being a sitter but only observant. A player can allow a mentor to monitor their village development for feedback purposes.
Rule #5
To make the game more simple and linear there will only be one or two world wonder(s).
First wonder grants +100% victory points, second grants +75%. (subject to change)
So even if your kingdom doesn't hold the greatest world wonder, you will still be able to win.
Rule #6
This rule only functions during the first phase.
To avoid discouraging other players and to avoid inactive players coming back to ruined village(s) their village specifics are stored and once they return their villages are set back to their original location if available. If the original location is not available they will be settled as closely by as possible.
Maybe to encourage players to become mentors offer small gold amounts as reward when their governors achieve something in a similar manner to the way friend invitations work. (But maybe this gold should be able to be claimed on any server)
Again, I understand that some aspects might demand lots of development. I think that even if you take away rules 3, 4, and 6 that you will have a very newbie-friendly game environment that still shows the potential that travian kingdoms has to offer.
Let me know your thoughts on this matter, I highly appreciate the feedback.