Posts by Be2-e4

Upcoming Forum Maintenance Thursday, 04.06.2020
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    Guten Abend,


    es gab in der Vergangenheit immer wieder Aufschreie wegen verschiedener Spielmechaniken, die ausgenutzt wurden, um sich einen Vorteil zu verschaffen, siehe u.a. die immernoch aktuelle Menhir-Diskussion, Urlaubsmodus oder damals die 1-Mann-Spähs. Bisher waren primär die russischen Spieler die Vorreiter im Entdecken und Ausnutzen solcher Dinge, und wir man an den 1-Mann-Spähs sieht, pendeln sich solche Taktiken nach einer Zeit in den normalen Travianalltag ein.


    Daher habe ich mich mit zwei alten Travianfreunden ein paar Monate zusammengesetzt. Wir haben uns einige Möglichkeiten und Mechaniken überlegt und ausprobiert, viele sind leider gescheitert, aber hier ist unsere Liste der aktuell funktionierenden Kingdoms Strategien. Viel Spaß beim ausprobieren und anwenden, aber bitte nur auf COM, DE soll frei von so einem Müll bleiben. :p


    Lasst gerne eure Gedanken zu unseren Tricks da, ich freue mich auf euer Feedback, meine beiden Freunde bestimmt auch. :)


    a) Offteleportation


    Zusammenfassung: Beliebig große Offs über beliebige Distanzen teleportieren


    Vorgehen:

    1. Ein Offaccount lässt sich alle Dörfer außer das OD adeln (oder gründet gar nicht erst mehr).

    2. Ein befreundeter Statthalter siedelt ein Dorf nahe der gegnerischen Schatzkammer, aber außerhalb des Gebiets.

    3. Der befreundete Statthalter gründet ein eigenes Königreich mit Startschatzkammer in dem neuen Dorf.

    4. Der Offaccount siedelt mittels Menhir zu dem Statthalter um, inkl. Off.


    Resultat: Die Off ist teleportiert.


    b) Unadelbare Stadt


    Zusammenfassung: Zustimmung in einer Stadt sofort auf 100 hochbringen, wenn man schnell klickt innerhalb von einer Sekunde nach einem Adelsangriff.


    Vorgehen:

    1. Stadt mit weniger als 100 Zustimmung auf 999 Einwohner abreißen (-> wird zum Dorf, hat also nur noch 499 Einwohner).

    2. Dorf auf über 500 Einwohner ausbauen.

    3. Dorf zur Stadt machen.


    Resultat: Stadt hat jetzt wieder 100 Zustimmung.


    c) Doppelter Abriss


    Zusammenfassung: Gebäude doppelt abreißen, um 2x Schutt abtragen zu können.


    Vorgehen:

    1. Gebäude im Hauptgebäude abreißen.

    2. Ausbau in Auftrag geben während das Gebäude abreißt.

    3. Warten bis Abriss und Ausbau fertig sind.

    Hierbei ist etwas Geschick gefragt, weil der Ausbau-Button schnell ausgegraut wird, nachdem man den Abriss in Auftrag gibt. Schnelle Finger und eine träge Internetleitung sind hier vom Vorteil, ich habe es am Rande meines WLAN Netzwerkes relativ zuverlässig hinbekommmen, vllt. 2-3 Versuche gebraucht. Falls es nicht klappt, kann der Abriss abgebrochen werden für einen zweiten Versuch.


    d) Angriffe auf Gegner sehen


    Zusammenfassung: Angriffe auf Gegner in der Königreich Angriffsliste sehen


    Vorgehen:

    1. Auf die Karte gehen.

    2. Ein gegnerisches Königreich gelb einfärben (die Farbe, die das Standard-KR standardmäßig hat): https://i.gyazo.com/6b717e26a85727cde70a840f15946201.png

    3. F5 drücken

    Funktioniert nur, wenn euer eigenes Königreich die Standardmarkierung hat.


    Resultat: Jetzt seht ihr auch die Angriffe innerhalb des gegnerischen Gebiets in der Angriffsliste eures Königreichs.


    e) Maximale Zustimmung senken


    Zusammenfassung: Stammis haben einen Zufallsfaktor, der bestimmt, wie viel Zustimmung gezogen wird. Ihr könnt den Angriff beeinflussen, dass er immer maximale Zustimmung senkt.


    Germanen und Gallier senken 20-25% (Basiswert) pro Angriff, Römer 20-30% (Basiswert).

    Welcher der 6 (11 für Römer) Werte es ist, bestimmt sich Anhand der Hundertstelsekunde, zu der der Angriff abgeschickt wurde.


    xx:xx:xx,45 --> Hunderstelsekunde = 45

    Basiswert für Zustimmungssenkung = 20 + Divisionsrest(Hunderstelsekunde / 6) für Gallier/Germanen

    Basiswert für Zustimmungssenkung = 20 + Divisionsrest(Hunderstelsekunde / 11) für Römer


    Ich habe ein Atomuhr geschrieben, mit dem man das relativ gut timen kann, wenn man sich damit auseinandersetzt und das eine Weile übt:

    https://uhr.minitool.travian-basiflow.de/


    mfg,

    Be2-e4

    Otherwise, could have a feature to manually disable / enable the troop for building. for example, an offense village, I might not require to build the defense troops. This would help to resolve the problem.

    This would be an option. Canceling troop orders is bad though, just breaks the resource saving mechanics (e.g. from attacks).

    A server with a new hero item, a birthday cake. After buying (or finding) it, It will appear in the hero inventory and consists of five (beause fifth birthday) slices. Upon usage, the next attack on the village doesn't land, but celebrates birthday. Can be used indefinitely, but the more cake slices you use on a day, the heavier your hero will become, reducing his movement speed, health and attack strength. After 20 slices on one day, he dies from diabetes.

    as many people know that in test servers these kinda things can happen... but in the past test servers, in some weeks more than 300 gold is given and the week after that gold isnt given... when 500 golds given, this could make us to think "this gold can be for 2 weeks, due we must be careful on spending it" but this time normal amount of gold given (299) last week... so we didnt feel there is extraordinary situation.. so, you better give clue that gold is for two weeks... (as in the past giving 500 gold and next week no gold)... by that way, players can arrange their plus and other additional situations... in the end you right, that is test server, but think from the players' side too and give some clue for the events like this...

    Or just don't rely on it and don't tryhard on a test server? ^^

    Based on what Skadi wrote, I doubt, that it was an intentional delay from TG.

    Multiaccounts Will be happy with This :)

    You can't transfer the gold to your main though.

    as a summary, 1st just do your job and give the Golds in TEST server... dont read novel to the players... why nobody answer to the players? GIVE THE GOLDS IN TEST SERVER...

    Why are some people from test server so incredibly toxic? Be thankful for free gold, if you don't like it, play normal servers and buy it.

    4. Morale malus> if off player has bigger population than def player then the power of off player get reduce proportionally to population diffrence. (just so newbie can understand), good to know i never took that under consideration, that another reason to avoid cities

    It's not proportional, the formula for the reduction is 1 - (defender population / attacker population) ^ 0.2, I believe that didn't change in TK compared to TL. Reduction is capped at 33.33%.
    For instance, having 1000 pop and attacking someone who has 500 pop with 1000 clubs results in your clubs fighting with only ~87.1% of their strength (i.e. only 40000 * 0.871 = 34840 fighting strength). Verifying in Ingame simulator results in 34842 fighting strength, the difference comes from some constant boni, 1000 clubs have 40002 (not 40000) fighting strength without morale malus.

    This is no longer T4 when clubs beats axe in every aspect of the game.

    Well, in TL clubs still suffered from the high upkeep and therefore the requirement to farm a lot. Artefacts did help with that, but mostly the players who already were kinda active, why would you give a speed/diet artefact to someone who (sloppily formulated) can't even farm without one properly. In general, artefacts helped to build a lot of hammers, also they spawned roughly at the time the WW appear in Kingdoms. Don't forget the very short server length here.

    I wouldn't say it's too much different in Kingdoms vs. Legends, a govenor account in Kingdoms has similar options compared to a Legends account pre-artefacts. Maybe you farm a bit less in Kingdoms, because those stupid kingdomwide attack alerts which make it hard to farm farmable non-gray players who have their villages inside kingdom borders.


    Btw, a lot of farming comes down to scouting, clearing the few scouts and possible some other irrelevant troops and taking home those sweet filled warehouses of lesser active players. Iirc, when having farmed 85kk per week, around 55-65% was from that (scouting + bashing + farming), only 35-45% from grays.

    T4 : axes 114 697k res/h vs club 105 604kres/h the diffrence is 11k in favour of club

    http://travian.kirilloid.ru/of…s=1.44&po&art=100&hm=27,0

    T5: axe 64 519kres/h vs club 67 467k res/h the diffrence is 3k in favour of axe

    http://travian.kirilloid.ru/of…s=1.50&po&art=100&hm=27,0

    Still no rams. :D But that's more of a buff to axes, than a nerf to clubs though. Btw: You should use cavalry helmet when going for an axe hammer.

    Comparision clubs vs. axes (yes, missing the hero weapon though):


    "Stündlich" (the selected tab) means "hourly". Guess I forgot to translate that.

    1) Clubs don't cost more training cost per hour in Kingdoms compared to Legends. They cost even less. Despite being trained faster due to better training helmets.

    2) Training cost are irrelevant, if you get limited by ressources, it's by consumption.

    3) Cities are garbage when aiming for a good production and you need to celebrate parties to get good production. So a village gives you around 4.5k production (6.5k minus 2k for permanent large parties in TH10). If you celebrate properly and manage your culture properly, you can have easily 30+ culture slots (= 30+ villages) by the end of the world. We usually get close to 30 slots despite stopping celebrations completely after 90-100 days, imagine continuing to celebrate ... (note: key point to get here is, that cities don't have two townhalls and therefore produce much less cp, therefore get outscaled by snowballing villages. you don't decide "do I spend my 20 cp slots in 10 cities or 20 villages", but you decide "do I spend my 20 cp slots in 10 cities or my 30 cp slots in 30 villages".)

    4) As off account, you don't want to max your economy after a certain point is reached, because you can easily get enough income by farming and more economy = more population = more morale malus = your hammer fights up to 33.33% worse (which is an extreme case, I'd guesstimate the actual malus be around 13-20% in most applicable cases).

    5) You forgot workshop in your calculations (at least in the kirill links ^^)

    6) Depending on what you aim to do with your hammer, 3 small hammers (i.e. no BB/BS) provides much more benefits than 1 big hammer (i.e. BB/BS) - taking those examples, because training cost are roughly the same for both. You can go bashfarming (i.e. raid someones side villages, killing the little troops in it) more flexibly, you're more flexible and threatening in offplans and if you lose one hammer, you only lose 1/3rd and can still keep farming and bashing and if you lose half of your largely built hammer, you then basically have ONE small off (instead of two). Probably some more advantages (i.e. three 1k caps instead of one), but obviously that costs more upkeep, coordination and activity.


    That being said, the optimal variant, for an active and skilled account, who is capable of getting some resources from aside through farming and bashing, is to build clubs in multiple hammers, giving up a gigantic economy due to the morale malus.


    But, if

    - you're too inactive or to inexperienced to farm properly, you might want axes to save a big pile of upkeep.

    - you're too inactive, you might want to build one large hammer (BB/BS) instead of three small ones.

    - you aim for a WW hammer, you definitely don't want to build 3 small hammers, but rather one large one.

    - you're not actively bashing, but only using your hammer in offplans and for the WW run, you want to go full economy.

    - you're too inactive to get new villages build up quickly, you should consider going for cities.


    So, obviously it depends on your situation. If there was one definite answer for all and everyone, there wouldn't be a choice. The most optimal variant is to go for clubs when being a hardcore-player, for more-casual-style players the two variants might end up roughly even and depending on the player either clubs or axes might be more convenient. However, what one should definitely know and understand is the advantages of both variants and understanding which advantages you need, which ones you can use and which ones would go to waste.


    Summary:


    Clubs:

    + More attack strength per day

    + Better stats for farmlists (speed, carry and amount of units you have)

    + Better for bashing/bashfarming

    - Require more activity to fully unleash their potential


    Axes:

    + Far less upkeep

    + Better when used rarely

    - Far less attack strength per day


    Three small hammers:

    + More flexible in offplans, also more artillery

    + Less bad when losing hammers

    + Way better for bashing/bashfarming (multiple locations -> more area to farm covered, also more troops to bashfarm)

    + Better for farming

    - Require more activity to fully unleash their potential


    One huge hammer:

    + Easier logistic

    + Less upkeep

    + Better for WW hammers

    + Less activity required


    Semi-Economy:

    + Less morale malus

    - Requires lots of activity to make up for the lesser income


    Full-Economy:

    + Requires much less activity

    + Easier to use


    Cities:

    + Less activity required

    + Need less clicks to be fully leveled and less activity to fully build quickly

    - Much less culture points and economy


    Villages:

    + Much more culture points / culture slots -> much more raw production

    - Require more activity to fully build up


    I probably forgot some +/- points, maybe I'll edit them in when I get up tomorrow. I'm super-tired and go to bed now. :sleeping: