Posts by Hæim#NO

    I have a couple of potential solutions

    1. You can only menhir to a kingdom that is at the very least 7 days old (3 days for 3x servers)

    2. You will keep all resource fields, but you can only menhir if you have a 4-4-4-6 village, and you can only be menhired to other 4-4-4-6 abandoned valleys.

    *1 makes it so that for sneak attacks with menhiring players next to an enemy treasury has a longer delay, requiring a king or a duke to settle a new village there before doing the normal activation process. this gives time both to shut down the village before it activates, as well as giving the usual time to react before a menhired player can attack you. You could even make it so that activating a treasury takes 24 hours instead of 12 hours, activating and deactivating treasuries is not really something that should be done on a whim, but should be a large decision made by the kingdom.

    *2 This will stop the resource pile boosting, and will also not punish newer players when they menhir after a couple of days of building resource fields. Having to rebuild your resource fields after moving can be a bit of a daunting task because it feels to them like they just wasted the last couple of days of upgrading resources.

    First I want to say that I don't think I've ever seen someone who was already under constant attacks when they went into vacation mode not be bombarded again once they leave unless they relocated to somewhere else in the meantime, which they could do without having to wait 24 hours for it to activate. Vacation mode is only really helpful if you are able to stay out of harms way for the duration of the boost to allow you catch up (or in some cases surpass) your peers. Until you do, you will be weaker than them in fighting strength, and be a prime target for attacks because you are also twice as good of a farm now.

    The main thing that is being taken advantage of right now is the bonus production you get after the vacation ends. For there to be a reduced advantage for experienced players, and for there to not be any downsides for normal players, I would suggest that you give resource crates instead equal to the amount of production they should have produced if they weren't on vacation based on their villages production as they entered vacation mode. Not at the end of it. This should also scale based on when in the server the vacation is used. A week 1 vacation would set you back much further than a week 10 vacation would since you are already starting to flatten the growth curve. There are other catchup mechanics like adventures giving resources based on time since you registered on the server, but I still think that it should have a bit of extra scaling for the first week or so of the server. Ofcourse, this will not solve the issue with someone being able to build up their cropper, but at the very least it makes it so that people can't just build up 3 villages in a single day to then get almost a weeks extra production that they should not have had.

    The second way vacation is used is to be able to sim up before building a large army at thalf the cost, or at twice the normal speed. A fix to this one that both stops veteran players from being able to take advantage of it, and helping newer players would be that you converted a certain % of the resources you should have produced during vacation straight into either def troops, or the base troop of that tribe (clubs, legos or phalanxes) as soon as the vacation ends. If they are def troops then they will also be a little bit more safe from attackers as they leave vacation mode, since they otherwise would have next to no def troops for the first day after leaving vacation mode.

    That's what I got for now.


    Hello there! I would like to refute your claim of there being no rewards for using vacation mode. You said that wood, clay and iron are paused during vacation time, but crop is not. You can start activating vacation as soon as the server starts and then rush to settle your second village. If you settle your second village is a 15c village, then when vacation starts you will still get the full crop production of the cropper. this means that you can build up the village without getting any attacks with next to no drawbacks until your vacation runs out.

    If this was all there was to vacation mode, then I wouldn't have minded that it exists, but because you get double resource production and half the time to train troops, the whole thing goes haywire. You might be thinking that since you have a 15c village you won't be getting any bonuses from the vacation boost, but that's not true at all. in the 7 days that you were on vacation, you will have been upgrading buildings and resources and passively accumulated culture points to the point that when you get out of vacation you can settle up to 4 villages in the same day, and given that you might have over 100k crop production in your cropper already by this point, you can upgrade all these villages to level 10 all resources in a matter of a couple, if not a single day. So, what does that make your production for the next 6 days look like? You now have 4 villages with 6 croplands producing normal amounts of crop, but double of every other resource, so it's as if every 6c village you have has 30 tiles instead of the regular 18, and they are half the effective cost of what they normally would be. So you are now sitting with what is equivalent to 8 villages worth of resource production, and 4 villages worth of crop production as well as a very highly upgraded 15 cropper. Now, what do you do with these resources?

    What if you let's say decided that you wanted to build some troops, how much could you build? You have already spent 1 day after vacation mode ended on doing resource and infrastructure upgrades in your support villages, so you have 6 days left. But this is not 6 regular days, this is 6 days where you build troops in half the time. what does this mean? first and foremost, if you just want to build troops efficiently, you could just queue in level 20 barracks, stable and workshop and ignore the greats, and you would still be keeping the same pace as someone who is building in both great barracks and great stable, but you will also build siege in half the time that they do, so it's as if you get a free built in great barracks, great stable and great workshop until vacation ends. The sillyness starts when you start building troops in great barracks and stable as well, because all of a sudden you can get 12 days of troops built out of level 20 barracks, level 20 stable, level 20 workshop, level 20 great barracks, level 20 great stable and ready to use on day 15 of the server, and because you have the production equivalent to 7 villages and a high cropper, you can actually afford to do this to some extent as just a governer.

    So, how does the math work here exactly? When you activate vacation mode, you kinda save up resource production to claim it later. Imagine that from the second before vacation mode starts and the second it ends, there is just 1 second between them. Now, what would happen if all of a sudden in that 1 second your total production went from 1000 to 100 000, and you gained enough culture points for 4 new villages. That is the true strength of the current vacation mode.

    So, how would I go about fixing this? Simple. Make it so that you can't upgrade buildings in vacation mode. This whole strategy relies on that to be able to function, and it's not really something that should hinder someone who is actually going on vacation. There is still a way to use it by going in vacation mode the second you start building an endgame hammer, and just spend all the crop you have extra on building up queue until you exit and then spend all resources on keeping queues going. this would make it so that you only have to pay 1/4 of the resources in maintenance if you are planning on building the hammer for just 2 weeks, but if it's longer then it will accumulate back up quickly.

    But still, why do I love using vacation mode so much? I have only used it on 2 servers so far, and it has been a very enjoyable experience. Why is that? It's not because I'm not getting attacked. I honestly wouldn't care if I did because that's just how things are normally. What I love about vacation mode is that you can customize your playstyle to a whole new level that you have never been able to do before. It adds a new way to play the game through sacrificing your early game for a stronger mid game, and I think that this is something that should be encouraged as most people don't really understand the strength of timing pushes and power spikes. If there was a way to make it more obvious that you should be building troops right now, or you should be building villages right now, then that would help a lot for a lot of inexperienced players when it comes to teaching them how to play the game better.

    So in a weird way, this oversight of yours added new levels of depth to the game to explore by the ones that found it, and gave us a new fun experience compared to the way travian kingdoms has been for the past years.

    Be2-e4 The wave limit is just a limit to the number of attacks that you can send out of each village per second. You can circumvent it by sending more attacks at different speeds to land on the same second. So for instance if you launch 4 attacks, then level up tournament square once, then send 4 more attacks you can land 8 attacks in the same second. And since they weren't launched on the same second, the game won't prevent it.

    What kind of kingdom are you playing in where people are allowed to steal each others villages? That sounds like a place I want to stay far away from lol

    An idea could be to have WWs more spread out since it is very possible for a large kingdom to grab 2 WWs for themselves without much issues.

    Another idea is to make it so that a WW can be built in any village owned by the king except for their capital (max 1 per king). This way every kingdom would have the opportunity to build a WW, but you would have to rework how the WWs affect victory points. Maybe make it so that the WW increases VP production by a percentage or a flat amount instead of increasing the total amount of VP the kingdom has?

    We've had a fleet of carriers warp in around our sector over the last 3 hours, but all I can see is ancient villages. How do I fix this? It kinda breaks the immersion of the game. It's called Travian Federations, not Travian Kingdoms? Thanks!

    - Hæim

    I think that the cranny is a bit underpowered right now, so I think that you should add a feature where after a 48 hour activation time (24 hours on speed) you can not just hide your resources but ALL your villages from ANY attacks for up to 2 weeks (7 days on speed) total per server, so even if they try and they want to, they can't attack them.

    This obviously sounds a bit too powerful, so you should make it so that you cannot attack other players yourself while it is active, nor will you be able to train any troops or produce any resources. Worry not though, once you deactivate the cranny you will get 2x the resource production and it will only take half the time to train all troops. We wouldn't want you to fall too far behind from hiding from the game for 2 weeks.

    This should obviously be possible to do with WW villages as well, since why would you ever want to let an enemy attack them? They could destroy stuff and make it possible to have an exciting and fun ending to a server! You wouldn't want that now, would you? :huh:

    Anyways, let me know what you think! I think this is a perfectly balanced idea, and I'm surprised this isn't in the game already ?(

    - Hæim

    I'm just going to add a couple of ideas that I have for how you could potentially fix menhiring from being abused they way it currently is.

    1: Make it so that all troops that are in your village gets removed entirely, or gets removed from the village but put into unit queue so that they will get built over time. Example: You have 500 clubs when you menhir. After menhiring you have 500 clubs in queue in your barracks. This also includes the 12 hour attack ban currently in the game. Hero would survive this though.

    2: Make it so that instead of only getting resource packs when menhiring, you instead get averaged resource field upgrades equal to the total amount of resources you would have gotten back -1 level on average. You get resources back from that 1 level per resource instead of all of them. Example: You menhir whilst having all resources level 5 and arrive with all resources level 4 with most of the resources needed to get level 5 in your heros inventory.

    3: Make menhirs only possible once per day per player.

    This makes speed settling as difficult as it used to be before menhiring was a thing, it makes menhiring an attack force into enemy territory impossible since they would just be menhiring a village with an insanely large queue, and it doesn't really inhibit newer players since they would just have to rebuild a single level of fields to get back on track. They would be low on troops for a bit, but most likely they wouldn't have been building anything in their barracks at the time anyways, so it shouldn't set them back by much. So in other words, there is no real side effects for the group that this feature is aimed towards, whilst also inhibiting the worst abuse that this feature can produce by the experienced players trying to further their game.


    How would this function with the troop quests? Can you just build and cancel until you have the 100k troop quest done?

    Also, how would the troop reallocation work with the different units costing different amounts of resources? Will you get awareded back the difference, and if so, if you switch back again would you be able to use the resources you got back to queue new units, then cancelling again moving you along the troop quests?

    If reallocation does not give back resources, will these resources be lost then? Or will the total amount of resources spent on building 1 unit type be converted into resources used to build another unit type? Could this lead to you just building the unit you can sink the most resources into then switch to the one you intended to build, more or less giving you a free NPC trade?

    There seems to be some underlying issues with this concept as the game functions today, so I doubt it's going to be implemented, and if it is then it will break the game even further than it already is.


    I've got a nice little idea that I would love to see in the game that literally wouldn't change anything, but would be such a nice thing to have. But first, let's look at these wishes that you wanted feedback on

    1. When sending resources to my villages some indicator would be nice how much resource can I store there. (like I have wood: 650/4000, a number would show I can send 3350 wood)

    2. At baracks/stable or workshop at the bottom where there is a white space now, the required resource production per hour could be added to see whether I need to level up my barracks for the current production or not for the selected unit. For example: If clubswinger for a given level of barracks takes 30 seconds to produce, there numbers would be there: wood: 10200, clay: 7800, iron: 3600. It would be helpful to balance the level of military building production with resource production fields.
    3. Some ROI calculation for the resource fields, I think most of the players thinks higher the better but after level 12 it could take 20-30 days to produce the resources it was invested into the upgrade. Of course this ROI depends on connected oases bonuses, travian plus and resource production bonus buildings.
    4. Could the king be allowed to see his/her own kingdom member's troops somehow without using getter tool.

    1. I think that this is a neat addition to the game. It saves you the time it takes going back and forth between the villages trying to figure out just how much resources you can send to it, and what it needs at that moment.

    2. I feel like this doesn't really feel like it's in the spirit of Travian to be honest. The thing about travian is that it seems simple on the outside but once you get into it, the game gets very complex. Figuring out these things on your own is a part of what makes these games fun to me, and for many these things don't matter at all. They just queue troops up to 100+ hours without thinking about it twice. I think it's better to keep the game looking simple with not necessarily hidden complexity, but rather with parts of it that can be explored and exploited once you start to understand the game at a deeper level.

    3. I feel the same way about this as I did in number 2, but I will add that this is just how I feel. I'm not going to be against this feature being added into the game since it is convenient, but this is some of the baseline things to figure out about this game. It's super simple math, and a great starting point before going into more complex stuff. If you do decide to add this, could you add the same feature to resource buildings as well?

    4. I think this is fair. The king is the one responsible for the kingdom, so they should have as much information about what's going on in it as possible. If the king can not be trusted, then neither can the kingdom. Maybe make it so that this feature is somehow limited to villages inside of the kingdoms borders?

    5. The quality of life thing that I wanted to have added was simply to add a quest for 1,000,000 units. It's not really ever going to be reached, but it's nice to know at the end of a server just how many troops you have trained. Most players will manage to cross the line of 100,000 troops before the server ends, and after that point you don't really have any way of knowing just how much you've actually built. Many troops die in many battles, and it takes a long time to add up everything to figure out the final count. Reward could be anything. Let's just say 0 wood, 0 clay, 0 iron and 1 crop because it sounds fun lol

    An alternative to this could be to add it to the statistics page in the form of "My statistics" including stuff like

    Troops built:

    Troops dead:

    Troops killed (off and def):

    Troops starved:

    And while we are on it we could add stuff like

    Current wood/clay/iron/crop production:

    Highest wood/clay/iron/crop production achieved:

    Total amount of wood/clay/iron/crop produced:

    And whatever else could be interesting. Maybe this could be visible somehow for each individual player in the hall of fame part of the lobby somehow? Would be interesting to look at how I've progressed as a travian player going from server to server, and I'd be more able to compare 1 strategy to another, not just between my own servers, but through discussions with other players as well. Graphs for current production and current troops would be cool to look at. I always enjoy looking at it in gettertools, even after a server has ended. It tells a story. :)

    - Hæim

    Leave your kingdom, chief the village then join it again. Protection only works against players from the kingdom that granted the protection. Since you are no longer in that kingdom the protection granted by it is null and void, so you can just keep on going. Kicking someone out of borders still requires you to wait 3 days still if you want to chief them. Only way to do it right away is by temporarily leaving the kingdom. Do inform your king and your kingdom members of what you are doing so that they do not turn on you thinking that you have betrayed them or something like that.

    - Hæim

    If there is too few accounts on a server then the map does not expand at all, but this doesn't mean that the calculation for when to expand vs when not to is based on how many accounts there are, it could be decided by some other factor as well. My best guess for what it could be other than the number of accounts would be the distance from the furthest away newly created account to (0|0) which is basically the same as the number of accounts but it can vary a bit from server to server based on spawning space. I've never seen new accounts spawning right up to the wall before, there's usually a bit of space left for expanding outwards, but not really any more than 10 tiles as the map starts expanding. This could be tested assuming that kings will spawn with atleast a certain distance between eachother if we have 100-200 players all starting the server as kings we should be able to force the map to expand out much quicker than normal if this idea is true xD

    - Hæim

    This. And unless you know when they're planning an action, you can't know this. I never experienced 24h+ travel time by any normal means (sieges versus WW excluded, of course). Maybe adding a 12h delay before you can re-activate the treasury would solve the problem entirely. That way you do lose one day of production when disabling & reenabling it, no matter when.

    LOL. This actually made me laugh. xD

    To your question though: No, you can have at most 1,000 outgoing attacks from a single village.

    Yup, adding another 12 hours would make it impossible to do this every day! Great idea! I still believe that we should consider moving the vp generation out of the truce though :)

    My mind works in a very peculiar way, and I come up with things like that because of it xD

    No, I've never been in a situation where making use of it has been necessary. It's by no means a flawless strategy. If you can coordinate attacks over night to land in the 4 hour window in the morning then the strategy could make things worse for you since it's much more difficult to coordinate defense over night since most players are sleeping at that time. It takes the right situation for the strategy to be viable, but this situation is bound to happen sooner or later, and if it does then I can only imagine it being incredibly frustrating to play against since it's utility is mainly at the very end of the server where any edge can make the difference of victory or defeat. You would have to figure the strategy out, find the countermeasure as well as create and coordinate an attack plan with a limited window meaning players would have to demolish or gold up tournament squares to be able to land on time. If you're not aware of it and prepared for it then you can very well end up with having all your plans go down the drain because of it.

    The best solution for this would in my opinion be to move the time when vp is calculated from 00:05 to 23:55, 5 minutes before the truce starts since that means that you can coordinate attacks on most of the treasuries in a kingdom so long as the attacks take less than 16 hours to reach their target (or more if the first idea is implemented as well) without the kingdom you're targeting having a guarantee that you will not be able to steal any treasures, victory points or destroy the all of the treasuries without destroying most of the village in the process, and they can still gather up treasures and use the remaining treasuries to generate vp after the truce starts even though the treasury village should have been made useless at this point.

    Deactivating treasuries and hiding treasures has long been a strategy kingdoms use to try to get an edge in the end game, and the way to get around this is by targeting the time when vp is getting generated from treasures, but that is not currently possible in night truce worlds.

    Hm. To the first one: It solves a part of the problem. The main problem, that I have experienced, is, that many people aren't online to relieably send attacks when having to arrive at 08:00 or 00:00. If you run 8 hours for instance, you would have to be online at 16:00 or 00:00 respectively. Many people work at this time and are usually online from 17/18 to 22/23 o'clock. But I like the idea, at least being able to relieably coordinate something is a huge benefit compared to the current sh...system. I still get nightmares from planning!

    To the second one: You can't solve this problem too well. Best you can do is to calculate VP at 16:00. This way you always have an 8 hour window, instead of a 4 hour one. BUT ... it would ruin all efforts from point one. No matter how you put it, all you have to take care of is to activate the treasuries, such that the calculation time is within the open-time. You can close the treasury from 16:01 to 04:01 (and activate it the other half of the day), when calculating VP at 16:01, which yields in 8 vulnerable hours - but you can't do any better. If you move the calculation point forward, you can disable from (for instance) 04:59 to 16:59 for only 7 vulnerable hours; if you move it backwards, you can disable it from (for instance) 15:01 to 03:01 for again only 7 vulnerable hours. BUT - this can be done in normal worlds aswell, only difference being, that 12 vulnerable hours is the best you can achieve there.

    You can't reliably solve this so that every player would be able to make it to every single attack timing, but having a situation where it is not possible for a team to coordinate an attack at all because the game doesn't allow you to is a bit bigger of an issue. Having 2 golden treasuries far apart from eachother will make it really hard to be able to land on both of them at the same time for instance. I mainly coordinate defense, but even I noticed how limited the attack options were for our opponents.

    Regarding the second one the main difference from night truce servers and normal servers is that on normal servers you can target the 00:05 time when victory points are being generated to deny the kingdom you are attacking victory points at the very least if they deactivate their treasuries. On night truce servers you can activate the treasury after the truce starts to make them practically untargetable for any attack landing before 00:00, then you can collect treasures in those 5 minutes. This does require you to think far ahead though since you have to start deactivating the treasury 24 hours before the attacks land. I do think your idea of having the points be calculated at 16:00 is interesting, but I personally would want to see it happen at 23:55 since this gives up to 16 hours of being able to send attacks, so it should make it much easier to coordinate attacks on a larger kingdom, and it also ties in well with my other suggestion as well meaning that you would always be able to land in those 5 minutes of the day no matter where on the map you are sending from. The most important thing is to move the vp generation out of the truce though, so any time other than from 00:00 to 08:00 is fine in my book. You can in theory already target both sides of the vp generation timeframe by having attacks land both right before 00:00 and right after 08:00 but you would require 2 rammers because they can easily get the wall back up to level 20 in those 8 hours they have to wait for the second wave to arrive (not that you would actually want to attack the same treasury twice), and sending attacks to land right after 08:00 can be kinda annoying since you have to choose targets in a rush if you don't want the kingdom to come in and pick up the treasures sitting in the village before your second wave arrives, and keep in mind that you have to do fakes with this kind of precision as well. It would require players to take time out of their day to send the attacks, but atleast it would feel like it was worth it to spend the time since they were able to destroy some treasuries instead of a couple of wheat fields, or deny their opponents their daily vp that they so desperately need :)

    It's not necessarily about how long they are vulnerable but rather when they are. If your opponents are more likely to attack in the morning then you can have it be active in the evening and have it deactivate during the night as well. You can basically deny your opponents their preferred style of attack from working well every single time, forcing them to switch up their strategy and possibly lead them to making devastating mistakes.

    Also, as a side note it is possible to have attacks land 5 minutes after the night truce starts so long as the indicator says that the attack will be sent before it starts when you send the attack. If you somehow are able to set up 350 attacks and start sending them so that they land between 23:59:20 and 23:59:59 then each and every one of them would be pushed back 1 second since you can't send attacks that land on the same second if your target is too close thus pushing your final attack back until after the vp generation happens making it in theory possible to pick up a large part of your treasures with close to no counterplay at all. If your opponents wants to do the same they have to send up to 4 attacks for each second they want to push back their attack, and I think 350 attacks is quite difficult to achieve, so 1400 attacks is probably not possible, if it even is possible to send more than 1000 attacks from a single village in kingdoms?

    - Hæim