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Azure’s Farming Guide

March 15, 2009

Default azure’s farming guide.

After a year of playing Travian, I decided to type up a few thoughts on the activity that I recieved a bunch of shiny purple medals and ribbions for. Being an active farmer is time-consuming, but is also the fastest way to bring in resources. 

I divided up my strategies into early-game, mid-game, and late-game. Since we are close to the end on us1, this will mostly help those who are playing the next round, or are on another server.

Early-game 

I have complied successful farming strategies here that apply to all of the tribes. However, each of the tribes play differently. For a comprehesive detailed guide for how to play each one at the beginning, I suggest that you refer to the following aggressive guides. hugglebear in particular should be required reading, simply due to his unique writing style.

Teutons (Evil-Jake)- http://forum.travian.us/showthread.php?t=17443
Teutons (Nailzz) – http://forum.travian.us/showthread.php?t=24696

Romans (Tinasulia)- http://forum.travian.us/showthread.php?t=35551

Gauls (hugglebear) – http://forum.travian.us/showthread.php?t=42116

In the first month or so, you will be in a battle for control over your 14 by 14. For now, divide all other villages in this area into categories: Allies, enemies, farms, and future farms. Allies you will want to stay in close touch with. This is to ensure a friendship so that if you need help, they will give it, and vista~versa. Enemies should be kept closer. If they are by themselves, go ahead and destroy thier military and raid them into the ground. On the other hand, if they appear competent and have friends, wait until the opportune time to catta them. Farms are typically inactive or wheat-killed (with a little help) , while future farms are places that you haven’t gotten around to yet. You may also want to allow 2 or 3 others to grow until they have multiple villages with populations over 500, then start to chief them. However, that is a risky tactic that could come back to bite you, so be careful.

Keep a look out for new players, and keep a list of when they come out of BP. The first farmer to arrive gets 800 of each resource! Second place is the 1st loser.

Travian Toolbox us1 http://traviantoolbox.com/annuaire.p…&type=distance

The tool that I found most useful at this stage in the game is the Travian Toolbox Farm Search. Start by entering the coordinates of the village that you are farming from. Then put a cavalry unit in as your slowest unit, and set the max distance at 200 minutes. I usually input 1000 as the max population for the first 2 months, then 200 as the minimum for months 3 and 4 of the server. I then put in alliances that I don’t want to raid in the pact section (i.e. AoD; AoD-II; AoD-B) After pressing the Farm Search button, I will get a list of villages that fit my parameteres, starting with the closest one, and moving outward. On this list I will be able to view the growth of the village for the last 3 days and the last 7 days, and if someone is inactive, I will send 5- 50 scouts (depending on the month) to view the defenses. I always scout the defenses, rather than the resources. If someone still has troops, than I know that they have full warehouses and graneries already. No point in scouting the resources in that case. This tool will become obsolete after a few months due to the fact that a) most of your new farms late in the game will be a longer distance away, therefore you have to flip through many pages to find them, and b) this tool measures individual village growth for determining if is inactive, and most players will only be working on a few villages at a time. For example, my capital and hammer villages are listed on here as ‘inactive’, but I wouldn’t define them as inactive.

Mid-Game 

In this stage, the most effecient farmers have suppressed thier local area and begin to expand thier agricultural empire. At this time, there sould be a village dedicated to training scouts, and second hammer village for clearing out new farms. Please note, that there will be days when you lose 4 or 5 farms overnight due to chiefings and/or deletions. It is important to be finding new inactives to raid at the same rate. Your farms will also lose production over time due to other farmers expanding thier territory and due to idiots who use inactive villages for catapult practice. 

World Analyzer us1 http://travian.ws/analyser.pl?s=us1

I start to use The World Analyzer to locate farms at this time. I usually look at the history stats for alliances that are in my quadrant to keep tabs on them. If an alliance is a farming list, then I go ahead and raid anything that is showing zero growth. If they are a more organized alliance, then casually farming one of thier members is generally going to reap bad results. In this case, I patiently wait for them to kick the inactive player, and then start to farm those accounts when they lose the tags.

At this point in the game, there may be some inactive capitals LOADED with defense troops. If your mini-hammers are growing too big, then a good attack set to raid with your hero along may be in order. However, many times you will want to just raid the oasises of the capital instead of taking the troop loss. Remember that you can raid the same oasis every 10 minutes for 10% of what the warehouses and graneries hold.

Late-game 

TravUtils http://travian-utils.com/?s=us1&user=ch2

I differentiate this from end-game. End-game starts when the Natars spawn. For farmers, the late-game is when the farming circle expands more than 100 squares away. Seeing how this takes up so much territory, and the number of alliances that you can potentially farm leftovers from, the best tool to use is TravUtils. There is a feature on here that will allow you to view ALL accounts that have left an alliance. Not only that, but it records and saves them everyday, so you can look at those who were kicked yesterday, the day before, the day before that, etc… Also, by clicking on the name of the account, you can see recent activity and a map of thier location.

It is generally a bad idea to farm from anyone in an alliance at this point, because any group that has survived to this point has some level of competence, and can rein thier comrade with a wall of reins. Since by now, you will probably be raiding with a WW hammer, you want to be farming inactives without showing enemy alliances where you have your hammer village at to prevent unnecessary losses. Also, your hammer, if properly developed, should be above 100k at this point. Don’t be intimidated by the -wheat usage. Embrase this aspect of your army as if it was your child. You can never have enough troops at any time, except when the WW finally gets to level 100. Then, any troops that are still left alive were a waste of time.

Other notes-

Blacksmith-

This should go without saying, but any and ALL troops you are farming with need to be upgraded at the Blacksmith. This can make the differance to losing a few dozen to losing a few hundred soldiers.

Freeloaders- 

There is the temptation to use your alliance attack page to ‘discover’ farms that your teammates have uncovered. I highly recommend that players do NOT engage in this practice. It is quite obvious who is participating in this shortcut because they seem to always be raiding the villages that I lose troops in clearing 1 or 2 days after I do so. These sort of actions where you take advantage of somone else’s hard work without any arrangements with them will probably seriously express them off. Just remember that if your teammates can’t trust you, you likely won’t recieve any help from them if you need it (reins anyone?).

The size of your raiding party- 

The size of your raiding parties should reflect on how many resources they are bringing back. If you are grabing in the neighborhood of 50k total resources every time, then 1000 imps or macemen, or 500 TT’s or EI’s should do the trick nicely. If it is approximately 20-25k total, then take those numbers and half them. The only times that I send more than 1000 troops is when I am doing the clear and if I’m emptying a high-volume capital.

If I grab the max amount of resources that my troops can carry, then I send another squad out immediately. Otherwise, I will wait for a few hours or until I have a lot of troops sitting idlely around the place.

Organizing a farm list - 

There is a need for you to keep a list of farms handy. I know of three common ways to do this. The simplest way is to do a spreadsheet on your computer. This is effective only if you are using the same computer or have the list stored on a flash drive. Gold users sometimes create links to all of thier farms, but this can make your screen busy if there are a lot of farms. Then there is the way I do it. I organize my battle reports in such a way as to keep track of who I’ve raided when. After I send out another raid on a village, I erase the previous report. I also erase all marketplace tranactions, reinforcement reports, and erase/archive any attacks on me. What is left in my files is one report for every farm that I don’t have an attack going towards at this time. Typically, there will be 1-4 pages of reports for me to sift through to figure out where I want to send any troops sitting around at home. This also helps prevent sending attacks at the same target within a few minutes of each other. The only downside is when I accidently erase reports that I haven’t sent raids at, but that is a rare occurance.

Espionage

In addition to using tools to locate easy prey, there is also the human element to be accounted for. Instead of farming everything in sight, it can often be beneficial to befriend a handful of smaller players. They can report to you on who else is actively farming them, and enter into various mid-sized alliances in order to give you intel on the players there. Effectient use of other players can help you in the long run, as well as allowing them to survive this game longer.

How many towns should you train troops at? - 

I know some players like to research and train every type of troop in all of thier villages. This is very inefficent, and inefficentcy leads to being a farm. I plan ahead, and set aside villages to train offensive troops (blacksmith upgrades to 20) and other ones that specilize in defense (with full armory upgrades). I also level the barracks, cavalry, and siege workshops that I plan to use up to level 20. Everything else is just a feeder village to ship resources to my military villages and create CP.

My answer to this question “how many towns for each?’ is quite simple. How many towns can you afford to train troops at 24/7? This is the solution to this puzzle. This can vary according to your tribe and play style. To give you an example, this is what I am producing in a 33 village Roman account where I am currently the top raider, all with level 20 buildings and blacksmith or armory upgrades:

4 villages offensive (1 with barracks, stable, GB, GS, and siege, 1 with barracks, stable, GB, and siege, and 2 with barracks and siege). Romans use imps, and either EI’s or EC’s, depending on the purpose for the hammer. EI’s are great for farming, but the EC packs a lot more punch if you are creating a WW hammer.

6 defensive villages (all with 1 barracks producing preats). Roman cavalry sucks for defense, so I don’t bother with it. It would be wise to either have 1 village training legos or have a Teuton friend on call to help with the cavalry defense. One last thing, don’t ever bother using to GB or GS for defense troops. You can create four troops for the same effect for every one you train in the GB or GS. The Great Barracks and Stables are only useful when you have a lot of excess resources and want to build a rather large hammer faster.

2 scout hammer villages. This should be self explainitory.

Teutons are going to typically have more offensive villages and thier defensive villages will be training paladins (cavalry) and spears. Macemen are great for raiding with, but by mid-game most Teuton players replace them with axes. Paladins are great for raiding, but with lower off power, you will probably want to only raid inactives with them.

Gauls will usually have about the same number of offensive villages as Romans, and thier defensive villages will produce both phalanxes and druids. Again, with the Gaul tribe you have a choice for cavalry. The TT is wonderful for raiding, you can literally farm an entire quad with ~40k of these. The Haeduan has a higher defensive rating, but that is ofset by the fact that they are slower and carry less loot when they farm. Per wheat TT’s and Haedeun have about the same amount of offense, so if you are on for most hours, stick with the thunders.

I could be making more troops (and probably should), but I’ve also been throwing parties like it was the end of the world.

Any suggestions, comments, or flames? I will probably continue to edit this when a good suggestion is posted or memory comes back to me.

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