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Conquering Guide

June 5, 2009

I thought I would start this thread to provide all the information I know about employing Administrators (Senators, Chiefs, and Chieftains). Hopefully the veterans can reply and shed additional light on the topic. If done properly, this operation provides a nice slingshot effect for your towns. If mistakes are made, however, a failed conquest can be costly. This is a high risk, high reward endeavor. Everything you do in planning and execution should be geared toward reducing the risk of failure (or conversely increasing the chances of success). The planning for my first conquest was a drawn out process of researching official Travian sources, reading forum help requests, and asking questions in IRC. I want to consolidate this knowledge in one location.

To my way of thinking, there are 5 steps to the process of conquest. I will list them and then discuss in depth.

I. CP generation and village expansion slot management
II. Target selection
III. Conquest preparation
IV. Execution
V. Consolidation

I. CP generation and village expansion slot management:

This is more of a passive measure, and requires careful long range planning. As most of you should grasp by now, there are two prerequisites required before you can found a new village.

-Enough CP
-Available expansion slot in palace/residence

Most people seem to be forward thinking about the CP. We construct buildings that provide us CP and we throw celebrations for nice boosts. Culture Points are a fairly straightforward concept.

Expansion slots are less clear at first. As you know, you can expand from a village with a residence 2 times (L10 and L20) and from a village with a palace 3 times (L10, L15, and L20). Most people, initially, expand in a series of L10 residences, and thus use one of their two expansion slots (for a non-capital / non-palace village). This means there is only one expansion slot available for future Administrators, and the pre-requisite is to go to L20 residence. Something else to keep in mind is that once you use an expansion slot for a village, that village will count against your expansion slot unless it is conquered or destroyed. For instance, if you conquer an enemy’s village A, and he expanded from village A prior to conquest, whatever village he founded still counts against the expansion slot of village A.

Now, let me interject an important concept. You do not need the minimum CP to expand in order to produce Settlers or Administrators. All that is required to produce them is an empty expansion slot in your village. You can make as many Settlers or Administrators as there are available expansion slots. The only thing required is for the residence or palace to be a high enough level to unlock that slot.

This entire preamble leads to the real planning piece. You can expand one village to the next, by constructing an endless series of L10 residences. The consequence is that you are burning an expo slot in each village, and only leaving yourself with one slot open. Thus, you can only have one Administrator per village (or two from your capital) if you follow this course.

An alternative route is to break the cycle of one village expanding from the next by expanding a second time from an older village. I recommend this course of action. This means that your most recent village will maintain its 2 expansion slots, or 3 in the case of a capital. As it pertains to conquest, the more Administrators the merrier. If you plan for it, you can have a regular village or a capital provide a permanent 2 or 3 Administrator ‘welcome wagon’ wave. So long as the actual conquering is done by another village’s Administrator, you will never lose the ‘welcome wagon’ Administrators or the expansion slots they occupy.

Finally, an advanced tactic is to conquer your own villages from yourself. For instance, let’s say you expanded once from your capital city, but now you want to make three Administrators there. Well, you can have a different city conquer the town that your capital founded. Now your capital has all three of its expansion slots back. Keep in mind though, the town that gets conquered will have all its buildings reduced by one level, all researches will be deleted, and all troops/units will be deleted. So consider the full circumstances before you embark on this tactic.

II. Target selection:

First and foremost, you can rule out two types of villages for conquest.
-Capitals are unconquerable
-A player with a single village is unconquerable

The remaining available targets should pass through your own mental filter and screening criteria. How you lend weight to each screen is up to you. Generally speaking, they are:

A. Desirability of the village
B. Tactical importance of the village’s location
C. Ease of conquest
D. Ability to provide security for the village following conquest

A. Desirability. Just because a village is able to be conquered, does not mean it’s a good candidate for conquest. Ask yourself these questions:
-Is this village a valuable cropper with good oases?
-In lieu of the economic cost of conquest, is this village economically developed enough to make conquest worthwhile?

B. Tactical location. By the time you’re looking at your 5th or 6th village, you should be thinking about the direction you want to expand. Are you moving closer to your enemies so you can engage them more easily? Are you moving toward friends so you can be more secure? Are you moving into a quiet sector so you can play SimCity? The point is, quite apart from a village’s intrinsic desirability for conquest, you need to answer think of how the location benefits your overall strategy.

C. Ease of Conquest.
-Easy: A casual, unallied, SimCity player with no army, and the village is one square away.
-Hard: An active, powerful player, with many nearby friends, and whose village is beyond four hours march each way.

Everything else is pretty much in between. The easy example and others of more moderate difficulty can be handled with only you involved in the operation. The hard example, while possible, requires teamwork and planning with several allies. Remember, the more moving parts to a plan, the more likely it is to fail.

D. Security after conquest. Turnabout is fair play as they say. Your opponent can conquer the town back, or have an ally do it. It is also possible that a neighbor will swipe it from you after you did all the hard work. Perhaps, your opponent will make building in that city difficult with constant attacks. The bottom-line: plan to hold the village in the event of success.

III. Conquest Preparation:

Four things to think about here.

A. Making Administrators
B. Cleaner
C. Defense against counter attack
D. Resources to jump start the conquered village

A. Making Administrators.
-Residence or Palace with available expo slot. Minimum cost is L10 Residence (~70k resources). Costs escalate significantly for L20 Residence or L15/L20 Palace.
-Academy L20. (~253k resources)
-L10 RP. (~20k resources)
-Administrator training in L20 Academy. (88k for Roman/Gaul; 68k for Teuton)

Everything listed above is what is required before you even have an option to produce and Administrator. Keep in mind too that you may need to upgrade your Warehouses and Granaries to support the costs of building these structures.

The cost of the Administrator is 140k / 114k / 114k for Roman / Gaul / Teuton

B. Cleaner. Without going into all the details you should already know, suffice to say you will need catapults to destroy your enemy’s Residence or Palace. Remember, do not skimp on the cleaner, you need to be thinking of how many roundtrips you will make. If it is several, that is plenty of time for reinforcements. Try to keep making the cleaner concurrent with all the steps listed in A. Ideally, your Administrator rolls out just as your cleaner is ready. The last thing you want is to have a vulnerable Administrator waiting around for days while you put together a cleaner.

C. Defense against counter attack. This is particularly important if you are making multiple roundtrips, or if you have multiple Administrators coming from one village. Your opponent can end your dreams of conquest by following your Administrator home and slaughtering him in your town. Plan for this possibility. Reinforce the Administrator’s hometown prior to the beginning of the operation. That’s why this step is in the planning phase. “Oh hey, shit, I’ve got incoming can anyone reinforce me?” is not good planning.

D. Resources to jump start the conquered village. This is not a big deal, but make sure you are saving resources and have enough merchants available to ship a good starter package of resources to the conquered village. You will likely be building a residence or palace pretty quickly, and possibly other buildings as well.

 

IV. Execution

I may expand this section at some point in the future. Each plan is going to be unique dependent on the local circumstances, and I am not going to cover them all. There are, however, several considerations that are common to every conquest operation.

-Loyalty. The end goal of each conquest is to reduce your enemy’s village to 0 loyalty. At that juncture, you conquer the town. There are several factors to keep in mind when reducing loyalty (this is a copy / paste from the Travian forums):

The factors for loyalty are:
1. tribe of the attacker
2. a random factor
3. big party/parties of the attacker
4. big party of the defender
5. the difference of the total population between attacker and defender

at 1: It is said, that the normal percentage a senator/chief/chieftain takes is:
a) between 20-30% for romans (senator)
b) between 20-25% for gauls and teutons (chief, chieftain)

at 2: As you can see before, there is a random factor. This factor seems to be +/- 2.5% for gauls/teutons and +/- 5% for romans.

at 3: If the attacker has a big party in a village, you will get +5% for each senator from this village. This only works for senators from this village!

at 4: If the defender is having a big party in the attacked village, the senator(s) work -5% for each senator. Note, the big party must be in the attacked village!

at 5: This is the most unknown part. The values i said in point 1 (should) only work, when attacker and defender have the same total population (not only population of the attacking/defending villages!) or the defender has a bigger total population. If the defender is smaller, he gets something called “moral bonus”. As bigger the difference is, as more bonus the defender gets (e.g., as less the senators will take down loyalty). I can’t give you a exact value, but i had for example some chieftains (gaul), that took only 13% each without big parties of attacker or defender. When i remember correctly the defender had around 20% of the attackers population. As you can see, this moral bonus can influence the amount of loyalty pretty much.-Destroying the residence / palace: Plan to do so with each wave. Think of your opponent’s main building level, and how long it takes to get a residence. If he gets a residence in place, your Administrator will not have any effect on the town’s Loyalty. Thus, it’s a wasted trip.

-The Administrator that conquers the village will disappear and merge with the village. The expansion slot from the village that sent him will be consumed as well. Also, his escorting forces will stay in the town as reinforcements. This is tricky if you have extra attack waves still incoming after the conquest. You will be attacking yourself.

-You can have several players send Administrators at a target to lower its Loyalty. The one who’s Administrator gets the Loyalty to 0 is the player who will conquer the village.

-If you are planning on making multiple roundtrips to conquer a village, consider destroying the Main Building as well as the Residence / Palace. That way, the enemy has a harder time rebuilding his Residence / Palace.

V. Consolidation:

Like Step IV, this step varies greatly depending on the plan. Just keep in mind that you need to have a sense of urgency after you conquer a town. You should have defensive reinforcements available to be sent to the town as soon as you conquer it. You need to rebuild buildings in a logical order, and quickly. Bottom-line: plan that you will be successful in your conquest, and you will be more likely to hold onto your gain.

BlueFalcon wrote:

Finally, an advanced tactic is to conquer your own villages from yourself. For instance, let’s say you expanded once from your capital city, but now you want to make three Administrators there. Well, you can have a different city conquer the town that your capital founded. Now your capital has all three of its expansion slots back. Keep in mind though, the town that gets conquered will have all its buildings reduced by one level, all researches will be deleted, and all troops/units will be deleted. So consider the full circumstances before you embark on this tactic.

Actually, this is one of the FEW places where you will NOT loose levels (Chiefing a player larger than yourself is the other)

What you will loose, though, is anything researched (this includes Units researched in the academy, Offensive levels researched in the Blacksmith, and defensive levels researched in the armory) as well as Trapper’s cabins, and walls.

 

Just some added information about Senators/Chiefs/Chieftains:

The senator works after the attack –> If it dies no loyalty is decreased by that senator

If you lost 51% of your army:
1 senator ->dies no decrease
2 senators ->1 dead only one decrease the loyalty
3 senators ->2 dead only one decrease the loyalty

If you lost 49% of your army:
1 senator ->one decrease the loyalty
2 senators ->1 dead, only one decrease the loyalty
3 senators ->1 dead, only 2 decrease the loyalty

1 senator:
dies if 50% or more dead of your army

2 senators:
First dies if 25% or more dead of your army
Second 75% or more

3 senatorss:
First dies if 16,67% or more
Second dies if 50% or more
Third dies if 83,33% or more

Also note: You will only lose population in a conquer if the defender is SMALLER than you (total population) before the conquering of the village. If they are the same size or larger, then there will be no population loss. The population loss is 10%, or 1 level of every non-level 1 building/field.

 

source: Travian Forum
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One Comment leave one →
  1. AWildBard permalink
    September 30, 2009 9:18 AM

    If I conquer a village that used an expansion slot, I cannot use it even though the residence was destroyed and rebuilt to lvl 10. I can get only one expansion slot by building res to lvl 20.

    How can I get that first expansion slot back?

    1 Destroy (zero population) the expanded village(the village which was settled by the original player)
    2 the player deletes
    3 what happens if I also conquer the expanded village? would the first village clear it’s expansion slot?

    Is this correct?
    Are there any other ways to clear that expansion slot?

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