Wednesday, 4 April 2012

Travian Ultimate beginner Domination guide!

If you’re wondering  how the top players found a new village by day seven?. Their population size is around 250, and their army is about twice their population size of at least 500 clubswingers.?

If you ask them how did they do it, they will not tell you. But here’s how its done. 


Firstly I'll advice you to use teutons
Teutons are the most aggressive and have the best troop types for an offensive play. Their troops are cheap and fast to train.Because of their cheap price and quick training time, Teutons dominate the early game and are best suited for an aggressive play from the beginning to the end.

So you've started travian Just now . Here's Is a step by step instruction to Dominate the game
Getting ahead and staying ahead in Travian requires a certain kind of discipline. Not a militaristic kind of do-it or peel potatoes, but a personal dedication to achievement that can only occur when commitment is present.
You need to be super active during this time, and preferably have your PC switched on while you do your work.

Day One – The Taskmaster

The best time to register is on day three of the server. Why day three?

The beginner’s protection is 3 days, and by registering on day three, some players who registered on day one are just exiting their protection. So you will have players to farm.

Registering later than day 3, such as day on 5 or day 7 makes it very difficult to catch up with those who registered earlier. Don’t expect to be among the first to found a 2nd village if you registered one week late. But if that’s not important to you, then you can register at anytime during the early game.

Preferably you should register in the morning. You have a full day ahead.

Day one, you begin the game with 750 units of each resource (wood/clay/iron/crop).

You will want to follow some of the instructions given by the Taskmaster because as you complete them, you will be rewarded with resources, gold, Travian plus and others. Taskmaster’s tasks have been listed down along with the reward for easy reference.
For a Teuton, the Taskmaster has 22 tasks in total. Follow tasks 1 to 10 in order. Here they are :-

Task No. Task Your Reward

1
Extend Woodcutter L1 Instantly completed

2
Extend Cropland L1 Travian Plus for 1 day

3
Change Village Name Free resource 30/60/30/20

4
Enter player rank Free resource 40/30/20/30

5
Extend Iron Mine L1 Free resource 50/60/30/30



Extend Clay Pit L1

6
Read message Gift 20 gold

7
Look for neighbor Free resource 60/30/40/90

8
Send 200 crop to taskmaster 1 rat (nature reinforcement)

9
Extend Woodcutter L1 Free resource 100/80/40/40



Extend Clay Pit L1



Extend Iron Mine L1



Extend Cropland L1

10
Wait for 12 hours Travian Plus for 2 days
Task 10 requires you to wait for 12 hours. While waiting, build two Cropland L1 and then Main Building because you will need to climb the tech tree in order to build barracks.


Extend Cropland L1



Extend Cropland L1



Extend Main Building L2



Extend Main Building L3
You will probably run out of resource at this point, so there is nothing else to do but to wait for 12 hours.

Checkpoint:-
If you have not already done so, you can use this time to download and install the Travian Graphic pack. Also set your timezone. Ensure you use a 24 hour military time format so there is no confusion about AM/PM times.

As soon as 12 hours have passed, and the reinforcement has arrived, you can continue with Task 11.

11 Read report Free resource 75/140/40/230

12
Extend everything to L1
Do not execute Task 12. This is where you will stop following the Taskmaster’s guide and take a different approach altogether.

You need to start farming as soon as possible. Building barracks gets top priority. You need a Rally Point to build barracks.


Extend Rally Point L1
It would probably be late now, so you can call it a day. And continue on Day 2 while your resources accumulate overnight.

Day Two – Clubswinger Rush

Your objective for day 2 is to train some clubswingers and start raiding. Build a barracks.


Extend Barracks L1



Train 2 clubswingers.
Prepare for raiding. It’s a busy day ahead.
Raid every eligible player, including those who belong to alliances. At this stage of the game, an alliance cannot/will not help their alliance members. Do not show mercy for the weak, or you will not be an effective raider.
When you raid, send a minimum of 2 clubswingers. Sending only 1 clubswinger will always die.

Avoid Gauls for the time being, until you have at least 100 clubswingers. Raid the closest Roman or Teuton. Look for players with 2 population. There will be a few who are not under beginner’s protection.

As soon as your troops return, train more clubs. And send them out to raid again. Rinse and repeat – non-stop.

Let me emphasize, the key here is you gotta raid like there’s no tomorrow.

By day end, I have 10 clubswingers, but you could have more if you are hardworking enough. Also by day end, I managed to build the following :-


Extend Cropland L1



Extend Cropland L1



Extend Cropland L2



Extend Cropland L2


Day Three – More Clubswinger Rush

Your objective for day 3 is to build up some infrastructure, train more clubs, and do more raids. You will run into negative crop. Do not be afraid to run into negative crop.

To make it easier, I activate Travian Plus sometime on day 3. You do not have enough gold, so buy 600 pieces of gold – it is the most value for money.
Continue to raid non-stop. Pay attention to players who are exiting their beginner’s protection, especially those with 2 population. They are rich farms indeed.

You will need a bigger Warehouse and Granary capacity as you find resources are pretty imbalanced – too much iron, too little wood. NPC as needed, but in order to NPC, you need a marketplace. To build a marketplace, you need Warehouse and Granary.

Here’s my build order for day 3 :-


Extend Warehouse L1



Extend Granary L1



Extend Marketplace L1 Achieved in early morning







NPC resources



Train more clubswingers







Extend Woodcutter L1



Extend Woodcutter L1



Extend Clay Pit L1



Extend Clay Pit L1







Extend Cropland L2



Extend Cropland L2



Extend Cropland L2



Extend Cropland L2 At this point all croplands are L2







Extend Iron Mine L1



Extend Iron Mine L1 At this point, all res fields are L1
Having achieved this, Taskmaster task 12 (everything to 1) is complete. Don’t forget to collect your reward by clicking on the taskmaster. Then continue with the Taskmaster’s assignment while raiding and training more clubswingers.

Task No. Task Your Reward

12
Extend everything to L1
(already done)
Free resource 75/80/30/50

13
Dove of Peace Free resource 120/200/140/100

14
Extend Cranny L1 Free resource 150/180/30/130

15
Extend Woodcutter L2 Free resource 60/50/40/30



Extend Clay Pit L2



Extend Iron Mine L2

16
How much barracks cost? Free resource 50/30/60/20
Need to extend the Warehouse and Granary again due to raiding capacity. But the Cropland has to go up first due to lack of food.



Extend Cropland L3



Extend Warehouse L2



Extend Granary L2
Then back to Taskmaster’s assignment.

Task No. Task Your Reward

17
Extend Main Building to L3
(already done)
Free resource 75/75/40/40

18
Look up player rank Free resource 100/90/100/60

19
Extend Rally Point L1
(already done)
Free resource 80/90/60/40

20
Extend Barracks L1
(already done)
Free resource 70/100/90/100

21
Train 2 clubswingers
(already done)
Free resource

22
Extend everything to L2
Do not execute Task 22. You need croplands more due to your growing army. What I did was, I built more croplands.


Extend Cropland L3



Extend Cropland L3
By this time, its evening and I have over 30 clubswingers. Continue to raid. You need to climb the tech tree further to research scouts. You need resources.


Extend Main Building L4



Extend Main Building L5



Extend Barracks L2



Extend Barracks L3



Extend Cropland L3



Research scout in Academy
By now, its late at night. And I finish day 3 with 45 clubswingers. To achieve this, the key again is to raid, raid, raid. You have to be very active with raiding.

Research the scout just before shutting down. It will take an hour and 40 minutes, so you can leave it overnight. Tomorrow, we will train scouts.



Your beginner’s protection just expired.
You start the day with 45 clubswingers. By the end of day 4, you will have a respectable army of over 100 clubswingers and a small scout army. You will need plenty of crop to support that army.



Extend Cropland L3



Extend Cropland L3
You would have researched scouts yesterday. So train 2 scouts.



Train 2 scouts
When your scouts are ready, scout those Gaul players whom you’ve been avoiding all this time. If they have no troops, then raid them. If they have troops, use the Combat Simulator to calculate your losses, and then calculate if it’s profitable to raid them.



For example, if you see a single rat there, then it takes 3 clubswingers to kill a rat with no losses of your own. If you see a rat and 2 phalanxs, then send at least 20 clubswingers. You will lose one clubswinger, but sending less than 20 will cost you 2 clubswingers.
How do I know this? Use the Combat Simulator.
To scout a village, send only 1 scout (not 2). You can scout all players around you without fear. Chances are no one has scouts at this stage. If your scout dies while scouting, then leave that player alone. Any player who has scouts at this stage is an experienced player, and you’re better off looking for easier prey.
Use your scouts to help you locate rich farms. You will find plenty, but you just don’t have enough clubswingers to raid with. Priority still goes to training clubswingers.



Extend Warehouse L3



Extend Woodcutter L2
Due to imbalance in resource, I NPC here.



NPC



Train 12 clubswingers



Extend Granary L3
Very soon you will need to focus on culture point in order to found a new village. Build an embassy. It is cheap, and also a great CP generator. Main Building is also an excellent CP generator.



Extend Embassy L1
Continue to raid all this time, and continue to train clubswingers in the barracks. Training is non-stop in the barracks, while you extend the structures. There is no need to extend the barracks as long as you train continuously.



Extend Woodcutter L2



Extend Main Building L6



Extend Main Building L7



Extend Cropland L4



Extend Cropland L4



Extend Granary L4



Extend Warehouse L4



Extend Clay Pit L2



Extend Clay Pit L2



Extend Clay Pit L2



Extend Iron Mine L2



Extend Iron Mine L2
Upon completing Iron Mine L2, you would have completed Taskmaster task 22. Click on the taskmaster to collect your reward of 15 gold. The taskmaster leaves you at this point.
By evening, I have 105 clubswingers and 2 scouts.



Extend Cropland L4



Extend Main Building L8



Extend Granary L5



Extend Woodcutter L3



Extend Woodcutter L3



Extend Woodcutter L3



Extend Woodcutter L3
By late night, I finish with 110 clubswingers and 2 scouts. Build two more levels of the Main Building and leave it to queue overnight.



Extend Main Building L9



Extend Main Building L10

Day Five – Infrastructure

You begin the day with a bad crop situation, about over –70/per hour. For today, build croplands to lessen the burden, and you need to increase your culture point production.
Main Building are great CP producers, but it is also important in order to reduce your build time. Building resource fields to L3 also generates a point of CP, so level up those clay pits and iron mines to crank up CP production.
Wall L1 and Cranny L1 are also cheap CP producers.



Extend Main Building L11



Extend Main Building L12



Extend Cropland L5



Extend Cropland L5



Extend Cropland L5



Extend Cropland L5



Extend Cropland L5



Extend Cropland L5 All croplands are L5 now







Extend Residence L1



Extend Warehouse L5



Extend Earth Wall L1 For CP production







Extend Clay Pit L3



Extend Clay Pit L3



Extend Clay Pit L3



Extend Clay Pit L3







Extend Iron Mine L3



Extend Iron Mine L3



Extend Iron Mine L3



Extend Iron Mine L3
At this stage, all croplands are at L5 and all resource fields at L3.
It would be late night by now. Build Main Building and leave it to queue overnight. I NPC to get the correct amount of resources for Main Building.



NPC



Extend Main Building L13



Extend Main Building L14
The resource fields, wall and residence are all for CP production. You would have increased your CP production by 25/per day. Troop training is minimal, so I finish the day with 120 clubswingers and 5 scouts.

Day Six – A Strong Economy

Continue to expand your army for raiding and build resource structures today. Concentrate on resource buildings because a strong economy is a must.



Extend Warehouse L6



Extend Granary L6



Extend Woodcutter L4



Extend Woodcutter L4



Extend Woodcutter L4



Extend Woodcutter L4







Extend Clay Pit L4



Extend Clay Pit L4



Extend Clay Pit L4



Extend Clay Pit L4







Extend Iron Mine L4



Extend Iron Mine L4



Extend Iron Mine L4



Extend Iron Mine L4







Extend Warehouse L7







Extend Cropland L6



Extend Cropland L6



Extend Cropland L6



NPC



Extend Cropland L6



Extend Cropland L6



Extend Cropland L6







Extend Grain Mill L1
I finish the day with almost 200 clubswingers and 10 scouts.

Day Seven – Raiding Frenzy

On day 7, now that you have a small scout army, then its time to increase your raiding efficiency. The clubswinger is the best overall raider in the game. And combined with the scout, they make a deadly combination.
First thing in the morning, send them out to scout every village in your 7 x 7 grid. Wait for the report to arrive. Do not send any attacks yet.
When the scout report arrives, calculate how many clubswingers are needed in order to collect all the resources. One clubswinger can collect 60 resources, so you can do the math. Then send the precise number of clubswingers.
If there are troops defending the village, like maybe there are 2 phalanxs or 4 legionnaires, use the Combat Simulator and find out how many clubswingers you should to send in order to minimize troop losses. Then calculate the amount of resource you will steal, versus the cost of number of troops you will lose.
If you can make a profit, then send off your attack. Otherwise, just send another scout again.
Scouting is invaluable. That is why you need to train scouts as soon as you can. It will increase your raiding efficiency many times over.
When all your scouts are back, then move to the next 7 x 7 grid. Let’s say its the 7 x 7 grid to the North. And repeat the whole process. Send 1 scout to every village. Wait for the report, then send the clubswingers.
Then move on to the next 7 x 7 grid. And repeat again.
If you have remaining clubswingers sitting at home doing nothing because they are waiting for the scouts to return, then send them all out to raid every village below 10 population. You may need to go out further, beyond your 21 x 21 grid.
Send only 2, at most 3 clubswingers because this is blind raiding. If they come back with a full load, then send the clubswingers out again.
So if you have 30 clubswingers, then you need to raid 10 villages (ie, 3 clubs each). The reason for sending so few clubs is because you don’t know how much resource they have. And by choosing small villages, you are ensuring your clubs won’t die.
That is how top robbers are made. Check your stats. You will probably have almost reached the top robber spot, if not already there, but only if you are hardworking enough and only if you have a strong clubswinger army. And only if you raid like there’s no tomorrow.



Extend Warehouse L8



Extend Granary L7







Extend Woodcutter L5



Extend Woodcutter L5



Extend Woodcutter L5



Extend Woodcutter L5







Extend Clay Pit L5



Extend Clay Pit L5



Extend Clay Pit L5



Extend Clay Pit L5







Extend Iron Mine L5



Extend Iron Mine L5



Extend Iron Mine L5







Extend Cropland L7



Extend Cropland L7







Extend Main Building L15
Build the Main Building overnight. By the end of day 7, I have around 250 clubswingers. And 15 scouts.


1 comment:

  1. You copied this from the original site. I CALL PLAGIARISM.

    ReplyDelete