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The Economist Starter GuideFrom Travian v2 Wiki (S2-S6), the encyclopedia anybody can edit
The Economist Starter Guide (Power-play Strategies for the Generic Defender) version 0.1.2 version history change log 0.1.1 [edit] OverviewThis guide suggests general strategies for the player who wants to start defensively. The strategies are applicable to all tribes and are meant for early game, but some aspects/suggestions may be useful up to mid or even late game. In addition to the tips regarding game mechanic, there are also efficiency tips for the player to do more with less real-life effort. Some parts of this guide involves computations which may be too tedious for some people. If you find such tasks troublesome, just read to get the general idea and ignore the computations. Those "tedious" parts are meant for the power-players, who are willing to do all the tedious stuff just to squeeze out that tiny additional advantage. Three words encompasses the central idea to this guide : Economy, Efficiency and Excel. [edit] EconomyCentral to this strategy is the emphasis on the economy development over all other things, especially in the early stages, where main building, barracks, walls or any other non-essential buildings are temporarily ignored in favor of resource fields. We will at most build crannies and the marketplace in the early stages. You won't need a lv 10 cranny either if you follow the guidelines in the other parts of this guide. Why be an Economist? For most of the starting period, especially if the server provides 7-day protection, you should concentrate on resource fields. After the amount of crops drop, you should change the priority to Clay-Wood-Crop-Iron which should stay that way for a while. When do I start to build the cranny? The Gauls, with their 2x cranny size, is particularly effective at this and either build less crannies or carry the defensive strategy later into the game. To market, to market How to use the market? The Private Market. This is not an actual market in the game, but means arranging private deals with your neighbors or allies. Often, you can find people who are closeby and willing to trade with you although they do not place bids in the open market. To trade, just get one party to put up the bid, and if you are allies, you may want to check the "allies only" option so that only allies will be able to accept that bid. You may also want to limit the maximum distance of the trade to prevent people who are further away from accepting the bid. If you are in an alliance, getting all your members into a forum/irc/instant messaging system is also very good way to arrange ad-hoc deals. You should only expand your market in the early game if you find that you have lots of surplus in one resource type, though that might mean that you are not efficient enough. When do I build troops? If they are for defence, make sure there are enough troops to make a difference. What use is it if you keep building troops but it took so long that those who raid you killed off the few units you have built before you have enough units to significantly hurt them? As such, you will not want to start builidng troops for defence until you are capable of building enough troops at one go to seriously hurt any raiders. Another reason is that troops consumes crops, so the later you build them, the more crops you will gather overall. There are exceptions to the above, when a raider is on its way to you and you do not want them to get your resources. Then, you should try spending your resources rather than let them be taken. Usually, fields and buildings (especially cranny) is preferable. But if your builders are all busy or the available buildings are too costly to upgrade, try buidling troops. They are going to get raided anyway, so you might as well try to make it less profitable to the raiders in terms of resources, and more costly in terms of troop casualties if you cannot save your troops. If you want troops for raiding, I am assuming that you'll only be raiding defenceless or inactive villages. (Otherwise, this have been an Offensive Strategy Guide). This is because raids against small armed villages are usually not profitable. You will usually hardly get enough to cover the casualties that you suffer. When you build troops for raiding purposes, there are serveral key things to take note of:
What is the minimum number of troops you must build before you can raid? Even villages with no defending troops have an intrinsic defence that increases with its size. There is a minimum number of troops of a particular type/tribe that you have to send to avoid casualties against such an 'undefended' village.
Different troops may have different numbers concerning this so you might want to find out from the forums or from using the plus-account warsim. How much troops do you really need? Too few units and you may not get enough from raids to make it worth the trouble, but too many units will choke your crop production if they cannot bring in enough bounty (especially when you have competing raiders near you). Choose a comfortable level suitable to your playing style but don't drain all the resources from building new fields. Raids are often unreliable and requires active playing and suits players who play very often. Fields ALWAYS generate resource whether you are online or not and suits players who play less frequently. What happen after this? [edit] EfficiencyRefers to many areas, both in and out of game.
Build lower level fields before their higher level counterparts The following is a simple table (no gaurantees on correctness) that gives the example of woodchoppers, which compares the efficiency of each level based on resource cost (ignore building time):
key: Reduce effects of Bottlenecks Resource-bottleneck Builder-bottleneck Initially, when you start off with a small stockpile of resource, you will have the builder-bottleneck. But you will use them up very quickly and will then have the Resource-bottleneck. Overcoming Resource-bottleneck To reduce the effects of resource-bottlenecks, one way is to forecast what you want to build and rearrange them so as to reduce the total waiting time. To be more efficient, you should identify which type of resource {wood|clay|iron|crop} is causing the bottleneck. To do this, you should calculate the waiting time for all the resource types. The resource with the longest waiting time is the bottleneck. waiting time for resource of type = The result is in hours. Example: wood_waiting_time = (210 - 100)/10 = 11 The bottleneck here is caused by iron. Ignoring other factors, you need to wait 16 hours before you can build the Barracks. In such a situation, you may want to consider planning an iron field before the Barracks. And you should then check out the bottleneck for the iron field to see if you can make it more efficient by building something else before it. (In this example, probably a crop field) Overcoming Builder-bottleneck There is only one way to deal with builder-bottleneck : main building. If resources are sufficient, you should upgrade your main building continuously for several levels before building other things as the earlier you upgrade you main building, the more things you can build in the long run. In addition, the Romans, because of their separate resource field building and village center building queues, can potentially build twice as much since they can build a resource field and village building at the same time. However, in this strategy, do not overspend on village center especially in the initial stages to get more resource fields earlier, which translates to more resources in the long run. However, the player using the strategy in this guide should forgo main building until you are ready to build the marketplace. Plan your build queue Use an Alarm Use Bookmark
There are several travian pages that cannot be directly accessed in one click and often requires navigation through several pages. To cut the hassle, bookmark direct-links to commonly used pages. This also have the small advantage of relieving the server load slightly as you request less pages in total. For plus account users, you can create these links directly into your travian account under Player Profile>Configuration. These links will then appear conveniently on the right side of your page. For others, you will have to live with browser bookmarks. These may include: 1. map links to your own villages or your allies/enemies villages http://s1.travian.com/karte.php?id=xxxxxxx where xxxxxxx is the village id. (server 2 starts with "http://s2.travian.com")
http://s1.travian.com/build.php?id=nn where nn is the lot number in the village Note that this link is dependent on the LOT and NOT the building type. E.g. if you build a market on lot 1 in Village 1 and a barracks on lot 1 in Village 2, when Village 1 is active, clicking on the link http://s1.travian.com/build.php?id=1 will bring you to the market in Vilage 1. But if Village 2 is active, the same link brings you to Village 2's barracks. Thus, it is recommended that you build buildings in the SAME lots for all your villages, so that the same link will always bring you to the building of the same type no matter which village you are in. But what if I want a special link that goes to a particular building in a particular village? E.g. "Village1's barracks" or "Village2's marketplace"? http://s1.travian.com/build.php?newdid=xxxxxxx&id=nn where nn is the lot number in the village 3. Links to alliance overview, alliance forum. Alliance overview is especially useful as it gives you a directory to all your allies' villages, making it convenient to send resources or reinforcements. An enemy alliance's overview functions similarly as a list of possible targets. [edit] ExcelI actually wanted to use the word "SpreadSheet" instead of "Excel", but thought it would make be rhetorically more appealing if I use all words starting with 'E'. To be honest, I use OpenOffice This is a boring portion that is optional to the player who is not interested. But for the power player who wants to squeeze every bit of advantage out of your village, a spreadsheet is one of the most powerful tool you can have. By creating a simple spreadsheet similar to the marketplace calculator (for those who do not know what this is, go search the forums), you can quickly compute the earliest time you can afford certain building, unit or research. To do more, you can create a a spreadsheet that allows you to plan several buildings one after another and displays the time that you can build each building. The advanced spreadsheet can even take into consideration the changes in resource production caused by building fields, or crop consumption. Possible advantages of spreadsheets:
At this point, I can't really say more in this section other than to point out this possibility to the power-players. The spreadsheets I've created myself is a little too embarassing to show due to the messiness so I will kiv them for possible future updates. Of course, I CAN make a nice application that does everything automatically, but I'm not inclined to making this so easy such that anybody can just use it and defeats the challenge in the game. I believe that the players who are really skilled and dedicated will find their own way after being shown the general direction, and they deserve all the advantages that they put their efforts into. |
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