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Tutorials:Guide - Gaul

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Contents

Overview

Advantages

A Gaul player can chose to specialize in offense (raiding, headhunting, large army), defense (reinforcing others, building strong defense for oneself), trading (trade at better than 1:1 ratio to make resources from trades instead of raiding) because the tribe is highly flexible and can easily be tailored to your activity level and experience.

Disadvantages

Gaul Chieftains are expensive and less effective than equally priced Roman Senators (Chieftains are 20% faster though)
Siege weapons are expensive
Beginning unit is a poor raider

Starting Out

Use the Gaul Advantage

Like any tribe to excel at the game requires you to use the advantages particular to your tribe.

Cranny

The double-size Gaul Cranny... Use the cranny to protect you from raids. Tips : Try to have a fewer resources than your cranny holds when being attacked (ie : cranny at 2000, resources at 1300), this because raiders go home with 0 resources.

Phalanx

The Phalanx is the start unit of the Gauls Tribe.

Some advantages:
- The Phalanx is a very good defensive unit
- It isnt very expensive
- Best mixed-defense unit per crop consumed

Some disadvantages:
- A phalanx can only carry 30 recourses (not good for raiding)
- The phalanx hasn't very much attack
- Praetorians have better infantry defense, spearfighters have better mounted defense.

Try to make 15 phalanx in the beginning (then the phalanx won't die when you attack a low pop. village) Raid with phalanx untill you can make swordsmen.

Note: unless there is a healthy number of early inactives around you, it may be more effective to rely on the defense of your cranny until you can afford swordsmen - although, with proper focus on resources early on, one should be able to afford swordsmen before one's new player protection expires. Individual phalanxes are inexpensive, but to make a raiding force out of them is fairly expensive.

Market

The Gallian merchants have the best speed of the three tribes, and second-best carrying capacity. Because the Marketplace's sale listings are sorted by travel time (by default), a Gaul's bids will be listed higher than those of another tribe that is the same number of fields away from the buyer. Combined with their enhanced ability to protect their resources (via the expanded cranny and defensive troops), Gauls can easily do well in the marketplace.

Raiding

The fastest military unit in the game is the Theutates Thunder. At speed 19, carrying capacity 75, they have the highest resource per field carry rate. While they only have a 90 attack strength, the weakest of any primarily offensive cavalry, this actually puts them on even footing per crop used per hour with the Equites Caesaris, which cost twice as much to build as well.

Of course, raiding probably does not start with the Thunder, despite being the cheapest raiding cavalry unit in the game. Raiding may start out with Swordsmen. A slightly cheaper version of the Imperian, Swordsmen are the other infantry unit of the Gauls. Not much to be said about them beyond that, other than minimum 3 Swordsmen make up a raiding party, or one of them isn't coming home. Swordsmen are most useful, however, when you find a Teutonic tribe which understands that Spearfighters cut through Thunder like, well, other cavalry. Swordsmen do to defensive Spearfighters what defensive Spearfighters do to Thunder. It may not be pretty, but they aren't your Spearfighters, are they?

If you're lucky, or you aren't confident you're actually going to be doing much raiding, you might want to minimize your investments in troops. In this case, Phalanxes can be used to raid. The absolute minimum for a safe return is 13 - although any defensive units, even a scout, or level one of either defensive structures - will cause one of them to be mourned. For most of the game, Phalanxes stay home. Mine generally stay within about half the distance between me and the nearest active non-alliance member.

Building an army

Offensive Army

Smash and Grab Raider

100% Theutates Thunders. ( the best at raiding and speed, good attack power, but the most expensive and worst defenders. Good for a long-term raiding. If you are at war, remember the best defense is offense. Just keep sending to enermy cities! It's better to let them die in battle field than die more at home. )

60% Theutates Thunders and 40% Druid Riders ( great speed, good carrying resources, decent defense about the same as 100% sword fighters, good overall raiding force but not powerful attacking force. )

Large Attack Force

60% Haeduans and 40% Theutates Thunders. ( relatively slower speed, good cavarly attack power, not bad at stealing resources and defense against Cavalry. )

100% Sword Fighters ( slowest, highest attack power of gaul, cheapest, avg defense against Infantry, poor defense against Cavalry, good at grab resources each raid but they 're slow after all. They cannot raid as many times as cavalries do. )

100% Haeduans ( the highest Cavalry attack power second only to Teuton Knights ATK per crop/hr , good against Cavalry second only to Spear Fighters, poor against Infantry, good speed, poor at carry resources, the best and most suitable for world war.* )

40% Theutates Thunders, 30% Haeduans and 30% Druid Riders ( really flexiable. Send TT and DR out for raiding, TT and HD for attacking, TT alone for counter-attack. Easy to play and easy to attack/defense, but best at nothing except flexibility. )

Remark: *: For huge multi-clan wars, they usually use Cavalry troops because they cannot wait like 2-5 days to reach the target. However, they might send infantry soldiers to get rid of your Haeduans first and then send raiding forces.

Defensive Army

70% Haeduans and 30% Druid Riders ( not good at raiding,decent at attack/defense. )

50% Haeduans and 50% Druid Riders ( really balanced at defense against cavalry and infantry, not good but reasonable raid force, main attack force is only Headuans. )

100% Phalanx ( cheap, excellent at defense both Infantry and Cavalry, poor at attack and raid. )

100% Druid Riders ( focus only one Infantry defense, hurt badly against Cavalry, worst carry resource at a time but still got better speed than Infantry.

100% Haeduans ( see above. )


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