Travian
Travian is a Online game massively multi-player of Stratégie Guerrière and of economic Gestion . The ludic universe is of inspiration Gallo-Roman (Romains, Gaulois, Germains). Following the example play OGame, Travian was created in Germany by Travian Games GMBH. Its user interface is coded in; it requires only one navigator Web.
Travian gathers thousands of players who compete on some waiters French. There exist waiters German S, English, Italian, Spanish S, Portuguese, Turkish S, Dutch and Russian.
On the site French, all the waiters in version 2 were enclosed, but there exists at present on version 3, more mercantile, a version " speed" , where speed was multiplied by three, 4 waiter of pure type version 3 and one waiter taking again the functionalities of version 2 but having the same new system of payment discussed so much by the players. It was initially managed by Gameforge then Travian Games took again the license at the beginning of the month of February 2007 at the time of the installation of version 3 of the play.
Principle of the play
Travian is a strategy game warlike and of economic management being held in a universe Gallo-Roman. A player with the management of villages which it must develop. It is possible for him to constitute an army with an aim of conquering territories and of protecting themselves. Finally elements of interactions with the other players, like a market and alliances allow the team game.The player goes on the page Web of the play and can carry out a certain number of handling and choice on the troop movements, research to be done, constructions to be initiated, the armours and weapons to be increased. These actions are carried out in real-time according to their specific duration.
A part ends, one speaks about the end of a waiter, when an alliance succeeds in building a " merveille" then to improve it on level 100. There exist artefacts which give special capacities (more production, more speed for armed, more defense etc…) However, in the case of the waiters " speed" , the duration is rather short and the waiter often finishes at the end of 3 months.
People
The player begins by choosing the card field where to begin (North-eastern; The North-West; South-east; South-west) then the people with whom it wishes to play. It is preferable and much more sympathetic nerve to place itself with friends in the same zone.The Roman people, advised to begin, with the advantage of allowing construction downtown and in the fields at the same time (that is useful only for the beginning, and still, it is consequently necessary to have the resources, nevertheless it will be always useful for the beginning of the development of your futures new villages), it has walls of cities more robust than those of Gallic, as well as very strong units of infantry. For example the legionaries are good defensive combatants as well as offensive. The principal disadvantage lies in the high costs of the military units, in particular their cavalry, and their palate is more expensive. At the same time offensive and defensive people, people balanced very well. That you are initial or a player of experiment, these people will suit you well.
The Gallic Peuple, more defensive has an advantage to reduce enemy plunderings. They have excellent units, like their extremely powerful cavalry, and especially rapid. Very good buildings and advantages over the other people enable them to have an excellent defense, and one does not present any more their phalanges, which have a quality positive ratio/price. The Gallic ones are very good combatants with very mobile units. Their colonists are less expensive contrary to their chiefs who them on the other hand are most expensive! It is more inclined people with defense and the trade! They have the fastest units of the play (Flash of Toutatis 19 boxes/hour). The statistics of the French-speaking site show that two thirds of the best defensive players use the Gaulois people.
The Germanic People, presented like more offensive, has of not very expensive units, and advantages during plunderings (the German ones see and can plunder 1/3 of the resources of the hiding-place!). That is compensated by a strong development cost, mainly visible starting from the units of cavalry. It has the most solid walls.
Alliances
Alliances represent a key point in Travian. To create an alliance, you need an embassy of level 3. But it is enough for you to have an embassy of level 1 to return in an alliance. You may find it beneficial to quickly form part of an alliance which not only will help you to progress in the play, but also will allow you to protect yourselves from the attacks of stronger players thanks to the sending of defensive troops and to make trade between allies. Thus, a weak player with a minimum of organization can put in rout the armies of the best players. Alliances are also extremely useful when the artefacts are activated. Indeed, when a player has some, those are visible by all its enemies. Alliance can then provide him an assistance to defend its artefact (magic object) or its wonder (prestigious building). It is it should be noted that it is possible to make an alliance as well official (embassy level 3) that semi-official (creation of a forum where only some can reach thus allowing the creation of secret alliances. Here is a level of play even higher! One can also betray his old allies, as in ancient Rome. This play with the capacity to recopy great political, economic characteristics and soldiers of these last times.
Boxes resources
For all the people, it is useful to develop the boxes resources and after some cost-benefit analyzes:It proved that it is necessary to exploit that only one box of each resource at the beginning, had with the quality ratio/price, and not to neglect any resource. Indeed, it is necessary initially to develop the boxes of resources because it is with what you will produce that you will be able to build later of the buildings which will be more and more expensive and which will enable you at the beginning to make climb your population (except the fields of cérales which up to level 6 does not bring back population to you)
The new player has after creation of his one period account protection during which nobody can attack it. This period is variable according to the seniority of the waiter (from one to seven days).
As soon as one of its cereal boxes reaches level 5, it with the possibility of building a mill which will still more increase its production of cereals (5% of more per level). And as soon as a box of the other resources reaches 10, it can build either a sawmill (for wood), or a factory of pottery (for the ground), or a foundry (for iron), or a bakery (for the cereal fields, once the mill is on level 5), which will increase its production of resources further.
Buildings
There are 25 types of buildings available: Principal building; grain silo; deposit of resources; embassy; seal; place gathering; palisades; palate or residence; barracks; academy; mill; bakery; machine potteries; foundry; sawmill; market; machine armours; arms manufacture; stable; workshop; counter of trade; town hall; room with the treasures; large stable; large barracks.It is necessary to build the buildings then to improve them by increasing their level in order to free the other buildings. Hardest to have is the room with the treasures, allowing to hide an artefact or a plan of the wonders. To have a room with the treasures can contribute to economic development, social and that can increase your level in the play. The more your principal building is developed, the more constructions of the other buildings will be fast.
Trade
A considerable aspect of the play is the trade. It represents a good solution when a player lacks a resource.Within this framework, the player with the possibility of:
- to buy and sell resources fixing its own prices at the request and by accepting or refusing the commercial offers of the other players;
- to send resources to desired coordinates;
- a mode of trade NPC, which allows an exchange of resources with rates fixed by the play.
Colonies
The colonists can be produced insofar as the player has a palate or an improved residence (residence of level 10 or 20, or palate level 10,15 and 20). To produce the colonists, with the essential resources, no other precondition is necessary. However, to colonize a new village, the player must have a certain number of points of culture. The production of these points increases according to the levels and by the types of buildings had in the village. 3 colonists are also necessary to create a new colony. To be done, it is enough to send the trio of colonists to the desired place (free of course) on the chart. You must however have a minimum of 750 of each resources at the village being used to make the new colony which will be transported by the colonists towards the new selected site.
Conquests
To have villages moreover, one player can non-seulement colonize it (see article above) but also to take it with another player. In version 2, the capital was impregnable if one had less than 4 villages. In version 3, the capital is impregnable, very short. To take a village, the player must first of all make a senator (Romans), a chief of tribe (German), or a chief (Gallic) who must be, contrary to the colonists, required in the academy. To train a chief, chief of tribe or a senator, it is necessary to have a residence level 10 then level 20 or one palate level 10, then 15, then 20. Once the chief/chief of tribe/senator created, one attacks with him the village which one wants to take while having took care to have destroyed as a preliminary the residence or the palate of that Ci, thus making lower its rate of approval. When the rate of approval of the target is to 0, the village is taken. The more the palate/residence has an elevated level, the more the rate of approval goes up quickly. One can compare the rate of approval to kind of " points of vie" that each village has. To take a village, it is also necessary to have points cultures sufficient, the latter increasing thanks to the level of each village in the possession of the player. With each catch of village, the demand for point culture for the next catch of village increases, one has a production of points cultures per day, and one can further increase that thanks to the organizable festivals in the area and town hall.
External bonds
- French Official site in version 3, and the forum
- version 2 does not exist any more, there remains about it only the forum official
- FAQ of travian
- TravianToolbox: Regrouping of utilities for Travian
- Travian Search: Tools for travian
- German Official site
- anglophone Official site, whose documentation is generally more complete.
- Logo for Web based strategy Travian
- Guides, Travian Topicality, as well as Easy ways, Interviews of players
Zh-yue: Travian
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