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Thread: Nosim's master guide for Conquering Villages

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    Feared by Chuck Norris Well-Known MemberWell-Known MemberWell-Known MemberWell-Known Member nosim's Avatar
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    Default Nosim's master guide for Conquering Villages

    Nosims Master Conquers Guide.




    I do realise that someone has recently made a guide on this subject just before I could finish this, and it is a very good guide but since I worked hard on this I thought I would post it anyway because this has some things that the other does not. I recommend reading the other one to, it can be found here.

    There are lots of spelling and grammar mistakes since I'm useless at that sort of thing even though I have tried to make it as correct as possible there will still be many mistakes. So if anyone can correct them all for me I would be grateful.

    Introduction

    Chiefing is the fastest way to grow in Travian and much less time consuming then building lots of buildings. Instead of building a new village from scratch you get a ready made village with high production and population. Most of the big players chief, in fact there wont be any top 20 players on speed that doesn't chief. Also while you get stronger your enemy loses a village and gets weaker.

    This is mainly suited for a speed server, but the same principles can be used on a normal server. Even though this guide isn't intended for a new or beginning player I will try and include the simple noob stuff that most will already know.

    Basics

    The idea of conquering is to lower the loyalty of an enemy village to 0% so that the village then joins your nation (becomes yours). To do this you need to attack a village with your army and chief, win the battle and make sure there is no residence or palace in the village. 99% of the time there will be a residence make sure you send catapults to take it down. If in doubt scout for defences before you send however they will know your interested in them so if you have to scout start sending after.

    If you send a chief in a raid it will not work. Dead or trapped chiefs will lower no loyalty.

    Important things to remember:

    It HAS to be an attack, not a raid
    The residence or palace has to be destroyed if there is one
    You need the required Culture Points
    You can not chief capitals
    You have to win the battle (making sure defending village is empty)
    Your chief has to survive
    Never send a chief on its own, it will die
    If you are a bigger player, after you take the village all fields and buildings will be lowered by 1 level unless you are playing a classic or pre Travian 3.0 server.

    After you have captured a village the chief you used will disappear. Only a single chief will disappear per each village captured, so if you sent 2 chiefs in one wave only one will disappear.

    Remember when you successfully capture the village the troops that was with your chief will stay in that village as defence, you have to send them home at the rally point.

    Loyalty

    Loyalty is a very important factor when chiefing, the village starts off with 100% loyalty and it must reach 0% for the village to be taken. A residence and palace can be used to raise the loyalty of the village, the rate at which they raise the loyalty by is dependent on there level. They raise they loyalty 1% per hour per level, so a level 5 residence will raise the loyalty 5% per hour and a level 20 one will do 20% per hour.

    A chief lowering loyalty:


    There are factors that determine how much loyalty is taken away.

    The factors for loyalty are:

    The tribe of the attacker. (Romans= 20%-30% Gaul/Teuton= 20%-25%)
    A random factor (estimated +/- 2.5% for Gauls/Teutons and +/- 5% for Romans)
    Big party in the village of the attacker (5% extra per chief)
    Big party of the defenders village (5% less per chief or cancels attackers party)
    The difference of the total population between attacker and defender. (this can vary)

    CP Slots

    Each village has 3 CP slots, and it needs a certain level of the residence/palace to unlock them.
    Slot 1: Level 10 Palace/Residence
    Slot 2: Level 15 Palace level 20 Residence
    Slot 3: Level 20 Palace
    The 3rd one is only unlocked by a level 20 palace. When you chief/found a village you lose one slot, starting from 1 to 3. If the village that you have chiefed/founded has been destroyed or taken from you then you will gain back the slot.

    Unfortunately CP slots don't have to be used up by your villages only. If you take a village and someone has already founded 2 from there then 2 of the slots will be used.

    Culture Points (CP)

    Culture points or CP allow you to found or chief a new village, you need a certain amount of CP before a you can have a certain amount of villages. Your villages produce culture points from the buildings they have, for a list of how much each building gives see here

    You can also gain Culture points from having party's, a small party will give you 500 culture points while a big party will give you 2000 culture points. Large players party in many villages constantly.

    Party's


    Party's can increase each of your chiefs effectiveness at lowering loyalty by 5%. They can also protect you from enemy chiefs by lowering there effectiveness by 5%. It has to be a big party and not a small party, and it must be in the village your chiefs are or where you are being chiefed. If an attacking village has a party and a defending village has a party the chief will not receive a penalty or a bonus.

    They also give you a good amount of culture points, party's are very useful and well worth the cost.

    Break down of Chiefs/Administrators

    The correct term is "Administrator" usually when a player says "chiefs" they mean all 3 types of admin (senator, chief, chieftain), just like a player will say cata even if its a Gaul with trebs. The admins of each tribe all have there own special ability and unique stats.

    You usually need around 5-6 chiefs to chief in one go, but sometimes if you are lucky it can be 4 chiefs. Chiefs are rather expensive so it is best not to waste them. Also as said before DO NOT send the chiefs alone in a wave, it will die even if there is no defence.

    Chiefs are much like settlers in a way, they are built in the residence/palace and are used to gain new villages. They cant be upgraded in the blacksmith or armoury.

    Teching an Administrator
    To be able to research an administrator you need a level 20 Academy, a residence with a free CP slot (level 10 or 20) or a palace (level 10, 15 or 20). For Gaul's and Romans you also need a level 10 rally points, Teuton's can research with a level 5 instead.

    The Residence/Palace
    These are used by both the defending and attacking players. A player needs to build an administrator in a residence or palace, and an administrator has no effect on a village with a residence or palace in place it must be destroyed.

    What happens when the residence still remains? see below:


    Destroying of the residence:


    Gaul's and Romans:
    level 20 Academy
    Residence/Palace with a free settler/chief CP slot
    Level 10 Rally Point

    Teuton's:
    level 20 Academy
    Residence/Palace with a free settler/chief CP slot
    Level 5 Rally Point

    The costs for the buildings, research and building the administrator can be high early game. With more income later on it becomes easier. The build time can be rather high to and remember you cant insta-build the residence.

    Total cost of chiefs
    Prerequisites include level 20 academy, level 10 residence and a level 10 rally point (level 5 for Teuton's)

    Chieftain
    Prerequisites for research: 329240
    Research: 86640
    Chieftain cost: 144650

    Total: 560530

    Senator
    Prerequisites for research: 329240
    Research: 88740
    Chieftain cost: 140450

    Total: 558430

    Chief
    Prerequisites for research: 316375
    Research: 68630
    Chieftain cost: 114300

    Total: 499305

    Gauls



    The Chieftain (Gauls) is 20% faster than the others, he can lower the loyalty by 20 to 25%.

    The extra speed bonus could be a good or bad thing, depending on the situation. Catapults regardless of the tribe take the same amount of time to travel, and that residence needs to be knocked down in order for the Chieftain to do its job. Usually the chiefs are sent along with a Clearer/Sweeper army and are timed to the same second or a few seconds after the clearer so timing can be a issue if your villages are close together. The Chieftain will arrive much sooner so will have to be sent much later if the villages are close together, however it can be more convenient if your chief villages are further away from the target then the catapult village is.

    Romans



    The Senator (Roman) is very eloquent and persuasive, he can lower the loyalty by 20% to 30% each time.

    30% is rarely achieved, to get 30% you would have to have all bonuses in your favour including the population bonus. Despite having a higher cap, as a largish high rank player you probably wont be seeing loyalty going down anything above what a Gaul/Teuton can do. The Senator I consider as the worst form of Administrator since it is expensive and its bonus doesn't really matter.

    Teutons



    The Chief (Teuton) is especially cheap, he can lower the loyalty by 20 to 25%.

    The Teuton's are by far the cheapest, making it much easier to get a few chiefs together early game. Teuton's are usually the best tribe for chiefing and most the big players are Teuton's. Of course later game the extra costs for the Roman and Gaul chiefs wont really matter.

    Conquering

    Step 1: Finding a target

    Look around using the map around your villages, open villages in tabs and close any capital ones. If you found one that you would like ask yourself is it worth it? There is no point taking a 200 pop village full of cranny's since it would be a waste of a chief and your CP. Try and find a decent village where you know the fields are going to be at least 10.

    An ideal village to chief would be one with all fields level 10 all factories maximum level, a level 10+ town hall, a level 20 market, a level 20 main building, a level 10+ trade station and a level 20 academy (helping you get more chiefs). Of course you wont know until you conquer :o) 600+ population is good.

    Do yourself a favour and don't chief farms, they will have around 10 cranny's. Unless you don't mind destroying them from the main building.

    Will your target be easy for you to take? Do you think this player will have high defences? Remember its not beneficial to lose most of a 200k crop army just to take a single 6c village, unless you want to offence points and hero level. Also will this player attack back? Check to see if his in a strong alliance to you do not want them to destroy you after.

    Step 2: Planning

    The planning is very important. If it is a risky job try to figure out the best time to take the village. If you are off work on a Monday try and chief around 3am early morning. If it is just a small player in a small disorganised alliance just chief when you like. Remember not to let your offence army starve while you do it.

    Also work out the travel times to the target, so you know when to send and in what order. Work out when you have CP make sure you have the chiefs (6 works best) and try to get the town halls to level 10 in order to throw grand balls/big party's.

    Send scouts to check on the village to check for defence or how much troops you will lose, I recommend having a large scouting army so that you will get a report even if they have many scouts there. I also recommend you do this before your about to send the chiefs, and straight after you get the report and its all fine you send. This is because as soon as you scout the player will know of your intentions and could rally defence from there allies. If however none of your scouts die this means that the player wont notice your visit and you have time to send.

    Use a combat simulator to determine your loses you will get, also it may help you guess how much loyalty each chief will take away. One of the best combat simulators that I would recommend is kirilloid.

    Step 3: Sending of the waves

    Start with the furthest away from the target. Sometimes even though catapults are slower the offence army has to be sent after a chief army. This is rather annoying because you cant time to the same second (as the wave you send 1st hits 1st).

    The best way to chief would be to time all attacks to arrive the same second as your clearing army but please remember what ever wave you sent 1st will hit 1st and the last one you send will hit last (and probably take over the village)

    A clearing army chiefing:


    If you want to keep your CP slots for a specific village make sure the wave isn't sent last or hits last.

    Step 4: After the capture

    You should see a message like this when your chiefing is complete:


    Now you have successfully chiefed a new village, the village is now yours to do as you wish with it. The 1st thing you want to do is get up the residence as high as possible to regain loyalty faster. It is also a good idea to send a little bit of defence if you think they will try a retake. You have the opportunity to rename the newly chiefed village just like you rename your others.

    I recommend filling it with scouts, if they scout and none of there scouts come back then they will believe you have defences in place and will likely leave it alone.

    Also if you chiefed a smaller player all the building and field levels will be reduced by one. I recommend rebuilding the fields and factory's to the max and any other building you will need. Also destroy any cranny's or useless buildings if there are any and you need the space later on.

  2. #2
    Feared by Chuck Norris Well-Known MemberWell-Known MemberWell-Known MemberWell-Known Member nosim's Avatar
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    Things to consider

    Multiple chiefs in a single wave

    You can have more then one chief in a village, the maximum you can have is 3 and you will need a level 20 palace with no villages founded or captured from that village. Having 2-3 chiefs in one wave is very helpful because you can send less waves.

    Good planning is needed for 3 chiefs and players like to have 3 in there offence army/army's so that 60% loyalty is taken off in the 1st wave. It also means you need to do less party's and mistakes are less common. It is possible to take a village with 2 waves, one with 3 chiefs another with 2.

    Having 3 chiefs in the 1st wave can be deadly to you however, more on this later in the guide.

    An attack with 3 chiefs:


    Chiefing yourself

    It is possible to chief yourself, and there are benefits to this. For example if you settled a village using your offence village and would like to have 2/3 chiefs built in that village, you can use another villages chief to lower the loyalty of the village that you founded from you offence one. When the village is captured the CP slot in the offence village will be transferred to the village you just chiefed from, and now you can build another chief there.

    Remember when you chief your own village the troops will disappear, the research will be reset as well as any blacksmith/armoury upgrades.

    Rules

    In basic:
    You can not chief someone in your alliance.
    You can not chief someone in an alliance that has a confederation pact with yours.
    You can not chief a sitter unless 2 weeks has passed from you taking them off as your sitter this is also the case for people you sit.
    You can not chief someone set under same computer usage.

    Most of these rules are built into the game so that even if you tried you wont lower any loyalty.

    Taken from the rules:



    Ways to protect yourself from being chiefed

    Other players love to chief also, and they may want your villages! There are ways however to stop them.

    Prevention and precautions

    You need a residence or a palace! You MUST have one in every village apart from your capital.

    It helps to be a big player in a big alliance, this will make you look strong and scare off other players. Having many defence medals is also cool and can make people weary of attacking you, so if you have any make sure there on your profile.

    Its a good idea to have an at least decent wall in all your villages, so that when the time comes you have an extra defensive bonus and don't need to rush the wall.

    Also having many defence troops really does help, or at least some that you can “cut” or “snipe” the waves with.

    Having a level 10 townhall is good so that you can throw a big party to make the attacking chiefs less effective.

    Defence

    Defence is probably the best way to secure your village. Try to get as much defence as possible from your allies and friends. Turn on plus 10%+ defence and build the wall up to maximum level (use a bit of gold if you have to). Make sure all your defence arrives in time and a defensive hero is very good to have.

    “cutting” or “sniping” the waves

    This means sending defence troops so that it arrives just after the clearing wave but hits the chief waves that wont have many troops, they will kill the chiefs and the loyalty wont reach 0%. It then gives you time to get defence from your allies and friends. This is good to do even when you have much defence because it will be a sort of safeguard.

    Good timing and prediction is key to this.

    Extremely good planning

    This is kinda hard to explain. If a residence is destroyed while being built it will continue building but instead to level one. If a player was able to time when to order it they could finish a level 1 residence a second after an army destroys it, I have seen this done before. I don't even want to think about working it out but it can be done

    The most evil way

    This way involves you destroying the attacking army as it is defending, in your village. This can only be done against opponents that have chiefs in there main clearing army. You will need to lower the loyalty 1st so that when the army hits it will take your village and then time your offence troops to attack your village a second or two after they take the village. The attacker will be unable to see what you are doing and will have only a few seconds max to move the army out of the way, by the time they check the report and village there army should be dead and your chief will reclaim the village.

    However remember that when they capture your village you will lose any troops built in that village and any research at the blacksmith/armoury/academy. Also you will lose a level of all buildings when the bigger player takes the village.

    You can also walk there army home with your army, so that even though you have lost a village they will lose there army. Destroying the attacking army before it hits you by destroying or chiefing its village is a good thing to do also.

    For more ways to defend yourself and a more detailed guide to defence read Gowfs Defence From Attacks for Advanced Players.


    I hope this guide can help, for any more info that you need please PM me and I will answer

  3. #3
    Prolific MemberProlific MemberProlific MemberProlific MemberProlific Member Elzebub's Avatar
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    I usually refer to this one: http://archive.forum.travian.com/sho...d.php?t=101986

    But your guide had a few different points in chief strategies plus pretty fonts/pictures to make the reading easier
    S5 WWK Thanks Skidy!

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  4. #4

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    I like the pictures
    UK3 R8 - Bre&Bui

  5. #5
    Tullia
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    I think it's a good guide in terms of structure, but that perhaps a little sparing in terms of content. You tend to say what to do, but not how to do it, if you understand what I mean? Therefore it's quite hard to assign a value to it - it's not Basic enough for a brand new player, but not detailed enough to interest an Advanced player, it seems to fall between two camps. There would be value in it whichever way you pushed it but I do feel it needs to go more one way or the other.

  6. #6
    Feared by Chuck Norris Well-Known MemberWell-Known MemberWell-Known MemberWell-Known Member nosim's Avatar
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    Quote Originally Posted by Tullia View Post
    I think it's a good guide in terms of structure, but that perhaps a little sparing in terms of content. You tend to say what to do, but not how to do it, if you understand what I mean? Therefore it's quite hard to assign a value to it - it's not Basic enough for a brand new player, but not detailed enough to interest an Advanced player, it seems to fall between two camps. There would be value in it whichever way you pushed it but I do feel it needs to go more one way or the other.
    Yeah your right I should go into more detail on a few things, I will try to improve it.

  7. #7

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    Nosim i think its great, I personally like the Residence idea, Thats the funnest way as they are so confused then follow it up with a walk home.

    Il never forget Ukx4 when you zero'd my off village

  8. #8

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    This guide rocks! If it didn't have the grammar and spelling errors than it would be perfect. No offence to the other guide but I think this one is better.

    I have bookmarked this and will reccomend it to others too.
    Notice: I will aim to change my avatar every month.
    Know the truth, know the cause - Click here

  9. #9

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    Only thing is gauls move 25% faster not 20% or romans and teuts move 20% slower than gauls
    That's what I call a hammer !

  10. #10

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    The Senator (Roman) is very eloquent and persuasive, he can lower the loyalty by 20% to 30% each time.

    30% is rarely achieved, to get 30% you would have to have all bonuses in your favour including the population bonus. Despite having a higher cap, as a largish high rank player you probably wont be seeing loyalty going down anything above what a Gaul/Teuton can do. The Senator I consider as the worst form of Administrator since it is expensive and its bonus doesn't really matter.


    is there any way it can go below 20%? everywhere i have read 20% is the lowest yet have sent in 6 senators to be left with 2%?

  11. #11

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    Quote Originally Posted by papasmurf27 View Post
    is there any way it can go below 20%? everywhere i have read 20% is the lowest yet have sent in 6 senators to be left with 2%?
    The standard range for Senators is 20-30%, decided randomly and then affected by bonuses, so if your senator randomly gets 20% and then your opponent is running a Grand Ball, their bonus can decrease how effective your Senator is.

  12. #12

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    Quote Originally Posted by nosim View Post
    The most evil way

    This way involves you destroying the attacking army as it is defending, in your village. This can only be done against opponents that have chiefs in there main clearing army. You will need to lower the loyalty 1st so that when the army hits it will take your village and then time your offence troops to attack your village a second or two after they take the village. The attacker will be unable to see what you are doing and will have only a few seconds max to move the army out of the way, by the time they check the report and village there army should be dead and your chief will reclaim the village.
    This is a nice idea however in practice most dedicated 'chiefers' wont send their 3 chiefs with their army for this very reason, usually you would send a wave attack, the hero with the main army, the same second subsequent wave would have the 3 chiefs and its escort. (You would normally be faking at least 4 other 'victims' with cats from your hammer vills and rams from supporting chief vills)

    This achieves 2 things, firstly you dont have your army stranded - easy enough to re-build 3 chiefs if they get taken however more importantly if you encounter a significant defence and you have sent your chiefs with the main army 1 or more may die and you end up not taking the village. This is very annoying as you will have lost the element of surprise, I usually try not to re-visit a failed chiefing target for this very reason. Every time I have its ended in tears - mine

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