Attack planner

An operation lands together and therefore leaves apart. Set when it lands, say which of your villages sends what, and this works backwards to the second each wave has to go — distance the short way round a map that wraps, the slowest unit in the wave, your Tournament Square and your artefact.

The attack planner is for members
Twelve waves landing on one second, each leaving at a different time, worked out from your own villages and the world's own map.
  • Filter your world's villages by alliance, region and population, and pick your targets.
  • Import your own villages by player name; set the Tournament Square and artefact on each.
  • Enter the real attack, and the cheapest believable fake is worked out from it — matched to the real army's speed, because a defender can read speed off arrival time alone.
  • A live countdown in server time and yours, with each wave ticked off as it goes.

What it assumes

Travel time uses the slowest unit in each wave, the gameworld speed, the sending village's Tournament Square beyond the first twenty fields, and a speed artefact over the whole march. Troop movement is capped at twice normal on every world from 2x to 5x, which is the part hand-built spreadsheets usually miss and why their release times run early on a fast world.

Targets come from last night's map, so a village conquered this morning still shows its old owner. The coordinates are what the release times are built on, and those do not change.

Travian attack planner · Siegewise