Travian wiki
How the game works, one subject to a page, each linking on to the next. Press Ctrl K to search it, or pick a category.
Recently updated
- Player Village Farming and Rainbow Farming Guide26 September 2026
- Rainbow Farming: Oasis Raids and Staggered Waves26 September 2026
- Travian Hero Consumables Guide26 September 2026
- 9-Cropper and 15-Cropper Guide25 September 2026
- Advanced Chiefing Strategy25 September 2026
- Regional Ancient Powers: Advanced Strategy Guide25 September 2026
Getting started
Game versions and speeds, beginner's protection, tasks and the first days of a world.
Tribes
What each tribe is good at, and the numbers behind it.
- Egyptians: the complete tribe guideThe economy tribe - Waterworks, the hero's production bonus, every Egyptian troop against its opposite numbers, and exactly what a Khopesh hammer gives up.
- Gauls: the complete tribe guideSafety early, speed later - the Trapper, the fastest cavalry in the game, every Gaul troop against its opposite numbers, and what a Theutates ghost hammer really costs.
- Huns: the complete tribe guideSpeed, cavalry and tempo - the Command Center, rainbow farming, every Hun troop against its opposite numbers, and whether Steppe Riders or Marauders make the better hammer.
- Romans: the complete tribe guideHow Romans actually play - the hero, the Horse Drinking Trough, every troop against its opposite numbers, and which hammer and defence the numbers favour.
- Spartans: the complete tribe guideQuality at a price - the hero's equipment scaling, the Asclepeion, every Spartan troop against its opposite numbers, and the hammer that beats every other tribe per crop.
- Teutons: the complete tribe guideFarming, volume and the Brewery - how the Teuton loop works, every troop against its opposite numbers, and what the Clubswinger and Axeman hammers actually cost.
- The seven tribes compared by the numbersEach tribe's best attacker and defender, and which units give the most offence per resource spent. Figures only - the strategy is yours.
- Vikings: the complete tribe guideTeuton aggression with denser crop - the Berserker's post-battle kills, every Viking troop against its opposite numbers, and what a Thrall and Valkyrie hammer is worth.
Troops and training
Training time, the smithy, upkeep and how armies are built.
- Smithy upgrades: what they do to your unitsSmithy upgrades are not a flat percentage. They add a term scaled by crop consumption, so two units with the same attack can gain different amounts from the same level.
- Starvation: which troops die firstWhen troops start to starve, the four groups they starve in, the order inside each group, and the crop rules that stop a village building.
- The Hospital and wounded troopsHow many losses come back as wounded, what healing costs and how long it takes, what decays, and how bandages fit alongside it.
- Training time and building levelsEach level of a Barracks, Stable or Workshop cuts training time by 10%, compounding. Why level 20 is not twice as fast as level 10, and where the Great buildings fit in.
Combat
How battles are decided: walls and rams, catapults, scouting, loyalty and the event order.
- Catapults: targets, durability and how many to sendEvery tribe's catapult side by side, what catapults can aim at by Rally Point level, which building they hit, what makes buildings harder to destroy, and how to work out a wave.
- Event order: what happens first in the same secondWhy troops always resolve after buildings and merchants, why the army sent first lands first, and what that means for reinforcing and sniping.
- Rams and wallsWhat rams do, every tribe's ram side by side, how a ram's strength is worked out, and what each tribe's wall adds to a village's defence and how hard it is to break.
- ScoutingEvery tribe's scout side by side, how to send a spy mission, what a report shows and misses, and how defending scouts stop it.
- Tournament Square and the 20-field ruleThe Tournament Square speeds up an army only beyond the first 20 fields. That one detail decides whether it is your best building or a waste of resources.
Hero
Attributes, experience, health, adventures and equipment.
Resources and trade
Production, storage, crop, merchants, the NPC merchant and trade routes.
- 9-Cropper and 15-Cropper GuideHow to choose a cropper, develop it as your capital, secure crop oases and use nearby troop villages to sustain larger armies.
- Player Village Farming and Rainbow Farming GuideChoose small solo raids, same-unit groups or offensive rainbow compositions to farm inactive player villages, and learn when siege preparation is worthwhile.
- Rainbow Farming: Oasis Raids and Staggered WavesUnderstand casualty rounding, small mixed armies, Smithy breakpoints and different-speed waves for farming unoccupied oases.
Map and oases
Coordinates and distance, oases, and what is on the map.
Expansion and conquest
Culture points, settling, conquering, expansion slots and the capital.
- Administrators: loyalty and conquering villagesEvery tribe's administrator side by side, when they can lower a village's loyalty, how many waves a conquest takes, what a conquered village loses, and how defenders stop it.
- Advanced Chiefing StrategyPlan concealed multi-target chiefing operations, synchronize hammer and administrator waves, cooperate with allies and manage villages after capture.
- Culture pointsHow many culture points each new village needs at every server speed, where they come from, and when an account has to have them.
- Settlers and founding villagesWhat settlers need to found a village, where they are trained and how expansion slots work, every tribe's settler side by side, and what to expect when they arrive.
Special servers
Annual Specials, regions, cities, ships and harbors, and other special game worlds.
About the calculators
How this site's calculators model the game, and why calculators disagree.