Feature Overview ~ Travian: Codex Victoria ~ Annual Special 2019

Are you excited for September? In August we will share all the important dates related to our Annual Special, Travian: Codex Victoria, but now let’s compare it to our standard Travian: Legends gameworlds!

Travian: Legends Travian: Codex Victoria
General
Tutorial Yes It is replaced by the new onboarding system. 
Map Flat 801 x 801 Europe 401 x 401
Regions No regions 87 conquerable regions
Advanced Start No Your first village starts with all resource fields at level 5.
You will already own 6 settlers and enough CP to settle 2 additional villages. You will be granted 75% of the CP required to settle the 4th village. 
Victory points No An alliance has >50% territorial control and the “securing” cool-down timer has ended. They can use the artifact’s power, and their alliance accumulates victory points. Victory points gained by your alliance each day can be checked in the regional overview.
Tribes 3 (Gauls, Teutons, Romans) 5 (Gauls, Teutons, Romans, Egyptians, Huns)
Tribe buildings The buildings are visually the same for every tribe Every tribe has different visuals for the buildings
WoW Yes No
Troop merging No Yes
Troop forwarding No Yes
Trade routes You can create trade routes to your own villages, to the Wonder of the World of your alliance/confederation and to the villages with artifacts within your alliance/confederation. You can create routes to your own villages
Trade office building Normal Doubled effect
Tournament square Normal Doubled effect
Building slots Roman accounts have one additional building slot. Roman villages have one additional building slot.
Cranny capacity and merchant capacity Every account has cranny capacity and merchant capacity that depend on the account tribe. Every village has cranny capacity and merchant capacity that depend on the village tribe.
End of server The server ends when a Wonder of the World owned by a player or a Natar has reached level 100. The server ends after 180 days.
     
Buildings
Hospital No The hospital is a special building that gives the players a recovery option for troops wounded in combat.
Artifacts
Name Called artifacts Called ancient powers
Availability Sanctuary of the Architect, Sanctuary of the General, Sanctuary of the Spy, Sanctuary of the Cook, Sanctuary of the Instructor, Sanctuary of the Grand Designer, Sanctuary of the Lookout, Sanctuary of the Fool, WoW Construction Plan Sanctuary of the Architect, Sanctuary of the General, Sanctuary of the Spy, Sanctuary of the Cook, Sanctuary of the Instructor, Sanctuary of the Grand Designer, Sanctuary of the Lookout
Conquering Can be conquered by destroying the treasury in an attack with the hero if the player has a big enough treasury in their village. Once an alliance secures a region, the alliance gains access to the ancient power which can be activated in a village with a big enough treasury.
Activation It automatically activates 24 hours after being conquered. It needs to be activated manually every 24 hours; the same ancient power can be activated once for each alliance member.
Power duration It is permanently active. It needs to be activated manually every 24 hours; the same ancient power can be activated once for each alliance member.
Power restrictions A maximum of 3 artifacts can be captured, of which only 1 can be unique or have an account-wide effect. More than 3 artifacts can be held per account. The artifacts must be captured by conquering the whole village that holds them.

Only the 3 oldest artifacts are active, of which only 1 can be unique or have an account-wide effect. If there are 2 artifacts with account-wide effects among a player’s 3 oldest artifacts, the fourth oldest will become active.

Exception for self-capturing: You can switch artifacts between your own account’s villages with the hero, even if you already have 3 or more artifacts.

While in Travian: Legends, the artifact is always active for the owning village or account; the ancient powers in Travian: Codex Victoria need to be activated. They can be activated as soon as a player’s alliance has achieved >50% territorial control and has held the territory for 24 hours. To activate an ancient power, an alliance member just needs a treasury at level 10 for ancient powers with an effect for the village, or a treasury at level 20 for ancient powers with an effect for the account.

There are naturally a few restrictions: For each village, only one ancient power may be activated, and for each account only one account-wide ancient power may be activated. Thus, a total of two ancient powers can have an effect on one village.

     
Conquering
Villages When you conquer a village that belongs to an account of another tribe, the village changes tribe to the tribe of your account. All tribe-specific buildings disappear. When conquering a village that belongs to an account of another tribe, the village remains with that tribe. The tribe-specific buildings are kept, unless they are destroyed while being conquered. Your account will stay as the tribe you picked during registration.
Natars When conquering a Natar village, the village will belong to your account with its respective tribe. When conquering a Natar village, the village will belong to the tribe of the chief’s village.
     
Settling
Where No restrictions You can only settle in regions that have a neighboring region with more than 4,000 population. There are a few regions you can always settle (central starting regions).
Village When settling a new village, the village created belongs to the same tribe as the account. When settling a new village, the village created belongs to the tribe of the settler’s village.
     
Hero adventures and items
Hero items Wearing items from other tribes does not improve your units. Wearing items from other tribes improves the values of the units from that tribe in the current village.
Items in adventures Your hero can only find items of the account’s tribe. Your hero can only find items of the account’s tribe.
Troops in adventures Your hero can only find troops from the account’s tribe. Your hero can find troops that belong to the tribe from which he started the adventure.
Standard The hero item standard affects troop movements within alliance members. The hero item standard affects troop movements within the confederacy.
     
Confederacy
Size Every alliance can belong to up to 3 different confederacies. Every alliance can belong to one confederacy comprising a maximum of 4 alliances (see details in the post above).
Reinforcement Players can reinforce any village. Players can reinforce themselves, their alliance and every alliance that belongs to the same confederacy.
Send resources Players can send resources to any other player. Players can send resources to themselves, their alliance and any alliance that belongs to the same confederacy. Offers on the marketplace are not bounded by this restriction.

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