The time for you to experience Travian: Tides of Conquest is approaching, and we cannot wait for you to play it this Autumn!
If you have never played an Annual Special, this table will be very useful for you to check on the differences between Travian: Legends and Travian: Tides of Conquest!
General | ||
Map | Flat | Ancient Europe |
Regions | No | 87 regions to be conquered |
Victory points | No | Victory points are accumulated by the alliance that dominates a region.
To dominate a region an alliance needs to have >50% territorial control and the “securing” cool-down timer (24 hours) did run out. The alliance’s victory points are the sum of all points held in all villages of this alliance. The alliance’s victory points can be lost, conquered, or destroyed. |
Tribes | 3 tribes – Europe, Asia, America, Arabics servers, 5 tribes – International | 5 tribes |
Wonder of the World | Yes | No |
Troop merging | No | Yes – unlimited with resources – Gold usage limited to 50 Gold per day per village |
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 |
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 for 1x speed, 120 days for 2x speed, and 80 days for 3x speed. |
Alliance banners | No | Alliance members can create an alliance banner that is visible in various places in the game. |
Cities | ||
Cities | No | Villages can be upgraded into a city with a Townhall at level 20.
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Waterworks | Can be built in any Egyptian village. | Can only be built in an Egyptian city. |
Watchtowers | No | Only available in cities.
The Watchtower is not a separate building, but a wall extension, which can be upgraded up to level 20. Each level of the Watchtower increases the Rally Point bonus by 3 per level. |
Artifacts | ||
Name | Called artifacts | Called ancient powers |
Availability | Architects’ secret, Titan boots, Eagles eyes, Diet control, Trainers talant, Storage masterplan, Rivals confusions, Artefact of fools, WoW Construction Plan | Architects’ secret, Titan boots, Eagles eyes, Diet control, Trainers talant, Storage masterplan, Rivals confusions |
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. | Alliance that have >50% territorial control 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 every 24 hours; the same ancient power can be activated for each alliance member. |
Power duration | It is permanently active. | It needs to be activated every 24 hours; the same ancient power can be activated once for each alliance member (account scope effect) and once for each alliance members village (village scope effect). |
Power restrictions | A hero can capture multiple artifacts and there are no limits.
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. |
While in Travian: Legends, the artifact is always active for the owning village or account; the ancient powers in Travian: Tides of Conquest need to be activated. They can be activated as soon as a player’s alliance have achieved >50% territorial control and have 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 neighbouring region with more than 4,000 population. There are a few central regions you can always settle. |
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. |
See you on the battlefield and on our official Discord channel!