The first Travian: Tides of Conquest gameworlds are opening their gates really soon and – to give you the best possible start – we once again gathered all useful links and information about this version in one place. Click on the underlined words to access a specific article.
The full feature set is a must-read article. This is where you find a detailed overview of the new features.
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.
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.
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).
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.
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.
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.
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.
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
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.
The hero item standard affects troop movements within alliance members.
The hero item standard affects troop movements within the confederacy.
The lands that never sleep. The times when victory and defeat walk side by side. The war where former allies become the fiercest foes in the blink of an eye and where former rivals sacrifice everything for their new friends.
Will you dare to set foot here? Will you be the one who will fight to the end?
This is the road of Travian: Tides of Conquest. The road to immortality.
This is not a drill, it’s really happening! We are going mobile!
If you have been watching our Ask Travian series from the beginning, you might remember the veryfirst episode, when Ecki – Game Director of Travian: Legends – explained the reasons why an app would not have been possible at that specific time.
Well, a lot has happened since then.
It was indeed a perilous journey but eventually, the game code was updated to the current state, which gives a solid base to develop a mobile app for our beloved game. Last year – and this was still super-secret – we kick-started the hiring process with the clear goal of building a team entirely dedicated to the development of the app. If you are cunning detectives you might have noticed a few Unity Developer job offers popping up on our company website.
Finally, we are ready to disclose more: the project just left the pre-production phase and is now about to start officially.
Travian: Shadow Empires x2 and x5 are around the corner, and we want to share/remind you of more information about the settings. With this, we would like to open more strategic opportunities, especially to those who didn’t play the first iteration.
Balancing changes of August 2020 defined a maximum of 300 spawn villages per region for a large map (801×801).
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