Travian: Northern Legends – Reimagining the Battlefield

As the cold winds of the north sweep across the land, the Vikings sail into Travian: Legends, bringing a lot of exciting changes. Here’s a detailed look at the transformative features that are waiting for us in Northern Legends. 

Region victory point changes 

As the echoes of ancient battles fade, the balance of victory shifts among sacred artifacts and hallowed powers. Some regions that hold the most valuable artifacts now grant 10 times fewer victory points, emphasizing the value of pure victory point territories. To further reward dominance, larger regions grant an additional 500 points to the controlling alliances, making the battle for vast lands more critical. 

  • The regions that hold trainer, faster troops, big crannies, eagle eyes and diet artifacts now produce only a small number of points: 40 for unique, 100 for small and 120 for great powers. 
  • Regions that hold architects’ and great storage artifacts, along with those that solely grant victory points without powers, produce more points and have become more valuable targets.  
  • Regions with vast territory (Hyperborea, Volubilis, Girba, Cimbri, Lepcis Magna, Venedae, and Scythia) give an additional 500 points. 
🧭   Click  here to see the region map and spawn order🧭

Travian: Northern Legends – new map

(🖱️click on the image 🖱️to open it in full size)

Travian: Northern Legends – spawn order

North-west South-west North-east South-east
  • Bagacum
  • Lutetia
  • Londinium
  • Durnonovaria
  • Corinium
  • Eburacum
  • Cherusci
  • Treverorum
  • Mogontiacum
  • Argentorate
  • Augustodunum
  • Pictavium
  • Caledonia
  • Mediolanum
  • Burdigala
  • Carthago Nova
  • Caesarea
  • Rusadir
  • Corduba
  • Segovia
  • Saguntum
  • Numantia
  • Tarraco
  • Emporiae
  • Tolosa
  • Narbo
  • Alalie
  • Caralis
  • Hippo Regius
  • Carthago
  • Venedae
  • Sarmatia
  • Bastarnae
  • Vandali
  • Gherla
  • Berzobis
  • Mursa
  • Segestica
  • Marcomanni
  • Burgundi
  • Cimbri
  • Hyperborea
  • Scythia
  • Theodosia
  • Aquileia
  • Athens
  • Delphi
  • Apollonia
  • Samothrace
  • Byzantinum
  • Halicarnassos
  • Iconium Athribis
  • Alexandria
  • Cyrene
  • Syracusae
  • Lilybaeum
  • Brundisium
  • Epidaurum
  • Ulpiana
  • Philipopolis

Vikings replace Teutons

In a world where two Norse tribes cannot coexist, the arrival of the Vikings means the end for the Teutons. The new game worlds will feature six tribes, with the Vikings stepping into the role previously held by the Teutons. 

Tribe selection when settling for the first three villages

With the spirit of the north guiding their choices, players now have the power to select their tribe for the first three settled villages 

This feature has the following limitations: 

  • Conquered villages do not count towards the first three selections. If you settle a second village, then conquer the third, you’ll still be able to select a tribe for the next two settled villages. 
  • The loss of villages will not reset this count, however. 

Reduced construction time for fields, the main building and storages  

Heeding the counsel of our community, we’ve reduced construction times for key buildings by 25%. This adjustment affects: 

  • Main building 
  • Granaries and great granaries 
  • Warehouses and great warehouses 
  • All resource fields: woodcutters, clay pits, iron mines, and croplands 

Raid ships and farm list changes 

With Northern Legends, we are introducing a fourth type of ship: raid ships and additionally the possibility to integrate ships into the farm list. Those ships are available for all tribes, though the Vikings’ raid bonus increases their speed to 24 compared to the usual 18 fields per hour for the other tribes on x1 game worlds.  

  • Raid ships can carry up to 200 units and can only be used for raid missions.  
  • It’s possible to use only raid ships in your farm list. If you don’t have enough ships for raiding, the farm list will send other farms with the usual unit speed on land. 
Costs and construction time

 

750  450  450  150  1800 20:00

Commerce bonus now increases trading speed and capacity 

The alliance bonus for merchants has been strengthened. The commerce bonus now enhances both the capacity and speed of merchants and trade ships. This dual bonus will transform trade routes, making them more efficient and lucrative. 

  • The bonus will grant an additional 30/60/90/120/150% to merchant/trade ship capacity and speed depending on the alliance commerce bonus level. 
  • This bonus will also affect return times. 

Philosophy bonus adds culture points to celebrations and artworks 

In the halls of feasts and celebrations, the influence of philosophy grows. The philosophy bonus now increases culture points granted by town hall celebrations and artworks by 4/8/12/16/20% respectively. For instance, a philosophy bonus level 1 will enhance the CP gained from celebrations and artworks by an additional 4%.

Example: Great celebration on speed x1 and x2 grants 2000 culture points. With a philosophy bonus at level 5 (20%), the great celebration will grant 2000+400 = 2400 culture points.

+1
23
+1
6
+1
14