Game Secrets: The Path of the Warrior ~ What is the best hammer for my tribe?

Travian: Legends is more than just a game; it’s a crucible of strategy, where each choice shapes your destiny. Choosing your tribe is the first crucial decision, setting the foundation for your future conquests. But it doesn’t end there. Developing an offensive account requires foresight, planning, and a keen understanding of your own, as well as your chosen tribe’s strengths and weaknesses.

Welcome to the Game Secrets series! Today we will keep looking into Operational hammers and will talk about most popular combinations for each tribe.

In our previous blog post we talked about balancing economy and military on offensive account, calculated average costs for one fully developed (cheapest) Teuton village.

When players make a choice about which offensive army to train, they normally pick between those options:

  • The cheapest and fastest army in terms of training (for that option we recommend to pick based on the Combined attack + Costs per Hour columns)
  • Most crop efficient army which is easier to keep (pay attention to Crop consumption column)
  • An army that has some additional advantages. (Farming, additional defence, cheapest training etc).

The last option is the most diverse. Sometimes players pick some other options rather than most powerful or most crop efficient. For example, some want to use army not only for offense, but also as defence. In this case they can pick to train Mercenary-Marksmen hammer, Khopesh Warrior + Recheph Chariots or Swordsmen + Haeduean  due to their quite strong defensive characteristics.  In other cases players use cavalry part of their hammer to fight nature units in oases, and therefore want to have cheapest and fastest cavalry for that due to inevitable losses. Then Swordsmen-Theutates Thunder, Imperians + Equites Imperatoris and Hun armies with the Steppe Riders might be the choice.

Anyway, the final decision is normally based on real gameworld situation, how often do you plan to use your army and recover costs, how well is developed your capital,  whether you plan to use it in defence and in general crop and resource production.

In the table below you will find most used combinations which you can compare between each other and make your choice. All parameters are given based on the definition of Operational (Working) hammer  from our previous blog post:

Army trained for 1 month on x1 gameworld (~1/8th of length for the other speed versions) on 20 level barracks, stables, workshop, without great barracks and great stables, and calculated without any additional upgrades and bonuses. Rams and Catapults are trained in 55%/45% ratio to support sufficient number of both. Used as support army for alliance operations and day-to-day army to clear-conquer surrounding.

Operational hammers combinations for each tribe

(All calculations are made on a  Kirilloid web-site. For Roman tribe Horse Drinking Trough lvl 20 is added to the calculations)

Tribe
Infantry
Cavalry
Rams and Catapults
Infantry attack
Cavalry Attack
Combined attack
Costs per hour
Crop consumption
Teutons
27,093 Clubswingers 6,570
Teutonic Knights
1683 rams,

1377 catapults

1,708,335 1,258,669 2,967,004 32,173 60,116
16,222 Axemen 6,570 Teutonic Knights 1683 rams,

1377 catapults

1,512,146 1,258,669 2,770,814 33,783 49,246
Gauls
13,477 Swordsmen 7,845 Theutates Thunders 1574 rams,

1288 catapults

1,366,474 1,001,925 2,368,399 31,229 41,619
13,477 Swordsmen 6,242 Haedueans 1574 rams,

1288 catapults

1,366,474 1,124,116 2,490,590 36,318 44,657
Romans
10,147 Imperians 6,916 Equites Caesaris 1626 rams,

1331 catapults

1,190,191 1,607,529 2,797,720 38,425 43,763
10,147 Imperians 9,221 Equites Imperatoris 1626 rams,

1331 catapults

1,190,191 1,448,506 2,638,697 35,677 41,458
12,167 Legionnaires 9,221 Equites Imperatoris 1626 rams,

1331 catapults

945,986 1,448,506 2,394,491 34,004 43,478
Huns
24,110 Mercenaries 8,111 Steppe Riders 1654 rams,

1353 catapults

1,400,854 1,222,450 2,623,304 29,040 53,420
24,110 Mercenaries 7,844 Marksmen 1654 rams,

1353 catapults

1,400,854 1,092,010 2,492,841 30,378 52,884
24,110 Mercenaries 6,505 Marauders 1654 rams,

1353 catapults

1,400,854 1,470,571 2,871,425 34,779 56,712
17,404 Bowmen 8,111 Steppe Riders 1654 rams,

1353 catapults

1,388,401 1,222,450 2,610,851 28,284 46,714
17,404 Bowmen 6,505 Marauders 1654 rams,

1353 catapults

1,388,401 1,470,571 2,858,972 34,022 50,006
Egyptians
13,477 Khopesh Warriors 6,000 Resheph Chariots 1600 rams,

1309 catapults

1,372,639 873,538 2,246,177 36,982 44,134
36,500 Slave militia 6,000 Resheph Chariots 1600 rams,

1309 catapults

931,879 873,538 1,805,417 32,482 67,157
Spartans
9,221 Twinsteel Therions 5,664 Corinthian Crushers 1530 rams,

1252 catapults

1,276,302 1,378,087 2,654,389 36,291 38,317
11,426 Hoplites 5,664 Corinthian Crushers 1530 rams,

1252 catapults

993,052 1,378,087 2,371,139 33,136 40,523
Vikings
23,867 Thralls 6,363 Valkyrie’s Blessing 1683 rams,

1377 catapults

1,693,001 1,251,651 2,944,652 32,167 48,691
12,574 Berserkers* 6,363 Valkyrie’s Blessing 1683 rams,

1377 catapults

1,451,228 1,251,651 2,702,878 35,822 49,506

For Berserker’s army consider additional Damage on Death effect* that only works if there are survived defenders after the battle.

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