Your First Week
What to build, in what order, and why
The First Three Days
In the first days you have no army and nothing to lose but resources. Every build slot should go to fields. Players who train troops too early get stuck with a weak economy that never recovers.
- Even fields: Raise all four types together, not one to level 5 while the rest sit at 1.
- Main Building: Level 3 is enough at first — it shortens builds but costs a lot.
- Warehouse & Granary: Build them the moment resources start overflowing, not before.
Beginner Protection
At server start you are protected from attacks for a limited period. It is the only time to develop without fear. When protection ends, a village with developed fields and a full Cranny survives; one with only a Barracks does not.
End of Week One
By week's end you should have fields at level 5–7, a Warehouse and Granary holding a full night's production, a developed Cranny, and an Embassy to join an alliance. Only then consider a Residence and settlers.
Second Village & Capital
The 15-crop race
What Settling Requires
Three settlers and enough culture points. Settlers are trained in a level 10 Residence or Palace, and they are very expensive — bank resources for them in advance.
- Residence: Cheaper, allows three settlers, cannot conquer.
- Palace: More expensive, also allows a chief unit and conquering other villages.
Why 15-Crop
Only in the capital can fields go past level 10. A 15-crop village is the only one able to feed a huge army or a World Wonder, so those tiles are taken within two or three weeks. If you aim for a serious end-game, this is the key race.
Where to Settle
Close to your first village and inside alliance-controlled territory. A distant isolated tile looks tempting when empty, but it is indefensible — reinforcements will not arrive in time.
Tools & Calculators
Planning instead of guessing
Why Use Tools At All
Travion is a game of calculations: arrival times, upgrade costs, how much defence is needed. A player who guesses loses to one who calculates. Most external tools are built for standard versions, so make sure they are set to the correct server speed.
- Combat calculator: Estimates an attack's outcome before you send it. Especially useful for defence.
- Travel time calculator: Calculates when an army arrives — critical for coordinating alliance attacks.
- Upgrade calculator: Shows how much time and resources a target level will take.
What Needs No Tool
Upgrade order in week one, building a Cranny, and joining an alliance need no calculation. Tools become relevant when you start coordinating attacks and estimating defence — from the second village onward.
The Hero System
Points, attributes and role
What the Hero Does
The hero is a single unique unit that accompanies your account all server. He fights alongside your army, goes on adventures, captures oases, and grants bonuses to all your villages. Unlike regular units, he gains experience and grows stronger.
Distributing Points
Each level-up grants points to distribute among four attributes. The choice depends on playstyle, and most players regret spreading them evenly — specialise instead.
- Strength: Raises the hero's own combat power. Essential for clearing oases.
- Off/Def bonus: Adds a percentage to the whole army fighting with him. Very strong with large armies.
- Resources: Increases village production. Popular early but loses value later.
Death and Revival
The hero is never permanently lost. Revive him in the Hero's Mansion for resources, with the price rising with his level. Experience and equipment are fully preserved, so death is a cost, not a disaster.
Adventures
How they spawn and what you gain
How Adventures Appear
Adventures are not endless. Your account holds a personal pool that refills on a fixed timer, with a maximum ceiling. At the ceiling the timer stops, and resumes only after you spend one.
- Starting batch: A new hero receives the whole starting allowance at once.
- Steady timer: After that, one adventure appears per interval set by the server.
- Offline accumulation: No need to stay online — accumulation is calculated from elapsed time.
What You Get
Adventures grant resources, hero experience, and sometimes equipment or units. The first adventures give fixed, predictable rewards; after that rewards become random and depend on the adventure type.
Risk and Health
Every adventure costs hero health. A hard adventure is riskier but more rewarding. If health drops too low the hero may die — so stop and let him recover rather than chasing one more adventure.
Equipment & Recruitment
What to wear and when to recruit
Equipment Types
The hero carries a weapon, armour, helmet, shield and support items. Each changes his battle behaviour or the bonus he grants the village, and equipment can be swapped per task.
- Weapon: Raises combat power, sometimes adding a bonus to a specific unit type.
- Armour: Reduces damage and slows health loss — critical for clearing oases.
- Support items: Increase movement speed, map vision or resource production.
When to Recruit From the Hero
Some equipment allows recruiting units directly. It is tempting, but those units cost health or resources — save them for moments when defence is genuinely lacking, rather than spending them on oasis clearing.
Resource & Storage Management
How not to waste production
Overflow Is a Silent Loss
When storage fills, every additional resource produced simply disappears. A player who sleeps eight hours with a small Warehouse loses eight hours of production without noticing. That is why Warehouse and Granary are an investment, not a waste.
Processing Buildings
Sawmill, Brickyard, Iron Foundry and Grain Mill raise field production by a percentage. They pay off only once fields are already high — a percentage of small production is worth very little, so build them after the fields, not before.
Balancing Between Villages
With several villages, not all need to produce everything. One can specialise in crop to support the army, another in iron for training. Moving resources between your own villages via the Marketplace costs nothing but time.
Marketplace & Trade
Merchants, ratios and transfers
How the Marketplace Works
Each Marketplace level adds merchants. Every merchant carries a fixed amount depending on tribe — Romans carry 500, a significant economic advantage. Arrival time depends on distance and the tribe's merchant speed.
Trade Offers
You can offer to swap resource types. A 1:1 ratio is fair, but in times of shortage players offer far worse ratios. Do not accept an offer just because it is available — check how long it would take to produce the difference yourself.
Tactical Use of the Marketplace
The Marketplace is also a defensive tool. With an attack incoming and no defence, send all resources to an ally — the attacker arrives at an empty village. The merchants return once the attack has passed.
Starvation & Crop Balance
Why armies die without a battle
How the Deficit Forms
Every unit consumes crop, and each building upgrade adds consumption. When consumption exceeds production the balance goes negative and units start dying one by one until it evens out — without anyone attacking you.
How to Fix It
Three ways, by urgency. Fastest is spreading the army to other villages or sending it as reinforcement — reinforcing units are fed by the host village. The stable fix is upgrading crop fields.
- Spreading: Move units to a village with surplus crop. Immediate fix.
- Upgrading fields: The real solution, but it takes time and resources.
- Disbanding units: Last resort — better to disband old units than lose random ones.
Oases & Wild Animals
Capture, bonuses and clearing
What an Oasis Gives
An oasis adds a production percentage to the village that captured it, according to its resource type. Crop oases are the most sought after, since they let you hold a larger army without upgrading fields.
How to Capture
Build a Hero's Mansion to the required level, clear the wild animals with an attack, then send another attack with the hero to capture. Each village may hold a limited number of oases, based on Mansion level.
Animals Respawn
An uncaptured oasis regrows animals over time. If you captured one and stopped protecting it, another player can clear and take it from you — capture is not the end of the story.
Attack & Defence Basics
How a battle is actually decided
Two Types of Power
Every unit has an attack value and separate defence values against infantry and against cavalry. A unit good at attacking is almost always poor at defending, and vice versa. A mixed army is therefore not strong at both, but mediocre at both.
What Increases Defence
The wall adds a defence percentage to the entire defending force, making it one of the most cost-effective buildings. Alliance reinforcements also count toward defence — a village with organised reinforcement is worth several lone villages.
Attack Types
A normal attack tries to kill the defender and loot, while a raid settles for loot and loses fewer units. Experienced players raid weak villages and attack at full force only when there is a real objective.
Dodging & Sniping
Advanced timing techniques
What Dodging Is
When a large attack is incoming and you cannot survive it, move your army out just before impact and bring it back afterwards. The attacker destroys buildings but kills no units — a small loss compared to losing an entire army.
- Where to send: Reinforcement to a nearby ally, or an attack on a distant oasis.
- Timing: Leave a minute or two before, not too early — the attacker may send a second wave.
Sniping
Sniping means landing reinforcement between two attack waves, destroying the weaker second wave. It demands second-level precision and alliance coordination, and is one of the most effective ways to break an attack on a World Wonder.
Not Getting Caught Yourself
Experienced attackers send multiple waves precisely to catch an army returning from a dodge. So do not bring the army straight back — check the Rally Point for further waves before returning it.
Unit Types & Their Roles
Who counters whom
Infantry, Cavalry and Siege
Infantry is cheap and slow and forms the backbone of defence. Cavalry is expensive and fast, suited to raiding and quick strikes. Siege engines do not fight themselves but destroy buildings and walls.
- Ram: Breaks walls. Without rams, an attack on a fortified village fails.
- Catapult: Destroys specific buildings. Used to dismantle economy or storage.
- Chief unit: Lowers village loyalty to enable conquest. Very expensive and slow.
Why Defenders Need Variety
Defence has separate values against infantry and cavalry, so a single-type defensive army collapses against the opposite type. Good defence combines two complementary units, usually at roughly a two-to-one ratio.
Artifacts
Types, capture and holding
What an Artifact Is
Artifacts are released in mid-server and grant powerful bonuses that shift the balance of power: build speed, cranny capacity, army speed, unit strength and more. They are the first objective of any serious alliance.
- Village artifact: Affects one village only. Easiest to capture and weakest.
- Account artifact: Affects all your villages. Worth far more.
- Unique artifact: Only one of each per server, with an especially strong effect.
How to Capture
Artifacts sit in Natar villages behind heavy defence. You must dismantle the village with catapults and rams, then send a force with enough carrying capacity. This is always a coordinated whole-alliance operation, never a solo one.
Where to Hold It
Not in the capital and not in your strongest village, but in a well-protected one that is easy to reinforce. An experienced alliance concentrates artifacts in a few neighbouring villages so the same defence can protect them all.
World Wonder
How the server is won
What a World Wonder Is
A World Wonder is a building raised in a conquered Natar village, and the first alliance to bring one to level 100 wins the server. It is not a player task but a months-long operation requiring dozens of coordinated players.
The Three Roles
In the end-game every alliance member takes a role. There is no room for players still playing for themselves — an alliance that does not assign roles loses to one that does.
- Builder: Holds the wonder village and pours all resources into it.
- Supplier: Produces resources and ships them non-stop to the wonder village.
- Defender: Trains defence and keeps it in the wonder village around the clock.
Building Plans
Without building plans you cannot progress past certain levels. Plans come from Natar villages and are a separate objective in themselves — an alliance holding plans controls the pace of the entire server.
