Weekly Rewards on Travian.com Extended to Com1, Com3, Com5, and Com10

Travian.com has extended its weekly award for the top climber of the week to Servers 1, 3, 5, and 10. Whoever is the #1 climber each week will get a 10 Gold reward. This was previously introduced on Server 8 as a test. The rewards will last up until the introduction of the artifacts (at which point the game closes registration for new players). On Server 3, which is the “Classic Server” that uses Travian version 2.5, the rewards will continue right up until the start of the endgame (which I assume is a sign that new players can also join the server right up until the start of the endgame – that’s the way it always was before the introduction of the Mid-game Artifacts in version 3.5 of Travian). With the addition of these four servers that are new to offering this award, all of the servers that are open for registration for new players are now offering the reward. So you can probably expect that this will also be included on future servers as well.

Click here to read the official announcement.

The player response to these rewards have been mostly positive, but some players have suggested that there should be gold awards for players who are the top raiders. Personally, I disagree. Some players are able to be the top raider every week, and they would be able to collect a free gold award multiple times. But top climber is something you can pretty much only get once – usually during your first or second week of play. This way, more people get to have the award. Rewards and prizes that the same player keeps winning over and over don’t add a lot of fun to the game. Also, if you’re the top raider, you probably don’t need any extra gold to help you out. But anyone who joins a server after it’s already been running for a few weeks is already at a disadvantage, so giving a little gold at the players who are the best new registrants will help even things out a little bit and give players incentive to compete hard no matter what point they joined the server at.

If anything, I’d like to see the reward be a little bit bigger. 10 Gold is nice, but perhaps if it was a little bit bigger it would inspire even more competition for players to be the fastest climber. As a competitive player, I think that anything that adds a little more blood to the water is a good thing.

Posted Just Because I’m a Zelda Nerd…

If you’ve been paying close attention, you know I’m a huge fan of Legend of Zelda game, so I just had to link to this story from Damnlag.com:

http://www.damnlag.com/articles/roundtables/235-the-best-15-zelda-songs.html

They count down their top favourite 15 songs from Legend of Zelda Games. There are a few I think they missed, but I really like a lot of their picks. Here’s an excerpt of one of their choices:

8. Oath to Order (First Appearance: Majora’s Mask)


Mark says: The Oath to Order is one of the most grave songs in the Legend of Zelda franchise, and a great example of the impact Majora’s Mask beautifully weird soundtrack possessed.  The song has an incredible amount of depth, and takes the listener through a myriad of emotions; ranging from dreadfully sad to dutifully defiant.

S7.com: Post-Game Analysis by C0unsel

The leader of Peaceful Simmers, one of the key alliances that was a part of the winning South-WW Meta-Alliance on S7.com 09-10, posted an awesome post game analysis on the S7.com forums. I thought that it was definitely worthy of being added to Travian Champions so it can be kept up permanently (I’ve also added it to this site’s Strategy Guides page in the “Expert” category).

Before I post the breakdown in its entirety, let me give some background on C0unsel. In addition to helping lead his alliance to victory on S7.com, C0unsel also co-played the Incognito account (along with Icis) which was ranked as the #1 attacker and #1 raider, and he also sat for the Regulator’s World Wonder, which ended up being the winner. C0unsel was also the #1 attacker on S4.com 08-09, and the led the Meta-alliance that finished as the runners-up on that server (I was also a part of that alliance, and that’s how I first met C0unsel). He is definitely one of the top Travian minds in the world and a true expert of the game in every sense. Here is his analysis of the endgame of S7.com:

I would like to start this post by first congratulating our opponents and especially those who stuck it out till the end. The measure of ones strength is often judged by those you are pitted against. In the North we found honourable and worthy fighters, many of whom never gave up. That being said, the north lost and lost badly. In this post I attempt to set out what I perceive as being the main reasons why, not to rubbish the north or start a flame war, but as I believe there may be some who appreciate a proper post match analysis.

To understand why the north lost and perhaps learn lessons for future servers, it is first necessary to dispel some of the reasons proffered thus far for their loss. Foremost is the argument which runs “you simmed all server but at least we had fun.” This argument is flawed on so many levels that it requires rebuttal and a continued acceptance of it can only lead to continued poor play on future servers.

Firstly, the argument presumes that building World Wonder hammer and fighting during the server are exclusive, when they are not. Taking the Incognito account as an extreme example, we fought all server, there was rarely a week we weren’t in the attackers top 10 and yet were still able to build two World Wonder hammers
http://travianreports.com/en?img=01/pjtjHch.png
http://travianreports.com/en?img=01/rKA87WS.png
Nor does one need to look at our account alone. Amongst the northern World Wonder hammers, many adopted a similar course (natooor, Aerixx to name but two) were able to both fight during the server and host a World Wonder hammer. Perhaps the main difference between north and south was we tracked, hunted then chiefed such hammers as showed themselves whereas you made no such efforts attacking southern hammers.

Secondly, the argument ignores the many types of players that play this game. Some like to play offensively from the start, others like to run defensive accounts, others perhaps being less active wish to peacefully grow a huge hammer, others still like empire building and focus on population. All of these players are an asset in endgame. The attackers to wear down the enemy, the empire builders to support the wonder in both crop and resources, the defensive players and World Wonder hammers jobs are obvious. It is perhaps a task of leadership to identify these player types and then fit round pegs into round holes and so see that all can gain their enjoyment and fulfill alliance objectives playing the type of game which suits them. To say that a particular player type, which doesn’t fall into your model isn’t having fun is the height of arrogance. It takes all types, the issue is how the players are used.

Thirdly, it is factually incorrect. PS has held the no.1 alliance offence rank since around week 29. For many weeks thereafter there was a constant battle between IR and PS jockeying for this position. The fact that the North lost more during their server wars than the south, perhaps speaks to the fact that they were less effective in prosecuting their wars than the south. Hammers lost can’t be quickly rebuilt and way too many hammers were lost by the North. The fallacy in the “at least we had fun” argument is that it isn’t necessary to lose hammers in wars. Proper planning, faking and execution should have minimized your losses. When you proclaim “at least we had fun fighting” you do no more than brag about your incompetence in executing these attacks.

Fourthly, finally and most importantly, the argument ignores the fact that this is a strategy game. Resources are finite and decisions as to where to deploy them are fundamental. If you leave the locker dry too early, then this is simply bad play. The loser in a chess game doesn’t brag about the fact that at least he had fun taking pieces with his pawns in the start and that such is more important than winning. The idea is to play well, whilst working towards your strategic objectives.

End Game Analysis
Why did the North lose the end game when from an objective look of things they should have won. As we entered end game they were more populous and through their confedding of the PT alliances, this advantage only increased.

(Click to enlarge)

I attempt to identify the major failings below. Again let me indicate this is not intended as
personal criticism but rather to start a reasoned debate. I also intend to limit my analysis to simply the end game at this stage and will write a separate post dealing with other aspects of the server:

1. The North Displayed a lack of understanding of a WW race
The idea of a ww race is to get one wonder to 100, not 8 to the mid 50s. It sounds simple but is in fact hard. People get attached to the wonders they hold, they desire crop, defences and use up valuable manpower (ww teams). All of these are finite and by splitting them you diminish your chances.

2. Inadequate Defences
Nothing contributed to the north’s loss more than poor defence. Incognito’s capital and hammer village maintained more static defence for the entire server than was present in some northern wonders. The low server numbers certainly didn’t help, yet the fact that the PC wonder gathered over 5 million defence towards the end shows what is possible. The fact that the Regulator wonder gathered and maintained over 5 million defence from around 2-3 wings, whilst being surrounded by enemies proves the point. By gathering sufficient defence, one makes a wonder immune to 3k cat attacks. By gathering a lot you make it immune to 5k cat attacks. Wonders will always take damage and delay, but through your poor defences you allowed most of our players to cause delay, rather than just the dedicated big guns.

2. Real or Fake Wonder
The concept of having a real wonder and a fake one eluded you. Not only did you spend your hammers at southern fakes, notably Caio and Slacker, at no point did u seem to designate one of your own as fake to attract and draw hammers. Maintaining a fake with 500k-1 mil defence is entirely feasible, if a thankless task and the reduced defence allows you to race it up the levels, not caring about infrastructure as its never designed to complete. Rather than have fakes and reals, you just seemed to focus on whichever was in the lead at any one time.

3. Every hour counts
In a race where hours can count, the north was dreadfully slow off the mark in seizing the wonders, and their failure to seize plans in a timely fashion was embarrassing. It is no excuse to say the natars came early. They came in day 274 on s1.com which was a useful “heads up” to all caring to pay attention.

4. Artifacts
The north failed to recognize the importance of artifacts. It is no accident that the south started the wonder race holding 8 of the end game artifacts (rivals confusion and structurals). We saw the importance of both owning them and retaining them, indeed much of our early wars were designed to attain such as remained in enemy hands. The north’s loss of the two that remained to them in the first weeks of endgame again displayed a lack of understanding of importance. In each instance several suicide hammers, expecting to meet 500k defences simply hit air, the arty being protected by only 100-200k defence and long since cleared.

Both the rivals confusion and structural have the same purpose. It compels the attacker to target the wonder itself over infrastructure. No one wishes to waste a ww hammer and risk hitting a level 1 market. The structural one acts the same way as it makes the infrastructure effectively immune to damage. The unique diet one is not an end game artifact. I say this as it does nothing that can’t be achieved through better logistical management. Yes it makes troops easier to feed in a wonder but more people sending crop achieves the same.

A lot has been written about how artifacts have spoiled the game. In my opinion this isn’t correct. What they do is provide a reason for the mid game wars, rather than mere boredom and the need to expand having settled your quad, but more importantly, they create extra strategic targets. They need to be treated like wonders in terms of alliance goals/objectives and I foresee many more wars being fought over them in future servers.

Where the north failed, was in focusing on account artifacts (troop trains/boots/diet) and not on alliance ones. The rivals and unique are effectively pointless till end game and do nothing for an individual account, perhaps a reason why the north discounted them till too late.

In addition the potential for using multiple artifacts (eyes/structural or rivals/structural), knowing how to activate each without delay, having dedicated hammers and level 20 treasuries ready to take advantage of opportunities and prevent our own artifacts falling into enemy hands are features which im sure will become commonplace on future servers. Artifacts don’t spoil the game, they simply add a new level to it. Until people properly appreciate and understand how to both value and use them, they will suffer the consequences.

5. Delay in attacking PS
This delay was inexcusable. The north must have seen that both the Caio and Regulator wonder were protected by artifacts and as such any attacks would have to target the wonder itself. Given that there is a balance to be reached between letting it get high enough so that proper delay is caused and not letting it get too high such as you can’t cause damage the first real strikes coming when they were in the high 80s was way too late.

If not earlier, by the time we stole northern construction plans from your quad following the natars spawn, the north ought to have known we were to be competitors. Granted, our diplomacy was always directed at letting you believe that an allegiance might at some unspecified time be in the offing, but continuing to rely upon these suggestions when contradicted by all evidence suggests either poor judgment in believing it, or perhaps a lack of will to do anything about it. More than anything else, I would wish to know the rationale for the north not attacking, nor even faking the SW till Regulator was in the level 60s.

6. Tactics
The harsh truth of the matter is that the Northern operations were tactically poor. Major offensives were launched against accounts holding eyes, without realizing it. Attacks were launched against artifacts which allowed them to be moved and anvils set. Instances of chiefing southern hammers was rare if indeed any happened at all and fakes against southern players were so few, that when they did arise it was like a neon sign saying “northern operation in progress”. Far from hide the attacks, they highlighted them.

7. Strategy
First and foremost this is a strategy game. Many people play it simply at a tactical level – which for them is fine. However, if no one is providing the over-arching plan, it should be unsurprising when you lose.

The North’s strategy appeared to be to dominate through numbers. To this end, the NW and NE confedded with each other, and later with PT. As a strategy it holds some merits, yet you failed to use your numerical advantage where it could count viz. in attacks, faking, defences and crop support. What PS has showed this server is that it’s rarely about numbers but the commitment of those numbers. I’d sooner have 15 dedicated players than 60 barely active ones. What perhaps was overlooked in your merger was that by doing so, you were united in your shared desire for a win, but with no sense of teamwork, watching each others back and mutually helping. Effectively you increased numbers and lost your raison d’etre. You traded numbers for your souls. Rather than it being 8 v 5 in the wonder race, it was 5 v 1 v 1 v 1 v 1 v 1 v 1 v 1 v1. It is unsurprising you lost in those circumstances.

8. Insufficient hammers
When one analyses the attacks launched in endgame it is notable that the north had too few hammers with siege. The reasons for this are best known to the north themselves. Certainly in PS people were told at the earliest stages that no army <5k siege would be counted as a ww hammer, and those potential ww hammers as were identified were nurtured, parking found for them and them given access to the troop train artifacts.

On one view it appears that many of your members simply lacked the discipline to continue building siege, content to “fight all server having fun” but as mentioned above these are not either/or choices.

9. Your Opposition
The north faced strong competition in the south. Even now I don’t believe people are truly aware as to how integrated PS/IR/LW/B was. We acted with the end game in mind, in pursuance of those objectives and always together. The SE leaders and alliances are amongst the finest I’ve worked with. The SW ones (PS, PS2, UC, Fenix) have done us proud and been a joy and a pleasure to lead. I simply mention this as absent the failings mentioned at 1-8 above, I believe you would still have had an uphill struggle. With those failings, your task became impossible.

Let me conclude this post by thanking enemy and friend alike for participating in an enjoyable server. Remember that come next server, your enemy may be your friend and vica-versa. Put away the bitterness, learn from this server, whichever side you were on and I look forward to fighting with (or against you) on future servers.

c0unse1
(the male half of Incognito)

Website Update

Sorry I haven’t updated this site in a little while. Once again, I’ve been really busy and it’s kind of got me in a bad mood. But I think I’m ready to start making a go of updating this site regularly again.

I’ve definitely got a lot of material to work with, including a few more interesting things from Server 7, the endgame of Server 2, and plenty of other stuff going on around the world of Travian. Over the next few weeks, I’ll be trying to get back into the habit of getting at least one new post up on this site every day.

The Biggest Earners in Competitive Gaming

Ever wondered what the most succesful professional videogame players are like? Courtesy of Playedonline.com’s Blog, here’s some interesting profiles from 5 of the biggest money earners in the world of competitive gaming:

http://www.playedonline.com/blog/2010/01/20/5-biggest-earners-in-competitive-gaming

Travian players are a competitive lot, so I thought they might be interested in this article.

It would be really cool if one day Travian has competitive servers for money prizes, especially considering all the skill and dedication it takes to win!

S7.com: A Look at Regulator’s World Wonder

There are some interesting stories and things to write about from the recently completed S7.com, and I’ll try to get to as many of them as possible over the next few days (assuming I have the time).

One things I want to take a closer look at is the winning World Wonder city. Regulator used quite a unique build that’s worth taking a closer look at:

Okay, so what’s odd about this picture? Only one Great Warehouse!

Regulator’s World Wonder City used TEN Lv.20 regular warehouses (one of which is hidden behind the World Wonder) to get the necessary capacity to build his World Wonder up. This is something I’ve never seen before in my relatively brief time of watching Travian endgames. Most players use several Great Warehouses to get the storage they need. It takes less overall time to build than this many Lv.20 Warehouses, and it takes up less building spaces, giving players more room for Great Granaries and maybe a Grain Mill (Regulator even had to tear down her Marketplace in order to get enough room for the last Warehouse).  So why did Regulator and South-WW break from the norm like this?

Here’s the story behind this unconventional building strategy: When the endgame was underway, the leaders of PS thought it would be a clever idea to only build regular Warehouses, and that way when Hammer armies were launched on Regulator’s Village that targeted the Great Warehouse, they would find none there, and the attack would be wasted (it would just hit a  a resource field or a regular warehouse, which take a lot less time to build).

But what ended up happening is that South-WW’s enemies, Aurora Borealis, didn’t end up coming after Regulator’s World Wonder until much later than Regulator and PS’s leaders expected they would. By the time they got around to launching the attack, it made more sense for them to target the World Wonder itself than the Warehouses (a possible tactical error on their part).

Regulator also had the Unique Architects Secret, meaning that all of her building except the World Wonder were harder to destroy than normal. So it made sense for them to target the World Wonder instead of a level 20 building. The decoy Warehouses were never targeted, so that ended up being pretty much all that was built!

It’s worth noting that Regulator was a Roman, meaning she got to combine the Roman’s amazing Lv.20 Wall Bonus with the 5x Building Stability artifact. It’s got to be a real to pain to attack into THAT.

Here’s a picture of the defense at Regulator’s World Wonder at the end of the game:

 

Remember that this server had less players than normal, so the amount of defense there is especially impressive.

Happy 5th Birthday Digg.com

One of my favourite websites is celebrating its 5th year in existence, so I thought I’d wish a Happy Birthday to Digg.

I’ve been a big fan of Digg.com for a while, and since I’ve started this site my appreciation for it has grown a lot. Digg lets you submit and news story or blog post on the internet, and then other people can “Digg” the story if they find it interesting, and stories that get the most Diggs get the most views. It’s a great way to be exposed to a whole bunch of interesting news stories that you wouldn’t hear about otherwise.

Also, they run Twitter feeds for several different topics. The Digg_Gaming  Twitter account is my favourite Twitter feed to follow. It automatically selects the most Dugg Gaming related stories and puts them onto Twitter, every day. Getting the daily updates to Digg_Gaming is a good reason to have a Twitter account in itself (along with following my Twitter account)

Here’s a cool video looking back at the five year history of Digg:

Digg.com: 5 Years in 5 Minutes

Travian.com Server 1: Rally Point Limit Removed

Here’s some news that I’m sure many top Travian players will be happy about. Server 1, the next server to start on Travian.com, won’t have the Rally Point Limit that was introduced in Travian 3.6.

Here’s the text of the announcement from the Travian.com admin:

UPDATE: We all get the chance to show that the rally point restriction is not beginner friendlier than the old system and does not help to keep beginners playing. Therefore traviangames agreed to start this server exceptionally without the rally point restriction for testing issues. Many thanks to traviangames for this.
So now it’s up to you to show how beginner friendly you can be

Regards
Tschena

Ever since its announcement, the Rally Point Restriction has been heavily criticized by many players on the Travian.com forums and the other regional forums (US, AUS, UK, etc.). Many of these players also wrote to Travian Games directly to say why they felt these changes would hurt the game. Elite players were very concerned about how it would affect those who rely on a heavy raiding strategy, and how it would limit alliances ability to launch fake attacks which are an important part of wars between large Meta-alliances.

What we’re seeing here is hopefully a sign that the people who make Travian (Travian Games GBMH) are listening to the feedback of their experienced and dedicated players and are reconsidering some of the controversial aspects of the Travian 3.6 upgrades.

Let’s look at the evolution of the last three servers on Travian.com, starting with the first Travian 3.6 Server, S10.com:

S10.com:

  • Rally Point Limit: 4 Attacks per level
  • Auto-dodge
  • Auto-recall

S8.com:

  • Rally Point Limit: 5 attacks per level
  • No auto-recall

S10.com:

  • No Rally Point Limit
  • No auto-recall

In my opinion this is evidence that Travian Games is listening to its players and their feedback about what they didn’t like about version 3.6.

With the Rally Point Limit gone, I think Server 1  might be one of the best Travian games of all time. The talent pool for players is going to be phenomenal. Players who were in endgame alliances on the last S1.com, S6.com, and S7.com will all be taking part. And I would be surprised if some players on Server 8 who don’t like the Rally Point limit decide to jump to this server as well. No doubt about it, this server will be epic.

The server is now open for pre-registration, and play will begin on January 29th.

Aux Round 2 – Report from chessmanlau/VikingWarrior/Meta-BG

Hey,
Recently Aux Round 2 ended with Meta-BG winning the server. Sadly I was unable to follow the endgame closely as I had real-life commitments. Instead I will be posting a number of summary’s written by key players from different alliances. Firstly I’ll be showing you a report from chessmanlau from the VikingWarrior account.
Whats interesting about Meta-BG is they were made up of 2 main meta’s who had been highly criticized throughout the server by some of the better players from Round 1. Their criticizes from the alliances CE and SSS were not interested in winning endgame although that wouldn’t stop them from zeroing a few WWs. Meta-BG was mainly made up of BG and the remnants of T4H. Right up until the endgame no-one really thought Meta-BG had a hope of winning.

I would post chassmanlau’s report here except it’ll take up most of a page :p
The full copy is here http://forum.travian.com.au/showthread.php?t=9261 and I highly recommend you read it.

Aux Round 3 begins on Wednesday 27th January and Pre-Registration opens 2 days earlier.

Mario’s Still Got It

Travian’s user interface vs. other Browser Games

Oliver from the  Online Strategy Games blog did a comparison of User Interfaces  from various online browser games. Not surprisingly, Travian’s rated pretty good. Some of the other ones look like they’d be a real pain to play with. Click here to check it out.

S7.com Winners Inducted Into The Hall of Champions

Travian Champions is pleased to induct the winners of S7.com 2009-2010 into the Travian Hall of Champions. These guys were definitely one of the most skilled alliances I’ve ever seen in my experience in this game, and this is definitely one well-deserved win. View the entry for Server 7 here:

http://travianchampions.wordpress.com/world-com/s7-com-09-10-travian-3-3/

Now the Top Raider will be listed in the Hall of Champions Entry!

I’m happy to say that I’ve found a way to look up who the top raider is on each server, so from now on I’ll be listing the #1 raider in the Hall of Champions Entry for each finished server on this site! Now in addition to seeing who was the best attacker, defender, and biggest player, you’ll also be able to see who stole the most resources from their fellow players on each server! Some people say this is the most important individual stat of all.

I’ve gone back and added this for the Server 1 2009 entry, so congratulations to Marius&Marius for being the first #1 raider to be listed on Travian Champions!

I’m currently working on the S7.com 09-10 entry so look for it to be up on this site soon! (Sorry again for the delays)

It’s all S9.com’s Fault. (But Don’t Worry, Travian Champions Will Survive)

I put all the blame for me not updating this site more often on Server 9 on Travian.com. Man, that game has gotten really intense. While the alliances I’ve been involved with on past servers have all been really good, I don’t think any of them have been as active as the one I’m in right now. And I’m also sitting for two other accounts that are also very active.

Travian can be a very time-consuming game, and I’m trying to put a very hard effort into helping my alliance win the server. But doing so is keeping me so busy every day that I eventually get sick of Travian, and then I’m not in the mood to update this site.

So please direct any blame for this site not being updated to the leaders of Thunder, CF, and ONE from S9. ;)

This might suck in the short-term, but in the long term, this site will be fine. I’ve decided that after Server 9 ends, I’m going to take a break from competitive Travian and just concentrate on this site instead, and really put a lot of time and effort into improving it and making it all that it can be. But I’m not going to abandon Server 9 and my alliance part way through just because things have gotten tough. I’m sure most hardcore Travian players can relate.

I’ll try to get more updates on this site more often in the meantime. Bear with me.

Update About The Site

Sorry for not updating this site in the past few days. I’ve been so busy that I haven’t had any time at all. I can barely even play Travian effectively anymore, so I’ve had very little time for this site and blog.

I will try to do the S7.com Hall of Champions induction later tonight, or tomorrow at the latest.

I have come to an unfortunate decision, once that I regret having to make, but that I think is in the best interest of this site and myself. My original plan for this site was to record the winners for all English-speaking Travian servers, starting with all version 3.5 games. Unfortunately, that’s a larger task than I anticipated, and right now, I don’t think I have enough time to do all of that right now. I’m hopeful that the difficult period I’m going through right now will let up and I’ll have enough time to do this in the future. So, I’m going to push my goal back, and I’ll try to record all winning alliances starting with Travian 3.6 and onward for the regional servers (.us,.uk, .au, and .in). Its not what I originally wanted, but I think that’s the best and most realistic goal for this site and for myself right now.

 I will still record the winners of ALL Travian.com games on the this site.