S2.com: What went wrong for Panexus? (Updated)

One interesting discussion taking place after the S2.com endgame about the northern alliances in Panexus and how they played the game. Players are analyzing why Panexus was beaten so badly, what they should have done differently, and what they where things went wrong. It’s been a great discussion with a lot of intelligent thought shared by several players, and I thought it would be good to highlight some of the thoughts that have been shared on this on the Travian.com forums, before they get wiped out so the new S2 game can start. As the expression goes “you learn more from when you lose than you do from when you win.”

I’ll mostly be quoting from other players who actually played on S2.com, especially from the thread “A Critique of s2 Enemy Forces“. The thread started after a player (DJ Wave) who led one of the alliances in Panexus asked the following:


Terron from MDA had a simple reply:

They accepted the 60 player limit the game imposed on them. It was 15 groups of 60. It should have been one group of 900.

I think that answers all 3 questions.

What Terron seems to be saying is that Panexus didn’t play as if they were one team, but instead as if it was 15 different teams each looking out for themselves. MDA, on the other hand, played as a group. Just for one example – I don’t think Panexus had their own forums where everyone got together to talk to one another. MDA on the hand had a very active private forum.

Zarthustra from Project Mayhem talked about how PAN let PM have their own safe haven on the Northeast, which ensured that getting rid of them was an impossible task:

To PFTF/Nemesis, I would say some of you fought well, but your start of moving 90% of your good accounts to the boonies was a huge mistake. That enabled PM (I was in PM btw as HC) to clear our respective areas of all the less powerful accounts you left behind and gang up on the few big ones. After we had our 8h+ safe radius our brilliant def coordinators were able to crush the majority of attacks. If you had kept 50% near the center we would have been zerged easy.

This is why moving to a “safe area” in the boonies is a double-edged sword. It keep you alive and safe for a time, but you also surrender a valuable part of the map. Speaking from my own personal experience, I’ve played in an alliance that did that before, and we made it to the end of the server and had a good time. But the alliance that I’m currently playing in stayed where it started, and instead of moving to a safe area, we made our area safe by forcing everyone else to leave it. I think this is the more rewarding strategy for a would-be top alliance.

Zarthustra had this to say about Extreme, the other half of Panexus:

To Extreme… you are just bad,the way you folded so easily and were so easy to trap… Failure to secure own quad’s artefacts, and when PAN players got them you demanded to get a few of them back, only to lose them hours later.

Lord Porky, the largest player on the server, is surprised that PAN wasn’t packing more large armies come endgame:

One thing that surprised me – early on we heard from our extremely-worthy recruiter that PFtF was known for having players well out from the Center, making very large armies to attack World Wonders in the endgame. Didn’t see that….

I guess they just failed to materialize. I’d be curious to hear a PFtF’s player’s response to this (PFtF stands for “Poland First to Fight” – they’re one of the main alliances that made up the PAN meta-alliance, and they have a lot of players from Poland in their membership).

Prism Sunshine, who I believe played as Heatmiser on S2.com, gave a long response to DJ Wave’s questions and really got the discussion going on this topic. Here’s some highlights from his long reply:

Here’s my critique of our major enemy forces in S2.

For Extreme, I think there wasn’t much that could have been done. Once MDS began our offensive, that basically thrust them into a two front war. They were already located in the chaotic center and then with MDS attacking, they were caught in pincers from two sides. It didn’t help that the leadership came across a bit arrogant and demanding with some of their players. MDS exploited that for some pretty high quality intel in the form of spies and sabotage.
I want to say that initially, even with the chaos of center, they did pretty well. But on the heels of Dark Falls defection and subsequent loss of offense when they tried to take him out not knowing that his capital was full of MDS / PM / DA defenders, then followed by the knockout punch of a highly organized MDS offensive which destroyed leadership and killed dozens of capitals on the same day, it was just too much. Morale was destroyed as was their ability to plan and execute an effective counter attack.

So mistakes?
When you know you have problems in ranks, address it quickly and make an honest effort solve problems and complaints. If that doesn’t work, destroy your dissenters quickly. Don’t let them gain control, or set you up.

When attacked, organize and counter attack!

Avoid a two front war at all costs.


Failure to control the quad. With PM, that might be easier said than done, but still, it had to be done.

Poor recruiting. If you’re going to take recruits that fall below standards, isolate them into a wing where potential intel leaks will be less damaging. Give them limited forum and skype access. The less they know, the better. We had a lot of spies in PAN (PFtF)

When attacked, organize and counter attack! I will note that overall, PAN (PFtF) did a better job of countering than Extreme and a marginally better job defending. Both were lackluster defenders. Some notable offensive players we saw were popbreaker #20 offense, okno #33 offense, sza #6 offense, and juzek_haski #55 offense. Bottom line, you needed more players like these.

Better coordination with confeds. It seemed to me that the confeds PAN (PFtF) made were really more NAPs than anything. There was no real communication, no large scale mutual support, no joint offensive operations, etc… If you’re going to confed, confed. If you’re just going to agree not to attack each other, NAP. What you guys had were NAPs when you needed confeds.

Obviously, even if they were sharper on all those points it still may not have changed the outcome. PM threw a real monkey wrench into the machinery in the NE and I don’t think their impact on the game can be understated. And at the risk of sounding biased, the MDS and later MDA offensives were the most organized, well planned, well executed, and largest scale offensives I’ve ever seen in Travian.

Zarthursa talks about PAN’s disadvantage at military intelligence, a sometimes-overlooked important factor in Travian:

The fact of the matter was that PAN didn’t even attempt AT ALL to ferret out spies. …Wouldn’t have been hard to demand sitting rights and inspect accounts. You would think that after their attempt to plant spies were ferreted out by our various methods, that PAN would have used them in turn after seeing how effective they were.

Cyntlen thinks that PAN wasn’t making wise decisions on their attack targets (this led to a long discussion, but I don’t want to get into a tangent, go to the forum thread if you want to see the full debate over his comments. I’ll just post what Cyntlen said and let my readers decide if they agree or not)

I really hope y’all PFtF/PAN folks learned what NOT to do next time: Wasting tons of troops trying to take out feeder villages.

I can’t tell you how many times I ran the combat sim, with the armies you’d sent at us, versus our capital instead of the feeders you sent em at. You guys would’ve run right through the defense. Naturally, you would’ve lost an army or two in the process (considering what you lost on our feeders this shouldn’t have been a problem) but you would’ve brought our account to its knees.

I think I know what you were all expecting…that by ruining our feeders we’d simply delete. That strategy only works on weaker opposition though.

DJ Wave was one of the leaders of the 21st biggest alliance on the server, and so he’s in good position to talk about the disarray that the Northern Alliances were in:

As the diplomat of Alphyne I can tell u that even though (the) north got united in the end…  in that unity also they were never united. My alliance had the duty of sending troops to Strypa (pan) and The_falcon (US). But I often (got) conflicting requests like the Pan would ask me to ask our members to pull out troops from The_falcon and send to Stypa. There was no co-ordination between the US-PAN-EXTREME leadership. US would say they had maximum chance so they should get max (troops) so did pan and extreme. Their plan and co-ordination were never together.

Another post by DJ Wave furthers the point:

Even during the WW time when Panexus meta was formed, I still knew a large section of Extreme and US who did not like each other. The leaders of the 3 alliances were always in conflict about various issue. Most of the time they appeared confused on their plan.

Shenorock, a player from Project Mayhem, tells of another incident that led to divisions in the north:

PFtF should have made a much stronger effort to make the Nemesis players feel like they were an important part of the same team. Snatching up PAN I while Nemesis was in the middle of talks with them definitely stepped on some toes and got some leaders annoyed. I’m not sure if it would have been doable due to clashing egos but I think if PFtF could have absorbed the Nemesis players right off the bat and put a few of them into leadership instead of being isolated confeds for several months they might have had better cooperation and been harder to deal with.

Ad1witold, a PFtF player, was clear on what he thinks was the biggest problem:

The biggest problem we were ourselves. Many quarrels = good players leave.

I give Ad1witold some props here, because often admitting you have a problem is the hardest part. Many players always blame their losses on other factors, and then go on to lose again for the same reasons.

My conclusion is that there were a lot of things that went wrong for the alliances that made up Panexus, but that means that they have a lot of room to improve in the future and I believe that if their players and leaders try hard and keep what was said in these posts in mind, they can accomplish much more on Travian.com in the future.

If people want to keep this discussion going after the S2.com forums are cleared, I encourage them leave comments after this post. And even if you didn’t play S2.com, you’re welcome to leave your thoughts as well – everyone’s who plays Travian loses at some point and we can all learn from each other’s mistakes.

CORRECTION: I mistakenly listed Shenorock as being a player from Panexus, when in fact he was in PM. Sorry about that.


Culture Point Guide

I made another addition to this site’s Strategy Guide page. This time it’s a quick one: A link to the Culture Point table from the Travian FAQ. This is something that all players have to look up from time to time, so I thought it made sense to have a link to it on this site.

New Strategy Guide by C0unse1

I’m happy to announced a great new addition to this site’s Strategy Guides page. This is one of the most high-level Travian guides I’ve ever read. It deals with the first 72 hours of the game and how to make the most out of them. If you’re a player who is looking to take their game to the next level, this is definitely the guide for you.

The guide is written by C0unse1, who is one of the few players to already be a multiple-time inductee into the Travian Hall of Champions (as the top attacker on S4.com 08-09 and the top attacker, raider, and one of the leaders of the winning alliance on S7.com).

Here’s an excerpt from the strategy guide:

This guide is intended to help people through the first 72 hours of the server and some of the tricky decisions to be made during this period. You will note that I have said the first 72 hours of the server and not of your game. That is because this guide is directed at those who start day 1. Although the guide is geared at Teutons players and day 1 starters at that, the principles underlying it are common to all races and some of the build orders are relevant even if you do start later.

To read the full guide, click here: https://travianchampions.wordpress.com/strategy-guides-tips/the-first-72-hours-guide/

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
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.

(the male half of Incognito)

Speed Raiding in Travian 3.6

One player has made a handy guide for how to get your raiding set up fast with the new Travian 3.6 features. Read it here:


Quote from the guide’s intro:

This guide is not for those of you that dont mind spending hours sending out raids each day… This is more a guide for lazy people like myself or people that genuinely dont have much time for raiding

A Small Strategy Guides Update

I’ve added links for two more strategy guides intended for beginning players to the Strategy Guides & Tips page.

The first one is the Contacting Crewmembers Guide. Many new players aren’t sure how to contact in game support or a multi-hunter, and this guide does an excellent job of explaining it clearly. It also explains what the crew members do. A very handy resource!

The other one is the Heroes Guide. It explains all about the Hero unit and how it works.

Both of these guides are ideal for new players, but even regular players might not be totally sure about how to contact crewmembers and what each type of crewmember does, so hopefully this guide will be helpful to them if they ever need to.

I’ve gotten several players who have contacted me offering to write guides or help me in some other way. I want to thank all of you who have offered to help, and I promise I’ll get in touch with each of you in the near future. And if anyone else wants to contact me about writing a strategy guide for this site, once again my e-mail is 1randomgeek@gmail.com.

The Strategies and Tips section is getting a much-needed upgrade

One of the first additions I made to the website, beyond its original scope of just being the Travian Hall of Fame and my Travian Blog, was to add a Strategies and Tips section. But since I’ve never had enough time to write the strategy articles and the tips that I wanted to add to the section, it’s been awfully neglected. Out of anything related to this site, it’s probably been my one and only disappointment (otherwise I think everything related to this site is going very well).

Today, I’ve taken the first step to righting the wrong. Before I explain how the tip section has been upgraded, let me start by explaining why it was so poor. My original dream for the strategy and tips section was to have it be 100% original content that was exclusive to this site. I wanted to have unique articles that couldn’t be found anywhere else. In my head, that sounded like a really cool idea that would set my website apart.

But in retrospect, it’s not a good idea at all. First of all, there’s no reason why a good strategy article should be unique to my site. If the author wants to put it on the .com or .us forums, or another website or anywhere else, then they should be free to. C0unsel wrote a great strategy article for my site (which for a long time was my only article in the section), and someone else asked him if they could use it for their site and C0unsel said yes. There’s no reason I shouldn’t expect something like that to happen and there’s nothing I can do about, so why fight it? And likewise, if a good article is already up on Travian forums, I might as well have it up on the site, or at least link to it. Another problem with my “all unique content” idea is that it’s way too much work, and the time I’m spending on that is less time that I can use to write about other things and keep my Blog updated – and believe me, there’s a lot to write about when it comes to Travian. And while I still want to write some strategy articles of my own, it’s just quicker to use what’s already out there, and I’m a very busy person.

But I still want a strategy and tips section that stands out, one that people will find really helpful and that will be useful to all my site’s visitors. That’s why I’m making sure my guides are really well organized, and that only the best strategy articles get linked to here. Before anything gets linked to or published on my site, I’m going to give it a thorough read-over. and I won’t be afraid to ask the original author if I can edit what they wrote to make it better if I fell I can (I’ll still give the original author full credit and all the acknowledgement for writing it, of course).

I’m also going to organize my guides so that players of all skill levels can find the right article for them. The guides on my site will be indicate what level of player they’re intended for – Beginner, Intermediate, and Expert. That way people won’t waste their time on articles that are too advanced or too basic for them. A lot of time on the Travian forums, I see beginning players ask a question, like “how can I protect myself from raiders” or “where should I build my capital”, and get answers that are intended for expert-level players who use Gold and have accounts that are active 24/7. While the intent to help is there, it’s not good to so far over their heads and what they can realistically do.

Because I run a site records the winners of each Server, I come into contact with many of Travian’s top players. I will try to get more of the game’s top minds to write strategy articles of their own. Not all great players are great writers, but all of them have valuable information to share.

I also think that having a point-form tips section will be a great help to many players looking for quick advice and simple ways to improve their game. I will try to work regularly on those tip guides to get them up on the site.

I’ll also be going through the Travian forums – not just the .com ones, but also the USA, UK, and Australian ones, to find the best of the strategy guides they have up there so I can get them added to the site soon.

You can view the Strategies and Tips section here. It’s still a work in progress, but I think that in a week’s time it won’t be this website’s red-headed stepchild anymore (no offense to any real redheads).

I’ve decided to start at the very beginning, by adding the Official Rules of Travian to the Strategies section. For beginning, intermediate, and even expert players, this is something you should definitely be familiar with if you aren’t already. Understanding these rules are an important step to becoming a better player.

I’ve also linked to the Rules FAQ from the Travian.com forums. This contains answers to how the rules are interpreted. A very handy thing for all players to read! If you have questions about the rules yourself, you can ask them in this thread.

Whenever I add new strategy articles or update the tips, I will be sure to post about it on the site’s main page.

If anyone would like to help me out by writing a strategy article for this site or sending in some tips, contact me at 1randomgeek@gmail.com. Even if you’re an intermediate-level player, you’re welcome to write a strategy guide for beginning players or other intermediate players.