Romans
From Travian
The Roman empire is billed by the manual as the tribe in Travian which is most easily played by beginners. Because of its high level of social and technological development, the Romans are masters at building and its coordination, and their troops are part of the elite in Travian.
They are very balanced and useful in attacks and also in defending. To guarantee this variety the Roman troops are trained very long and their training is expensive. Their infantry includes the strongest defenders against enemy infantry, but their defense against enemy cavalry isn't as good as that of the best Teuton infantry.
Whilst the manual claims that Romans are the best tribe for beginners, they are probably the hardest to play well. They have little early defence against farming, their units are expensive and they play little part in the early game. To get the most out of them requires players to be very active and are able to carefully conserve their troops. Mid and late game, the Romans become a considerable force, particularly with the introduction of the Horse Drinking Pool in 3.5
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[edit] Advantages
- Can raise or extend a building and resource field simultaneously (with Plus, they can do 2 buildings/ 1 field and vice versa)
- High defense-bonus due to the city wall
- Very powerful infantry and cavalry (3.5)
- Best results from sufficient upgrades
- Defense against infantry is very good
[edit] Disadvantages
- Troop training is expensive and takes a long time
- Merchants have the lowest capacity of any of the tribes (500 resources) and only medium speed (16 fields/hour)
- The Roman city wall is brittle (easily destroyed by rams, compared to other tribes' walls)
- Worst defense against cavalry
[edit] Troops
The Romans have several different types of troops, most of which are able to defend and attack adequately.
[edit] Overview
| Troop | Attack | Defense | Costs | Speed | Capacity | Upkeep | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Infantry | Cavalry | Wood | Clay | Iron | Crop | Total | |||||
| Legionnaire | 40 | 35 | 50 | 120 | 100 | 180 | 40 | 440 | 6 | 40 | 1 |
| Praetorian | 30 | 65 | 35 | 100 | 130 | 160 | 70 | 460 | 5 | 20 | 1 |
| Imperian | 70 | 40 | 25 | 150 | 160 | 210 | 80 | 600 | 7 | 50 | 1 |
| Equites Legati | 0 | 20 | 10 | 140 | 160 | 20 | 40 | 360 | 16 | 0 | 2 |
| Equites Imperatoris | 120 | 65 | 50 | 550 | 440 | 320 | 100 | 1410 | 14 | 100 | 3 |
| Equites Caesaris | 180 | 80 | 105 | 550 | 640 | 800 | 180 | 2170 | 10 | 70 | 4 |
| Ram | 60 | 30 | 75 | 900 | 360 | 500 | 70 | 1830 | 4 | 0 | 3 |
| Fire Catapult | 75 | 60 | 10 | 950 | 1350 | 600 | 90 | 2990 | 3 | 0 | 6 |
| Senator | 50 | 40 | 30 | 30750 | 27200 | 45000 | 37500 | 140450 | 4 | 0 | 5 |
| Settler | 0 | 80 | 80 | 5800 | 5300 | 7200 | 5500 | 23800 | 5 | 3000 | 1 |
[edit] Legionnaire
This is the basic offensive unit of the Roman army. It is expensive compared to the Teutonic and Gallic beginning units, but has a significantly higher defense than the Teutonic Clubswinger. And better attack than the phalanx. He is good at defending against cavalry, especially when combined with praetorians.
Strengths:
Attack: 40
Defense (Infantry): 35
Defense (Cavalry): 50
Requirements:
Barracks Level 1
Movement:
Speed: 6 fields each hour (12 fields on 3x speed server)
Carry: 40 resources
[edit] Praetorian
The Praetorian is the best Roman defense unit. He is good at defending against other infantry, but lacks against calvary. He is not a good attacker, and should not be used in attacks, with the exception of emptying out villages of their resources if needed.
Strengths:
Attack: 30
Defense (Infantry): 65
Defense (Cavalry): 35
Requirements:
Academy Level 1
Armoury Level 1
Movement:
Speed: 5 fields each hour (10 fields 3x speed server)
Carry: 20 resources
[edit] Imperian
The Imperian is the strongest infantry offensive unit of the Romans. It is the foundation of the Roman's attack force because of it's high attack. His defense is very poor compared to other infantry units, and should not be used to defend at all. He is also very expensive and slow to produce.
Strengths:
Attack: 70
Defense (Infantry): 40
Defense (Cavalry): 25
Requirements:
Academy Level 5
Blacksmith Level 1
Movement:
Speed: 7 fields each hour
Carry: 50 resources
[edit] Equites Legati
The Equites Legati is the Roman scout. He scouts other villages for troop counts and resources. The Equites Legati can not attack, and is not good at defending. If your village has Equites Legati, it can detect enemies scouting you.
Strengths:
Attack: 0 (Can not attack)
Defense (Infantry): 20
Defense (Cavalry): 10
Requirements:
Stable Level 1
Academy Level 5
Movement:
Speed: 16 fields each hour
Carry: 0 resources
[edit] Equites Imperatoris
The Equites Imperatoris is the standard Roman cavalry. He is not the fastest type of cavalry, but he is faster than any of the teuton cavalry, bested only by the gaul Thuates Thunder, and he proves to be a very adept fighter, being good for raiding light to medium defended towns depending on numbers. However, keep in mind that he eats a lot of wheat. Hes a quick and easy raider, as well as cheap by roman standards.
Strengths:
Attack: 120
Defense (Infantry): 65
Defense (Cavalry): 50
Requirements:
Stable Level 5
Academy Level 5
Movement:
Speed: 14 fields each hour
Carry: 100 resources
[edit] Equites Caesaris
The Equites Caesaris is the heavy Roman cavalry. He is very powerful, also slower than Equite Imperatoris, but still has the edge in speed versus Teutonic Knights. His wheat requirements are exorbitent. However, while lacking both the carrying capacity of the Equites Imperatoris, he more than makes up for it by being a highly dangerous raider capable of taking on large defensive forces. He makes an excellent defense unit, especially against other cavalry, however, he cannot match legionarres wheat for wheat.
Strengths:
Attack: 180
Defense (Infantry): 80
Defense (Cavalry): 105
Requirements:
Academy Level 5
Stable Level 10
Movement:
Speed: 10 fields each hour
Carry: 70 resources
[edit] Battering Ram
The Battering Ram is a heavy support weapon for your infantry and cavalry. Its task is to destroy the enemy walls and, by doing so, to increase your troops chances to overcome the enemy's fortifications.
Strengths:
Attack: 60
Defense (Infantry): 30
Defense (Cavalry): 75
Requirements:
Academy Level 10
Siege Workshop Level 1
Movement:
Speed: 4 fields each hour
Carry: 0 resources
[edit] Fire Catapult
The Fire Catapult is used to destroy the fields and buildings of enemy villages. Without escorting troops, it is almost defenseless, so don't forget to send some of your troops along with it.
The higher level your rally point is, the more buildings the catapult can target. At rally point level 10, the fire catapult can target all buildings except the stonemason, cranny, and trapper. At rally point level 20, your catapults can target two buildings in one wave. If your targeting two buildings, keep in mind that half of your catapults will do there damage to one building and the other half to the other building.
Strengths:
Attack: 75
Defense (Infantry): 60
Defense (Cavalry): 10
Requirements:
Academy Level 15
Siege Workshop Level 10
Movement:
Speed: 3 fields each hour
Carry: 0 resources
[edit] Senator
The Senator is a Roman unit that can Chief#How_to_Use_Chiefs conquer other villages. He can be trained at the residence/palace.
Strengths:
Attack: 50
Defense (Infantry): 40
Defense (Cavalry): 30
Requirements:
Rally Point Level 10
Academy Level 20
Movement:
Speed: 4 fields each hour
Carry: 0 resources
[edit] Settler
Settlers can found new villages. Three settlers will be needed to found a new village. Additionally, they need 750 units of each resource to found a new village. These resources will not be lost, they will be in your new village right away so you can begin to build right away.
Also, keep in mind that each settler can carry 3000 resources.
Strengths:
Attack: 0
Defense (Infantry): 80
Defense (Cavalry): 80
Requirements:
Residence or Palace Level 10 or 20 (15 in capital).
Movement:
Speed: 5 fields each hour
Carry: 3000 resources
[edit] Troop Combinations
Often times, it is a good idea to pair praetorians and legionnaires together. This is because praetorians don't have the best defense against cavalry, rendering them almost useless if an army of cavalry attacked. However, legionnaires do have good defense against cavalry, but not the best defense against other infantry. So, when both praetorians and legionnaires are paired together, an army of cavalry or infantry stand less of a chance attacking them.
Also, using Imperians and Equites Caesaris together helps maximize your attacking power.
Note: With the introduction of T3.5, there will be a building called the 'horse watering place'. Here, the upkeep and training times of Equites Legati, Equites Imperatoris and Equites Caesaris can be decreased at levels 10, 15 and 20 respectively. This means that Equites Caesaris can potentially become the best cavalry unit on the game in terms of attack/wheat and attack/time, surpassing what is currently the best heavy unit, the Teutonic Knight.
[edit] Complete Battering Ram Table
This table lists the number of rams necessary to completely destroy a wall of a given type an level, given that all Rams survive the attack and the rams do not have any Blacksmith upgrades.
| Wall Level | Rams to Destroy Earth Wall | Rams to Destroy Palisade | Rams to Destroy City Wall |
|---|---|---|---|
| 1 | 1 | 1 | 1 |
| 2 | 4 | 2 | 2 |
| 3 | 8 | 4 | 2 |
| 4 | 13 | 6 | 3 |
| 5 | 19 | 8 | 4 |
| 6 | 27 | 11 | 6 |
| 7 | 36 | 15 | 8 |
| 8 | 46 | 19 | 10 |
| 9 | 57 | 23 | 12 |
| 10 | 69 | 28 | 14 |
| 11 | 83 | 34 | 17 |
| 12 | 98 | 40 | 20 |
| 13 | 114 | 46 | 23 |
| 14 | 132 | 53 | 27 |
| 15 | 151 | 61 | 31 |
| 16 | 171 | 69 | 35 |
| 17 | 192 | 77 | 39 |
| 18 | 214 | 86 | 43 |
| 19 | 238 | 96 | 48 |
| 20 | 263 | 106 | 53 |
