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Teutons

From Travian

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Teutons are the most aggressive tribe and the most successful raiders. Their infantry are the best in the game for their purpose. This, unfortunately comes at the cost of their cavalry being the worst in the game. For those of you who loved "Starcraft", Teutons are akin to the Zerg. You win by striking fast & hard. You steal resources instead of producing them yourself, and as such are the 1st in the game able to build advanced buildings.

Contents

[edit] Troop overview

TroopAttack PowerDefense Against InfantryDefense Against CalvalryWoodClayIronCropSpeedCapacityUpkeep
Maceman (Clubswinger)40205957540407601
Spearman1035601457085407401
Axeman603030130120170706501
Scout01051601005050901
Paladin551004037027029075101102
Teutonic Knight1505075450515480809803
Ram653080100030035070403
Catapult506010900120060060306
Chieftain40604035500266002500027200404
Settler1080807200550058006500530001

For additional details, see troops.

[edit] Infantry

Author's Note: When things are listed as "Ratio of Cost to Attack Power" it means how much 1 offensive point costs. Lower is better, as it indicates the unit costs less for the same effect.

[edit] Maceman/Clubswinger

A Maceman (previously Clubswinger) is the cheapest Travian unit of all (a mere 250 resources each) and can carry 60 resource units (which is more than any other infantry can) at a speed (7 fields per hour) equal to that of the fastest Gaul and Roman infantry troops. However, as defenders they are Travian's weakest. Ratio of Cost to Attack Power: 6.25:1.

[edit] Spearman

When it comes to defending against cavalry, the Teutonic Spearman is the best option amoung all three tribes. However, the superior defense against cavalry comes at a cost to the troop's defense against infantry weighing in at a mediocre 35. Taking into account the 10 attack and 40 carrying capacity, the unit makes for a poor raiding tool. Considering the 340 resources cost per unit, the Spearman is a cheap option for fortifying one's village.

[edit] Axeman

An Axeman is the Teuton's strongest combative infantry unit. Note that both the Gaul and Roman offense focused infantry are stronger, and the Roman Imperian is faster. However, once again, the Teutonic version is the cheapest, costing 490 resources compared to the Roman's 600 and Gaul's 535. Ratio of Cost to Attack Power: 8.17:1, making this actually less cost effective than a Clubswinger. But the Axeman has a better power-to-upkeep ratio.

[edit] Scout

Teutons are the only tribe whose scouts are infantry, meaning they are the 1st tribe to have them. With an upkeep cost of 1, Teutonic scouts are greatly favored as defensive scouts. They also tie for cheapest-to-build scout with the Romans' Equites Legati. They only require an Academy level 1, Barracks level 3 & Main Building level 5. Scouts are good for noting an opponent's resource, troop & defense levels. However, they are a lot slower than the Roman and Gallic counterparts because it moves on foot.

[edit] Cavalry

[edit] Paladin

The Paladin is the Teutons' 1st mounted unit. Sadly, he is also one of the slowest. However, he has the 2nd highest defense against infantry, and, as a bonus, he is also the cheapest. For defense vs. infantry to cost ratio he has the 4th highest, a 10.05:1, compared to the Gauls' 7.88:1 (Phalanx) or the Romans' 7.07:1 (Praetorian). What this unit has that the other 2 do not, is a good carrying capacity for raiding.

[edit] Teutonic Knight

This unit is the Teutons' highest combat value unit, although not the highest Combat cost ratio (10.17). However, it has the highest combat cost ratio of all mounted units.



[edit] Siege weapons

[edit] Ram

Teutons have the cheapest Ram in the game (1720, compared to the Romans' 1830 & Gauls' 1910). All rams move at the same speed, 4/hour. This puts the Teutons at a disadvantage, since their basic units are cheaper to produce & faster. However, since you have swarms of basic infantry, these things are wonderful, as they provide their bonus to all infantry in the group (since they destroy a wall, it actually reduces the bonus to the defender, but same difference.)

[edit] Catapult

Teutons have the cheapest Catapult in the game (2760, compared to the Romans' 2990 & Gauls' 3130). Although the Teuton catapult does the least amount of damage, 50. (Romans do 75 attack) (Gauls do 70 attck). All catapults move at the same speed, 3/hour. Again, the swarm effect is in place here: you have such a low attack value:cost ratio, and move so slow already, that this slowness in speed works in your favor.

[edit] Skill with crannies

Whereas a cranny hides its full contents from Gauls or Romans, a Teuton can steal anything from the top 33.33%* of the total cranny space for each resource.

(What this actually means: The cranny protection of an enemy village is multiplied by .66 when attacked by a Teuton.)

*20% for version 3.5 and above.

[edit] Strategy

Consider yourself like a bee hive: you have a lot of small units each whose sting is debilitating. The best defense is a good offense. Your troops have the best attack:cost ratio in the game, as well as the best cavalry defense:cost ratio. This translates into asskickery in the beginning & end of the game. You only suffer mid game, when you have no real strong points that other people can't defend against.

[edit] Early game

You are the 1st to get infantry units. Focus building only the buildings required to get units. Don't worry too much about trying to build your resource fields; that comes later. As soon as possible, start raiding. Build your army by at least 10 units a day. When you do start building resource fields, wood (lumber) is more important to Teutons than the other resources, because of the Clubswinger's training costs.

Next move on to building scouts. You will be the only tribe with them, so use them excessively for now to pinpoint who doesn't have troops, but has a load of resources. Try to build a fairly large hammer before mid-game. Around 4-5k axemen will do fine.

[edit] Extra

Although the cost of troops are low, Teuton Settlers are the most expensive and time-consuming to produce among three tribes.

[edit] Complete Ram Table

This table lists the number of rams necessary to completely destroy a wall of a given type and 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