Gaming
 

Troops

From Travian

Troops are used for defence and attack as well as carrying loot. Troops do not count towards your population figures, but they all consume crop whether at home or out moving (though their host must feed them when they are in another village as reinforcements).

Contents

[edit] How to get troops

Prerequisites:

Each building that can produce troops works on one unit at a time, but all buildings act simultaneously. Units whose construction has been ordered are queued within each building. So, for example, you might have a queue of 20 Phalanx and then 10 Swordsmen in your Barracks, and a queue of 15 Theutates Thunders in your Stable. Both troop queues will be built in parallel, and you will see Phalanx and Thunders appear in your village (and start eating your crop) as soon as each one is finished.

[edit] Basic statistics

Tribe Troop Attack Att. / Upk. Defence
Infantry
D. Inf. / Upk. Defence
Cavalry
D. Cav. / Upk. Upkeep Speed Carry Build
Cost
Build
Time
Gauls Phalanx 15 15 40 40 50 50 1 7 30 315 0:21:40
Gauls Swordsman 65 65 35 35 20 20 1 6 45 535 0:30:00
Gauls Pathfinder (scout) 0 0 20 10 10 5 2 17 0 380 0:28:20
Gauls Theutates Thunder 90 45 25 12.5 40 20 2 19 75 1090 0:51:40
Gauls Druidrider 45 22.5 115 57.5 55 27.5 2 16 35 1090 0:53:20
Gauls Haeduan 140 46.66 50 16.66 165 55 3 13 65 1965 1:05:00
Gauls Ram 50 13.33 30 10 105 35 3 4 0 1910 1:23:20
Gauls Trebuchet 70 11.66 45 15 10 1.66 6 3 0 3130 2:30:00
Gauls Chieftain 40 10 50 12.5 50 12.5 4 5 0 144650 25:11:40
Gauls Settler 0 0 80 80 80 80 1 5 3000 22700 6:18:20
Romans Legionnaire 40 40 35 35 50 50 1 6 50 400 0:33:20
Romans Praetorian 30 30 65 65 35 35 1 5 20 460 0:36:40
Romans Imperian 70 70 40 40 25 25 1 7 50 600 0:40:00
Romans Equites Legati (scout) 0 0 20 10 10 5 2 16 0 360 0:28:20
Romans Equites Imperatoris 120 40 65 32.5 50 16.66 3 14 100 1410 0:55:00
Romans Equites Caesaris 180 45 80 20 105 26.25 4 10 70 2170 1:13:20
Romans Battering Ram 60 20 30 10 75 25 3 4 0 1830 1:16:40
Romans Fire Catapult 75 12.5 60 10 10 1.66 6 3 0 2990 2:30:00
Romans Senator 50 10 40 8 30 6 5 4 0 140450 25:11:40
Romans Settler 0 0 80 80 80 80 1 5 3000 23800 7:28:20
Teutons Clubswinger 40 40 20 20 5 5 1 7 60 250 0:15:00
Teutons Spearman 10 10 35 35 60 60 1 7 40 340 0:23:20
Teutons Axeman 60 60 30 30 30 30 1 6 50 490 0:25:00
Teutons Scout 0 0 10 10 5 5 1 9 0 360 0:23:20
Teutons Paladin 55 27.5 100 50 40 20 2 10 110 1005 0:50:00
Teutons Teutonic Knight 150 50 50 16.66 75 25 3 9 80 1525 1:01:40
Teutons Ram 65 21.66 30 10 80 26.66 3 4 0 1720 1:10:00
Teutons Catapult 50 8.33 60 10 10 1.66 6 3 0 2760 2:30:00
Teutons Chief 40 10 60 15 40 10 4 4 0 114300 19:35:00
Teutons Settler 10 10 80 80 80 80 1 5 3000 25000 8:36:40


[edit] Interpreting the statistics

Notes on troops speed:

  • Speed is the number of fields (tiles) a unit can cover in an hour. The higher the speed, the faster the troops will reach their target.
  • Siege weapons, such as catapults, move slowly. Players may be able to guess that a catapult attack is incoming, from the long time it takes in reaching them.
  • Conquerors (chiefs, senators, and chieftains) also move slowly, although the Gallic Chieftain is notably faster than the other two.
  • Cavalry is generally faster than infantry.
  • The three fastest units belong to Gauls: Druidrider, Pathfinder, and Theutates Thunder.
  • For Romans, the fastest units are the Equites Imperatoris and Equites Legati (scout). If you are looking for defence reinforcements from your alliance, it may be best not to ask Romans because Praetorians are one of the slowest moving troops. Phalanxes or Spearmen from the same distance will reach you much sooner.
  • Paladins are the Teutons' fastest troop.
  • Troops will move up to three times faster beyond the first 30 fields of their journey if you have a level 20 Tournament square.

Notes on carrying capacity:

  • All attacking troops who survive an attack or raid will carry off as many resources as they can.
  • Settlers can be used during raids to carry huge piles of resources, but strategically, this is not a recommended practice due to the risk of losing the settlers to unexpected reinforcements.

Notes on build time:

  • The times listed are for a level 1 building of the appropriate type, even if a higher level building is actually needed to build the troops. (E.g. a level 10 Residence or Palace is required to build a Settler, so the build time will always be considerably less than shown.)
  • Every Barracks level upgrade reduces the build time by 10% from the previous level. (A level N Barracks has a build time multiplier of 0.9^(N-1) which is 0.135 at level 20.)
  • The same formula is used for the Stable, Workshop, Residence and Palace.

[edit] Advanced statistics

This table shows some statistics which are derived by simple calculations from the basic statistics table above. Explanations follow the table. Because of the nature of these figures, only regular infantry and cavalry units are included here.

Attacking Defending Raiding
Tribe Unit Attack
Per Rsc
Attack
Per Upk
Attack
Per Hr
Def-Inf
Per Upk
Def-Cav
Per Upk
Def-Tot
Per Upk
Carry * Fld
Per Hr
Cost
Per Carry
Gaul Phalanx .048 15 41.5 40 50 90 210 10.5
Gaul Swordsman .121 65 130.0 35 20 55 270 11.9
Gaul Theutates Thunder .083 45 104.5 12.5 20 32.5 1425 14.5
Gaul Druidrider .041 22.5 50.6 57.5 27.5 85 560 31.1
Gaul Haeduan .071 46.7 129.2 16.7 55 71.7 845 30.2
Romans Legionnaire .091 40 72.0 35 50 85 300 8.0
Romans Praetorian .065 30 49.1 65 35 100 100 23.0
Romans Imperian .117 70 105.0 40 25 65 350 12.0
Romans Equites Imperatoris .085 40 130.9 21.7 16.7 38.3 1400 14.1
Romans Equites Caesaris .083 45 147.3 20 26.25 46.25 700 31.0
Teutons Clubswinger .160 40 160.0 20 5 25 420 4.2
Teutons Spearman .029 10 25.7 35 60 95 280 8.5
Teutons Axeman .122 60 144.0 30 30 60 300 9.8
Teutons Paladin .055 27.5 66.0 50 20 70 1110 9.1
Teutons Teutonic Knight .098 50 145.9 16.7 25 41.7 720 19.1


  • Attack Per Rsc is the unit's attack value divided by its total build cost. This value indicates the resource efficiency for building offensive units. The higher this value, the more bang you get for your buck.
  • Attack Per Upk is the unit's attack value divided by its crop upkeep cost. This tells you how expensive it will be to keep these units around. The higher this value, the more power you can afford to support when you hit your crop limits.
  • Attack Per Hr is the unit's attack value divided by its build time. This tells you how quickly you can build a "hammer" using this unit. The higher this value, the faster you can crush your foes (if you can afford it).
  • Def-Inf Per Upk is the unit's infantry defense divided by its crop upkeep cost. The higher this value, the less crop production you need for a standing infantry defense.
  • Def-Cav Per Upk is the unit's cavalry defense divided by its crop upkeep cost. The higher this value, the less crop production you need for a standing cavalry defense.
  • Def-Tot Per Upk is the unit's total defense (infantry plus cavalry) divided by its crop upkeep cost. The higher this value, the less crop production you need for a defense against mixed forces.
  • Carry * Fld Per Hr is the unit's carrying capacity multiplied by its speed. This tells you how good the unit is at "farming" resources via raids. The higher this value, the better this unit is at farming.
  • Cost Per Carry is the unit's build cost divided by its carrying capacity. This tells you how many full-resource raids a unit must complete to pay for its own build cost. The lower this value is, the more quickly the unit pays for itself.