The Trapper is a Gaul-specific building, each level giving you the opportunity to build more traps starting at 10 per level but then increasing to 400 traps at level 20.
Note: All gaul tribes should make 20-30 traps during beginners protection if possible to prevent from almost all attacks after protection as most are small (5-6) troops and trapping them all will most likely deter the person. Also get some nature troops, build wall lv.2, and use your hero to defend. Try building a few phalanx to help out and 1 cranny lv.10. This way you won't be farmed for beginners.
Effect Of Traps
- On a raid, traps will capture opposing troops, even if the troops outnumber the traps. Any remaining troops return successfully.
- On an attack, if traps outnumber the troops, all troops are captured. If the troops outnumber the traps and the remaining troops overcome the defense, 2/3(?) of the traps will be destroyed and trapped troops friendly to the attacker will be released.
- If troops are freed by the trap owner, all of the traps will be repaired. You can see and release imprisoned troops at your Rally Point
- If the troops are freed by a following attack, 1/4(?) of the trapped troops are killed and 2/3(?) of the traps are lost.
- Troops remaining in the traps continue to use wheat from their originating village.
- The final way to resolve trapped troops, their owner can discard them using the "disband" option, if they cannot be bothered organizing a rescue attack or negotiating their release.
- In the versions 3.5 or later there is an option to build multiple trappers just like you can build multiple crannies. Only requirement is that you will have to complete building a level 20 Trapper before starting to build the new trapper.
- Trappers can be demolished after traps have been built to make space for other buildings. (This doesn't work in travian 4, you can't have more traps than your trapper level allows!) The traps will remain unless they are destroyed in a successful attack. Auto-repair of 100% of traps after trapped troops are released or 1/3 of traps after an attack, will happen whether or not there is a trapper in the village.
Used well, the trapper can be quite powerful, but unsuccessful trapping can be a large waste of resources. It makes Gauls a dangerous target for small scale raids, as a force of 10+ troops can be nullified, per trapper level. In later stages, a large investment in trapping is needed to defeat larger attacks, with a maximum of 8000 traps (20 trappers at level 20, with full traps) possible which will make only a small dent in larger forces.
Construction Period Based On Main Building Levels 1-10
|Trapper Level||Main Building Level|
Construction Period Based On Main Building Levels 11-20
|Trapper Level||Main Building Level|
Trapping Guide (With Calculations)
This is outdated, but still provides a useful outline to how traps work, and when they might be useful.
Let's say you have no wall, no residence, and equal village sizes, for simplicity, and Teutons clubswingers are attacking Gaul phalanxes. Note that the second and third lines show what happens when 100 or 200 clubs are trapped.
- 1000 clubs vs 1500 phalanx: 827 phalanx die. (cost: 260505)
- 900 clubs vs 1500 phalanx: 708 phalanx die. (cost: 223020) Cost difference: 37,485
- 800 clubs vs 1500 phalanx: 595 phalanx die. (cost: 187425) Cost difference: 73,080.
- Cost of rebuilding 50 traps: 4,000 (half of 100 repair when you release).
- Cost of rebuilding 100 traps: 8,000 (half of 200 repair when you release).
- Cost of building trapper to level 10: 15,460.
- Cost of building trapper to level 20: 197,680.
Just three attacks like this will pay off a level 20 trapper's cost. Attack strengths will vary, but we're talking about dozens of attacks over many months. Resource advantages are even better at lower levels: just one attack pays back the cost of a level 10 trapper, the cost of rebuilding half your 100 traps (4k), and leaves you an additional 18k.
The advantage in resources is clear. In early game, you make a profit in a single attack, and in late game, you make a profit after a few attacks.
You also paying about 130 less crop than you would if you had 200 more phalanx defending, and --- more importantly for late-game when resources are plentiful and time is money more than ever --- you can rebuild traps at the same time as your phalanx, temporarily doubling your defensive output.
Moderately Overwhelming Force Case
If your enemy sends more troops than you have, you still have an advantage over them, though you're losing either way:
- 1500 clubs vs 1000 phalanx: 828 clubs die. (cost: 207000)
- 1400 clubs vs 1000 phalanx: 855 clubs die. (cost: 213750)
Cost difference: 6,750.
Cost of rebuilding half of 100 traps: 4k
Costs them more than it costs you.
Even in defending against an overwhelming force, you have the resource and time advantage on them.
Traps are only useful if you have more troops than traps. One strategy is to have about five times as many defensive units as traps.
If you have very few troops, someone's just going to come along with 500 axes and overwelm you and your traps, and traps are just going to annoy them. This is especially true in the early game. Holding troops makes you a target for angry players with catapults.
Always release troops from traps. You cannot rebuild until they're released. You gain no significant advantage from keeping 400 troops sitting around in traps.
Exceptions for holding troops in traps:
- Early game: hold troops until a second attack heads your way, then release and rebuild.
- If the player attacking you is being overwhelmed by your alliance and you plan on zeroing him out soon.
- Early game: ransom them off for resources or an NAP (Non-Aggression Pact), as they may be a large chunk of the attacker's raiding force.
Note: Trappers are not visible to enemy Scouts looking at your defenses.