The village is where your constucted troops are amassed, and resources stockpiled. Every player has one village initially, and may create additional villages with settlers, or conquer enemy villages with chiefs.

Villages are divided into two major sections: the resource fields (outside) and the buildings (inside). There are 18 resource fields per village, each one a fixed type, and they are always allocated in one of the following ways:

Resource fields begin at level 0, and may be upgraded to higher levels by spending resources and time. The higher the level of a resource field, the more of its resource it produces per hour.

Every resource field and building consumes a certain amount of crop per hour as upkeep. This represents the feeding of the workers who tend that field or building. The total crop upkeep of buildings and resource fields in a village determines the village's population. Cropland must be upgraded periodically to have a sufficient Wheat Production (or crop output) to sustain the village and prevent negative wheat production.

Building locations Edit

Every new village has a level 1 Main Building in a specific spot (northern center). Additional buildings may be constructed in other spots. Existing buildings may be upgraded to higher levels. All these constructions require the expenditure of resources and time.

There are 22 building locations in total. 2 special locations are reserved for the Rally point and Wall; and the Main Building must be present to build almost any other structure. This leaves 19 locations free to hold the buildings the player chooses:

  • North quadrant, 3 general locations in the outer ring and the default main building spot in the inner ring
  • East quadrant, 5 general locations in the outer ring, Rally Point in the inner ring
  • South quadrant, 4 general locations in the outer ring and 1 in the inner ring
  • West quadrant, 4 general locations in the outer ring and 2 in the inner ring
  • Outer circumference, the Wall

If the Main Building is destroyed by catapults, it can be rebuilt in any open location. This is the only circumstance in which the Main Building can occupy a spot other than its default location in the northern center.

There is no significance to general building placement, though taller buildings can partially obscure others on some spaces.

Players may prefer to dedicate one zone to military buildings and another to production, or to put buildings which have no interface other than upgrading (eg. Granary, Warehouse, Cranny) in more obscured spots, and those buildings which are actively used in more visible spots.

Around 30 different buildings are available to be built onto 19 general spots. In later stages, it becomes essential to increase crop production to allow further upgrading of buildings. Not all buildings are required to be built, or even usable in some situations, as there are buildings which can only be built in a capital and other buildings that cannot be built in a capital.

Village economics Edit

Travian is a game of economics. Available resources are finite; the players who best manage their resources will be able to build and support the largest armies. The larger a player's army, the more likely that player will be able to win. (Certainly there are non-economic aspects of gameplay as well, including diplomacy.)

The village is the basic means of production. Each village supports 18 resource fields, each of which can be upgraded to level 10, for a production of 200 units of resources per field per hour, before multipliers. Each player can only have one capital (where resource fields can exceed level 10, at great cost); all other villages have a fixed basic resource output of 3600 units per hour. Therefore, to produce more resources, one wants more villages. (One may also plunder resources from one's neighbors through raids, of course, but this falls short if one's neighbors are competent.)

9-cropper and 15-cropper villages actually produce more resources per hour than their 6-crop counterparts because there are two crop-multiplying buildings available, but only one resource-multiplying building available for the other three resource types. This is part of the reason why 9- and 15-croppers are highly prized.

Villages have three basic outputs: resources (which we have discussed at length already), troops, and culture points. Having additional villages creates the opportunity to have additional Barracks, Stables, and so forth, which means additional troops may be produced. There is a strict upper limit to the speed with which troops can be created within a given village. Having additional points of production is the only way to bypass this limit. However, it should be noted that troops are only truly additive when defending. Attackers from separate villages cannot be combined into a single attack force, so careful consideration must be given to creating multiple points from which offensive troops are created. One large offensive army is almost always better than two medium-sized offensive armies.

Culture points are required to create or conquer additional villages. A player who builds only troops will have an early advantage against his neighbors, but he will not accumulate culture points quickly enough to grow. Soon, he will find himself unable to keep pace with players who have a stronger economy. Therefore, a careful balance of resource production, military production, and culture point production must be reached to ensure success. **Teutons need to make troops very quickly so they can raid neighboring villages. If they do this, they will outpace the most solid economies in the game. Troops=stolen resources on raids.**