AI-Generated

Units / Troops

Units are trained in the Barracks (infantry), Stable (cavalry), Workshop (siege), and Residence/Palace (settlers & leaders). Unit stats and costs are based on Travian 4.6 (player-reported), adjusted for the absence of a hero.

Where to find unit stats

Unit classes

  • Infantry β€” trained in the Barracks. Both offensive and defensive infantry exist per tribe.
  • Cavalry β€” trained in the Stable; faster, higher food upkeep. Includes the fast raiding cavalry each tribe uses for looting.
  • Scouts β€” reconnaissance. Stormfang can build scouts in the Barracks; other tribes use the Stable. Scouts cannot be trapped by a Thornsnare Grove. See scouting.
  • Rams and Catapults β€” siege, built in the Workshop; upgraded in the Smithy (which increases their damage to buildings).
  • Settlers and Leaders/Chiefs β€” expansion units.
  • Merchants β€” carry resources, not a combat unit.

Reported unit names by tribe

See each tribe page for context.

Embermark Dominion

  • Emberblade β€” sword infantry (cheap/versatile offensive infantry). Confirmed via an official map-preset example.
  • Iron Spear β€” spear infantry (usually defensive).
  • Crimson Lancer β€” heavy high-attack cavalry (expensive).
  • Sunrider β€” cavalry.

Verdant Wardens

  • Woodblade β€” infantry.
  • Stag Riders β€” fast raiding cavalry (“fastest looters”, ~speed 19).
  • Green Lancer β€” cavalry (weak attacker, used for defense; base speed 16).
  • Oak Cavalier β€” heavily armored cavalry (strong defensive/offensive horse).
  • Briars (“briar guards”) β€” phalanx-type defensive infantry.

Stormfang Clans

  • Raider β€” cheap fast attacking cavalry (very cost-effective looter, ~250 res).
  • Axeman (“axes”) β€” infantry.
  • Blood Charger β€” attacking cavalry (high attack).
  • Slave Militia β€” extremely cheap spam unit (weak defender).
  • Club (“clubby”) β€” cheap infantry.

Other names seen: War Brute (an offensive melee infantry β€” “2nd best melee per hour”); Paladin (a cavalry unit) β€” tribe unclear, unconfirmed.

Movement & speed

  • An army moves at the speed of its slowest unit. Because of this, fast cavalry is often sent alone to raid so it isn’t slowed by infantry.
  • The Bannerfield building increases troop travel speed for the portion of a journey beyond 20 tiles.
  • Concrete base speeds (1Γ— world; movement scales with world speed):
    • Catapult base speed 3 tiles/hour.
    • Green Lancer base speed 16 tiles/hour (used as a reference elsewhere).
    • (Merchant tribe speeds: Stormfang 12, Embermark 16, Verdant 24.)
    • (An artefact being moved travels at 8 tiles/hour β€” half a Green Lancer.)

Food upkeep & starvation

  • Every unit consumes Food upkeep. If a village’s food goes negative, troops starve.
  • External reinforcements starve before your own troops (update 02/07). Which of your own unit types starves first is debated (player claim: the cheapest/T1 unit first β€” unconfirmed).
  • Rider’s Wells reduces Embermark cavalry upkeep; the Harvest Horn artefact reduces upkeep for stationed troops.

Smithy upgrades

Each Smithy level adds +1.5% strength to a unit (level 20 β‰ˆ +30%). Alliance troop-strength bonuses apply on top of Smithy upgrades.

Settlers

  • Trained in the Residence/Palace; you need 3 to found a village, and a free expansion slot in the training village.
  • Cost depends on tribe (Verdant settlers are cheaper).

Leaders (chiefs)

Leaders (called “chiefs”) reduce a target village’s loyalty; when loyalty hits 0 you conquer the village.

Scouting

  • Stationed troops (including scouts from anyone in the village) provide scouting there. Players build large “scout hammers” (thousands of scouts) to reveal enemy armies.
  • A defender only learns the count/type of an incoming attack if the number of incoming attacks is ≀ their Rally Point level (the modern fake system). In the older system you saw incoming troops if you had more scouts than incoming troops β€” that was replaced to make faking viable.
  • To see the troops inside a Wilder Site you must scout it (or learn from attacking/raiding it).

Moving/merging troops

  • Early on, you could not transfer or swap troops between villages. A later research allows merging troops from another village (they keep their origin village), and merged troops take the Smithy level of the village they merge into. A separate research allows forwarding trained troops. This works to your own villages and, more recently, to allies too β€” but forwarding to allies is capped at a limited number of times per day.

See also