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Fire and Sand - Regions and Victory Points

In the annual specials since 2014 the game takes place on a map of Ancient Europe divided into  87 regions. In the 2017 special Fire and Sand the map is smaller and consists of 401 x 401 tiles, as opposed to 801 x 801 size in the regular version.

Regions, settling and controlling them

There are 87 independent regions that can be controlled by alliances. This allows them to gather victory points and activated ancient powers (artefacts).

So, how to take over a region? First, it has to be unlocked. This happens once the top 5 biggest alliances in the region have together at least 4000 population in the region. Population of other alliances, players without an alliance, on vacation or banned, as well as Natar villages is not taken into account. Once the region is unlocked, it cannot be locked again, even if the population gets below 4000.

It is only possible to settle new villages in regions that are unlocked or are neighboring unlocked regions. The only exception to this rule are a few regions in the center where new players are spawned and where it is always possible to settle new villages.

If one of the alliances in an unlocked region manages to get over 50% of population in the region (only top5 alliances villages in the region are counted), it will start taking control of the region. This takes 24 hours. If they manage to hold the majority, they will control the region.

Information about the population of the region and the top5 alliances shares is shown in the Statistics > Region tab and in any embassy located in the region. Keep in mind that column "regional population" in statistics shows the population of the top1 alliance in the region, not the total population in the region.

Here’s an overview of regions mechanics:

Region status

How to achieve

Effects

Locked

All regions start locked.

Cannot be settled unless neighbors an unlocked region or is one of the regions in center.

Unlocked

Top5 alliances in the region have to achieve a total of 4000 population in the region.

Can be settled and can be contested. Cannot be locked again.

Contested

One of the alliances has to achieve over 50% of the top5 alliances population in the region.

Can degrade to unlocked if the alliance loses majority.

Secured

The alliance has hold the majority for over 24 hours continuously.

Members of the controlling alliance can activate ancient power of the region (if it has any) and the alliance gets Victory Points.

Ancient powers and victory points

All members of alliance that controls a region, can benefit from ancient power of the region, if it holds one. To activate ancient power, player needs to have a treasury on lvl 10 (for small, village scope powers) or 20 (for account scope powers). You can activate the power in any village, it doesn’t have to be located in the same region as the power.

You can activate one power in each village, but only one of the powers can be account-scope. Once activated, the power lasts for 24 hours, afterwards it can be reactivated, if the alliance still holds the region. One activation each day is free, each next costs 5 (village scope) or 10 (account scope) gold.

The power can also be deactivated under the following circumstances:

  • If you quit your alliance
  • If you lost the village where it was activated
  • If your alliance lost control of the region holding the power

Ancient powers, although very useful, are not the only benefit of controlling regions. If you want to win, your alliance need to gather victory points. Every day an alliance controls a region, it gets victory points. The amount depends on the region:

  • Unique power – 10 points per day
  • Big power – 30 points per day
  • Small power – 50 points per day
  • No power – 100 or 200 (Delphi region) points per day

The alliance that will gather the most victory points at the end of game will win. Fire and Sand special lasts 200 days and there are no Wonders of the World.

Overview Map

 


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