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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 tiles in the regular version.

Regions, settling and control

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

So, how can you take over a region? First, it has to be unlocked. This happens once the top 5 biggest alliances in the region have at least 4,000 population altogether 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 falls below 4,000.

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 achieve over 50% of population in the region (only top 5 alliance 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 top 5 alliance shares is shown in the Statistics > Region tab and in any Embassy located in the region. Keep in mind that the column "Regional population" in the statistics shows the population of the top 1 alliance in the region, not the total population in the region.

Here’s an overview of regional mechanics:

Region status How to achieve Effects
Locked All regions start locked. Cannot be settled unless it neighbors an unlocked region or is one of the regions in the center.
Unlocked Top5 alliances in the region have to achieve a total of 4,000 population in the region. Can be settled and contested. Cannot be locked again.
Contested One of the alliances has to achieve over 50% of the top 5 alliance population in the region. Can degrade to unlocked if the alliance loses the majority.
Secured The alliance has to hold the majority for over 24 hours continuously. Members of the controlling alliance can activate the ancient power of the region (if it has one) and the alliance receives victory points.

Ancient powers and victory points

All members of the alliance that controls a region can benefit from the ancient power of the region, if it has one. To activate the ancient power, the player needs to have a Treasury at level 10 (for small, village-related powers) or 20 (for account-related 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 used for the whole account. Once activated, the power lasts for 24 hours, afterwards it can be reactivated if the alliance still holds the region. One activation is free each day; each additional activation costs 5 (for village powers) or 10 (for account powers) 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 needs to gather victory points. Every day an alliance controls a region, it earns 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 points per day

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

Overview Map

fire and sand

 


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