Travix
BROWSER GAME
Knowledge & Guides
Manual

You can choose between three tribes in Travix: Romans, Gauls and Teutons. Each tribe has advantages and disadvantages and their troops are also very different. It is important to choose the tribe that fits you perfectly.

The Romans

Roman Because of its high level of social and technological development the Romans are masters at building and its coordination. Also, their troops are part of the elite in Travix. They are very balanced and useful in attacking and defending.

To guarantee this variety the Roman troops are trained for a very long time and their training is expensive. Their infantry is a living legend, but their defence against enemy cavalry isn't as good as that of the other tribes. The amount of resources a Roman merchant is able to carry is very low.

Because they are weak at the beginning of the game, they are a bad choice for beginners.

The Roman troops

  Attack value Defence value against infantry Defence value against cavalry lumber clay iron crop Speed
Legionnaire 403550 120100150306
Praetorian 306535 100130160705
Imperian 704025 150160210807
Equites Legati 02010 140160204016
Equites Imperatoris 1206550 55044032010014
Equites Caesaris 18080105 55064080018010
Battering Ram 603075 900360500704
Fire Catapult 756010 9501350600903
Senator 504030 307502720045000375004
Settler 08080 58005300720055005

The specialties

  • Can raise or extend a building and resource field simultaneously
  • The City Wall gives a high defence bonus
  • Merchants can carry 500 units of resources (speed: 16 fields/hour)
  • Very powerful infantry, average cavalry
  • Development is expensive and takes a long time.

The Teutons

Teuton The Teutons are the most aggressive tribe. Their troops are notorious and feared for their rage and frenzy when they attack. They move around as a plundering horde, not even afraid of death.

However, they lack the military discipline of the Gauls or Romans which causes them to be weak in speed and defence.


For aggressive and experienced players the Teutons are an excellent choice!

The Teutonic Troops

  Attack value Defence value against infantry Defence value against cavalry lumber clay iron crop Speed
Clubswinger 40205 957540407
Spearman 103560 1457085407
Axeman 603030 130120170706
Scout 0105 16010050509
Paladin 5510040 3702702907510
Teutonic Knight 1505075 450515480809
Ram 653080 1000300350704
Catapult 506010 9001200600603
Chief 406040 355002660025000272004
Settler 108080 72005500580065005

The specialties

  • Plunder bonus: enemy crannies only hides 66% of the normal amount in Travix version 2.5 and 3, and 80% of the normal amount in Travix version 3.5.
  • The earth wall is almost indestructible but only gives a minimal defence bonus
  • Merchants can carry 1000 units of resources (speed: 12 fields/hour)
  • Cheap, fast troops which are excellent plunderers
  • Weak defence

The Gauls

The Gauls The Gauls are the most peaceful of all three tribes in Travix. Their troops are trained for an excellent defence, but their ability to attack can still compete with the other two tribes. The Gauls are born riders and their horses are famous for their speed. This means that their riders can hit the enemy exactly where they can cause the most damage and swiftly take care of them.

This tribe is very easy to defend, but an aggressive tactic is possible too. This gives you the opportunity to develop into any possible strategic direction (defensive or aggressive, lone wolf or reliable helper, merchant or plunderer, infantry or cavalry, settler or conqueror), but you need a bit of experience and talent.

For beginners and those players who don't know exactly what they want to play, the Gauls are the ideal choice.

The Gallic Troops

  Attack value Defence value against infantry Defence value against cavalry lumber clay iron crop Speed
Phalanx 154050 10013055307
Swordsman 653520 140150185606
Pathfinder 02010 170150204017
Theutates Thunder 902540 3504502306019
Druidrider 4511555 36033028012016
Haeduan 14050165 50062067517013
Ram 5030105 950555330754
Trebuchet 704510 9601450630903
Chieftain 405050 307504540031000375005
Settler 08080 55007000530049005

The specialties

  • Speed bonus: Fastest troops in the game
  • The palisade gives an average defence bonus
  • Merchants can carry 750 units of resources (speed: 24 fields/hour)
  • Cranny is twice as big
  • Expensive siege weapons
  • Cheap settlers

The Natars

Natar The Natars are an ancient and mysterious force — neither ally nor enemy you can negotiate with. They are not a tribe any player can choose; instead they serve as the game's own army, silently expanding across the map and guarding the World Wonder artefacts at the very heart of Travix. As the end-game approaches, Natarian waves grow ever stronger and more frequent, attacking every village on the map without exception.

Their army is unlike anything the three playable tribes can field: war elephants that shatter walls, birds of prey that cannot be intercepted in the skies, and an emperor whose very presence can turn a village's loyalty. They have no interest in resources — they exist only to conquer.

The Natars cannot be played by any human player. They are a pure NPC tribe.

Note: The Natars are a pure NPC tribe and thus cannot be selected or played. All resource costs are 0 because Natarian units are never trained — they spawn directly as opponents.

The Natarian Troops

  Attack value Defence value against infantry Defence value against cavalry lumber clay iron crop Speed
Pikeman 203550 00006
Thorned Warrior 653010 00007
Guardsman 1009075 00006
Birds of Prey 10 000025
Axerider 1558050 000014
Natarian Knight 17014080 000012
War Elephant 250120150 00005
Ballista 604510 00003
Natarian Emperor 805050 00005
Natarian Settler 304040 00005

The specialties

  • Cannot be selected or played — the Natars are the game's NPC antagonist tribe
  • All resource costs are 0: Natarian units spawn as NPC-controlled armies and cannot be trained by players
  • The War Elephant is the single strongest unit in the game (250 attack, 120/150 defence) and ignores walls
  • Birds of Prey are the fastest scouting unit at 25 fields/hour and nearly impossible to intercept
  • The Natarian Emperor can reduce village loyalty, similar to a Senator or Chieftain
  • The Natarian Settler can carry 3000 resources — far exceeding any playable tribe's merchant
  • Launch coordinated end-game attacks on all players as the World Wonder race reaches its conclusion

Artifact Limitations

  • Account Limit: A player can hold a maximum of 3 artifacts total.
  • Village Limit: A single village can hold a maximum of 1 artifact (Treasury level 20 allows holding Large/Unique, but does not add an extra slot).
  • Large/Unique Limit: You can only hold ONE Large or Unique artifact per account. If you possess a Large or Unique artifact, you cannot claim another.
  • Allowed Combinations: 3 Small OR 2 Small + 1 Large OR 2 Small + 1 Unique.

Server Troop Multipliers

  • Dynamic Scaling: The number of Natarian troops defending Artifacts/World Wonders, as well as the size of their attack waves, scale based on the specific server you are playing on.
  • Where to check: You can find the exact multipliers for your server on the homepage by selecting Server Info.
  • Defense Multiplier (Natars troop mult.): The base defense troops shown in the tables below are for a 1x multiplier. Multiply these by your server's Natars troop mult. to get the exact artifact and WW defense sizes.
  • Attack Multiplier (Natars attack mult.): Natarian attacks on World Wonders use a completely separate multiplier (NATARS_UNITS_ATT). Multiply the base attack wave numbers in the final table by your server's Natars attack mult. to determine the size of incoming sweeps and catapult waves.

Artifact & WW Plan Defense Troops (1x Server)

Unit Small / Plan Large Unique
Pikeman Pikeman 1,500 – 2,400 3,000 – 4,800 4,500 – 7,200
Thorned Warrior Thorned Warrior 2,000 – 3,200 4,000 – 6,400 6,000 – 9,600
Guardsman Guardsman 2,000 – 3,200 4,000 – 6,400 6,000 – 9,600
Birds of Prey Birds of Prey 100 – 200 200 – 400 300 – 600
Axerider Axerider 1,500 – 2,400 3,000 – 4,800 4,500 – 7,200
Natarian Knight Natarian Knight 700 – 1,100 1,400 – 2,200 2,100 – 3,300
War Elephant War Elephant 450 – 800 900 – 1,600 1,350 – 2,400
Ballista Ballista 90 – 220 180 – 440 270 – 660
Natarian Emperor Natarian Emperor 1 – 5 2 – 10 3 – 15
Natarian Settler Natarian Settler 1 – 5 2 – 10 3 – 15

World Wonder Initial Defense (1x Server)

Unit Troops Range
Pikeman Pikeman 500 – 12,000
Thorned Warrior Thorned Warrior 1,000 – 14,000
Guardsman Guardsman 2,000 – 10,000
Birds of Prey Birds of Prey 100 – 500
Axerider Axerider 480 – 9,000
Natarian Knight Natarian Knight 400 – 7,000

Natarian Attacks on World Wonders (1x Server)

WW Lvl Wave Thorned Warrior Guardsman Axerider Natarian Knight War Elephant Ballista
5 Wave 1 3,4122,8144,1563,5539-
Wave 2 35-77331710
10 Wave 1 4,3143,6885,2654,62113-
Wave 2 65-175772817
15 Wave 1 4,6454,2675,6595,27215-
Wave 2 99-3051344025
20 Wave 1 6,2075,8817,6257,22522-
Wave 2 144-4562015636
25 Wave 1 6,0045,9777,4007,27723-
Wave 2 152-4992205837
30 Wave 1 7,0737,1818,7308,71327-
Wave 2 183-6072686945
35 Wave 1 7,0907,3208,7628,85628-
Wave 2 186-6202787045
40 Wave 1 7,8526,9679,6068,66725-
Wave 2 146-4311906037
45 Wave 1 8,4808,88310,49010,71935-
Wave 2 223-7503318354
50 Wave 1 8,5229,03810,55110,88335-
Wave 2 224-7573358354
55 Wave 1 8,9318,69010,99210,62432-
Wave 2 219-7073128454
60 Wave 1 12,13813,01315,04015,64251-
Wave 2 318-1,07947711876
65 Wave 1 13,39714,61916,62217,52158-
Wave 2 345-1,18252212783
70 Wave 1 16,32317,66520,24021,20170-
Wave 2 424-1,447640157102
75 Wave 1 20,73922,79625,74627,28891-
Wave 2 529-1,816803194127
80 Wave 1 21,85724,18027,14728,91497-
Wave 2 551-1,898839202132
85 Wave 1 22,47625,00727,92829,876100-
Wave 2 560-1,933855205134
90 Wave 1 31,34535,05338,96341,843141-
Wave 2 771-2,6681,180281184
95 Wave 1 31,72035,63539,44342,506144-
Wave 2 771-2,6711,181281184
99 Wave 1 36,25140,86145,08948,714165-
Wave 2 872-3,0251,338317208

At the beginning you should try to get a good economic basis. In order to do so you have to extend the 18 resource fields (village overview). There are four different types of resource fields: Woodcutter, Clay pit, Iron mine and Cropland. If you click one of them, you will get more information and the option to extend it.

Later in the game the buildings in the village become important too. In order to construct a new building you have to click on one of the green ovals. A list with every building that is available will appear.

Some buildings can only be built if you fulfil the prerequisites which are other buildings.

Main Building

Main Building The village's master builders live in the main building. The higher its level the faster your master builders complete the construction of new buildings.

Tribe advantage:
Romans: Can build/extend a resource field and a village building at the same time.

Costs and construction time for level 1:
Lumber 70 | Clay 40 | Iron 60 | Crop 20 | Crop consumption 2 | 0:33:20

Prerequisites:
none

Warehouse

Warehouse The resources lumber, clay and iron are stored in your warehouse. By increasing its level you increase your warehouse's capacity.

Costs and construction time for level 1:
Lumber 130 | Clay 160 | Iron 90 | Crop 40 | Crop consumption 1 | 0:33:20

Prerequisites:
Main Building Level 1

Granary

Granary The crop produced by your farms is stored in the granary. By increasing its level you increase the granary?s capacity.

Costs and construction time for level 1:
Lumber 80 | Clay 100 | Iron 70 | Crop 20 | Crop consumption 1 | 0:26:40

Prerequisites:
Main Building Level 1

Cranny

Cranny The cranny is used to hide some of your resources when the village is attacked. These resources cannot be stolen. At level 1 100 resources are hidden.

Tribe advantage:
Gauls: The cranny is twice as big.
Teutons: Enemy crannies only hides 66% of the normal amount in Travix version 2.5 and 3, and 80% of the normal amount in Travix version 3.5.

Costs and construction time for level 1:
Lumber 40 | Clay 50 | Iron 30 | Crop 10 | Crop consumption 0 | 0:12:30

Prerequisites:
none

Embassy

Embassy In order to join an alliance you need an embassy. With an embassy level 3 you can even found one yourself. With each higher level the maximum size of the alliance increases by 3.

Costs and construction time for level 1:
Lumber 180 | Clay 130 | Iron 150 | Crop 80 | Crop consumption 3 | 0:33:20

Prerequisites:
Main Building Level 1

Rally Point

Rally Point At the rally point you can instruct your troops and can see the sender of oncoming troops. The rally point can only be build at the building site right of the village centre. The higher its level the more targets for the catapults become available.

Costs and construction time for level 1:
Lumber 110 | Clay 160 | Iron 90 | Crop 70 | Crop consumption 1 | 0:33:20

Prerequisites:
none

Marketplace

Marketplace At the marketplace you can trade resources with other players. The higher its level, the more resources can be transported at the same time.

Tribe advantage:
Romans: Each merchant can carry 500 resources.
Velocity: 16 fields/hour.
Teutons: Each merchant can carry 1000 resources.
Velocity: 12 fields/hour.
Gauls: Each merchant can carry 750 resources.
Velocity: 24 fields/hour.

Costs and construction time for level 1:
Lumber 80 | Clay 70 | Iron 120 | Crop 70 | Crop consumption 4 | 0:30:00

Prerequisites:
Main Building Level 3, Warehouse Level 1, Granary Level 1

Barracks

Barracks Infantry can be trained in the barracks. The higher its level the faster the troops are trained.

Costs and construction time for level 1:
Lumber 210 | Clay 140 | Iron 260 | Crop 120 | Crop consumption 4 | 0:33:20

Prerequisites:
Rally Point Level 1, Main Building Level 3

Stable

Stable Cavalry is trained in the stable. The higher its level the faster the troops are trained.

Costs and construction time for level 1:
Lumber 260 | Clay 140 | Iron 220 | Crop 100 | Crop consumption 5 | 0:36:40

Prerequisites:
Blacksmith Level 3, Academy Level 5

Workshop

Workshop Siege engines like catapults and rams can be built in the workshop. The higher its level the faster the units are produced.

Costs and construction time for level 1:
Lumber 460 | Clay 510 | Iron 600 | Crop 320 | Crop consumption 3 | 0:50:00

Prerequisites:
Academy Level 10, Main Building Level 5

Academy

Academy New unit types can be developed in the academy. By increasing its level you can order the research of better units.

Costs and construction time for level 1:
Lumber 220 | Clay 160 | Iron 90 | Crop 40 | Crop consumption 4 | 0:33:20

Prerequisites:
Barracks Level 3, Main Building Level 3

Blacksmith

Blacksmith Your warriors' weapons are enhanced in the blacksmith?s melting furnaces. By increasing its level you can order the fabrication of even better weapons.

Costs and construction time for level 1:
Lumber 170 | Clay 200 | Iron 380 | Crop 130 | Crop consumption 4 | 0:33:20

Prerequisites:
Main Building Level 3, Academy Level 3

Armoury

Armoury Your warriors' armour is enhanced in the armoury's melting furnaces. By increasing its level you can order the fabrication of even better armour.

Costs and construction time for level 1:
Lumber 130 | Clay 210 | Iron 410 | Crop 130 | Crop consumption 4 | 0:33:20

Prerequisites:
Main Building Level 3, Academy Level 1

Palace

Palace The King or Queen of the empire lives in the palace. The palace can only be built in one village at a time and can be used to make a village the capital. Capitals cannot be conquered.

At level 10, 15 and 20 three settlers or one administrator (Senator, Chief or Chieftain) can be trained.

The Capital is the only place a stonemason's lodge can be erected. Also the capital is the only village where resource fields can be extended beyond level 10.

Costs and construction time for level 1:
Lumber 550 | Clay 800 | Iron 750 | Crop 250 | Crop consumption 1 | 1:23:20

Prerequisites:
Embassy Level 1, Main Building Level 5, Residence

Residence

Residence The residence is a small palace where the king or queen lives when he or she visits the village. The residence protects the village against enemies who want to conquer it as long as it is not destroyed.

At level 10 and 20 three settlers or one administrator (Senator, Chief or Chieftain) can be trained.

Costs and construction time for level 1:
Lumber 580 | Clay 460 | Iron 350 | Crop 180 | Crop consumption 1 | 0:33:20

Prerequisites:
Main Building Level 5, Palace

Trade Office

Trade Office In the trade office the merchants' carts get improved and equipped with powerful horses. The higher its level the more your merchants are able to carry.

With each level the capacity increases by 10%. At level 20 your merchants can carry thrice as much as normal.

Tribe advantage:
Romans: In Travix version 3.5 the Roman trade office increases the capacity by 20% per level.

Costs and construction time for level 1:
Lumber 1400 | Clay 1330 | Iron 1200 | Crop 400 | Crop consumption 3 | 0:50:00

Prerequisites:
Marketplace Level 20, Stable Level 10

Tournament Square

Tournament Square Your troops can train to increase their stamina at the tournament square. The further the building is upgraded the faster your troops are beyond a minimum distance of 30 squares.

Costs and construction time for level 1:
Lumber 1750 | Clay 2250 | Iron 1530 | Crop 240 | Crop consumption 1 | 0:58:20

Prerequisites:
Rally Point Level 15

Rally point

How can I build a rally point?

The rally point can only be built at one location. This location is found to the right of your villages centre on the meadow.

Embassy

How can I found an alliance?

To found an alliance you need an embassy at level 3. To be able to join an alliance you just need an embassy at level 1 and, of course, an invitation to join the alliance.

How can I change the name of my village?

First select the village you wish to remain by clicking it under Villages. Next click Profile at the left then Change Profile. Change the name in the Village name box and click OK.

How do I train troops?

You need a rally point which is at least level 1 and a main building which is at least level 3. When you have those you can raise Barracks and there you can train infantry.

How do I defend my village?

As long as there are troops (your own or troops sent to reinforce you) in your village they defend your village automatically.

Each building increases the population of your village by a certain number of new inhabitants. How many new inhabitants are produced by raising/extending a building is shown next to the symbol Use of crop.

Help, my crop production sinks more and more!

At Production (e.g. 10) your crop production minus your use of crop because of population (e.g. 5) and Troops is shown. Your total crop production is shown in the upper right corner. e.g. use of crop 5/15
In the example 8 would be your use of crop, 15 your total crop production,
15 - 8 = 7 units of crop per hour.

Why do my troops plunder so few resources?

There are two explanations. Firstly, each troop type can only carry a certain number of resources. Secondly, your victim might have a cranny where his or her villagers automatically hide a certain number of resources that your plundering hordes cannot find.

How can I found or conquer new villages?

You need three settlers to found a new village. To conquer a village you need an administrator (senator, chief or chieftain) which can be trained in your palace/residence at level 10. Additionally you need a certain number of culture points.

Can I lose a village?

Every village can be catapulted to 0 inhabitants and as long as it is not the last of your account it will disappear after a short time. The only village that cannot be conquered is the capital. Note that destroying the capital is still possible.

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