Combat System
This article is about a feature, which exists in Travian: Legends as well as Travian Kingdoms. Version specific features are marked with a kingdoms or legends icon.
The combat system in Travian: Legends and Travian Kingdoms is quite complex and the outcome of a single attack depends on many different factors.
Fighting strength calculation
The fighting strength of each unit in a combat depends on several factors and is calculated as follows.
Calculation for attackers:
- Take the unit's base strength.
- For the attacking troops, this is the raw attack strength, e.g. a clubswinger has a base strength of 40.
- For the defending troops, this is two values, the defense versus infantry and the defense versus cavalry. A phalanx has the values 40 versus infantry and 50 versus cavalry.
- Apply the formula for smithy upgrades of the unit:
Crop consumption refers to the base crop consumption before any buffs (e.g. horse drinking trough, WW-village buff, artefacts) - For the defending troops, the two values for the leveled strength are used to calculate the strength as follows:
Attacking power refers to the total attack power of the attacker, including all boni. Rams, catapults, chiefs and settlers count as infantry. The attacker's hero counts as cavalry, if he equipped a horse, or as infantry otherwise. - Then, the hero's weapon bonus is applied.
- The attacker profits normally from his weapon in both versions.
- For the defender, the hero weapon buffs all units of the same home village as the hero, if he participates in the fight / The strongest hero weapon per troop type in the defending village buffs all units of that troop type, no matter where they come from.
- Lastly, the hero's percentage attack/defense bonus is applied. In both versions, all units of the hero's account benefit from the skillpoints, if the hero participates in the fight.
After that, the strength of all attacking and defending units are added together for the total attack strength and total defense strength respectively.
Now, the hero's fighting strength, and the fighting strength of the residence, palace or command central is added:
Then, the "global" modifiers are applied.
Attack strength modifiers:
- Brewery bonus, if a brewery party is being held at the time of the impact of the attack: +1% per brewery level.
- Siege bonus, if it is a siege: +33%
- Morale malus, if the attacker is larger than the defender (based on population): , capped at 0% and -33.34%. (Yes, this reduces the attack strength by up to 33.34% when attacking a sufficiently small account).
Defense strength modifiers:
- Defense bonus from wall / Sum of defense bonus from wall and water ditch (for instance, the roman city wall level 20 plus a water ditch level 20 grant a total bonus of 111%).
Lastly, the defender gets a flat defense bonus and some flat fighting strength from the wall:
- The defender gets an additional 10 fighting strength conditionlessly.
- The wall's base fighting strength is added.
Overview: Order of execution
During a single attack or siege, but not during scout attacks and raids, a lot of things happen. Some of those influence each other, so the order of execution is important to understand. In every attack and siege, the following will happen:
- Rams attack the wall and demolish it to some intermediate level, which will be used later. The intermediate level is never shown in the report or explicitly visible anywhere.
- Troops fight each other until one side is completely dead.
- Rams attack once again and demolish the wall to its final level, which will be visible in the report.
- Catapults shoot.
- Chiefs lower loyalty.