Farm lists with hundreds of targets now open much faster: the page loads list headers first, and village rows load when you expand a list.
Starting a raid, bulk edit, deactivate, and delete still work on a collapsed list without waiting for every row to appear.
Live raid status updates no longer scan every target one by one, so large lists stay responsive.
Sitter account switcher
If you are added as a sitter on another account, a switcher button appears in the top bar next to Profile.
Open it to jump between accounts you sit for without logging in again. Logout while sitting returns you to your own account instead of signing out.
Sitter permissions from Options are now enforced more strictly: farm-list raids, gold transfers, marketplace offer accepts, and alliance-bonus gold donations all require the matching permission.
Hospital wounded in battle reports
Troops sent to the Hospital are no longer counted as returning survivors in battle reports.
Wounded units are removed from the village army like the dead, so casualty and remaining-troop figures match what actually stayed in the fight.
Farm list management
Drag farm lists to reorder them within the same village.
Deactivate individual targets so they are skipped on the next raid; bulk deactivate or delete selected slots from the list menu.
Disabled targets stay on the list until you turn them back on.
Auction rarity filter
Hero auctions can be filtered by rarity: all, none, common, uncommon, rare, or epic.
Slot filters (helmet, body, horse, bag, and so on) work together with the rarity filter.
Gold and silver balances plus the silver exchange shortcut sit in the auction filter bar.
Winner log between rounds
When a world ends, the Wonder winner and the top attacker / defender are written to the shared winner log before the next round starts.
Each entry gets a unique badge code so winners stay recorded across auto-reinstalls.
Logging runs at game finish and again just before restart, so results are not lost if the server was already finished.
Hard adventure loot improvements
Hard adventures (5 gold) now give significantly more rare items. Item drop chance increased from ~64% to ~79%.
Cages, bandages, scrolls and equipment are now heavily weighted in the hard adventure loot table.
Cage multiplier increased to 4× (was 3×), consumables (bandages, scrolls) to 3× (was 2×).
Equipment from hard adventures rolls higher quality and rarity.
Delete items from hero inventory
You can now delete unwanted items from the hero's inventory.
A small ✕ icon appears in the top-right corner of each inventory item on hover.
Clicking it opens a confirmation dialog (with amount selector for stacks). Equipped items must be unequipped first.
Oasis animal growth for short servers
Animal populations in oases now grow much faster on short-round servers (e.g. 7-day).
Growth cycle interval reduced from 8 hours to ~56 minutes.
Higher-tier animals (elephants, etc.) can now reach 6–11+ by mid-game, matching official server progression.
Gold club & purchased gold features
Gold club now costs 500 gold for the whole round and can only be paid with purchased gold (not vote, voucher or gift gold).
The Payment Wizard and Gold club dialog show your purchased gold balance and a clear purchased-gold-only notice.
Farm list expansions, attack/defence bonuses, early storage boost and extra artifact slots require an active Gold club.
New Early storage boost: add warehouse + granary capacity (level-20 storage value) to the selected village using purchased gold.
Auction economy
Hero equipment auctions now start at different prices by tier: Tier 1 at 100 silver, Tier 2 at 500, Tier 3 at 1000.
Consumables (cages, bandages, scrolls, and similar) use higher unit start prices; larger packages cost more than a simple 1:1 rate.
You can sell cages and scrolls in packages of 5, 10, 30, 50, or 100.
System auctions refresh about every 10 minutes with new lots. Tier 2 and Tier 3 gear can appear at any server age — only the start price is higher.
Hard adventures
Starting an adventure is still free. Hard adventures give more rewards: about 2.5× XP, 3× cages, 2× other consumables, and 1.5× silver, resources, and troops.
You can buy an extra normal adventure for 1 gold, or an extra hard adventure for 5 gold (buttons on the Adventures page when enabled on the world).
Naturally spawned hard adventures stay about as rare as before (roughly every fourth adventure).
Village building click areas
Building hitboxes in the village center now follow each tribe’s building silhouette more closely (Romans, Teutons, Gauls, Egyptians, Huns, and more).
Hover highlight on buildings works like the wall: the outline lights up when you move the mouse over the building shape.
Click and hover areas are generated from the current building graphics, so tribe-specific buildings feel more accurate to click.
Cities
On special worlds with cities enabled, a village with Town Hall level 20 can be upgraded into a city.
City upgrade uses one free expansion slot (Residence / Palace / Command Center), costs resources, and takes time based on server speed. It cannot be cancelled; Finish now is available.
Cities unlock three extra building sites and watchtowers on the wall. A city counts as two settlement slots when conquered — you need two free slots to capture one.
Open Town Hall → City tab to start the upgrade. Profile and map tooltips show when a city upgrade is in progress.
Watchtowers
Cities can improve their wall with watchtowers (up to level 20), independently of the wall level.
Each watchtower level adds +1% defence. They add population without extra crop consumption, and are destroyed with the wall.
Open the Wall building in a city and use the Watchtower tab to upgrade.
No password re-entry for common actions
You no longer need to type your account password again for several in-game confirmations.
Leaving an alliance, kicking a member, renaming your account, and deleting your account only ask for a normal confirmation.
Animal Finder (Gold Club)
New map toolbar button next to Crop Finder: search free oases by animal type (Rat through Elephant).
Pick a start position (X/Y) and an animal; results are sorted by distance with oasis bonus and troop count.
Gold Club feature — without Gold Club, the map button opens the usual Gold Club upsell dialog.
Open the full search page from the map or go to oasisfinder.php when Gold Club is active.
Farm list — secondary sort
Farm lists can now sort by two criteria at once (for example last raid time, then next attack).
Click a column or Last Raid menu option to set the primary sort; Shift+click to set the secondary sort.
Changing the primary sort clears the secondary; toggling ASC/DESC on the same primary keeps the secondary.
Sort preferences are saved per farm list and apply to the list display and raid send order.
Attack Natars under beginner protection
While under beginner protection you can attack Natars villages again, including Natars farm villages.
Works for normal attacks from the Rally Point and for Farm List raids.
Your protection stays active when attacking Natars; other players are still blocked as before.
The global farm protection window (protectFarmsTill) is unchanged — farms stay protected until that time ends.
Faster map tooltips
Map hover tooltips (village and oasis info) load much faster when you pan or zoom the map.
Already-loaded tiles are skipped on the next request, so moving around the same area feels snappier.
Map tile images also render faster on first load of a new area (village icons are loaded in one batch).
Village wall visuals
The village center wall (slot 40) now uses the current Travian layout for empty and built walls.
Built walls show separate bottom and top layers with level badges, tribe styling and updated click/hover shapes.
Works for every tribe wall: Roman, Teuton, Gaul, Egyptian and Hun.
Build costs — add resources from hero
On building upgrade and construction pages, resource costs you cannot cover are highlighted with a light red background.
If your hero carries resource crates for a missing type, click that cost icon to open the hero transfer dialog.
The dialog is pre-filled with the amounts needed to build (capped by what the hero actually has and free storage).
If several resources are missing, one click fills all of them; types with no crates on the hero stay non-clickable.
Daily Quests redesign
Daily Quests are rebuilt for short rounds: five tasks each day, the same set for everyone that day.
Progress resets every 24 hours. Claim rewards manually — unclaimed rewards are lost on reset.
Rewards include production boosts (random resource), PLUS time, hero gear, adventures, culture points, hero XP and gold.
Complete all five tasks for a 5-gold chest. Login streaks grant extra gold at 3, 7 and 10 days (5 / 15 / 20).
Open Daily Quests from the top bar; a badge shows when rewards are ready to collect.
Tasks — Collect all
On the Tasks page you can claim every ready reward with one Collect all button.
Individual Collect buttons still work if you prefer to claim rewards one by one.
Collect all also claims stacked thresholds for the same task, so you do not have to click through each level.
T4 dual worlds & weekly launches
Two T4 worlds run in parallel on the same speed, so a new server opens every Saturday at 08:00 GMT.
Each round lasts 14 days: artifacts on day 7, WW plans on Friday (day 13), finish and restart on Saturday (day 14).
Portal countdown shows the next Saturday 08:00 GMT launch on the home page and server list.
Server cards show a live countdown when a world has not started yet.
Hospital
When this village has a Hospital, 40% of battle losses from its troops return as wounded (excluding siege, settlers, administrators and heroes).
Healing costs the same resources as training but takes half the time.
Wounded troops not in the healing queue decay by 10% per day.
Mine Expansion
Can only be built in non-capital villages.
Raises the maximum resource field level beyond the usual cap.
At level 20: +6 to the field cap (up to field level 16).
Architect’s Office
Each level reduces building upgrade costs in that village by 1%.
At level 20, building upgrades cost 20% less.
Quartermaster’s Depot
Each level increases warehouse, granary, great warehouse and great granary capacity in that village by 1.5%.
At level 20, storage capacity is 30% higher.
Multi-tribe play
Multi-tribe play is fully enabled. One account can own villages of different tribes.
When you conquer a village, it keeps its original tribe — walls, troops and tribe buildings stay with that village.
When you settle with settlers, you can found a new village as another tribe.
Mix strategies across your empire: different tribes, troop compositions and buildings on one account.
This website uses cookies to ensure you get the best experience on our website.
Learn more