A Tale of Two Kings: Kingdom unions in depth

In our earlier article on Unlocking Duke and Treasury Slots, we already laid out some balancing changes that are already in effect on recently started game worlds in preparation for the upcoming kingdom unions feature, and promised to deliver more details. And here they are!
With the feature being in active development currently, details may change if we run into unforeseen difficulties, but on the whole, we hope the feature as described here will be exactly what you’ll get to play soon(tm).

United kingdoms

  • Two kingdoms will have a chance to unite into one!
  • This means that the kingdom ranking higher in the victory point rankings will…
    • earn an extra vice king slot and two extra duke slots.
    • absorb all the members of the kingdom that has the lower rank. Its king will become vice king, while its dukes will remain dukes.

Sounds great, right? All gain, no pain! But of course, there’s a catch:
The price for doubling up the leaders is that the newly united kingdom cannot get rid of either the king or vice king for the remainder of the game world, and neither can the king or vice king get rid of the kingdom.
 Abdication will no longer be possible, nor can the kingdom be abandoned.
Should one of the two kings find themselves rudely booted out of the game world by an onslaught of hostile catapults, their slot will remain empty. If both players are overwhelmed, their kingdom ceases to exist without succession.
A united kingdom may be twice as powerful, but the leaders will also commit to use this power for the well-being of the larger kingdom for the remainder of the game world. Any betrayal is out of the question. After all, Travian Kingdoms is supposed to be a game of war, not petty scheming, and leaders ought to struggle to win with their kingdom instead of switching sides at the earliest convenience.


Uniting kingdoms

  • Two neighboring kingdoms may unite on the agreement of their kings if each has existed for at least 30 days (suitably less on speed servers of course).
  • Two kingdoms are considered “neighboring” if they share a continuous territory between both their kings’ capital cities.
  • The kings can reach an agreement when one of the parties sends their partner a union invitation, and the other agrees to it.

Due to the high costs of attaining additional treasury slots and thereby territory after the recent balancing changes, you may now have to think twice about role-playing scorched earth and leaving only burning villages in your wake.
Either your early conquests will be so ripe with resources for the taking that they pay for the high treasury levels required (which seems unlikely early in the game), or you may end up neither being able to extend your territory nor being able to unite due to a sheer lack of willing neighbors.
Any kingdom that finds itself in such a predicament may later face the prospect of being surrounded by vastly superior kingdoms in both territory, wealth and numbers, which achieved way more simply by acting a little more diplomatic.
Just having one of your governors secede and found their own kingdom to unite with on a whim won’t work either, because continued existence of both partners for at least 30 days is a prerequisite to unite kingdoms; this will also make sure that the respective leaders’ capabilities might actually enable a kingdom to survive for the longer term.

Hopes for the future

We hope that this feature may further incentivize diplomacy with surrounding kingdoms in the early/mid game.
Even if neighbors choose not to unite, other key strategic information may be the result of the dynamic partnership between neighboring kingdoms, whether it’s the agreement of assistance or just the certainty of conflict.
We hope that the increased price of treasuries will restrict the territorial growth of kingdoms just enough so that giant kingdoms, untouchable simply due to the time it takes to cross their territory and the wide spread of their vital assets, become a rare feat of excellence rather than a regular sight on all game worlds.
We hope that tight-knit groups of players, formed and hardened after surviving the early weeks, will no longer be torn apart between several neighboring kingdoms, but instead can join and become one.
We hope that the smaller kingdoms and the search for friends to unite with will allow more kingdoms to survive the early game, and that the territorial expansion triggered after unity will bring new conflict and tension to the early mid-game, when the ambitions of united kingdoms clash and further mergers are out of the question.
And last but not least, we hope that you’ll have a blast trying it as soon as we roll it out on the recently started worlds, and inundate us with comments on what we can improve,
Your Travian Kingdoms Team

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