Beginners’ Guide Chapter 4 – Grab what you can

The resources you receive as quest rewards soon won’t be sufficient to develop your town. You’ll have to acquire more by learning to use your hero and your forces against NPCs.
This post is part of a series of guides intended to help beginners discover the immense world of Kingdoms and massively multiplayer strategy. For this series, we assume you’ve completed the tutorial and have chosen the role of governor.
In the previous chapter, you learned how to quickly level up your village. Now we need to find the resources to pay for it.

Before beginner’s protection runs out, you should use your hero and a small offensive force to amass riches and fight NPCs. You should be using your hero all the time – they aren’t just a really powerful fighter, they also generate resources, which are really valuable especially in the early game. To exploit hero abilities most efficiently, you’ll need to level them up as quickly as possible. This means having the hero smite as many enemies as possible.
You should also build offensive units with a good attack and carrying capacity during beginner’s protection and always go after the robber hideouts as soon as they appear. This is especially important in the first few days, as the hideouts appear far more frequently then to help you get started quickly.
It’s also good to know that the infantry you can train from the very beginning won’t become obsolete with research. You can unlock more specialized units later, such as cavalry or siege engines, but they will mostly excel in other areas than brute fighting, such as speed or special abilities.

Fight the robbers and sell stolen goods

A very important source of both income and experience points for the hero are the robber hideouts that appear regularly on the map. There are always two robber hideouts to be found, and they will always appear around your capital village – so you should always maintain a sizable offensive army in or around your capital to benefit from taking out the robbers.
The first two robber hideouts will have already spawned after playing the tutorial. You should hurry to strip them clean of resources as fast as possible. As soon as you’ve taken all resources, the robber hideout will disappear and the next hideout will spawn after a short while.
The first fresh hideouts will appear in just two hours after the first set has been vanquished. Then the next will follow after 4 hours, then 8 hours, then 11 hours, then 14 hours, and then the hideout will settle to reappear at an interval of around 20 hours.
Your hero can recover stolen goods from the robber hideouts, which can be sold for valuable resources. Whenever you can be active, you should sell stolen goods and invest the resources into more infrastructure or units for your growing army. If you are in a kingdom, selling stolen goods will also net you crop and will allow your duke or king to collect treasures from your village as tributes, for the benefit of the whole kingdom. Battling the robbers and converting stolen goods to treasures is one of your primary duties as governor of a realm, and you can earn a fortune by doing so!

Contrary to some misconceptions, selling stolen goods is perfectly legal in Kingdoms.

Liberate oases

Oases around settlements are claimed by nature – this means they are guarded by a varying number of animals. You can “liberate” oases by successfully attacking the animals. Every animal slain will grant your hero experience points, so if you can find oases with plenty of weak foes like rats, sending your forces to clean the oases will be good training for your hero. You will also earn some resources for each animal killed, depending on the type of resources the oasis offers. So remember to bring some troops with good carrying capacity – your hero can’t carry everything alone!
Make frequent use of the combat simulator to see if you can win with few troop losses and limited damage to your hero’s health.
If you’ve liberated a useful oasis in the vicinity of your village, you can assign it in your village’s embassy for a significant resource production bonus – and, even better, you can then station troops there to produce even more extra resources!


Adventures provide great rewards and should be done whenever possible.

Looks perfectly safe!

Always choose short adventures. Long adventures don’t net you anything extra per adventure point, they just take more time.
Resist the temptation to send your hero on a long adventure before going to work or bed – if they find resources twice while you’re away, your warehouse may overflow with resources for many hours and you’ll lose out on production. (Having said that, of course, remember to build your warehouses big enough so that a night’s sleep won’t lead to your warehouses overflowing!)
Take a look at your hero’s health loss after each adventure to estimate the risk for future adventures – don’t go on an adventure when their health is so low that they likely won’t survive. You should use ointments to keep the hero live and kicking – if you have some.
If not, however, you shouldn’t keep your hero alive at all costs, especially early in the game!

Let the hero get knocked out and revive him yourself.

Your hero is too powerful a unit to have standing around and waiting for their health to recover. Remember when I told you to save nothing? Don’t save your hero’s strength!
Not only will revival in exchange for resources be very, very cheap the first time, you’re also guaranteed to find a water bucket on one of the early adventures, which means one “extra life” for your hero.

Revival is really cheap the first time!

(If you can’t spend any money on the game though, you may want to consider selling the water bucket at the auction house and purchasing armor and weaponry for your hero. Damage-reduction and health-regeneration armor items are really good at keeping your hero alive for much longer, so if you can get one of those early, you won’t need to revive them as often anyway.)
Fortunately, your hero fares equally well in combat regardless if they have 1% health or 100% health remaining.
So if your hero no longer has enough health to be sent on adventures, you should send them to fight robbers (if they’re around) or animals (at unclaimed oases) – preferably weak units like rats. If the hero dies in battle, they will still kill a lot of rats and earn many experience points for doing so, and afterwards you can just revive them. The hero earns experience points for every enemy unit killed in battles in which they were also present, regardless of whether the battle was won or lost.
You should continue this rather expensive way of refilling health as long as you have adventure points left to use after revival. The adventures you can do will usually provide you more than enough resources to make up for the costs of revival.
The levels gained by this “training” should go primarily into strength to keep your hero in action for as long as possible – unless you’ve managed to grab good armor and weaponry for your hero. You can then, and indeed should, switch to improving resource production.
As you grow and your power expands, your enemies will also rise in power. The next chapter will describe how you can prepare for your first day without beginner’s protection.
Watch this space on Saturday, March 17th 2018 – you’ll find here Chapter 5: Prepare for Judgment Day
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Your Travian Kingdoms Team

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