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.
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 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 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 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.
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 |
|---|---|---|---|
| 1,500 – 2,400 | 3,000 – 4,800 | 4,500 – 7,200 | |
| 2,000 – 3,200 | 4,000 – 6,400 | 6,000 – 9,600 | |
| 2,000 – 3,200 | 4,000 – 6,400 | 6,000 – 9,600 | |
| 100 – 200 | 200 – 400 | 300 – 600 | |
| 1,500 – 2,400 | 3,000 – 4,800 | 4,500 – 7,200 | |
| 700 – 1,100 | 1,400 – 2,200 | 2,100 – 3,300 | |
| 450 – 800 | 900 – 1,600 | 1,350 – 2,400 | |
| 90 – 220 | 180 – 440 | 270 – 660 | |
| 1 – 5 | 2 – 10 | 3 – 15 | |
| 1 – 5 | 2 – 10 | 3 – 15 | |
World Wonder Initial Defense (1x Server) |
|
| Unit | Troops Range |
|---|---|
| 500 – 12,000 | |
| 1,000 – 14,000 | |
| 2,000 – 10,000 | |
| 100 – 500 | |
| 480 – 9,000 | |
| 400 – 7,000 | |
Natarian Attacks on World Wonders (1x Server) |
|||||||
| WW Lvl | Wave | ||||||
|---|---|---|---|---|---|---|---|
| 5 | Wave 1 | 3,412 | 2,814 | 4,156 | 3,553 | 9 | - |
| Wave 2 | 35 | - | 77 | 33 | 17 | 10 | |
| 10 | Wave 1 | 4,314 | 3,688 | 5,265 | 4,621 | 13 | - |
| Wave 2 | 65 | - | 175 | 77 | 28 | 17 | |
| 15 | Wave 1 | 4,645 | 4,267 | 5,659 | 5,272 | 15 | - |
| Wave 2 | 99 | - | 305 | 134 | 40 | 25 | |
| 20 | Wave 1 | 6,207 | 5,881 | 7,625 | 7,225 | 22 | - |
| Wave 2 | 144 | - | 456 | 201 | 56 | 36 | |
| 25 | Wave 1 | 6,004 | 5,977 | 7,400 | 7,277 | 23 | - |
| Wave 2 | 152 | - | 499 | 220 | 58 | 37 | |
| 30 | Wave 1 | 7,073 | 7,181 | 8,730 | 8,713 | 27 | - |
| Wave 2 | 183 | - | 607 | 268 | 69 | 45 | |
| 35 | Wave 1 | 7,090 | 7,320 | 8,762 | 8,856 | 28 | - |
| Wave 2 | 186 | - | 620 | 278 | 70 | 45 | |
| 40 | Wave 1 | 7,852 | 6,967 | 9,606 | 8,667 | 25 | - |
| Wave 2 | 146 | - | 431 | 190 | 60 | 37 | |
| 45 | Wave 1 | 8,480 | 8,883 | 10,490 | 10,719 | 35 | - |
| Wave 2 | 223 | - | 750 | 331 | 83 | 54 | |
| 50 | Wave 1 | 8,522 | 9,038 | 10,551 | 10,883 | 35 | - |
| Wave 2 | 224 | - | 757 | 335 | 83 | 54 | |
| 55 | Wave 1 | 8,931 | 8,690 | 10,992 | 10,624 | 32 | - |
| Wave 2 | 219 | - | 707 | 312 | 84 | 54 | |
| 60 | Wave 1 | 12,138 | 13,013 | 15,040 | 15,642 | 51 | - |
| Wave 2 | 318 | - | 1,079 | 477 | 118 | 76 | |
| 65 | Wave 1 | 13,397 | 14,619 | 16,622 | 17,521 | 58 | - |
| Wave 2 | 345 | - | 1,182 | 522 | 127 | 83 | |
| 70 | Wave 1 | 16,323 | 17,665 | 20,240 | 21,201 | 70 | - |
| Wave 2 | 424 | - | 1,447 | 640 | 157 | 102 | |
| 75 | Wave 1 | 20,739 | 22,796 | 25,746 | 27,288 | 91 | - |
| Wave 2 | 529 | - | 1,816 | 803 | 194 | 127 | |
| 80 | Wave 1 | 21,857 | 24,180 | 27,147 | 28,914 | 97 | - |
| Wave 2 | 551 | - | 1,898 | 839 | 202 | 132 | |
| 85 | Wave 1 | 22,476 | 25,007 | 27,928 | 29,876 | 100 | - |
| Wave 2 | 560 | - | 1,933 | 855 | 205 | 134 | |
| 90 | Wave 1 | 31,345 | 35,053 | 38,963 | 41,843 | 141 | - |
| Wave 2 | 771 | - | 2,668 | 1,180 | 281 | 184 | |
| 95 | Wave 1 | 31,720 | 35,635 | 39,443 | 42,506 | 144 | - |
| Wave 2 | 771 | - | 2,671 | 1,181 | 281 | 184 | |
| 99 | Wave 1 | 36,251 | 40,861 | 45,089 | 48,714 | 165 | - |
| Wave 2 | 872 | - | 3,025 | 1,338 | 317 | 208 | |
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.
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:
70 |
40 |
60 |
20 |
2 |
0:33:20
Prerequisites:
none
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:
130 |
160 |
90 |
40 |
1 |
0:33:20
Prerequisites:
Main Building Level 1
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:
80 |
100 |
70 |
20 |
1 |
0:26:40
Prerequisites:
Main Building Level 1
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:
40 |
50 |
30 |
10 |
0 |
0:12:30
Prerequisites:
none
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:
180 |
130 |
150 |
80 |
3 |
0:33:20
Prerequisites:
Main Building Level 1
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:
110 |
160 |
90 |
70 |
1 |
0:33:20
Prerequisites:
none
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:
80 |
70 |
120 |
70 |
4 |
0:30:00
Prerequisites:
Main Building Level 3, Warehouse Level 1, Granary Level 1
Infantry can be trained in the barracks. The higher its level the faster the troops are trained.
Costs and construction time for level 1:
210 |
140 |
260 |
120 |
4 |
0:33:20
Prerequisites:
Rally Point Level 1, Main Building Level 3
Cavalry is trained in the stable. The higher its level the faster the troops are trained.
Costs and construction time for level 1:
260 |
140 |
220 |
100 |
5 |
0:36:40
Prerequisites:
Blacksmith Level 3, Academy Level 5
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:
460 |
510 |
600 |
320 |
3 |
0:50:00
Prerequisites:
Academy Level 10, Main Building Level 5
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:
220 |
160 |
90 |
40 |
4 |
0:33:20
Prerequisites:
Barracks Level 3, Main Building Level 3
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:
170 |
200 |
380 |
130 |
4 |
0:33:20
Prerequisites:
Main Building Level 3, Academy Level 3
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:
130 |
210 |
410 |
130 |
4 |
0:33:20
Prerequisites:
Main Building Level 3, Academy Level 1
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:
550 |
800 |
750 |
250 |
1 |
1:23:20
Prerequisites:
Embassy Level 1, Main Building Level 5, 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:
580 |
460 |
350 |
180 |
1 |
0:33:20
Prerequisites:
Main Building Level 5, Palace
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:
1400 |
1330 |
1200 |
400 |
3 |
0:50:00
Prerequisites:
Marketplace Level 20, Stable Level 10
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:
1750 |
2250 |
1530 |
240 |
1 |
0:58:20
Prerequisites:
Rally Point Level 15

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.

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
.
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.
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.