What is project Run Away?
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What is project Run Away?
Posted originally by Loki
It is our basic goal to build in an area away from the population. By the time the specified area starts settling, we should have a hefty stronghold filled with our villages.
An area will be picked out and the area (~20x30) will be far from anyone and has X 15-croppers and Y 9-croppers (found so far). If someone else can find a better ratio, please let us know. For security reasons, the exact location will not be specified until settlers are ready to go.
We are asking all members of FUN (all quadrants) to settle in this area. It allows us to grow as one group with the ability to support one another. Although your participation isn't required, it is recommended. Experience from the previous Server 6 will reinforce this.
Basic guidelines to starting: build up your resources as fast as you can. Also build your residence up (don't build a palace). Once you have settlers, IGM the leadership. Let us know if you prefer a 9-cropper, 15-cropper, or a support village. Within the build area, there with be groups of 3-5 villages built within 2 squares of each other. Eventually, everyone should be able to have a 7x7 area with 2+ allied villages very close.
The 9 and 15 cropper village owners will need to gear their village towards offensive operations. The other 2+ villages (support villages) will build up defensive troops. In all cases, villages should be able to launch catapults/rams.
Our starting (current) villages are spread throughout the Travian world. Their purpose will be to conduct raids and ship resources to our/your new locations. Since our goal is to have a strong area of influence, fighting to keep our starting villages will not be as important as our stronghold villages - sorry, the intial village is expendable.
Questions regarding Project Run Away should be posted here for all to see.
It is our basic goal to build in an area away from the population. By the time the specified area starts settling, we should have a hefty stronghold filled with our villages.
An area will be picked out and the area (~20x30) will be far from anyone and has X 15-croppers and Y 9-croppers (found so far). If someone else can find a better ratio, please let us know. For security reasons, the exact location will not be specified until settlers are ready to go.
We are asking all members of FUN (all quadrants) to settle in this area. It allows us to grow as one group with the ability to support one another. Although your participation isn't required, it is recommended. Experience from the previous Server 6 will reinforce this.
Basic guidelines to starting: build up your resources as fast as you can. Also build your residence up (don't build a palace). Once you have settlers, IGM the leadership. Let us know if you prefer a 9-cropper, 15-cropper, or a support village. Within the build area, there with be groups of 3-5 villages built within 2 squares of each other. Eventually, everyone should be able to have a 7x7 area with 2+ allied villages very close.
The 9 and 15 cropper village owners will need to gear their village towards offensive operations. The other 2+ villages (support villages) will build up defensive troops. In all cases, villages should be able to launch catapults/rams.
Our starting (current) villages are spread throughout the Travian world. Their purpose will be to conduct raids and ship resources to our/your new locations. Since our goal is to have a strong area of influence, fighting to keep our starting villages will not be as important as our stronghold villages - sorry, the intial village is expendable.
Questions regarding Project Run Away should be posted here for all to see.

Dootzkie- Leadership

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Number of posts: 596
Age: 20
Location: Serbia - Belgrade
Humor: s lol
Registration date: 2008-03-02
Re: What is project Run Away?
So, do I need to just build enough in my starting village to be able to settle in the stronghold? If so, I am going to shift my building focus.
Guest- Guest
Re: What is project Run Away?
Your first goal in your starting village should be to get yourself into a position to settle in the SH when the call goes out to do so. After that, you can set any goal you like for it...keeping in mind that as the game progresses, there is a decent chance that your first village will be lost. It's a lot easier for us to send massive amounts of D to people in the SH than out of it.

VioletV- Leadership

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Number of posts: 455
Location: New Jersey (or just over the border from it), USA
Registration date: 2008-03-02
Re: What is project Run Away?
What's the usual size of an opening village that is ready to settle its second? I realise there can be quite a range, but if anyone has a feel for what they think is appropriate, that would help. I haven't yet ever settled a second village.
Also, I guess while the 2nd and 3rd settlers are being built, you're quite vulnerable. At the moment, I'm working on a Gaul sim strategy (soon to branch out into some TT raiding), but I guess getting some defence before I start my settlers is a good idea, yes?
Also, I guess while the 2nd and 3rd settlers are being built, you're quite vulnerable. At the moment, I'm working on a Gaul sim strategy (soon to branch out into some TT raiding), but I guess getting some defence before I start my settlers is a good idea, yes?

BGS-
Number of posts: 696
Age: 31
Location: Edinburgh, Scotland
Humor: Intact
Registration date: 2008-12-18

Re: What is project Run Away?
BGS wrote:What's the usual size of an opening village that is ready to settle its second? I realise there can be quite a range, but if anyone has a feel for what they think is appropriate, that would help. I haven't yet ever settled a second village.
Also, I guess while the 2nd and 3rd settlers are being built, you're quite vulnerable. At the moment, I'm working on a Gaul sim strategy (soon to branch out into some TT raiding), but I guess getting some defence before I start my settlers is a good idea, yes?
BGS, for a round about figure, you should have started a residence before your reached a population of 100. Start getting your settlers ready by around 250-275 population. Again, this is just using population as a base point. It is important to realize that most of the population count should be in your resource fields. A ballpark figure should have a production count of over 280 (that's all reource fields a minimum of level 7).
Some people around your village and those who raid you might be smart enough to know when you are building settlers. If your population doesn't rise as steady as it has, you can figure that resources might be spent on settlers. It'll be important to start moving settlers around to prevent being hit if your village gets raided.
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In Viking warrior society, dying honorably in battle earned a man a place in Valhalla with the gods.

Kaitlyn- Leadership

- Number of posts: 786
Location: Standing side by side with RonnyWhite as RKW
Registration date: 2008-03-03
Re: What is project Run Away?
I don't think you should start building your residence until you're ready to get it all the way to lvl 10 in terms of resource production so that everything is more swift. I estimate the rez production should be lvl 7-8 as you said. It all depends on your style, but you should definitely not start building a residence until at least 120 pop so you don't get weighted down by the crop consumption when crop fields don't produce as much.Kaitlyn wrote:BGS wrote:What's the usual size of an opening village that is ready to settle its second? I realise there can be quite a range, but if anyone has a feel for what they think is appropriate, that would help. I haven't yet ever settled a second village.
Also, I guess while the 2nd and 3rd settlers are being built, you're quite vulnerable. At the moment, I'm working on a Gaul sim strategy (soon to branch out into some TT raiding), but I guess getting some defence before I start my settlers is a good idea, yes?
BGS, for a round about figure, you should have started a residence before your reached a population of 100. Start getting your settlers ready by around 250-275 population.

Yoz- SH Independant

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Number of posts: 495
Age: 15
Registration date: 2008-03-02
Re: What is project Run Away?
Well put Yoz. There are too many variables to make an accurate assessment. The resie, in general does provide some form of defense, so it is not a waste of resources early on. Probably a better form a measurement is the length of time spent on your account. Generally speaking (because of variables), you should have settlers ready by the end of week 5. If you have some experience in Travian, settlers probably by the end of week 4. There was already someone with 3 villages and plenty more with their 2nd village. As of this reply, we are 3.5 weeks into this server.
_________________
In Viking warrior society, dying honorably in battle earned a man a place in Valhalla with the gods.

Kaitlyn- Leadership

- Number of posts: 786
Location: Standing side by side with RonnyWhite as RKW
Registration date: 2008-03-03
Re: What is project Run Away?
I believe there's two ways of going around building settlers, the subtle way and the efficient way.
In the subtle way, you progressively build up your residence and train your settlers whilst building resource fields in between each upgrade. This makes it less obvious that you are focusing on the residence.
The second way is to get to say, level 7-8 resource fields and then going all out on the residence and settlers. If you choose this way, you will lose the minimal amount of resource production. Likewise, afterward, you should have a better economy than the subtle way.
In the subtle way, you progressively build up your residence and train your settlers whilst building resource fields in between each upgrade. This makes it less obvious that you are focusing on the residence.
The second way is to get to say, level 7-8 resource fields and then going all out on the residence and settlers. If you choose this way, you will lose the minimal amount of resource production. Likewise, afterward, you should have a better economy than the subtle way.
Guest- Guest
Re: What is project Run Away?
wouldnt the second way be better for if your village was near you? so that you can pump the resources into the second village?
also i hate philliy
also i hate philliy

flyerz108-
Number of posts: 168
Location: Philadelphia----United States
Humor: Loyalty is 1%
Registration date: 2008-03-04
Re: What is project Run Away?
What are the advantages of a defensive army outside the stronghold? I thought the main point of non-SH villages was to be raiding centres. I would like to focus on defensive development within the SH but had been thinking of raiding from my home village.
BGS
BGS

BGS-
Number of posts: 696
Age: 31
Location: Edinburgh, Scotland
Humor: Intact
Registration date: 2008-12-18

Re: What is project Run Away?
BGS, you are quite right.
Starting villages are to be resource-sending centres who will help develop our SH.
However, if you are won't/can't raid from it, defensive army always comes handy. It will have an important role when we start receiving attacks upon our starting villages; we will need to defend them until their contribution to our SH village clusters becomes minimal and insignificant.
Starting villages are to be resource-sending centres who will help develop our SH.
However, if you are won't/can't raid from it, defensive army always comes handy. It will have an important role when we start receiving attacks upon our starting villages; we will need to defend them until their contribution to our SH village clusters becomes minimal and insignificant.

VersusAllOdds- Leadership

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Number of posts: 574
Location: Beograd, Cp6uja
Registration date: 2008-03-02
Re: What is project Run Away?
I intend to make my starting village an all out raiding village for several reasons.
1)It's fun
2)It's profitable
3)Defense only stalls
4)I'm aggro
5)I'm filled with teenaged angst.
6)The resources can be sent home
7)It gives my hero a leg up.
Several of those reasons have nothing to do with the advantages of an offensive starting village though.
1)It's fun
2)It's profitable
3)Defense only stalls
4)I'm aggro
5)I'm filled with teenaged angst.
6)The resources can be sent home
7)It gives my hero a leg up.
Several of those reasons have nothing to do with the advantages of an offensive starting village though.
Guest- Guest
Re: What is project Run Away?
Sergeant Simmy wrote:I intend to make my starting village an all out raiding village for several reasons.
1)It's fun
2)It's profitable
3)Defense only stalls
4)I'm aggro
5)I'm filled with teenaged angst.
6)The resources can be sent home
7)It gives my hero a leg up.
Several of those reasons have nothing to do with the advantages of an offensive starting village though.
Might I add that also it weakens our enemies.

Yoz- SH Independant

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Number of posts: 495
Age: 15
Registration date: 2008-03-02
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