Chapter 4
Alliance archetypes commonly found in Travian
Archetype:
1. The original pattern or model from which all things of the same kind are copied or on which they are based; a model or first form; prototype.
In other words, these are some of the more common and generalized alliance models which have a tendency to form on Travian servers. There are, and will always be, variants of these models which you will encounter.
This list is in no way complete, however, it does go over the more common and prevalent alliance models which I have seen in use on multiple servers. This information should be considered as merely a reference of things to look for when evaluating the various alliances you encounter. However, it is not intended to be the supreme end all and be all of your alliance evaluation; it is simply a place to start and offers some things to look for.
The actual evaluation of any alliance and how you choose to interact with them is ultimately up to you, the leader(s) of your alliance.
I’ve divided this breakdown into the main classes of alliances, and will list out each of their primary archetypes starting from what I believe to be the worst.
Noob Class:
As a general note on this class, one way to spot a large majority of these kinds of alliances is through looking at a decent map of the server. Towards the beginning of the server, 50-90% of these types of alliances have players in at least 2 quads, and usually most are an average of 50-100 squares away from their closest friend.
That, in conjunction with low ranks and generally well below average player and village counts makes this perhaps the easiest class of alliances to recognize.
By mid game, those that are still around will quite often still have players spread out into 3 or 4 quads. While this isn’t always a bad thing for an alliance to do, provided they consolidate all members into one general area, these kinds of alliances generally do not do that.
1. The pacifists
Sadly, this type of alliance is abhorrently abundant in Travian. Rather, sadly for the players which choose to join such alliances, not for those who prey on them.
How to spot:
Generally, it’s all over their alliance profile. You sometimes see messages or announcements to the alliances members posted in the alliance profile. Pretty much any ‘we are peaceful’ type statements used in conjunction with a rank lower than 50-75 are the main hallmarks of these kinds of alliances.
Here are some common phrases used in the alliance profiles of alliances of this type and their relevant translations;
Phrase: ‘we are a peace loving alliance, but if you attack us, we will respond’
Translation: ‘if you attack us we’ll entertain you with funny igm’s and idle threats’
Phrase: ‘we accept anyone and you don’t have to be that active’
Translation: ‘farm us… like now… Quick before someone else beats you to it’
Phrase: ‘We accept ally and NAP requests from anyone’
Translation: ‘Visit our alliance page! We update your farm lists regularly so you don’t have to!’
Phrase: ‘We are a group of new players who are looking for peaceful players’
Translation: ‘we are setting ourselves up for failure, so farm us out of our misery’
There are of course other phrases which I haven’t included, but these tend to be among the more common.
Chances of being a relevant alliance:
I generally try to avoid saying things like ‘never’ or ‘got a snowball’s chance in hell’, but I do make exceptions from time to time. This is one of them.
Diplomatic Relations to consider:
Farm them. They will do far more for your alliance as farms than they will as allies. NAPing such an alliance is counterproductive to you and your members.
2. The kitten
General description:
The kitten is similar to the pacifist with few distinct differences.
Like any young animal, they are cute, and can be fun to play with, yet they have very little concept about why one would not attack a beast which is significantly larger than themselves.
Kittens start off being mildly amusing and capable of scratching, usually they do not survive long in the wild on their own. However, sometimes they do survive and grow up to be ally cats. Slightly stronger than kittens, they still do not pose a serious threat save in very, very, very large numbers. Fortunately, ally cats tend to lack in the social skills needed to band together into significantly large packs which might actually pose a threat to a decent alliance.
How to spot:
Generally found in the alliance ranks 50 and under, the ally cat only has a few noticeable differences from the pacifist.
When attacked, the kitten will often respond with a counter attack. Fortunately, the kitten has 30 maces* and no idea how to use them, nor the intelligence to know when not to use them.
*used figuratively to represent a relatively small number of any type of troop
When sending igm’s against people who attack, the kitten tends to be inarticulate in their diplomacy. Rather than a polite, thought out message, ‘IM GUNNA KIL U NOOB!!!1!!!111!’ or ‘BIG MISTAKE!!!’, or ‘WTF!!!1!!!1!! THIS MNS WARZ!!!! Or some such equivalent message is employed.
While these messages are not always in all caps, it is common enough to warrant pointing out.
Chances of being a relevant alliance:
Slim to none. One of the prime drawbacks of the kitten is a lack of ability to socialize well with others, and possibly learning difficulties which inhibit them from reading up on how to play the game.
These severely handicap the kitten alliance, in many ways, not the least of which are recruitment, inter-alliance relationships and general knowledge of playing the game on an individual basis.
Diplomatic Relations to consider:
Kittens which grow up to become ally cats will quite often contract rabies and begin to make a nuisance of themselves. Therefore, to prevent the kitten alliance from growing up and becoming rabid, it is generally best to show mercy and attempt to inoculate them.
An effective tactic is targeting the leader of the kitten alliance and all listed officers and organizing a catapult training exercise for your members.
Rabies in kitten alliances is usually contracted by having too many of certain types of buildings. While many might assume that the barracks is one of these, you would be in error. Targeting the barracks only addresses the symptoms, and not the cause. In order for the medicine to be truly effective, it needs to hit the trouble areas at their source.
Therefore, destroying the wheat fields, main building and marketplaces of each of the leader(s) villages and farming them until they delete is usually enough to inoculate the rest of the kitten alliance against rabies.
However, you should be on the look out for symptoms of infection in the other members of that alliance while doing this. One of the occasional side effects of vaccines is that they can create rabies like symptoms in other members of the kitten alliance, in which case, additional inoculations for problem areas should be used as needed.
In extreme cases, it is occasionally necessary to euthanize the entire alliance. This should be done swiftly and humanely to minimize the alliances suffering.
*Ran out of time today, however, I should finish the rest of this chapter by sometime on Monday. Check back for updates.
3. The bobcat
General description:
They’ve read the guides, their alliance heads tend to be at least semi-literate and they tend to be fairly active on recruiting. This is the only type of newb alliance with a remote chance of being relevant later in the game. Unlike the kitten which will attack anything which pokes at it, the bobcat will usually only go after alliances which are at most, slightly larger then themselves unless they have no choice.
This class is still primarily composed of newer players; however, those players have somewhat higher average experience level than the other newb alliances.
How to spot:
The three the main give-a-ways are, stacked defenses when attacked, coordinated attacks, intelligent / reasonable sounding igms from the alliances leadership.
This type of alliance will occasionally get up to the high teens on ranking, (rare) but is generally found in the 20-40 ranks, and is generally a single wing.
Chances of being a relevant alliance:
Their chances of being relevant in terms of usefulness to end game are fairly good with a combination of luck, planning, and good diplomacy mixed with the ability to perform decent defensive operations against larger opponents (which is necessary for their long term survival).
This type of alliance is generally not going to be a serious end game competitor by themselves, even if a few of their members have some end game experience, there are still too many factors working against them.
- Not enough general experience among the players
- This type of alliance usually spends too much time figuring out how to play and not enough time on diplomacy, or too much time on diplomacy and not enough on military / village development.
- Lacking actual end game experience, this type of alliance doesn’t place itself in a position to be useful to major alliances, and where it does, it will often fail in diplomacy and be viewed as a threat.
- Late start on end game preparation when there is any at all.
- Often targeted by larger alliances viewing them, correctly, as potential threats.