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In Travian: Kingdoms, you will play as either a king or a governor. Both roles have advantages and disadvantages. You can crown yourself king at any time or join one of the kingdoms around you as a governor. At the start of the game, a player will automatically become part of the kingdom closest to them. As a governor, you can only leave a kingdom by crowning yourself king. Since the kingdom is chosen depending on the location of your first village, you can choose a kingdom when settling your second village. Alternatively, you can also raid or attack your current king in order to provoke expulsion. This will however only happen if the king raids or attacks back. As soon as another king has more influence on a village, they can invite the governor to join their kingdom instead. The role of a king is designed for militarily active players, while governors can put greater emphasis on developing their economy. The activity necessary for the role of governor is not as high as that of a king. As a king, your villages – depending on their population – will reflect your power in your neighborhood. If your villages exert more power than those of another king, a map space will fall into your kingdom. A village on this space will turn into a governor village of the king. The king’s role is to protect their governors. Kings receive tributes for doing this. These tributes will however only be flowing in if the kingdom is protected. If there is an attack, the tribute stock will be plundered first, followed by the Warehouse of the governor afterwards. You can expand your kingdom by positioning your villages cleverly. The number of treasures, which you will receive as tributes in small amounts, is also of great importance for the size of your kingdom. You can also steal them from other kings and expand your own kingdom at the expense of theirs. In turn, as a governor, you can rely on being protected by your king and focus more on upgrading your village. Even within kingdoms, there will be enough tasks, which need to be accomplished to further the well-being of the community you are part of.  Normally, both king and governors will benefit from the kingdom system.


The sphere of influence of a king is always marked on the map and immediately shows which governors have settled in their territory. A king’s influence is calculated according to their population and the amount of treasures in their Treasury.  Only Villages with an active treasury will create influence.  Influence is particularly crucial where multiple kings have a claim on any particular field on the map.  



A kingdom doesn’t only consist of villages, but usually also a couple of oases. In Travian: Kingdoms, these oases no longer belong to particular players. Instead, they are part of the kingdom they are located in. 


As soon as an oasis has been cleared of wild animals, it counts as occupied and will be assigned to one particular kingdom. Players from that kingdom can now send troops to that oasis and generate influence. The top five players with the most troops in the oasis share the production bonus between them. For more about this, please visit our Oasis page.  


Why the changes to oases?

In T4, oases could only be held by single players. This would lead to rivalries within the kingdom in T5. The new oases concept makes the control of additional oases a common goal for the kingdom, in which all players can take part. Hence it strengthens cohesion within a kingdom and also gives more meaning to the borders of it, particularly for governors.  


Robbers Camps

Every couple of days, gangs of robbers will invade a kingdom and set up camp. The more players are in a kingdom, the more Robbers Camps will appear. These camps can however not be defeated by a single player. In order for it to disappear, a robber’s camp needs to be attacked successfully up to five times by different players. If a robber’s camp hasn’t been attacked successfully for a set period of time, it will take the initiative and attack surrounding villages itself. Besides resources, governors can also find treasures in the robber’s camps, which are passed on to the king via the tribute funds. For more information please visit our Robber Hideouts and Camps page.  


War between king and governor

If a king attacks any village of one of his governors within his kingdom borders, the governor will automatically leave the kingdom with all his villages. The status of the governor then changes to “hostile”. The only way to revert this action is for a king to submit a peace proposal. Only after that is it possible for a governor to return to the kingdom. In a range of scenarios, a governor can also change kingdoms on their own terms: If they have been attacked by their king, if they accept an invitation by another king to join their kingdom or by holding their own coronation ceremony. An invitation from another king can only be sent if that king has more influence over the capital village of the governor than the current king. If a king has not logged in for three days or has his population knocked down to zero, they will automatically abdicate. If a governor is inactive for three or more days, they will automatically switch kingdoms in case they have received an invitation from another king who has more influence on the main village. When a king abdicates, they and their governors will join a kingdom of the same alliance. Should however no alliance or kingdom have influence on the area, they join the king with the greatest influence. If a governor’s village is to be conquered by their own king, the governor cannot have been a member of the kingdom within the last three days. A governor cannot conquer a village of a king as long as they are in the same alliance.  


Why these changes?

We expect greater cooperation between larger and smaller players with this system. For a strong king, weaker players in the area are no longer automatically farms, but can also become a vital part of their own kingdom. On the other hand, it pays to attack strong kings, as many treasures can be taken from them. The aim is to generate more conflict between equally strong players. Kingdoms also allow for a better visualization of centers of power on the map and new players in particular will find it easier to socially interact with others.






Tributes, Treasures & Stolen Goods

Robbers Camps & Hideouts



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