Guide - Gauls

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Guide - Gauls

Post by Hypo Luxa » Sat March 01 08 ; 9 56 pm

Gaul Guide

Introduction


This guide was made for the purpose of producing something useful for those who wish to take the leap and play Gaul. Gaul is definitely the more "defensive" tribe of the three, and in the late game is an extremely powerful force to be reckoned with. To become successful in Travian (or any game which takes some form of skill, whether it is reflexes, micro, or just plain time-spending on RPGs), you must invest time and be able to access your account multiple times during the day. Personally I have access to a computer 18/24 hours a day if I please. You need activity to always be able to send out troops, talk to allies, level up fields/buildings, and see if you're being attacked. Also, to be a "top player", you may want to invest some money into Gold. You can be fine without Gold too though!

Before you read the Gaul guide

Please, try to understand how this game works before you read the rest of the guide. Some aspects of the game will be confusing if you don't, and I am not going to go in detail of simple functions in Travian.

This thread here has the appropriate links to learn Travian for a beginner:

http://forum.travian.us/showthread.php?t=4045

Gaul Overview

Originally Posted by Travian Guide/Manual
The Gauls are the most peace-loving of all the tribes. Their units are well-trained in defensive tactics, but their offense is lacking in comparison to the other tribes. Gauls are born riders, and their horses are legendary for their speed, allowing them to move quickly and surprise their foes.

This tribe is relatively easy to defend, but an offensive play style is also quite possible. It offers the possibility to go in every strategic direction (offensive or defensive doctrine, lone wolf or helper in emergencies, infantry- or cavalry-based, settler or conqueror), so anything is doable for a skilled player, but also good for beginners!
In summary, Gauls are masters of versatility. They can play any role and is very easy to adapt with. You are an invaluable asset to an alliance if you are a good Gaul. Their offense is good enough too. Swordsmen are up to par in relation to Axemen and Imperians, and Gaulish cavalry is amazing when it comes to damage. The Haeduans and Theutates Thunders (TTs) dish out damage easily. Of course, the point of their "lacking" in damage/defense to other troops is their speed, which is an amazing tradeoff. Speed is of utmost importance in times of need. Adapting as a Gaul is very easy to do. You can play defensively and offensively easily. Also in the Travian manual they state some of the features of playing Gaul, which I will go over in detail:

Quote:
Originally Posted by Travian Guide/Manual
Special Features

* Speed bonus: Fastest units in the game
* Moderate defense bonus from the Palisade
* Merchants can carry 750 resources (speed: 24 fields/hour)
* Double cranny size (raid protection)
* Expensive siege weapons
* Cheap settlers



Speed bonus: Yes, this is definitely true, and is very important in allied efforts. From the glorious Theutates Thunder (fastest unit in the game and arguably the best raider), to the reliant Druid Rider and Haeduan, Gaulish cavalry is extremely valuable. Their two infantry units are normal speed for their Teuton and Roman counterparts. Also it should be noted that the Chief for Gauls moves 1 square faster than that of a Teuton's or Roman's for faster conquering.

Moderate defense bonus from the Palisade: The Gallic Palisade is the middle ground of the Roman City Wall and the Teutonic Earth Wall. What I mean by this is that is is slightly less durable than the Teutonic wall, but still provides more of a defensive bonus (although less than that of a Roman's). It is a terrific wall when leveled up though.

Merchants can carry 750 resources (speed: 24 fields/hour): A good Gaul will learn to utilize the marketplace very early on in order to stop warehouse/granary overflow. Once you put your sales onto the market, they will be bought within minutes because of how quickly they can get to people around the map. They are the middle ground for capacity (Roman merchants carry 500, Teutons carry 1000), but are the fastest and are amazing because of this. Low on a resource? Trade off one of excess! It's that simple. And let's not forget feeding your expansion villages. Gauls will easily be able to transport resources from one village to another, providing continuous growth to new expansions.

Double cranny size (raid protection): Yes, this is a major turn-off for people attacking you early game simply because they will be wasting time getting zero bounty. Gallic crannies hold an astonishing 2000 resources. One level 10 cranny will ensure your safety of resources from Romans and Gauls. And still, 1333 resources protected from Teutons is fine early game since you can easily spend resources in efforts to prevent your enemies from getting anything.

Expensive siege weapons: Bleh, by the time it comes for someone to get siege a mere 200 more of a resource per siege unit will not hurt too much. Trebuchets are excellent siege weapons regardless of their cost.

Cheap settlers: True, cheap settlers but when you look at the cost for Teutonic and Roman settlers you begin to wonder if this is a huge advantage or not. It is still expensive to get settlers early on! Besides, later in the game game you have to conquer to stay ahead of the pack, and Chiefs are ridiculous in cost (not saying Senators and Chieftains aren't)!


Troop Overview

Phalanx

Speed: 7 fields/hour
Carrying capacity: 30 resources
Upkeep: 1

Being a simple infantry unit, the Phalanx is relatively cheap and quick to produce.

His attack power is minimal, but it is in defense that he proves his worth, being effective against infantry as well as cavalry.
A cheap and effective defender. Being able to sustain damage against both cavalry and infantry, they are useful throughout the game. However, they lack attack and should not be used to raid with. Ever run into a giant wall of Phalanx? It's not pretty what goes down! These things are beasts in large quantities. Only use Phalanx to raid early game on inactives and people who quit the game after a few days of playing. They die very easily to a defended village with their low attack.

Swordsman

Speed: 6 fields/hour
Carrying capacity: 45 resources
Upkeep: 1

Swordsmen are more expensive than Phalanx, but they are exceptional attack troops.

As defenders, they are relatively weak, particularly against cavalry.
Swordsmen are stronger than Axemen, but weaker than Imperians. That is fine, since they are amazing attackers for infantry regardless. These swordsmen will easily use up the iron stores Gauls seem to get (probably through a lot of things costing more clay, and TTs/trebs cost a lot of clay) and are your main escort in clearing waves/catapult waves. Also when it comes to defending with these...don't do it. They will get torn apart. Leave the defending to your defense units or traps...or if you know the attack is going to overwhelm you, just dodge it (I will explain dodging later on).

Pathfinder

Speed: 17 fields/hour
Carrying capacity: 0 resources
Upkeep: 2

The Pathfinder is the Gallic scout. He is extremely fast and able to spy on the enemy's units as well as resources or defenses.

If there are no scouts in the scouted village, their visit will be unnoticed.
The Pathfinder is pretty self-explanatory; they are the scouts for Gauls. You should always have scouts in all of your villages (in oases too if you're paranoid) to see when you have been sought at for a possible attack on you. Also Pathfinders are fast for quick reconnaissance on your foes. However, at a cost of 2 crop per hour, you should always see how many you actually need because instead of a Pathfinder you could be housing other troops. Also in an attack on you, make sure to send Pathfinders out as there is no reason to keep these in your base during an attack since they will get run over easily and you would have to replace them later.

Theutates Thunder

Speed: 19 fields/hour
Carrying capacity: 75 resources
Upkeep: 2

The Thunders are the fastest units, with both a powerful attack and an excellent resource carrying capacity.

As defenders, they are mediocre at best.
The TT is an amazing unit and is my personal favourite because of the speed. I am very impatient in Travian and these TTs combined with my Tournament Squares provides me a very open area for targets all over the map. They do very nice damage too and carry a lot of resources, allowing them to be the most notorious of raiders. As a Gaul, try to get these A.S.A.P. If you are lucky, you are now open to a whole new set of targets from your racial counterparts. You can now easily wipe out Macemen from cocky Teutons who still haven't gotten Spearmen, and can take out Praetorians from Romans going into the defensive and also take on Swordsmen and Imperians with ease. However, early game these things are EXPENSIVE! Watch how you spend these things and ensure they don't die.

Druidriders

Speed: 16 fields/hour
Carrying capacity: 35 resources
Upkeep: 2

This medium cavalry unit is outfitted for defense. The main purpose of the Druidrider is definitely defense against infantry. His costs and upkeep are relatively expensive, however. The Druidrider (DR, Dr) is amazing in times of need. They can quickly travel the map to aide others. With a great defense against infantry, the DR is a crowd-pleaser to those who need d-troops.

Haeduans

Speed: 13 fields/hour
Carrying capacity: 65 resources
Upkeep: 3

Haeduans are the ultimate weapons in attacking and defense against cavalry. Hardly anyone can rival them in these areas.

Haeduans' training and equipment is particularly expensive, and at 3 units of wheat/hour, one must always ask himself whether he is prepared to accept these costs.
Haeduans are amazing in two aspects; their high attack damage and defense against cavalry. They are really expensive though, especially in iron. However, Haeduans are great for clearing waves and like swordsmen, clear up those iron stores.

Battering Ram

Speed: 4 fields/hour
Carrying capacity: 0 resources
Upkeep: 3

The Battering Ram is a siege weapon used to support the infantry and cavalry. Its role is to destroy the enemy's wall and make the battle easier for the attackers.

Without defense itself, it does require an escort to be effective.
The Gaul Battering Ram, like it's racial counterparts, is used to take down walls. It is best used in your clearing wave because its effects on the wall are calculated before the battle (wall level goes down before damage/defense is calculated) starts.

Trebuchets

Speed: 3 fields/hour
Carrying capacity: 0 resources
Upkeep: 6

The Trebuchet is an excellent siege weapon to use to destroy buildings and resource fields. It is almost defenseless by itself, however, so an escort should always be sent with it.

The higher the Rally Point's level - and as a result, the better trained the Trebuchet's crew - the more options are available for targetting. At level 10 of the Rally Point, every building except the Cranny can be targetted.
The standard version of Catapults for Gauls. "Expensive" in comparison to Catapults and Fire Catapults. Here is a table showing how many Trebs are required to knock down a level of a field/building:

http://travianwiki.uni.cc/index.php/Trebuchet

Chief

Speed: 5 fields/hour
Carrying capacity: 0 resources
Upkeep: 4

Every clan has an honored elder and experienced fighter used to persuade the inhabitants of other villages to join his clan.

Every time he speaks to the inhabitants of a village, their loyalty is lowered until they eventually join your nation.
The fastest of the conquering units, the Chief is also not as effective when it comes to lowering loyalty compared to Teutonic Chieftains. It is also a whopping 45K+ clay to train. On the bright side, the Gaul chief moves at 5 squares/hour instead of 4 like its racial counterparts. This is vital when time is of the essence; most players losing a village are either always trying to rebuild their residence to prevent conquering, or deleting. If they are deleting, the time it takes in between conquer trips is important!

Settler

5 fields/hour
Carrying capacity: 3000 resources
Upkeep: 1

Settlers are courageous and daring citizens of your village, trained to found a new village in your honor.

Because the founding of a village is particularly difficult, three Settlers are necessary. Additionally, they need 750 units of each resource.
Standard settler like the Roman and Teutonic ones. Not much to explain here.


A New Gaul Village

Okay, so you've read so far and understood the concepts and functions of all the Gaul units you can make and now it's time to create a new account. Let's see what a typical 7x7 centered around this iron oasis is like:

Let's say your Gaul village is the fuscia/pink-bordered village. Around you there are red-bordered people, who are Teutons. The black-bordered people will either never play once registering or never get over 40 pop before quitting. The blue-bordered ones are Roman/Gaul.

A smart Gaul player will almost always try to attempt a "peaceful" persona to its surrounding neighbours for the time being, especially to Teutons. Early game, Teutons rule the server. If the Teuton is able to farm enough he will greatly exceed people who surround him and can dominate other players regardless of Teutonic troops not being as powerful as Roman or Gallic ones later on, simply because of the sheer number of units he can make.

What you want to do A.S.A.P. in your area is try to introduce yourself. Assure you can make personal alliances with your neighbours in order to avoid any conflicts once beginners protection is over. After that, the first thing you should do is level up your fields, preferably clay first. Spend at least ~125 of each resource (1-2 fields) and then build a level 1 cranny. This will complete the "Gaul mission" which you get when you start an account with Gaul. After the cranny is made at level 1, you will receive 125 of each resource every 6 hours, 3 times. The first transport is instant, while the rest come every 6 hours after This will greatly boost your economic growth easily. After that it is time to build your resource tiles. In order of importance for a Gaul you have: Clay, Wood, Iron, Wheat. Clay is needed for building up the resource fields, and early on is needed for the production of Phalanx and traps.

Also, see if you can join some alliance early on. Being in one can save you from being ganged-up upon from others. Later on you can ditch it if it is full of newbs/farms for a better alliance. However, great alliances are hard to come upon. A smart Gaul will try to ally up with Teutons in order to avoid conflict and also have military backup.

Basically, you should try to "evenly" level your fields, with wheat and iron getting the least leveling since they are not needed in high quantities early game and no one begins trading until at least a week in a new area.

Nearing the end of the beginners protection, you should have:

1) A level 10 cranny or a cranny that at least covers your warehouse/granary. This is easy for Gauls because their crannies hold double than that of Teutons or Romans.

2) A trapper of at least level 2 or 3. This will suffice in holding enough traps to ward off any skirmishes on you. Once units are trapped, don't give them back unless you can work out a "deal". Try for resources (even though pushing is illegal, but do it anyways in my opinion ), and if you can't get that at least try to ensure the attacker won't attack you again for a while.

3) A few Phalanx. 3 Phalanx is usually enough to raid inactives/slow, weak players/newbs but you can get more if you feel comfortable in not being attacked. Believe me, RAID THESE GUYS! If you won't, others will raid inactives and get stronger than you and advance more quickly.

4) Field level depends on beginner's protection time, which varies between servers. For a 1-week protection, level 4+ fields is easily doable.

You should be safe from most attacks now. For the next weeks, you will just grow, and grow and grow. Try to become some sort of military power unless you think you have a lot of opposition. Swordsmen are expensive early on, but leveling iron fields solve this problem easily.

Growing

The typical good player will do the same kind of "building strategy" regardless of the tribe they play. This involves, regardless of spawn position in Travian, to find a beautiful 7x7 and start building there. You can expand as close or as far as you wish. The ideallistic, perfect 15-cropper is of course 3 50% wheat oases in the 15-c's 7x7, but these are very rare and would take some time to find, even with a cropfinder. Always settle a 15-cropper as your first village.

Troop-wise, growth is VERY important. The typical offensive Gaul army will consist of many swordsmen for clearing armies, TTs to raid/clear Teutons, and Haeduans later on for heavy cavalry attack. Defense-wise, phalanx are great for protecting yourself. Palisade bonus and trappers should suffice for any attacks you should have from most people, depending on how aggressive players are near you. Do not try for catapults until you have at least one 500-population village. There is no rush in getting cats unless you want to convert some players into farms.

For oases, always try to go for 50% wheat ones. This is an obvious one for any race. If you can't get one of those, 25/25 clay/wheat or 25/25 iron/wheat ones are great too. Clay oases will aide in production of TTs and Trebuchets, and Iron oases will help in producing swordsmen.

Gallic Techniques

Gauls have many things they can do in order to excel in Travian. One of the best early game is of course the Trapper...

Trapper

As you should know already, the trapper is a great defense early game, and even later on has its worth. If people raid or attack a Gaul with traps, and the traps outnumber the units attacking, they become trapped. What you should do now is contact the attacker and work out some deal. Ask for resources, or at least to not attack you again. If the attacker chooses to hit you AGAIN, you can do a little trick here which I discovered. As soon as you see another attack coming in, release his current trapped troops and train more traps. This way he has more of his troops trapped and you can attack his base with units if your troops are faster (best option here is with TTs) and raid resources to compensate trap cost. Leveling up the trapper becomes overkill after level 9 or so. Sure, you can upgrade it more, but it's best to just get d-troops if you're getting attacked. Later on, taking 200 units out from a 4K+ units army isn't going to do much.

Theutates Thunder Raiding

With a level 10+ tournament square, you are open to a lot of the Travian map to attack. Feel free to send many TTs around farming people far away, even if they aren't anywhere near your territory. Also scout Teutons for macemen. Even if they have some spearmen, TTs easily wipe them out. This gives amazing hero xp early on.

Overnight Raids

I used to do this a lot when I was low population every time I played. What you do is find a spot ~5-6 hours away from you (on a 1-way trip, so 10-12 hours total) and raid them overnight. This way while you aren't on Travian and someone attacks you, your army isn't there to get beaten on. It has saved my army a few times . This is applicable to every race to be honest.

Hero Choice

I see this type of question a lot on the forums so I will try to explain what you should try to think of for a Gaul hero. I would say to just avoid even bothering to get a hero until you can at least get a TT one, let alone a Haeduan. Most Gauls get Haeduans since speed isn't really an important factor when it comes to clearing waves, and they are stronger attack-wise. However, other Gauls will choose a TT hero because of its speed. I myself kept a TT hero because I have spread apart villages and the fact that I can move from village to village in less than 4 hours when they are 100+ squares away is a great thing. Attack damage won't matter late-game as much, since this should be your general skill/stat point build unless you are going to just farm oases for experience:

~15 points into attack, just so you can have a little attack early on with your army
~5-10 points into regneration.
-Rest of your points go into offensive bonus. You greatly improve your attack output of your army by investing points into this. This is also why I stuck with a TT instead of a Haeduan; you would be going for offensive bonus either way so I would rather have speed. Combined with the Plus attack increase and Blacksmith upgrades, your army is dishing out serious damage.

Note: At level one, you can still change you skill points around. You can "abuse" this in a sense in order to change your hero stats as you wish. The generic example is swapping your 5 points to "Attack" when you are attacking, and then after the battle you would just put your points into regeneration.

I myself would not choose a defensive hero, but it is an available option if you wish to go on a defensive path. In my opinion, I would say to go with a DR instead of a Haeduan since you will run into more infantry always than cavalry, but the choice is yours. Both are great when it comes to defense. The same sort of build would be used as an offensive one except you would probably have to adjust the points around a bit (i.e. getting defense points, defensive bonus, maybe a bit more regeneration).

Trading/Merchants

The Gallic Merchant is the fastest of them all, allowing your sales to appear near the top of the list and giving you extra advertisement to people who do not have he time to look for better trades as well as to people who need resources fast.

The extra advantage makes Gauls the ideal salesmen on the market, especially early on when most trades are in only a few hundreds and all that matters is speed. Here put in your best thinking and buy low and sell high for profit as well as simply sell to get a better balance of resources for what you are doing. Because your resource needs vary (TT need clay but swords need iron), having a good market lets you get this balance flexible as needed.

As the game progresses, merchant capacity matters more and speed is not everything. Most people will look for trades that make best use of their merchants as well as their resources and time. Remember that Teutons trade in 1000, Gauls in 750, and romans in 500. Also Teutons are the most common buyers of wood and wheat, Gauls of clay (even though everyone needs a lot of clay), and Romans are the buyers of iron. With this, you can try to keep the amounts you want when you sell wood and wheat in multiples of close to 1000, clay in close to 750's, and iron in close to 500's. When the game reaches the point where people are trading in 3000, this becomes a lesser issue that almost disappears when people make trade offices.

Catapults/Farm conversion/Conquering

This is a very simple outtake on converting players into farms.

I made a video on how I do it here:

http://www.youtube.com/watch?v=K6xA1KONZvo

1) The clearing wave. This will consist of your hero, many swordsmen, and your TTs/Haeduans. Accompany this wave with your rams and 1 trebuchet to make it go as slow as your catapult waves hitting after this wave. You SHOULD have wiped out all of the player's troops now, because if you haven't your next waves are going to be introduced to a world of pain...

2a) Catapult waves. Escort these with some swordsmen (50+ is a reasonable amount). In order to turn someone into a farm, target the following buildings:
-Granary
-Flour Mill
-Bakery
-Wheat Fields
-Main Building
-Marketplace

This should send the village into negative wheat real soon. You have just made a farm, and now he cannot demolish his stuff to get back into positive wheat.

2b) If you choose to conquer, send catapults in with your chieftain or clearing wave and destroy the residence. The loyalty will lower and you will begin assimilating the village to your side. Advanced Travian players will have multiple chiefs on standby. What they would do is synchronize their chiefs from multiple villages to hit in the relatively same time and this will allow a village's loyalty to drop within a small period of time and be conquered a lot faster. This is especially useful if you know the player you are attacking is deleting or going to attempt to rebuild the residence. If you have allies nearby too with administrators, they can also aide in lowering the loyalty.

Late Game

In the late game, assuming you make it this far, you will control 10+ villages easily and have many, many troops. Expect lvl 18+ fields in your capital, and thousands of troops. A lot of level 20 blacksmith upgrades on your offensive troops, and plenty of catapults too. Prepare to dominate as you become a force to be reckoned with. You will be able to aide allies across the map, and travel all over for dominance. If you are continously getting stronger and getting a higher population, you will near the top rankings on your server, which is filled with Teutons mostly. However, the top spot generally belongs to a skilled Gaul or Roman
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