---
title: "Harbors and Ships"
description: "Harbors and Ships"
url: https://support.travian.com/en/articles/198-harbors-and-ships
collection: "Special Gameworld features"
updated: 2026-10-27
language: en
alternates: [es, it, de, fr, cs, pl, ar, pt, ru, tr]
---

# Harbors and Ships

Harbors and Ships

Harbors and ships are special features available only on certain Travian: Legends gameworlds (such as Annual Special, New Year’s Special, and some Community Week servers). They add naval gameplay that allows faster army movement, advanced trading, and new raiding options over deep water. This guide explains how harbors work, how to build ships, and how to use each ship type effectively.

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## What Is a Harbor?

A **harbor** is a special building used to construct ships. Once you settle on an eligible tile, your village becomes a **harbor village**, and you can build the harbor once all requirements are met.

### Key points:

-   Harbors **take a unique building slot**, similar to the Rally Point.
    
-   The village becomes a harbor village **as soon as it is settled** on an abandoned shore.
    
-   The harbor building can be destroyed, but the **village remains a harbor village** permanently.
    
-   You can build **up to 210 ships** when the harbor reaches level 20.
    
-   Scout reports will show the **harbor level**, but **not** how many ships you own.
    

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## Where Can You Build Harbors?

Harbor villages must be settled on special tiles called **abandoned shores**, which appear next to deep water such as:

-   Seas
    
-   Oceans
    
-   Major rivers
    
-   Large lakes that are part of the map’s real geography (not decorative lakes)
    

If you settle on an abandoned shore, your village automatically becomes a harbor village.

### Harbor building requirements:

-   Main Building level 10
    
-   Rally Point level 10
    
-   Village settled on an abandoned shore
    

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## Types of Ships

There are **four ship types**, each with a specific purpose.

### **1\. Trade Ships**

Used for transporting resources.

### **2\. Warships**

Used for attacks, raids, and reinforcements. Can carry **any number of troops**.

### **3\. Decoy Warships**

Work like warships but can carry **up to 60 units**. Useful when sending small squads.

### **4\. Raid Ships**

Can carry **up to 200 units**, used **only for raids**, and can be added to **farmlists**.

With Harbor level 20, you can build a total of **210 ships** of any mix.

* * *

## Trade Ships

Trade ships act as **additional merchants** for your harbor village.

### Key features:

-   They **do not require merchants** to send resources.
    
-   They can be destroyed if no longer needed.
    
-   Travel at **18 fields/hour on deep water**.
    
-   Travel at **your tribe’s merchant speed** on land.
    
-   A fully upgraded harbor allows **210 trade ships**, meaning huge resource shipments.
    

### Alliance commerce bonus:

Trade ships benefit from your alliance’s commerce bonus, increasing their **capacity and speed** by +30% to +150% depending on bonus level.  
This affects both **outgoing and return** travel times.

### Trade ship capacity on 1× worlds:

-   Huns, Vikings, Teutons: 3000 resources
    
-   Gauls, Spartans: 2750 resources
    
-   Romans, Egyptians: 2500 resources
    

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## Warships & Decoy Warships

Warships and decoy warships move troops across deep water much faster than land travel.

### Speed:

-   **18 fields/hour on deep water** (doubles/triples depending on game speed)
    
-   Land travel follows **normal troop + bonus rules**
    

### Important notes:

-   Speed on deep water **cannot** be boosted by hero items (except the map), artefacts, or Tournament Square.
    
-   Return time equals **the initial travel time**, unless the hero uses the map.
    
-   If all troops on a ship die, the **ship also sinks**.
    
-   When sending troops:
    
    -   If a decoy warship is available and you send ≤60 units, it will be used first.
        
    -   Otherwise, a warship will be used.
        

### Limitations:

-   Warships and decoy warships **cannot** be used in farmlists.
    

* * *

## Raid Ships

Raid ships are introduced with **Northern Legends** and can be integrated into farmlists.

### Features:

-   Carry up to **200 units**
    
-   Can be used **only for raids**
    
-   Vikings have a speed bonus: **24 fields/hour** on deep water
    
-   Other tribes: **18 fields/hour**
    
-   If you lack ships for a raid, the remaining targets use **normal land unit speed**
    

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## Ship Costs & Build Times

**Trade Ship**

-   Cost: 2835 / 1235 / 1985 / 750
    
-   Build time: 1:15:00
    

**Warship**

-   Cost: 18500 / 8355 / 12275 / 7500
    
-   Build time: 3:45:00
    

**Decoy Warship**

-   Cost: 950 / 350 / 750 / 350
    
-   Build time: 0:35:00
    

**Raid Ship**

-   Cost: 750 / 450 / 450 / 150
    
-   Build time: 0:20:00
    

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## Summary

Harbors and ships bring naval strategy into Travian: Legends, offering:

-   Faster movement over long distances
    
-   Additional logistics capacity
    
-   New raiding opportunities
    
-   Village specialization around trade or offense
    

If your gameworld includes this feature, building a harbor early can give you a major economic and strategic advantage.
