The military layer of Travian: Legends is perhaps the most important and complex in the game. This article explains how key systems work, from reading incoming attack information to troop evasion feature.
Rally Point and Troop Visibility
The Rally Point's troop visibility bonus allows you to see the unit types of an incoming enemy army — but only when the total size of that army is smaller than your Rally Point's level. At the maximum level of 20, you can identify unit types in any army smaller than 20 units.
On game worlds where the alliance attack notification feature is enabled, attacks are shown in the alliance member list when the attacking army is equal to or larger than the Rally Point level of the targeted village.
In all cases, it is not possible to know the exact size of an incoming army outright.
Travel Time and Tournament Square
Tournament Square provides a speed bonus to units travelling on a distances above 20 fields. Journeys shorter than 20 fields are not affected at all. You can use the in-game travel-time simulator in the Rally Point to calculate exact travel times from any point to any other point, with or without bonuses applied.
Attacking Natars and the Wonder of the World
There are no restrictions on attacking Natar villages in general, and even their Wonder of the World villages can be attacked from the very start of the game. However, to actually build a Wonder of the World yourself, you need construction plans, which are released in later game. The Natar capital — where they construct their own Wonder — is the one exception: it cannot be attacked. The only way to prevent the Natars from winning is to complete your own Wonder of the World before they finish theirs. On x1 speed worlds, Natars complete their Wonder after 250 days.
Troop Evasion
Troop evasion is available in the capital village if you have Gold Club.
Troops will automatically evade an incoming attack, but only if there were no units returning to the village within the 10 seconds before the attack hits.
This creates a tactical opportunity: if an enemy attacks you, you can calculate when their army will return home and time your own attack to arrive immediately after — before the evasion window re-opens.
Hospital and Wounded Troops
Not all troops lost in battle are permanently gone. A portion of casualties survive as wounded — but only if the village had a Hospital (or Asclepion for Spartan villages) at the time of the battle. Wounded troops that are not placed into the healing queue gradually lose 10% of their number each day, so it is important to queue them promptly.
The Trapper
The Trapper building allows you to construct traps that capture enemy troops. One trap always captures exactly one unit, regardless of unit type. The total number of traps you can maintain depends on both the Trapper's level and the speed of the game world — faster worlds generally see larger armies, so the capacity scales accordingly. At level 20 on an x1 world, one Trapper can maintain up to 400 traps.
Scouts
Scouts sent on a spy mission cannot be trapped, as there is no normal battle in that scenario. However, the defender's own scouts can still detect and kill them. Scouts only become vulnerable to traps when sent alongside regular combat units, which triggers a standard battle instead of a spy mission.
Catapults
There is no single "correct" catapult wave size. The ideal approach depends on the size of the target village, the levels of the buildings being targeted, whether the village is protected by a Stonemason or an artefact, and the Smithy upgrade level of your catapults. The in-game combat simulator is the best tool for testing how many catapults are needed for a given target. Always clear enemy defences before sending catapults — unescorted siege equipment is vulnerable.