---
title: "Preventing Conquering"
description: "Preventing Conquering"
url: https://support.travian.com/en/articles/55-preventing-conquering
collection: "Expansion"
updated: 2026-10-25
language: en
alternates: [pl, tr, fr, it, ar, cs, de, es, pt, ru]
---

# Preventing Conquering

Preventing Conquering

### Why do players lose villages?

Many players fail to defend their villages because they **react too late** or **don’t recognize the signs of a conquest attempt**. Knowing how conquering works — and how to respond effectively — can make the difference between losing your village and turning the tables on your attacker.

A well-prepared defense not only prevents conquest but can **cripple the attacker’s army**.

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## Precautions

### Spies (Scouts)

Scouts are **cheap, fast, and often underestimated**, but they’re one of your best early warning systems.

-   A **failed scout attempt** discourages attackers — they risk losing their army if they attack blind.
    
-   Even if the attacker succeeds, you’ll be **notified that you’ve been scouted**, giving you time to prepare.
    

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### The Wall

Your wall increases the **defensive strength** of troops stationed in your village — up to **+81%** depending on the tribe and level.  
Even a smaller defending army can deliver **devastating results** with a strong wall in place.

\> [Walls & Rams](https://support.travian.com/articles/64)

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### Alliance Support

A strong alliance can deter attacks **by reputation alone**, and more importantly, **provide reinforcements** when you’re under siege. Good diplomacy and coordination are crucial — inform your alliance early when under attack.

\> [Alliance](https://support.travian.com/articles/84)

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### Celebrations

A **Town Hall level 10** allows **large celebrations**, which:

-   Slightly **reduce the effectiveness of enemy administrators** during conquest attempts.
    
-   Generate **Culture Points** to help you expand further.
    

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### Administration Buildings

Every village should have one of the following:

-   **Residence**
    
-   **Palace**
    
-   **Command Center** _(Huns only)_
    

An attacker must **destroy this building** before being able to conquer your village.

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## Analysing Incoming Attacks

### Types of attacks:

1.  **Raid attacks:** Fast surprise attacks meant to plunder, not conquer.
    
2.  **Fake attacks:** Used alongside real attacks to confuse defenders.
    
3.  **Conquering attacks:** Usually arrive in **multiple waves** — cleaner, catapults, and administrators.
    

Each conquering attempt requires **rams and catapults** to destroy your wall and administration building — both are **slow units**.  
If you see a **slow, multi-wave attack**, you’re likely facing a conquest attempt.

Use your **Rally Point** to check the attack’s **origin and speed** — this helps you determine what kind of units are coming.

> Tip: Attacks landing on your high-population or military training villages are more likely to be conquest attempts.

\> [Loyalty](https://support.travian.com/articles/66)

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## Defence Strategies

### 1\. **The Wall Defence**

Fill your village with **as many defensive troops as possible** — ideally a **mix** of infantry and cavalry.

-   Combine armies from several of your villages and allies.
    
-   Ensure there’s **enough crop** to feed the troops during defence.
    

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### 2\. **Administrative Building Upgrade Trick**

If your **administration building** is being targeted, you can **queue a building upgrade** timed to **finish after the clearing wave** but **before administrators arrive**.  
This causes the new level to complete just in time, preventing the conquest.

Example:

-   Clearing wave & catapults land at **10:00:01**.
    
-   Administrators arrive at **10:00:02**.
    
-   Queue the upgrade to complete at **10:00:02** — it will rebuild a level 1 Residence/Palace just in time.
    

\> [Event Order](https://support.travian.com/articles/74)

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### 3\. **Wave Splitter (Sniping)**

You can **time defensive troops** to arrive between attack waves.

-   Ignore the first (cleaning) wave.
    
-   Send reinforcements to land **between the cleaning and catapult waves**.
    
-   Risky but effective — you may lose some buildings or resources, but save your village.
    

> Skilled attackers may send **extra clearing waves** or time attacks **within the same second**, making this harder to execute.

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### 4\. **Celebration Defence**

Start a **large celebration** in your Town Hall before the conquest attempt lands.

-   Reduces the effectiveness of enemy administrators by up to **5%**.
    
-   The attacker will need to send **additional administrators** to compensate.
    

However, experienced attackers usually send enough administrators to counter this — so use it as **supporting strategy**, not your main defence.

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### 5\. **Using Tablets of Law**

Each **Tablet of Law** used by your Hero increases loyalty in their **home village by 1%**, up to a **maximum of 125%**.  
This forces the attacker to send **more administrators**.  
Still, a careful attacker will often anticipate this, so combine it with other defenses.

\> [Hero Consumables](https://support.travian.com/articles/90)

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## Counterattack Strategies

### Stealing Crop

If an attack is several hours away, send a **raid on the attacker’s village** to destroy or steal their crop.  
If you or your allies succeed, their army might **starve** before reaching you.

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### Conquering the Attacker’s Village

Rarely possible due to timing — but if you can **capture the attacker’s village before their army arrives**, their attack vanishes with it. This is easier with **close allies** who can act faster.

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### Re-conquering & Destroying the Offence

Let the attacker **successfully conquer your village**, then immediately **counterattack**:

1.  Your army arrives moments later and **destroys their remaining troops**.
    
2.  Use your own **Administrator** to **reclaim** the village.
    
3.  Quickly rebuild the **administration building** to raise loyalty.
    

> Watch out: attackers sometimes send defensive troops in the final wave to secure their new village.

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### Enemy Self-Annihilation

A highly advanced and risky tactic:

1.  **Destroy your own administration building** and **lower your loyalty below 20%**.
    
2.  Let the attacker conquer the village.
    
3.  Their first Administrator succeeds — the rest **crash into their own army**, destroying it.
    
4.  Retake your village afterwards.
    

You’ll lose one random building in addition to your administration building, but this can completely **wipe out the attacker’s army**.

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## Recognizing Fake Attacks

Signs that an attack might be fake:

-   Targeting **low-value villages** while real waves focus elsewhere.
    
-   **Long gaps** between incoming attacks.
    
-   **Identical unit speeds** across multiple waves (typical of fake spam).
    
-   Inclusion of **allied attacks** that arrive off-timing — often fakes.
    

Stay alert and communicate with your alliance before reacting to fake waves.

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## Uncontrollable Factors

### Lag & Event Jams

When servers are under heavy load, **lag** can delay events (like building upgrades or troop arrivals).  
This affects both attacker and defender — timing becomes unpredictable.

\> [Event Jams](https://support.travian.com/articles/112)

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### Server Failures

Although rare, **server crashes** can interfere with planned actions, like sending catapults or reinforcing in time. Both attackers and defenders can suffer from this unpredictability.
