---
title: "Celebrations and Town Hall"
description: "Celebrations and Town Hall"
url: https://support.travian.com/en/articles/82-celebrations-and-town-hall
collection: "Advanced features"
updated: 2026-10-28
language: en
alternates: [de, cs, fr, ar, es, tr, pl, it, pt, ru]
---

# Celebrations and Town Hall

Celebrations and Town Hall

The **Town Hall** allows you to hold **celebrations**, which instantly grant Culture Points (CP). Upgrading the Town Hall reduces the **cooldown time** between celebrations, allowing you to generate Culture Points more frequently.

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## **Types of Celebrations**

### **Small Celebration**

-   Gives CP immediately.
    
-   CP gained equals the **daily CP production of the village**, up to the celebration limit.
    

### **Large Celebration**

-   Gives CP immediately.
    
-   CP gained equals the **daily CP production of all your villages**, up to the limit.
    
-   During a Large Celebration:
    
    -   Your administrators reduce enemy village loyalty **by up to 5% more**.
        
    -   Your own villages lose **up to 5% less loyalty** when you are attacked.
        

These loyalty effects apply to all battles that take place **during the celebration**, regardless of when troops were sent.

### **Northern Legends Only**

In this Annual Special (2024), the **Philosophy alliance bonus** increases the CP limit of celebrations.

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## **Celebration Limits**

Each celebration type has a **maximum number of CP** it can generate.  
The limit depends on **gameworld speed** and can be found in the Culture Points table of the game versions overview.

Even if a village in the grey area produces **0 CP**, its theoretical CP production still counts toward celebration rewards.

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## **Destroyed Town Hall**

If your Town Hall is destroyed:

-   **Ongoing celebrations continue** normally.
    
-   **Queued celebrations** continue and will start after cooldown ends.
    
-   You **cannot start new celebrations** until the Town Hall is rebuilt.
    

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## **Celebration Duration**

Each celebration triggers a **cooldown** before the next one can start.  
The exact cooldown duration depends on **Town Hall level** and **server speed**.
