TRAVIAN PANEL
Travian Panel user guide
What features affect, when they run and why they may wait. Choose a topic, from your first sign-in to village management.
Practical resources
Travian: Troop training resource calculator · Saving, sync and pending orders
Get started in three steps
Install and sign in to the panel
Install the Android app from Google Play, or follow the Chrome extension installation guide on the downloads page. Sign in with the same Google account on every device that should share your settings. A successful Google sign-in does not also sign you in to Travian.
Connect your own world and game account
In the Travian Panel Android app (build 416 and later), incomplete setup or a confirmed expired game session opens the full-screen connection form. Enter your own world and game login details; saving starts automatic sign-in. An already verified, valid game session does not require this form.
Check the automatic village sync
Wait for game-session verification, village loading and confirmation of the server save. Cached village names alone do not prove that your game session is active. Complete any security check in the game yourself. Earlier builds may show the sign-in action under Bot Status or Settings. After the setup flow verifies your game session, it reads villages and checks the server-save result. Confirm your village name and the latest check time. If this does not finish, return to the panel and refresh village data. Zero villages is not proof that they were deleted.
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Construction and maps
Construction queue
Selected village only
Allows the main cycle to process this village's construction queue, including new buildings and upgrades.
Turning it off does not delete the queue or cancel construction already running in the game. Building at night also requires the village's night construction permission.
Select a building on the map
Selected village only
Selects a construction slot from the map or list. Empty slots also require a building type. Adding to the queue creates a plan processed when resources and game requirements are met.
Target level
Selected village only
Desired level for the selected building. Intermediate upgrades are separate queue tasks; one click does not complete them in the game.
Troop training
Regular troop training
Selected village only
Enables automatic troop training for this village. Positive unit quantities are sent as training requests; units set to 0 are not requested.
Resources and the appropriate buildings are required. Other tasks may continue while training runs; the troops are not ready immediately.
Daily bulk training
Selected village only
Skips the day's first eligible main cycle. In a later eligible cycle, it requests the largest affordable training batch for your separately selected troop type. There is no fixed time; the app or extension must be running.
Independent of normal troop quantities. Main runs and the relevant game building must be accessible. No gold or NPC exchange is used. Resource ratios may leave a remainder; no resources are reserved for construction.
Uses the local day. If sending is uncertain, another bulk spend is not attempted that day. Unsynced offline devices can still make duplicate attempts.
Send all of the selected troop type
Account-wide
Uses only the selected unit type present in the village when sending. Does not add travelling troops or the hero automatically. With multiple targets, the first may take all available units.
Troop oasis raids
Account-wide
The game simulator evaluates the selected troop type against current animals. Loss limits, permitted animals and verified rewards constrain target selection. Troops kept at home or reserved for ready orders are protected. Manual dispatch uses the selected village and can start with the main switch or automatic oasis mode off, including at night. Automatic runs follow the saved village and night rules.
Split dispatch starts with the largest balanced group count allowed by the minimum and candidate count. For 800 troops and a minimum of 250, it may try 267 + 267 + 266. If there are not enough eligible targets, fewer groups are tried. The chosen objective compares targets within that group count. If no split is viable, a single dispatch is reevaluated. Fresh checks precede each dispatch; estimates are not guarantees.
Coordinates from completed oasis discovery are stored on the device for 6 hours; animals are queried again during this check. The first search after expiry rediscovers the map. Coordinates found are not a count of eligible targets. Stop cancels preparation without recalling travelling troops.
Understand oasis dispatch step by step ↗Hero
Home and mission equipment
Account-wide
Equips the mission set before battle or adventure and the home set after returning. Changes only happen while the hero is home. An empty selection preserves the current item. You can choose regeneration items for the home set. No purchases or ointments. If a selected mission item is missing, hero dispatch waits.
Fill empty equipment slots
Account-wide
Checks on each normal main run, before sending the hero on an adventure. If away, waits until a suitable main run after the return; not the exact arrival instant.
Fills only empty helmet, armour, boots, right hand, left hand and mount slots. Never removes or replaces equipped items, even lower-tier ones. With multiple suitable items, uses the first in inventory order, not an automatic best-item ranking.
Does not use ointments, cages, books, resources or other consumables; no purchases or gold. Unknown state causes no action. An uncertain result waits at least 10 minutes for that item and checks again on a later main run.
Hero points
Account-wide
Allocates and saves unused hero points to the selected attribute. Does not reset points already allocated.
Adventures
Account-wide
Off skips automatic adventures. Night only attempts suitable adventures during the night window. Every main run attempts them during day or night main runs.
The hero must be available and eligible. Every main run does not create a separate continuous adventure loop.
Hero oasis raids
Account-wide
The current map is scanned in batches within the selected radius. Allowed animal types, maximum health loss and minimum health after the raid are checked first. Among eligible targets, the oasis with the highest resource bounty from animals the simulator predicts will die is selected. Ties favour lower health loss, then shorter distance. Unknown oasis stores are not counted. If the bounty cannot be read, that target ranks after eligible targets with a known bounty. Animal rewards go to hero inventory. Animals, health and equipment are rechecked before dispatch. Adventure and war priority is unchanged; conditions may change during travel.
Maximum health loss
Account-wide
Maximum health loss applies to one attack. Minimum health after attack is the lower limit for estimated remaining health. Both limits apply; equality is allowed. Example: with 25 health, at most 20 loss and at least 10 remaining, only targets costing at most 15 health qualify. This is an estimate; a 1-health limit is risky and level-up healing is not assumed.
War and raids
Village war plans
Selected village only
Allows this village's saved attack targets to be sent at scheduled times, using the coordinates, troops and send type from the plan.
An uncertain result does not automatically pause the target; it may be retried on the next scheduled run. Duplicate sending is possible.
Repeat interval
Attack plan
The repeat interval is in minutes: 30 is half an hour, 60 is one hour, and 0 means once. It starts after a successful dispatch. Hero waiting and unconfirmed dispatch rules still apply.
Wait for the hero to return
Selected village only
Enables automatic re-evaluation of planned targets when the hero returns. A returned hero does not guarantee a successful new send.
Raid cycle
Account-wide
Starts configured farm lists on an interval independent of main runs. Troops and targets come from the game's lists.
Night raids require separate permission. Disabling this switch also disables the oasis and extra-wave sub-options.
Oases without animals
Account-wide
Attempts to send configured troops to oases found without animals. Village, centre, radius and quantity settings work together.
Targets may change between scanning and arrival. Loss-free return is not guaranteed. Night raiding requires separate permission.
Tasks and rewards
Completed task rewards
Account-wide; main switch required
The task giver's exclamation mark indicates claimable rewards. During a run, village and general task pages are checked; only completed tasks' claim buttons are clicked.
Collection is not reported until verified. Claiming spends no gold and does not complete unfinished tasks. Daily 25/50/75/100-point chests have a separate setting.
Tasks with one step left
Account-wide; village construction and night permissions apply
Queues an existing building or resource field task that needs one upgrade. For a 0/1 building task, a complete map and an absent building allow a first-level order on a suitable empty slot. Walls and unknown building types are not supported by this automatic selection.
Adds at most one order per village per run. Waits if a queue, ongoing construction or an attack exists. Respects village construction and night permissions. Rechecks the village and slot before acting; missing prerequisites or resources leave the order waiting.
Spends no gold. When one of three daily infantry/cavalry training steps remains, requests exactly 20 of the lowest-total-cost affordable configured unit in a village with recruitment enabled. Daily reward collection must also be enabled. No training at night or under attack. An uncertain submission blocks another spend for that task for 24 hours. Population/culture and unknown tasks are not completed automatically; sending an order does not prove task completion.
Daily task rewards
Account-wide
Attempts to claim available daily task rewards. Does not automatically perform every game action needed to complete the tasks.
Scheduling and night activity
Automatic main cycles
Account-wide
Enables or pauses automatic main task cycles. Raid, training and construction permissions are checked separately for each village.
Separately scheduled attacks, resource evacuation and other background jobs have their own switches. This is not a stop-all control.
Task interval
Account-wide
The minimum and maximum delay between main task cycles, in minutes. The next time is chosen within this range rather than at a fixed minute.
The maximum must not be below the minimum. Night settings, breaks and the duration of ongoing work may affect the actual start time.
Night hours
Account-wide
Start and end times for night behaviour. The interval may cross midnight. Setting both times to the same hour disables the night interval.
The chosen interval is protected on six nights per week. On one exception night, the entire interval may shift by up to 20 minutes either way. The exception day changes by week.
Night frequency
Account-wide
Controls main task frequency at night: 0% pauses normal main cycles; 100% uses the daytime interval. A low positive value increases the delay between cycles.
This is not a success probability. It does not change separate night permissions for raids, evacuation, adventures or village construction.
Village night construction permission
Selected village only
Allows this village's construction queue to be processed during the night interval. Construction automation must also be enabled.
This does not start a cycle by itself. A 0% night setting pauses normal main cycles; an enabled construction-finish alarm may trigger separately.
It does not enable other villages, raids or troop training. Existing construction keeps running; resources and an available game construction slot are still required.
Construction-finish alarm
Account-wide
Schedules an earlier main task cycle after the estimated construction finish time. It is not a separate operation that only clicks a build button.
Resources and an available game construction slot are still required. It can bypass the normal night pause for main cycles, but each village's night construction permission still applies.
Attacks and resources
Attack monitoring
Account-wide
Checks for attacks between main runs, including at night. Requires an active game session and accessible pages.
Detecting an attack does not guarantee that a defence action succeeds. Evacuation and troop sending have separate permissions.
Reduce resources during attacks
Account-wide
On attack detection, attempts to spend resources training the selected barracks units. Enabled sub-options may also attempt a resource-field upgrade and resource shipment.
Resources and game requirements still apply. Training and construction are not instant; no gold is spent. Unverified results are marked as uncertain in the logs.
Send resources to another village
Account-wide
Under attack, attempts one resource shipment to the selected own village within available merchant capacity. Resource reserves and merchant limits apply.
Source and destination must differ. No gold is spent. Extra game confirmations or unreadable results are logged; safe arrival is not guaranteed.
Troop evasion
Account-wide
Before an attack arrives, tries to send troops in the village to your chosen coordinates using the selected send type.
The current engine does not run automatic troop evasion during the night window. This does not automatically recall troops or guarantee loss-free defence.
Storage overflow protection
Account-wide
Attempts troop training at the storage threshold without waiting for a main run. Uses selected quantities and village training permissions.
Does not expand storage or guarantee that overflow is prevented. The building, resources and an accessible training form are required.
Sign-in and connection
Automatic game sign-in
Phone only
Attempts to fill and submit saved details on the sign-in screen. Two-factor authentication or extra game checks may still require your action.
Why is an action waiting?
Map or troop data is old
Check that the refresh request finished and the last check time changed. The app or extension must be running with an open game session. Google sign-in alone does not sign you in to the game.
An order is queued but has not started
Village permissions, scheduling, resources, building prerequisites and a free game construction slot are checked together. Read the waiting reason in the queue and log; adding the order again does not remove the restriction.
The dispatch result could not be verified
This does not prove that nothing was sent. Check outgoing movements at the Rally Point. Do not send another attack based on this message alone.
Update or sign-in issue
Do not uninstall the existing app to update the APK. Extract extension files into the same folder, reload the extension and refresh the game tab. Use the same Google account; do not reset settings before villages and sync have finished loading.