Travian Build Templates and Starter Packs
Requirements
- Selected village for Quick Plan.
- Running bot and recorded layout for registration hooks.
- Game resources and prerequisites for every inserted task.
Limits
- Applying twice creates duplicate tasks.
- Templates and API do not add prerequisites.
- Saved templates keep source slot IDs.
- Starter packs never set settler target coordinates.
What it does
Quick Plan loads a ready task list into the selected village. Smart includes Fast 2nd Village, ROA 3X, Resource Focused and saved or server templates; Classic includes slot-based Optimal Start; Saved stores active task shapes for one user. Registration-time starter packs apply later after the bot has read village layout. A template inserts tasks; it is not a live build simulator.
How it works
Classic Optimal Start is slot-specific. Resource Focused uses building types and Resource Plans. Fast 2nd Village converts field-type entries into individual field tasks when layout is known. Applying a plan twice inserts it twice; no duplicate check runs. Existing active tasks stay unless the replacement option is selected for supported server or saved templates. The registration hook applies 3x or ROA packs to up to the first three eligible villages, while Fast 2nd Village can apply to eligible villages without tasks. Missing field layout is deferred and later healed. The engine does not validate template prerequisites, so a blocked construction can hold lower priorities.
The bot works in cycles, not finish-time alarms. A normal cycle sleeps for a random 60 to 180 seconds after all villages; the baseline uses 240 to 600 seconds. Between villages it waits 2 to 8 seconds, or 5 to 15 seconds in the baseline. Account settings reach a running bot immediately. Village settings have a five-minute cache, cleared when the Village Settings card is saved. Task edits are loaded after a complete village pass, so a change made while sleeping can take about two cycles to take effect. Refresh starts the next cycle sooner but does not itself reload tasks.
Each village pass reads current state first. Its economy order is Auto NPC, Auto Add Cropland, Auto Celebration, trade routes, settler training and sending, then build tasks. Earlier work can therefore delay later work. Displayed resources and queues are the last state read, not a promise of the next game state. Game automation carries risk; no setting guarantees a game result or eliminates account risk.
When reading results, separate a completed game action from a configured intention. A success log means the bot reached the relevant page and the action entered the expected game flow; it does not make later state permanent or exempt from game rules. A wait message usually preserves configuration for a later cycle. A temporary skip lets other eligible work be considered where queue logic allows it. A failed click can stop lower-priority building work for that pass because strict priority protects resources intended for earlier work. Review the game page as well as logs after important actions.
The bot does not wake exactly when construction finishes. It discovers a finished action during the next cycle, so a gap can be roughly a cycle plus per-village delay. The village list refreshes on periodic re-login, normally every 60 to 120 minutes and 120 to 240 minutes in the baseline, or after restart. A village founded while the bot runs is therefore not immediately processed. Configure clear priorities, avoid conflicting automation, and give one change time to appear before adding another.
Settings
| UI label | What it does | Default | Range |
|---|---|---|---|
| Delete existing active tasks and replace with new ones | Replaces active tasks when supported | Off | On/off |
| Slot ID Settings | Overrides a template building slot | Empty / auto | Valid village slot |
| Randomize delays slightly | Varies supported preset numbers | Off | On/off; 0.85–1.15 |
| Starting template | Selects registration-time pack | None | Baseline + Fast 2nd, 3x, ROA 3X, None |
Setup in 5 steps
1. Open Quick Plan on the target village.
2. Choose Smart, Classic, or Saved and inspect preview.
3. Set a slot override only when layout is known.
4. Choose whether supported tasks should be replaced.
5. Apply once and check Active Tasks after a pass.
Requirements
Limits and what it does not do
Common problems
“Starter template could not be applied: {message}” means inspect the error and wait for village processing. “Fast 2nd Village task list added to the village (village v, field tasks: b)” confirms insertion, not completed builds. “Missing field tasks added: village v, n tasks” means layout arrived later.
Related features
Auto building queue · Second village and settlers · Task types reference
Frequently asked questions
When will travian build templates and starter packs act?
It acts only while the bot is running and reaches the relevant village in its normal cycle. The timing is not exact: cycle delay, other villages, queue state, resources, earlier actions, and game availability can postpone a check or action.
Why did a saved change not happen immediately?
Saving updates the stored configuration, but a bot can be working with already loaded data for its current pass. Village saves clear their cache; task edits refresh after a full pass. Allow up to about two cycles before treating a saved task or route as absent.
Does this remove Travian account risk?
No. Pilotrav documents configured behavior, not a guaranteed result or safety outcome. Server pages, resources, queues, and game rules can prevent actions. Review logs and the in-game state, and use automation only where you accept its associated account risk.
Related docs
Travian Auto Building QueueTravian Second Village and SettlersTravian Task Types ReferenceLast updated:
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