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Travian Second Village and Settlers

Pilotrav has no single second-village switch. It can train settlers in a qualifying Residence or Palace, optionally cover a one-settler shortfall, and send ready settlers to configured coordinates. A build template, culture points, expansion slots, free tile, and game availability remain requirements you manage.

Requirements

  • Residence or Palace and a free game expansion slot.
  • Resources, queue availability, and three ready settlers.
  • Non-zero target coordinates and running bot.
  • Target tile accepted by the game.

Limits

  • One founding send per village per bot run.
  • Target tile freedom is not checked.
  • Game link decides settler and expansion validity.
  • Only Turkish, English, and German founding text is matched.
  • New village appears after re-login or restart.

What it does

Settler Training and Send Settlers are separate settings. Training queues maximum trainable settlers in Residence or Palace. Sending uses the first saved target or fallback Target X/Y, opens the map founding link, and confirms. Templates prepare construction tasks but do not replace training or destination configuration.

How it works

Training runs each village pass. It finds Residence gid 25 or Palace gid 26, reads second troop block, stops without an expansion slot, and trains the game maximum. On shortfall it can use hero inventory then NPC help only when combined resources cover the cost; failure waits 20 minutes. Sending runs after training. It chooses first of up to five targets, otherwise single coordinates. At 0|0 it does nothing. On success it removes the list target. Each village sends at most one settlement per bot run, so restart is needed for a later target.

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 labelWhat it doesDefaultRange
Settler TrainingEnables Residence/Palace trainingOffOn/off
If resources are short, take the missing amount from the hero inventoryUses hero resources firstOn when absent in UIOn/off
If the hero inventory is not enough, cover the rest with an NPC trade (3 gold)Uses calculated NPC helpOffOn/off
Send Settlers (Found Village)Enables founding sendsOffOn/off
Target X / Target YFallback destination0 / 0Integers, not 00
Settler targets (2nd village, 3rd village...)Ordered destinationsEmptyUp to 5 targets

Setup in 5 steps

1. Prepare Residence or Palace and storage.

2. Enable Settler Training.

3. Choose hero inventory and NPC help.

4. Enable Send Settlers and add intended coordinates.

5. Confirm settlers and target tile in game before sending.

Requirements

▸Residence or Palace and a free game expansion slot.
▸Resources, queue availability, and three ready settlers.
▸Non-zero target coordinates and running bot.
▸Target tile accepted by the game.

Limits and what it does not do

▸One founding send per village per bot run.
▸Target tile freedom is not checked.
▸Game link decides settler and expansion validity.
▸Only Turkish, English, and German founding text is matched.
▸New village appears after re-login or restart.

Common problems

“Settler training: Residence/Palace not found for village v” means build it. “no expansion slot for village v” means meet game conditions. “Settlers not sent: no target coordinates set for village v” means save a non-zero target. “village-foundation link not found” or “confirm button not found” means no village was founded.

Related features

Build templates and starter packs · Auto Celebration · NPC trading

Frequently asked questions

When will travian second village and settlers 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 Build Templates and Starter PacksTravian Auto CelebrationTravian NPC Trading Automation

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