How does the revolt system work in grepolis




















Its totally a different story. I provide examples numbers only for regular units as these are bread and butter for every player and will make most of the defensive units. They are cheap, fast to make and can be sent anywhere, while mythical creatures are usually more expensive, take longer and need favour points to be produced. Mythical units can only support cities which worship the same god and you cant send them to support sieges in a conquest world , which are very limiting factors.

Therefore their use is very limited. Hi GROM, great guide. In 1 speed world mostly players use slingers or hoplites. I meet horsemen very seldom. I think 2 swordsmen and 1 archers is the best ratio there. I played world speed 1 and it wasnt the case.

Its your own personal experience. I always advice to use my guides as "guides" only and adjust things accordingly. Thanks for comment though. Thank you for your great guides! I was kind of lost in this game, but now i'm slowly growing and having fun! But here is a question about the conquest city. If i escort my CS with hydras and cyclops, won't the attack go back to my base if the attacked city isnt worshiping Zeus?

Mythical units you send to support your CS after it lands, will return but not those which you sent with it, unless innogames have changed it in some patch. So basically those units which you send with your CS should stay to defend it at least it was like that when I was playing. Grom, I would like to point out something that I have noticed that you have not covered. When you take over a new city if you have sent no myth units with the CS then the temple is not worshiping any god, but when you send over myth units the city will be worshiping the god that the myth units are from.

So if your colony city is worshiping Poseidon then the new city will be worshiping that same god when conquest is over. I thought you would like to add this to your information on Conquest, since I hate having to change gods after I take over a new city.

Oh didn't know that. When I was still playing I had to pick a god each time I took a new city. They must have changed it then. Thanks for the info.

Many thanks Varguar. There were some Harpies in the defending forces, so I figured the city worshipped Hera. I was confused when I took it and found it worshipped Hades. This finally explains the mystery! Is it stupid to send both biremes and LS in attack from a conquest city?

Was thinking maybe triremes are better but they're worst then bm in defense and worst than ls in attack and since most of the times my CS wave doesn't hit anything it is better to throw a good amount of bms in there so that I reduce my losses in the siege stage?

And if he gets lucky with sniping I would loose my colony ship anyway with or without biremes Then 2nd question can u end the siege and send a new CS with defense only few seconds later so that you don't waste attackers in defending the city?

The difference here is that after CS you don't loose the city yet. So I was wondering: Can I do the same with attackers?

Is it possible? Do I have a wild imagination? Thank you :. However, blindly following guides is not a good idea eighter. In your case, if you say that more often than not, you do not have to fight any BMs but have only problems defending a siege, then of course go with more Biremes. Additionally I would not expect someone with 1 city to have a fleet of Triremes for CS. It is something for people who already have LS and BM fleet and can afford to have those special units Triremes are useful only for CS escort.

Yes it is possible but be sure that your CS with defensive only units will not have to attack any enemy defending units. Yes, this is what people do. If they want to fight, they will leave only defensive units and send offensive units away. When they come back, they will attack enemy defensive units.

Good luck! How can u build a lv 15 Senate, and build the Termal Baths? You build senate to level 24, then rest of the buildings and at the end decrease senate's level. It frees up some population which can be used for army units. I thought that if u do that, the buildings which need senate in a higher level, would be destroyed.

The best guide! When you build the Senate level dictates the length of the build time, i. Is this true of demolishing? The reason I ask is that I am about to remodel all my cities following this guide and wonder should I be leaving demolishing the Senate until last.

Also does the same apply to Architecture? I would leave destroying Senate for the end, if you are going to build other structures. Its me again. Ive just started a new world, and decided to follow the Conquest City as my first one let me know if its a mistake. I do some maths, and with 38 Slow Transports, you cant take the hoplit and charriots.

I should make more transports or less units? First of all are you sure that you took into account research Bunks and Plow and max farm? Anyway, I would not make a Conquest City my first one. Building so many hoplites and chariots especially, will be too hard in the beginning and will slow your development too much. Its cool to have a conquest city when you control many cities but not when you got only one.

With one city just make some slingers and defensive units. Sent them separately of course slingers to clear a target and defensive units to hold it. Even better if you join other players and ask for help during your first conquest. Then you could split tasks - you would focus only on clearing or only defending. Conquest city is for an advanced players with at least a few cities under their control.

Its expensive and slow to make or rebuild. If you were as quick in reading as you are in typing, you would see that only a few comments above 9th of Jan it is explained how to do it. If you lack experience ask and don't make silly statements. Try to express your thoughts in a more constructive, less vulgar and offensive way or stay away from this blog.

Reading through, I noticed that the 'Mixed defensive city ' and the 'land defensive city' are almost the same thing.

Apart from the land units size, what 's the difference between them? The difference between them is that Mixed defensive city has land and sea units, while land defensive city has only land units. The difference between both in number of land units is big. Same thing with Navy defensive city which has many more Biremes than a mixed one. Now, if you dont have many cities or can have only one close to a potential enemy target then a mixed city provides more flexibility.

You can send navy units to city A and land units to city B. In a conquest world where you have to defend CS during the siege, you would prefer to have very closely located mixed defensive city with more Biremes , especially if you are planning to surprise your enemy with a quick conquest like when performing GROMs maneuver.

Proposed number of Biremes should more or less hold against an average LS nuke and be able to easily wipe a land nuke with a small LS escort.

Mixed city is for more offensively minded players who need more flexibility and can create enough offensive pressure to never be forced into becoming a turtle. Lastly remember that the most effective and efficient defense is land defense behind high walls. Quick comment on phalanx Like it's pretty much worthless to you if no one attacks that particular city.

Good point. As far as I remember you are correct but where would you put those research points instead? You're probably just filling space at that point, you've nailed everything that'd help you be more Defensier : Mathematics maybe? Save yourself a few bucks Btw, thanks so much for this fantastic sight, I really appreciate all the beautiful work that went into this. I wish I had more time to re-edit the articles I made and to upload some new stuff.

So many ideas, so little time. Hey man, we've got our world wonder islands set up and most of the city slots filled, I was wondering if you had an opinion on how to craft the city on the actual island, or if you have this covered somewhere already you wouldn't mind pointing me in the right direction. Hi, I apologize for late response but I was away for 3 weeks and had limited access to the internet. I have no experience with a world wonder island.

You can always send materials from other cities so you don't have to prioritize resources here. You could make it a defensive city - if it is being attacked you will have army there to protect you and your allied neighbors. You can use archers, however if you farm other players, they can easily wipe them out with militia. If they are inactive, you will still lose a unit or two even if there are no walls left. Archers are slow as well. It is "ok" to use them but as long as enemy player is inactive and check if you lose any units while farming.

Thanks for the guide. I am starting completely new. My first island is a Land Defensive city with Hera. What I didn't read in the guide is city type ratios. Let's say you have 21 islands. Should the remaining 20 be 5 Land defensive, 5 Navy defensive, 5 Land offensive and 5 Navy Offensive? First of all, you should NOT make your first city a defensive one.

You have to farm other players or conquer their cities. How are you going to achieve that and grow without offensive units? If you plan to build a 2nd city from scratches then you slow down so much that most of the active players around you will get bigger much faster and conquer you at some point.

Regarding "city type ratio", I don't think anyone should stick to specific numbers. You adjust accordingly to your current needs. As a general advice I can say that Conquest city is for advanced players with many cities. I would start with Land offensive city. Then it depends - are you threatened by your neighbours, do you have a strong alliance standing behind you? In the area where you are being attacked very often I would make my 2nd city a defensive city, if not, you can create a mixed defensive city to provide some naval defensive support for your CS if you play a conquest type of world.

You see everything depends on how your enemies play. If they are defensive you focus on offensive units and keep attacking them. If they are aggressive then you mix offensive and defensive cities. You can never focus only on defense. If you have to defend, you should always have some units to counter attack in order to put some pressure on your rivals.

Otherwise they will grind you down. Hey Grom, I was wondering for a defensive type of city what would be the most important unit or ship of it? Hi, The best possible defense are defensive units behind the high wall. The highest overall defense value between regular units has Swordsman but Archer is not far behind. These 2 units are bread and butter of every strong defense. However if you ask about the best unit, it would be Pegasus, then Cerberus and Medusa.

Pegasi with Centaurs or Archers are perfect combo also note, that you can mix 2 mythical units in the same place as it is the same god. Just add a few swordsmen for extra distance defense and put them behind 25 lvl wall.

Biremes are necessary for Conquest worlds, where you have to protect your CS during 24 hrs of siege. Therefore even though it is not the most efficient way of defending, you are forced to use Biremes because of the game rules. However, this is a different type of defense - it is an offensive way of using defensive units when you attack enemy city.

The most complete,most sistematic,and simplest guide on Grepolis available on web. Better than Grepolis Wiki. Congratulations,keep it up. Thanks for this very positive comment. I am not free from mistakes but I try to make my guides as good as possible :.

You mention light transport ships as part of your conquest specialization. Isn't that a waste of farm spaces when slow transports are plenty fast to accompany a cs? I say there: slow underlined transport boats. You must have seen it in a different part of this guide.

Hi, I understand that I am pretty late to the party here but I wanted to bring up a topic I was reading in one of your comments, referring to spying. Wouldn't you believe that having the element of surprise to get the jump on the enemy would be better, you monitor his activity such as when he is online and such. You spy before this as not to waste your time scouting him out. Once you figure out the times he comes on and such, you launch your attack. This I believe works exceptionally well if they are close to you for a less travel distance.

By the time they get back on you can practically have your CS at their doorstep preventing them from getting reinforcements in time.

This is less of a question, more of me just sharing ideas to see what you think about it. That is something I was doing in the beginning as well but for some reason sometimes I could not get rid of silver in the opponent's cave.

Me and my teammates would send k spies and nothing. At some point somebody told me that you take away more silver of the opponent's cave by sending small amounts than by sending all at once. Is it really like that? I cant remember now but there was even a discussion about it on the grepo forum and I might be wrong but I think one of the moderators confirmed it. Thanks for sharing though - any constructive comments are more than welcomed.

Thanks for the reply, my message may have seemed a bit negative, not intended to. I spent a day today locked away in my room reading all of your guides in here, and they are very well organized. Thanks for the time and effort you put into these guides, I couldn't do any better. We are sorry if you feel disappointed with that mistake - we'll learn from it :blush: 4. Do you have a bug to report? Come see us on GitHub 3.

Robson de89 - Emporion , Obelix76 en - Amisos 3. After searching for the city, the link "Go to" wasn't working. Features Bug Fixes for certain users, in Chrome, converter's windows didn't open 3.

Bug Fixes inactivity display has been restored with a failsafe stopping data retrieval after 10 unsuccessful attempts lasting until page reload user-defined additional emoticons not working wall conversion not working if previously not saved 3. We wish all the players a great fun with the game and as little bugs as possible both in the script and the game itself : Features Towns Sorted List TSL has been added.

This addon will display list of your towns, sorted in ascending order by the distance to current town From now on, script settings are not being stored in a browser anymore, but on a server. Once saved, all sript settings and wall saves will be available on every computer and browser used for playing was launched to compare stored walls - up to 10 records Radar - ability to search inactive towns, towns of a selected player via his profile page , towns of a selected alliance via its profile page in a 24h radius colony ship travel time in reports, both units and numbers are displayed as an image when publishing a report you can select the page you want to publish if there are more than one we are not afraid of SSL - GRCRT uses SSL already : new location for ABH and new modules - the drop down menu at the site so far ABH Bug Fixes the conversion of an academy works again a new version of the converter for all data converted pagination of results of converted reports is available for all reports' types after opening several windows with information about the city, a link to the statistics of the city was only one window 3.

Bug Fixes translation issues for Argentinian and Czech languages wrong bbcode generated for on-island cities when Quack's script was enabled Sometimes attack warning was multiplied and could not be disabled changes icon appeared multiple times a sound support in Opera a player name or an alliance name containing dots looked badly in bbcode some fixes for Firefox I thought it is IE that "behaves differently".

Fixed bug with saving wall. In the case of an abandoned city, to help determine the last owner. Chosen unit wil determine resources ratio used Bug Fixes Code cleanup. Research Bunks so you can get more troops on your transports. Keep all the advisors enabled for the rest of the game, even if that means not having enough gold to do Olympic Games. You need to kill all enemy land troops in the city to put it in to revolt, so the more attack troops slingers, horsemen, LS you can send the better.

You might have to attack a few times to clear all the defending troops and put the city in to revolt. If the owner of your target city is active and rebuilding their defence, it might be better to choose another target.

Your focus is to get a decent sized second city as soon as possible. Make your second city worship Athena. Her Heroic Power will make your future attacks stronger. A nuke is a large army, usually filling all free population slots within a city. Send some of the biremes, archers and swordsmen from your first city to support your second city.

Your second city is where your nuke will live. Its used for attacking your victims, killing their troops and putting their cities in to revolt. The nuke should consist of about LS, transports, 20 catapults and lots of slingers, maybe some horsemen too.

Always cast Heroic Power when you send it out to attack. Make sure you have both Battering Ram and Phalanx researched. You now have to start terrorising your ocean. Start with smaller players first, and basically attack everything you can. Attack, attack, attack. All your cities from this point on need level 25 city walls and level 40 base resource production silver mine, quarry, timber camp. You need to farm like a nutter. Farm all the farming villages on your islands too.

And farm any nearby ghost towns and inactive players. Your fourth city should worship Poseidon, his Earthquake is the most reliable way to destroy enemy walls. One of these cities should be used as a defence city - creating lots of swordsmen and archers, plus fast transports to quickly send them to support your other cities.

By this point in the game, most people are focussing on Biremes for defence, which seems like a good idea. You should certainly have some Biremes in each city to sink enemy LS and transports. But your best defence is always land troops behind a level 25 wall and possibly even a tower. That stacks the odds in your favour. Farm and attack everything so you can capture more cities. All the rest should be land defence or attack nukes.

Specifically, a nearby alliance that has high Attack BP ranking. The same goes for ranged nukes only this time you would remove the hoplites to replace with more slingers or catapults. In conquest you will find it is important you go heavy on LS because not only are they needed for attacking but to break a siege on one of your cities or one of a teammates.

To defend with your LS all you do is send your LS Fleet out to attack a point city and than when it returns back home to find your city is under siege it attacks the CS harbor giving not only breaking the siege but you get ABP insted of DBP for your efforts.

Navy Cities I have seen some top players build navy cities which are half made up of LS and half made of biremes, which I have to say is wrong cuz bigger your fleet more the damage it will do to the enemy most efficiently.

So we will be using those numbers in the simulations. Here is one way of clearing briemes. Here is the more efficient way of defending against LS. All messages. The slingers on the attack were able to do what the other two could not, this is because… slingers combined produce a ranged attack, so when they come up against the hoplites with their defense against ranged in the frontline they simply overpower them… So when the remaining slingers come against the second tier of defence in the form of their nemesis the swordsman with a combined defense against ranged at , they are able to outnumber due to having taken such a small hit when going through the first line of defence.

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