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Thread: Achilles' Guide to Grepolis

  1. #1

    Default Achilles' Guide to Grepolis

    The Hitch Hoplite's Guide to Grepolis

    Hello All!

    First of all before you start reading further this is not a guide to the basics of the game but the more advanced mechanics and tactics, if you want a guide to the basics please see Osl’s.

    Some of you may know me, especially those who frequent the forums often, and some of you may not – it doesn’t matter. I’ve been playing for three years now, got linked to grepolis when it first came out and have been playing since day one of Alpha. In my early days I established my presence on the external forums and in some very good alliances; TW-Shadow on Alpha, co-founding Phenomen on Beta and was one of the original six odd members of GrepoHugs on Gamma. During this period I got to know some great players and friends and had a lot of fun with them as well as exploring the mechanics of the game. After this I took a break and came back in around November 2010 and entered the world Nu, I lead in Shadows Fall for a time before wanting to move onto a bit of a faster world. Therefore I set up a premade alliance Shine, heading into Xi and got absolutely crushed by PV. It was at this time that I was offered an account to go back into the fray of Beta with Phenomen and I played as Chimosan, a rank 5 player with 900,000 points. This time was in my opinion the golden age of my grepolis experience and in a rather vicious world war I was able to move up to rank 2 in the world with around 1.4 million points and also claim the 2011 Beta Forum Personality Award. Subsequently since then I’ve quit and come back again and played in alliances such as Alliance X on Theta, Gone in Sixty Seconds on the first speed world, Nightmares of Elysium on Tau and The Indomitable Gauls on Psi. Now I really have diverged in this ‘brief’ introduction so I’ll just wrap by saying I’ve had some up and downs but learnt from them all.

    Now what I just said is why you are actually reading this, throughout my three years I’ve absorbed and learnt a lot about this game and now want to share that with you in the hope that I’ll help you improve into a better player. I’m certainly not the best player, not even close but I hope that what I am about to tell you will be helpful, plus I managed to pilfer the Phenomen guide library before the ship sank.

    So here goes…

    Blitz Schnellen Guide

    One of the most important things when starting a new world and rising to the top, is of course to start well. This mini-guide will give you a (very) detailed step-by-step plan in helping you to get the fastest start that you can possibly manage. The aim of this guide is to keep your resources well balanced so you can grow the fastest as well as at the same time building up your troops ready for a conflict. By the end of this guide you should be laying siege/revolting your second city with 300 slingers, 75 hoplites, 150 horsemen, 42 transports and 30 light ships. However there are a couple of extra things which I now need to make clear;

    1. For this guide to be successful you need to be constantly farming, by this I mean both the farming villages on your island and other players in your surrounding area. The maximum resource input from farming villages per day is if you do 5 minute demands for 17 hours, obviously this is very taxing but if you can manage it then your growth will be speed up enormously. One final tip is that 5 minutes before your final 5 minute demand for the day use the 4/8 hour (depending on whether you have booty) demand in order to get more the maximum resources. Remember the more you farm the better you’ll do; ‘Success is dependent on effort’ – Sophocles.

    2. This guide does not take into account the level of the farm, you will need to level up the farm as you grow and expand your army. Try to keep an eye on how much free population you have left and level up your farm when it gets to around 30.

    3. This guide also does not take into account your attacks on other players and the losses you might sustain. If you do lose units then re-recruit them, re-balance your resources using the market place and carry on from the guide where you left off.

    4. There is a bit of luck involved in the game and I would be astounded if you got all the farming villages that I tell you to preferably get in this guide, the most important thing would be to get one silver --> rock and two silver --> wood.

    5. Good luck! Enjoy playing the game and to the scholars among us then yes blitz schnellen means lightning fast in German.
    Last edited by -Achilles-; 04.04.13 at 18:43.

  2. #2

    Default

    (1) Build timber camp – 17, -2, -1

    (2) Build quarry – 16, 15, -3

    (3) Conquer 2nd farming village – 6 swordsmen (pref. silver --> rock)

    (4) Farm level 2 – -13, -5, 12

    (5) Timber camp level 3 – -19, -9, 16

    (6) Quarry level 2 – -25, -19, 6

    (7) Quarry level 3 – -38, -40, -18

    (8) Build silver mine – -13, -12, +8

    (9) Warehouse level 2 – -63, -120, -39

    (10) Silver mine level 2 – -82, -128, -53

    (11) Silver mine level 3 – -122, -146, -82

    (12) Silver mine level 4 – -192, -178, -131

    (13) Quarry level 4 – -216, -214, -175

    (14) Senate level 2 – -243, -226, -185

    (15) Senate level 3 – -207, -158, -210

    (16) Farm to level 3 – -219, -155, -174

    (17) Quarry to level 5 – -257, -210, -244

    (18) Build barracks – -263, -167, -211

    (19) Timber camp level 4 – 151, -104, 212

    (20) Recruit 2 Swordsmen – -39, -104, 42

    (21) Conquer 3rd farming village – 7 slingers (pref. silver --> rock)

    (22) Silver mine level 5 – -145, -154, -30

    (23) Silver mine level 6 – -295, -226, -131

    (24) Quarry level 6 – -351, -304, -234

    (25) Quarry level 7 – -428, -409, -377

    (26) Warehouse level 3 – -614, -701, -470

    (27) Silver mine level 7 – -816, - 799, -603

    (28) Silver mine level 8 – -1076, -927, -772

    (29) Quarry level 8 – -1178, -1062, -961

    (30) Quarry level 9 – 1309, -1231, -1203

    (31) Build temple – -1709, -1931, -1653

    (32) Rename city – -1659, -1881, -1603

    (33) Select Hera as goddess

    (34) Recruit divine envoy

    (35) Enact wedding – -1459, -1681, -1403

    (36) Warehouse level 4 – -1747, -2133, -1553

    (37) Silver mine level 9 – -2072, -2295, -1762

    (38) Silver mine level 10 – -2469, -2495, -2014

    (39) Quarry level 10 – -2633, -2702, -2316

    (40) Farm level 4 – Haven’t included.

    (41) Senate level 4 – -2751, -2769, -2365

    (42) Warehouse level 5 – -3155, -3404, -2582

    (43) Senate level 5 – -2546, -2721, -1863

    (44) Build market place – -2096, -2241, -1768

    (45) Trade with farming village (silver 500 --> rock 625) – -1996, -1516, -2168

    (46) Temple level 2 – -2907, -2978, -3227

    (47) Temple level 3 – -4200, -4920, -4704

    (48) Activate high priestess

    (49) Activate administrator – -4100, -4820, -4604

    (50) Recruit 3 swordsmen – -4385, -4820, -4859

    (51) Market place level 2

    (52) Market place level 3

    (53) Market place level 4

    (54) Market place level 5

    (55) Trade with another player (rock 500 --> wood 500) – -4085, -4520, -4559

    (56) Build city wall – -4485, -4370, -4759

    (57) Timber camp level 5 – -4540, -4429, -4803

    (58) Timber camp level 6 – -4618, -4515, -4867

    (59) Timber camp level 7 – -4723, -4634, -4956

    (60) Timber camp level 8 – -4848, -4792, -5073

    (61) Timber camp level 9 – -5017, -4994, -5223

    (62) Senate level 6 – -5300, -5180, -5346

    (63) Senate level 7 – -5694, -5366, -5469

    (64) Senate level 8 – -6219, -5751, -5708

    (65) Farm level 5 – -6381, -5882, -5756

    (66) Barracks level 2 – -6544, -5946, -5872

    (67) Barracks level 3 – -6811, -6071, -6089

    (68) Barracks level 4 – -7191, -6274, -6427

    (69) Barracks level 5 – -7690, -6568, -6904

    (70) Farm level 6 – -7918, -6758, -6978

    (71) Build academy – -7818, -6758, -6898

    (72) Research slingers – -7918, -7058, -6898

    (73) Recruit 4 slingers – -8138, -7458, -7058

    (74) Conquer 4th farming village – 10 slingers (pref. silver --> wood)

    (75) Attack another city; if you are out of bp go for 175 point city, if not attack a ghost (may require transports).

    (76) Join alliance

    (77) Timber camp level 10 – -8345, -7710, -7246

    (78) Academy level 2 – -8576, -8139, -7522

    (79) Academy level 3 – -8954, -8809, -8155

    (80) Academy level 4 – -9655, -9984, -8788

    (81) Research hoplites – -10,255, -10,184, -9638

    (82) Recruit 25 hoplites – -10,255, -12,059, -13,388

    (83) Recruit 15 slingers – -11,080, -13,559, -13,988

    (83) Conquer 5th farming village – 32 hoplites (pref. wood --> rock)

    (84) Activate captain

    (85) Demand resources using captain – -10,980, -13,459, -13,888

    (86) Senate level 9 – -11,656, -13,978, -14,201

    (87) Senate level 10 – -11,804, -13,956, -13,900

    (88) Senate level 11 – 12844, 14818, 14397

    (89) Senate level 12 – 14098, 15893, 15004

    (90) Senate level 13 – 15588, 17209, 15734

    (92) Recruit 25 swordsmen – 17963, 17209, 17859

    (91) Senate level 14 – 19710, 18797, 18724

    (93) Recruit 5 hoplites – 19710, 19172, 19474

    (94) Timber camp level 11 – 19958, 19480, 19703

    (95) Timber camp level 12 – 20250, 19849, 19978

    (96) Timber camp level 13 – 20615, 20286, 20303

    (97) Timber camp level 14 – 21006, 20796, 20683

    (98) Timber camp level 15 – 21452, 21386, 21123

    (99) Build harbour – 21852, 21586, 21223

    (100) Win an attack on an enemy city – again look for ghosts

    (101) Loot 10,000 resources – repeatedly attack ghosts

    (102) Warehouse level 6 – 22385, 22424, 21517

    (103) Warehouse level 7 – 23059, 23483, 21896

    (104) Build cave – 23259, 23883, 21596

    (105) Store 1000 silver in cave – 23259, 23883, 22096

    (106) Recruit 25 swordsmen – 25634, 23883, 24221

    (107) Academy level 5 – 26335, 25058, 25049

    (108) Academy level 6 – 27209, 26493, 26079

    (109) Academy level 7 – 28262, 28194, 27319

    (110) Research booty – 29462, 29394, 28519

    (111) Barracks level 6 – 30085, 29793, 29151

    (112) Barracks level 7 – 30837, 30309, 29952

    (113) Academy level 8 – 32075, 31979, 31407

    (114) Barracks level 8 – 32960, 32623, 32391

    (115) Barracks level 9 – 33982, 33408, 33570

    (116) Academy level 9 – 35410, 35650, 35246

    (117) Academy level 10 – 37032, 38168, 37148

    (118) Barracks level 10 – 38194, 39103, 38535

    (119) Research horsemen – 39594, 39803, 40335

    (120) Research architecture – 43294, 44003, 42835

    (121) Recruit 10 horsemen – 45694, 45203, 46435

    (122) Recruit 7 transport boats – 49194, 48703, 49235

    (123) Recruit 15 slingers – 50019, 50203, 49835

    (124) Conquer 6th farming village – 25 horsemen

    (125) Quarry level 11 – 50219, 50451, 50204

    (126) Silver mine level 11 – 50695, 50693, 50504

    (127) Quarry level 12 – 50935, 50985, 50947

    (128) Silver mine level 12 – 51497, 51273, 51297

    (129) Timber camp level 16 – 52001, 51949, 51800

    (130) Quarry level 13 – 52285, 52289, 52324

    (131) Silver mine level 13 – 52939, 52627, 52729

    (132) Quarry level 14 – 53271, 53018, 53341

    (133) Silver mine level 14 – 54024, 53410, 53803

    (134) Timber camp level 17 – 54590, 54177, 54375

    (135) Quarry level 15 – 54973, 54623, 55083

    (136) Silver mine level 15 – 55831, 55073, 55607

    (137) Quarry level 16 – 56270, 55577, 56418

    (138) Silver mine level 16 – 57240, 56089, 57006

    (139) Timber camp level 18 – 57871, 56954, 57651

    (140) Quarry level 17 – 58370, 57520, 58572

    (141) Silver mine level 17 – 59458, 58098, 59228

    (142) Quarry level 18 – 60020, 58729, 60266

    (143) Silver mine level 18 – 61233, 59377, 60993

    (144) Timber camp level 19 – 61932, 60346, 61715

    (145) Quarry level 19 – 62562, 61045, 62878

    (146) Silver mine level 19 – 63907, 61767, 63679

    (147) Island’s +Resource level 20

    (148) Research ceramics – 64607, 63267, 64579

    (149) Warehouse level 8 – 65433, 64564, 65052

    (150) Warehouse level 9 – 66420, 66116, 65628

    (151) Warehouse level 10 – 67579, 67937, 66314

    (152) Recruit 19 horsemen – 72139, 70217, 73154

    (153) Recruit 100 slingers – 77639, 80217, 77154

    (154) Recruit 25 horsemen – 83639, 83217, 86154

    (155) Recruit 20 transport boats – 93639, 93217, 94154

    (156) Conquer 7th farming village – 150 slingers (pref. silver --> wood)

    (157) Recruit 81 slingers – 98094, 101317, 97394

    (158) Recruit 15 horsemen – 101694, 103117, 102794

    (159) Academy level 11 – 3514, 5913, 4926

    (160) Academy level 12 – 5536, 8990, 7293

    (161) Harbour level 2 – 6282, 9384, 7507

    (162) Harbour level 3 – 7357, 9971, 7842

    (163) Harbour level 4 – 8750, 10749, 8301

    (164) Harbour level 5 – 10453, 11717, 8888

    (165) Recruit 15 horsemen – 14053, 13517, 14288

    (166) Academy level 13 – 16281, 16877, 16894

    (167) Academy level 14 – 18718, 20523, 19742

    (168) Harbour level 6 – 20724, 21681, 20460

    (169) Harbour level 7 – 23029, 23028, 21310

    (170) Trade 2000 silver for 2500 rock – 23029, 20528, 23310

    (171) Academy level 15 – 25678, 24461, 26404

    (172) Academy level 16 – 28542, 28683, 29747

    (173) Academy level 17 – 31624, 33197, 33342

    (174) Harbour level 8 – 34223, 34732, 34327

    (175) Harbour level 9 – 37113, 36455, 35448

    (176) Academy level 18 – 40416, 41262, 39298

    (177) Recruit 15 horsemen – 44016, 43062, 44698

    (178) Academy level 19 – 47542, 48163, 48807

    (179) Harbour level 10 – 50719, 50073, 50066

    (180) Research light ships – 55119, 52073, 52466

    (181) Academy level 20 – 58871, 57470, 56835

    (182) Academy level 21 – 62851, 63165, 61468

    (183) Warehouse level 11 – 64191, 65270, 62271

    (184) Trade 2000 silver for 2500 rock – 64191, 62770, 64271

    (183) Academy level 22 – 68401, 68764, 69170

    (184) Harbour level 11 – 71863, 70861, 70568

    (185) Warehouse level 12 – 73392, 73264, 71496

    (185) Harbour level 12 – 77136, 75548, 73035

    (186) Warehouse level 13 – 78863, 78262, 74095

    (187) Research colony ship – 86363, 85762, 83595

    (188) Academy level 23 – 90806, 92056, 88762

    (189) Academy level 24 – 95484, 98652, 94200

    (190) Recruit 5 light ships – 101984, 100152, 98200

    (191) Academy level 25 – 6899, 7051, 3911

    (192) Academy level 26 – 12053, 14254, 9897

    (193) Trade 2000 silver for 2500 rock – 12053, 11754, 11897

    (194) Academy level 27 – 17447, 19262, 18161

    (195) Recruit 5 light ships – 23947, 20762, 22161

    (196) Academy level 28 – 29584, 28577, 28704

    (197) Warehouse level 14 – 31517, 31614, 29903

    (198) Warehouse level 15 – 33663, 34987, 31247

    (199) Harbour level 13 – 37687, 37457, 32927

    (200) Trade 2000 silver with 2500 wood – 35187, 37457, 34927
    Last edited by -Achilles-; 04.04.13 at 18:26.

  3. #3

    Default

    (201) Trade 2000 silver with 2500 rock – 35187, 34957, 36927

    (202) Warehouse level 16 – 37555, 38678, 38423

    (203) Warehouse level 17 – 40151, 42758, 40077

    (204) Harbour level 14 – 44451, 45414, 41900

    (205) Harbour level 15 – 49028, 48256, 43867

    (206) Trade 2000 silver with 2500 wood – 46528, 48256, 45867

    (207) Trade 2000 silver with 2500 rock – 46528, 45756, 47867

    (208) Warehouse level 18 – 49360, 50206, 49686

    (209) Harbour level 16 – 54210, 53604, 51797

    (210) Warehouse level 19 – 57284, 58435, 53787

    (211) Warehouse level 20 – 60608, 63658, 55954

    (212) Research conquest – 72608, 75658, 71954

    (213) Recruit 30 horsemen – 79808, 79258, 82754

    (214) Harbour level 17 – 84930, 82471, 85011

    (215) Harbour level 18 – 90323, 85869, 87414

    (216) Recruit 95 slingers – 95548, 95369, 91214

    (217) Trade 2000 silver with 2500 wood – 93048, 95369, 93214

    (218) Trade 2000 silver with 2500 rock – 93048, 92869, 95214

    (219) Harbour level 19 – 98710, 96452, 97765

    (220) Harbour level 20 – 104639, 100219, 100464

    (221) Recruit colony ship – 14639, 10219, 10464

    (222) Recruit 100 slingers – 20139, 20219, 14464

    (223) Trade 2000 silver for 2500 wood – 17639, 20219, 16464

    (224) Trade 2000 silver for 2500 wood – 15139, 20219, 18464

    (225) Recruit 20 light ships – 41139, 26219, 34464

    (227) Recruit 40 hoplites – 41139, 32219, 46464

    (226) Recruit 100 slingers – 46539, 42219, 50464

    (227) Recruit 6 transports – 49549, 45219, 52464

    (227) Do the cave challenges to get another 6 transports

    (228) Conquer a 2000+ point city (pref. over 3000)

    Hopefully you now have a high ranking and a plinth to continue the expansion of your empire upon.

    Building Your Cities

    When you have multiple cities you need to think about specialising; specialising is where your city has a single purpose only, if you mix defensive and offensive troops in your city then your attacks will be a lot weaker. There are four/five city specialisations that you need depending on whether you are playing a revolt/conquest world:

    (a) The Offensive City – 11021 Points, 963 FS: this city is for building up your land offense and accordingly it needs the right set of buildings to do its job best;


    Senate – Level 24: Once you reach level 24 and can get the left-hand special building there is no need to level up your senate further.

    Resources – Level 40: By having your timber camp, quarry and silver mine on level
    40 you can churn out the most resources in the quickest time to help you expand and re-build your armies.

    Farm – Level 40: This one is very obvious; you want the highest amount of population you can in order to build the largest armies.

    Warehouse – Level 30: Allows you to store a large amount of resources and costs no farm space.

    Barracks – Level 30: Being a successful attacker is all about having the most variety and being able to rebuild your nukes the quickest, a barracks level 30 is essential and don’t let someon1e else tell you it isn’t.

    Temple – Level 16: A debatable one, some people prefer to churn out more favour faster however I like the additional population more.

    Market Place – Level 12: You only need level 10 to trade off island, at level 12 you could trade with three farming villages at once and again the population is more valuable than levelling it up further.

    Harbour – Level 25: Still important to produce ships quickly but since this is more a land based attacking city you can spare 5 levels to get some population.

    Academy – Level 30: To gain culture points you need a level 30 academy, plus gives you more options in terms of research.

    City Wall – Level 20: Gives good bonuses when defending your cities, if the same city is repeatedly being attacked, then I’d advice levelling it up to 25.

    Cave – Level 10: Unlimited storage.

    Left-Hand Side Special Building – Thermal Baths: Everyone loves a bit of extra population.

    Right-Hand Side Special Building – Nothing: You could justify having a divine statue but I go for the population.

    God Worshipped – Various, excluding Poseidon: Doesn’t matter which God so just spread the favour around, just don’t do Poseidon because you get a lot from the other cities.


    (b) The Defensive City – 11900-12100 Points, 1120 FS: Very similar to the offensive city but with a few changes;


    Senate – Level 24: Once you reach level 24 and can get the left-hand special building there is no need to level up your senate further.

    Resources – Level 40: By having your timber camp, quarry and silver mine on level 40 you can churn out the most resources in the quickest time to help you expand and re-build your armies.

    Farm – Level 40: This one is very obvious; you want the highest amount of population you can in order to build the
    largest armies.

    Warehouse – Level 30: Allows you to store a large amount of resources and costs no farm space.

    Barracks – Level 30: Being a successful attacker is all about having the most variety and being able to rebuild your nukes the quickest, so level 30 barracks is essential.

    Temple – Level 22: Allows the use of googly defensive nukes.

    Market Place – Level 12: You only need level 10 to trade off island and we can trade with three farming villages at a time on 12.

    Harbour – Level 20: Still important to produce ships quickly but since this is more a land based defensive city you can spare 10 levels to get some population.

    Academy – Level 30: To gain culture points you need a level 30 academy, plus gives you more options in terms of research.

    City Wall – Level 25: In your defensive cities it is a good idea to have a near enough maxed wall to provide the best bonuses.

    Cave – Level 10: Unlimited storage.

    Left-Hand Side Special Building – Thermal Baths: Everyone loves a bit of extra population.

    Right-Hand Side Special Building – Tower: Provides further defensive bonuses.

    God Worshipped – Poseidon: Allows the use of my googly defence.


    (c) The Naval Offensive City – 11642 Points, 950 FS: Your pure naval offensive which requires a different build;


    Senate – Level 24: Once you reach level 24 and can get the left-hand special building there is no need to level up your senate further.

    Resources – Level 40: By having your timber camp, quarry and silver mine on level 40 you can churn out the most resources in the quickest time to help you expand and re-build your armies.

    Farm – Level 40: This one is very obvious; you want the highest amount of population you can in order to build the largest armies.

    Warehouse – Level 30: Allows you to store a large amount of resources and costs no farm space.

    Barracks – Level 10: It isn’t necessary to mass produce troops however keep at 10 just incase the need arises.

    Temple – Level 22: Necessary for my googly offensive nuke.

    Market Place – Level 12: You only need level 10 to trade off island, at level 12 you could trade with three farming villages at once and again the population is more valuable than levelling it up further.

    Harbour – Level 30: Very important to rebuild your navy a quickly as possible.

    Academy – Level 30: To gain culture points you need a level 30 academy, plus gives you more options in terms of research.

    City Wall – Level 20: Gives good bonuses when defending your cities, if the same city is repeatedly being attacked, then I’d advice levelling it up to 25.

    Cave – Level 10: Unlimited storage.

    Left-Hand Side Special Building – Thermal Baths: Gives that extra population.

    Right-Hand Side Special Building – Divine Statue: Just to help get the Poseidon favour up.

    God Worshipped – Poseidon: Again Poseidon enables you to use your googly naval offence nukes.


    (d) The Naval Defensive City – 10736 Points, 920 FS: Your pure naval defence city;


    Senate – Level 24: Once you reach level 24 and can get the left-hand special building there is no need to level up your senate further.

    Resources – Level 40: By having your timber camp, quarry and silver mine on level 40 you can churn out the most resources in the quickest time to help you expand and re-build your armies.

    Farm – Level 40: This one is very obvious; you want the highest amount of population you can in order to build the largest armies.

    Warehouse – Level 30: Allows you to store a large amount of resources and costs no farm space.

    Barracks – Level 10: It isn’t necessary to mass produce troops however keep at 10 just incase the need arises.

    Temple – Level 16: A debatable one, some people prefer to churn out more favour faster however I like the additional population more.

    Market Place – Level 12: You only need level 10 to trade off island, at level 12 you could trade with three farming villages at once and again the population is more valuable than levelling it up further.

    Harbour – Level 30: Very important to be able to rebuild your navy quickly.

    Academy – Level 30: To gain culture points you need a level 30 academy, plus gives you more options in terms of research.

    City Wall – Level 20: Gives good bonuses when defending your cities, if the same city is repeatedly being attacked, then I’d advice levelling it up to 25.

    Cave – Level 10: Unlimited storage.

    Left-Hand Side Special Building – Thermal Baths: Not as necessary to speed up your troops and I’d advice grabbing the extra population.

    Right-Hand Side Special Building – Nothing: Again you could justify having a divine statue, I would build it if you are struggling to get enough Poseidon favour.

    God Worshipped – Poseidon: Helpful if you’re struggling to get enough Poseidon favour.
    Last edited by -Achilles-; 04.04.13 at 18:42.

  4. #4

    Default

    (e) The Manticore City (conquest only) – 11039 Points, 874 FS: This city build is especially designed for you to build maticore nukes, extremely powerful and pure nukes that are useful in breaking the land defences if a city is under conquest.


    Senate – Level 24: Once you reach level 24 and can get the left-hand special building there is no need to level up your senate further.

    Resources – Level 40: By having your timber camp, quarry and silver mine on level 40 you can churn out the most resources in the quickest time to help you expand and re-build your armies.

    Farm – Level 40: This one is very obvious; you want the highest amount of population you can in order to build the largest armies.

    Warehouse – Level 30: Allows you to store a large amount of resources and costs no farm space.

    Barracks – Level 20: Favour more than speed will be the limiting factor in building these nukes, you could get away with level 20.

    Temple – Level 25: Manticore nukes require a lot of favour and this will give you highest production rates.

    Market Place – Level 12: You only need level 10 to trade off island, at level 12 you could trade with three farming villages at once and again the population is more valuable than levelling it up further.

    Harbour – Nothing: Don’t need a harbour.

    Academy – Level 30: To gain culture points you need a level 30 academy, plus gives you more options in terms of research.

    City Wall – Level 20: Gives good bonuses when defending your cities, if the same city is repeatedly being attacked, then I’d advice levelling it up to 25.

    Cave – Level 10: Unlimited storage.

    Left-Hand Side Special Building – Thermal Baths: Gives you extra population.

    Right-Hand Side Special Building – Divine Statue: Increasing favour output to build more manticores.

    God Worshipped – Zeus: Required for manticores.


    When choosing your city type I would work using the following ratio:

    3:2:1:2:0.5 (a:b:c:d:e)


    Offensive and Defensive Armies

    May I just before I began give credit to one of the greatest unrecognised grepolis thinkers and mathematicians Odoakar for laying down the groundwork to these calculations.

    In this section I will be discussing the various options for offensive and defensive nukes, using mathematics and calculations to discuss their effectiveness.

    I will begin by experimenting around with finding the best balance in a defensive army as bearing that in mind it will be easier to construct than an offensive nuke;

    Land Defense

    (Please note all calculations work on a 1000 FS basis)

    First let us begin by analysing a defence of (333 swordsmen, 333 archers and 333 hoplites), looks rather balanced does it not? Wrong. The defence has 12,654 blunt defence, 14,985 sharp defence and 16,317 ranged defence so in reality it is not very balanced at all. So what may you ask is the most balanced defence? Well we do not actually need to know the most balanced defence as it is not the strongest defence.

    What we need to do is first consider the attack power per farm space of the ‘normal units’;

    Slinger – 23 – Distance – 100%
    Horsemen – 18.33 – Blunt – 79.69%
    Hoplite – 16 – Sharp – 69.56%

    The slinger has the highest attack power per farm space so take this value as a percentage of 100%. This means that when attacking a perfectly balanced defence where blunt, sharp and ranged defence are all in equilibrium the slinger will have the most effect, followed by the horsemen and the hoplite. Thus the most effective defence against pure nukes would be one which has 100% ranged defence, and blunt and sharp defence at 79.69% and 69.56% respectively of the ranged defence. This defence would not be able to be exploited by any pure offensive nuke and they would all have the same effect. Observe this graph:



    If your defence values equal those shown upon the graph then your defence has neutralized all the pure nukes. This information is key when considering as an attacker what kind of pure nuke to send, a low value for sharp defense does not necessarily mean that you need to send a pure hoplite nuke. As an attacker you need to calculate the relative defence ratio of sharp against blunt/distance, only send a pure hoplite nuke when the strength of the sharp defence drops below 69.56% of the range defence and 87.28% of the blunt defence. Bearing this in mind here is a table showing which pure nuke to send:

    Slinger: use when ranged defence drops under 125.47% of blunt defence and under 143.75% of sharp defence.
    Horsemen: use when blunt defence drops under 114.56% of sharp defence and under 79.69% of ranged defence.
    Hoplite: use when sharp defence drops under 87.28% of blunt defence and under 69.56% of ranged defence.

    To prove these calculations are correct let us use an example:

    Spoiler:

    The defence is 200 swordsmen, 200 archers and 600 hoplites and the corresponding blunt/sharp/range defences are 14,800/13,800/12,600. Now using our theory let us work out which nuke works best:

    Ranged defence is at 85.14% of blunt defence and 91.3% of sharp defence, thus instantly we now that according to our theory a pure slinger nuke will deal the most damage however let us work out the other two anyway. Blunt defence is at 117% of distance defence and 107.27% of sharp defence, you can see that this meets one of the criteria (it is under 114.56% of sharp defence) however not the other so a pure horsemen nuke should be the second most effective. Finally sharp defence is at 109.52% of distance defence and 93.24% of blunt defence which meets neither of the criteria.

    Time for the moment of truth; the pure slinger nuke should deal the most damage followed by the horsemen and the hoplites:







    As you can see the theory is proven and can serve as the basis for creating best defensive set up that has no weakness against pure nukes.


    Now then, time to design the best defensive set up. If we take the number of swordsmen as S, archer as A and hoplites as H then after some mathematical calculations we get the following equations;

    3.56A + 9.91S – 12.42H = 0
    16.66A – 12.85S – 7.14H = 0

    From that we get:

    S = S
    A = 0.37S
    H = 0.9S

    Thus the perfect ratio is 1:0.37:0.9 (Swordsmen/Archers/Hoplites) and using 1000 farm space again that gives us 441
    swordsmen, 163 archers and 396 hoplites. The combined defence of this is 14,280 blunt defence, 12,355 sharp defence and 17,958 ranged defence. Just to check that the earlier equations were correct we can see that the blunt and sharp defence is 79.51% and 68.79% of ranged defence respectively and it is evident that our calculations are correct and we are almost spot on.

    Using this ratio we can construct a defence that has no weaknesses against any of the pure nukes, it might be more vulnerable to a mixed nuke however those are weaker anyway than pures anyway. Let us just test this in the simulator then:







    And as expected the nukes deal almost the exact same amount of damage as one another, we have found the perfect defence ratio. I will now put together a choice of land defences for you to incorporate into your defensive cities.
    Last edited by -Achilles-; 04.04.13 at 18:35.

  5. #5

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    (All calculations include the research’s plow and bunks)

    In your defensive cities, as per we specified earlier, you have 4246 free farm space of which 1072 is filled up with buildings, this leaves 3174 FS remaining to build your defence with. Of this 3174 FS we are going to use 560 of it upon 70 biremes and so the remaining farm space for land troops and transports is 2614 FS. Let us begin:

    Option 1 – this is your standard quick build defence using normal units;

    Calculations:

    Remember our calculations on the perfect defence earlier? We worked out blunt and sharp defence need to be 79.69% and 69.56% respectively of ranged defence and that using the normal units this equated to a ratio of 1:0.37:0.9 (Swordsmen:Archer:Hoplite). We then worked out that this equated to 441 swordsmen, 163 archers and 396 hoplites in 1000 FS. Therefore this is the easiest defence to work out in that we can divide 1000 by 26 to get the amount of transports needed to carry it, 38.46. Add this additional farm space onto the 1000 taken up by the land units to make 1269.22 FS, divide 2614 by this figure to get the multiplier, 2.06, and times this by the units (441, 163, 396) to get the quantified amounts in 2614 farm space which leaves us with a perfect defence of;


    685 Swordsmen
    262 Archers
    623 Hoplites
    61 Transport Boats
    50 Biremes


    Just to check whether this is correct;

    This defence has a combined defence of 22364 blunt defence, 19519 sharp defence and 28060 so blunt defence is 79.70% of ranged defence and sharp defence is 69.56%. This is brilliant as we are only slightly off the perfect percentages we want.

    Option 2 – this is your googly defence which if you have the time to rebuild I would definitely recommend, mostly because I am an attack minded player and this gives you the opportunity to counter-attack any attacks sent at you.

    The key component of the land defence is Cyclopes; strong at defending against blunt attacks, 23.625 defence per farm space compared to the hoplite’s 18, and of course almightily strong against ranged attacks, 32.75 defence per farm space compared to the swordsman’s 30. This unit basically combines the swordsman, hoplite and a little bit more, however of course it has woeful defending against sharp attacks. But then let us think, wasn’t sharp the defence we needed least of all in our perfect defence? Yes! May I also add the Cyclops packs a 18.9 per farm space ranged attack which compares pretty well to the 23 per farm space of the slinger when you consider it is a defensive unit, this is what allows your counter-attack ability. Now time to crunch the numbers:

    Crunching:

    1 Cyclops offers 945 blunt defence to 1310 ranged defence, at 72.14% this isn’t actually too far off what we need for the perfect defence. All we need to work out is how much more blunt defence is needed to reach this percentage, to do this we need to times 1310 by 0.7969 and this gives an answer of 1043.94 blunt defence. We also need to work out how much sharp defence needs to be added; 1310 times by 0.6956 results in an answer of 911.24 sharp defence. So we need to gain 98.94 blunt damage and 901.24 sharp damage so here goes; 98.94 divided by 18 equals 5.5 hoplites needed and 901.24 divided by 25 equals 36.05 archers required. Ok so we have our first basic ratio of troops, 1/36/5.5 (Cyclopes/Archers/Hoplites), now let’s see what overall defence that gives us. 1260 blunt defence, 976 sharp defence and 1648.5 ranged defence; the percentages work out as 76.43% and 59.21% so we are getting a lot closer. I will stop writing my working out now as this could last for a while I try and get the percentages as close as possible to the perfect figures.

    Finally I’ve manage to crack it! Sorry for my excitement but this has taken a while… the ratio of 1:36:27 gives 1537 blunt defence, 1342 sharp defence and 1931 ranged defence. The percentage of blunt to ranged and sharp to ranged are 79.6% and 69.5%, rather impressive accuracy in the end I think! This ratio would require 3.96 transport boats, now we need to work out how much farm space will be available.

    There is another divine twist in this defence besides the Cyclops and that is the Hydra, it is not quite as strong defensively as the biremes however it packs the same punch per farm space as a light ship, impressive no? To work out how many we need we can times 160 x 70 to get the naval defence of our biremes in the first option and then divide that number by 715, the defensive strength of the hydra, and that gives us 15. Due to the hydra being slightly weaker in defence per farm space we are going to use more farm space to get the same defensive power so we will have less for our land troops, but we’ll just have to work that out.


    So taking out the 750 FS used by the hydra that leaves us with 2424 left over for land troops; using our earlier ratio of 1:36:27, we know that per Cyclops the defence requires 130.72 farm space. Using the same calculations as we did for option 1 we can see that voila, this defence comes to;

    Spoiler:

    I originally did this defence off level 45 farm instead of level 40 and have gone back and corrected it at a great length but the calculations above are still wrong. Another problem is that due to this the size of the navy was greatly diminished and so I have gone back and suggested using another naval defensive city in your ratio to make up this lost power.


    14 Cyclopes
    632 archers
    293 hoplites
    58 Transport Boats
    10 Hydra


    This option has a combined defence of 22296 blunt defence, 19456 sharp defence and 27975 so blunt defence is 79.70% of ranged defence and sharp defence is 69.55%. So in actual fact the land defence is only just weaker than option 1. This is not to mention the fact the 10 hydras are in essence equal to 45 biremes and a staggering 50 light ships (in a defensive city!). In terms of land counter-attack you get 11,340 ranged attack and 5024 sharp attack, handy in itself. If you have the time to make it then I fully recommend this one as it perfectly complements an attacking play style even in defence. The negatives are that it takes a lot longer to build and requires a lot of favour, which you may not have especially during a war.

    Land Offense

    Land offense has been rather tricky to devise, I have based all my calculations on using our option one defence but due to it being absolutely perfect in terms of mathematical strength I cannot find a foothold at all to work with. The choice is yours really; you can have a pure nuke:

    Spoiler:

    These troop numbers are wrong I realised I was basing it off farm level 45 rather than 40, ignore these as they are not the resultant troops anyway.


    1430 Slingers/Hoplites or 476 Horsemen
    55 Transport Boats
    72 Lightships

    These pure nukes deal the most damage but it takes a while to rebuild due to the resource costs being stacked towards whatever unit you base the nuke around. I would advise building a pure nuke for every two hybrid nukes, this is due to them being useful if the defence is out of kilter in its percentages. However being a great attacker is down to being able to reload the fastest with some variety so for that reason the pure nuke comes in second to the hybrid:

    817 Slingers
    204 Horsemen
    55 Transport Boats
    72 Lightships

    I did some testing around with the hybrids and found that whatever combination use they will still inflict the same damage so I instead looking at the rebuild time as the main factor and came to the conclusion that a ratio of 4:1 was best. However that nuke isn’t finished yet, there is more to come.

    Catapults

    In those offensive nukes we have not yet considered the impact of catapults, which is quite drastic in increasing our attacking power. We must now think about how much farm space we should give up to catapults and strike a balance so that we don’t lose too much of our attacking fire power. I have drawn up the following table showing the best amount of catapults to use when attacking a certain wall level:







    The boxes coloured red show the best amount of catapults to take down that level wall and quite surprisingly you can see it actually drops at the higher wall levels. You can see this trend in the data represented better on this graph:



    It appears that for a level 25 wall the best amount of catapults to use is 16 quite a few less than for the levels before it. (I have actually it appears made a mistake and the best amount is 12 but I’ve re-done the sims and it only saves about 9 FS and I’d still recommend 16 cats due to them being more effective if the wall is not quite fully developed).

    By adding the catapults into our two nukes we get the following:

    1202 Slingers/Hoplites or 400 Horsemen
    16 Catapults
    56 Transport Boats
    72 Light ships


    and…

    614 Slingers
    196 Horsemen
    16 Catapults
    56 Transport Boats
    72 Lightships


    Now we have our nukes for both land offensive and defensive cities we have the more straightforward task of the naval and manticore ones.
    Last edited by -Achilles-; 04.04.13 at 18:30.

  6. #6

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    The Royal Navy and Airforce

    Naval Offensive

    With these nukes it is simply a question of putting the maximum number of troops in the farm space provided and is pretty basic so I’ll run through them quite quickly:

    257 Lightships

    or…

    51 Hydra
    2 Lightships


    Both these two pack the same punch however the hydra also has strong additional defensive bonuses equal to 203 biremes, but this is at the cost of increasing build time and a large amount of favour required. Again if you have the time go for hydras and if not then light ships are also an excellent replacement.

    Naval Defensive

    325 biremes.

    Manticore/Airforce

    58 Manticores


    Research

    We are now onto what research we should have in each city type as due to not being able to research everything we need to be selective.

    (a) All Cities (120):

    Slinger – obvious one, it’s in both our pure and mixed nukes.

    Archer – in our defense.

    Hoplite – again it is an offensive component of our pure nuke and in our defense.

    Booty – the ability to loot every 8 hours is necessary to having a life.

    Ceramics – useful for holding additional resources when you begin to stock up.

    Horsemen – one of the core offensive units.

    Architecture – especially useful in your first city, someone did some shocking calculations on how many resources this actually saves.

    Instructor – as we will come too later, the ability to be constantly pumping out troops is a necessity for a top attacker.

    Bireme – main defensive ship.

    Light ships – main offensive ship.

    Conscription – makes it cheaper to build our armies, what’s not to love?

    Shipwright – our harbours work faster, same principle as for Instructor.

    Catapult – in our nuke.

    Colony ship – it is necessary for conquering other cities.

    Plow – extra farm space we love.

    Bunks – saves a lot of farm space wasted on extra transports.

    Phalanx – when we mash our enemies we want to be fighting the strongest we possibly can.

    Mathematics – cuts down the prices of ships.

    Ram – again this increases our fighting power.

    Cartography – increases the speed of our ships, we want to give the enemy as little time as possible to react to our attacks. Also useful in confusing enemies with little grasp of analysing our incoming attacks.

    Conquest – necessary to conquer other cities.


    Attacking & Defending

    We now move on to in my opinion the best bit of the game – fighting. However first I feel you may just be a little bit confused by the last section. You may be asked yourself, “what is he going on about? All through this guide he has been talking about specification but then researches the same thing in every town.” You are right to question me and hopefully I will be able to explain later on why I did this. However let me first start with a mini-guide about Operating on a Pinpoint as it covers a great deal of techinical ability on both fronts.;

    Operating on a Pinpoint

    This is arguably the most important aspect of both attacking and defending. It may more commonly be known as timing etc. however I remember that kad used to call it this in Phenomen and in my mind it sounds the most vibrant and exciting.

    The principle is found in all areas of fighting, e.g. in dodging. It refers to the ability in being able to launch and co-ordinate multiple attacks and support at once, when aiming for a specific time – a vital part of an offensive operation. If there is one thing you should teach your teammates then it is this. Here is how it works from an offensive viewpoint:

    (1) Create an attack plan – you need to record the travel times of your various armies to your target. I.e. with multiple cities different distances away you need to know when to send your troops so they will all arrive within a very close period of time. e.g. CS travel time = 3 hours, Attack 1 travel time = 2 hours, Attack 2 travel time = 1 hour. I used to use a script which told you the travel times of all units, but I don’t know whether it was updated and still works on 2.0

    (2) Now we know this information we know when to send our troops, the CS must go first.

    (3) Once we have launched our CS we have got our exact arrival time which we need to work around, in this example 12:00:00. It is time to launch our attacks; we prepare our attack 1 in advance and wait until the arrival timer reaches 11:49:00, now we launch our attack. We do likewise with attack 2.

    (4) The only thing left to do is launch support in the same manner except aim for an arrival time of 12:11:00, our conquest is secure.

    You may have noticed that all attacks should be sent 11 seconds before the attack and all support v1 seconds after. This may seem odd to you but it is vital! Grepolis contains an anti-timer which makes it harder to time attacks by throwing attack times out by 10 seconds. This is a nuisance as if we timed our attacks to land a second before the CS they could well end up coming after it and sniping it for the enemy, the same with support. Thus to be safe we need to go 11 seconds out either way.

    Please note: I have been explaining this from a conquest point of view, as it is what I play, however the principle still applies to revolt servers.

    Applying this Principle

    There are many applications of this principle in both revolt and conquest servers which I will run over quickly. Applications include:

    • Landing clearing attacks before a CS (conquest & revolt).
    • Landing support immediately after the CS arrives to protect it (conquest).
    • Landing support just before a CS arrives in your city and after the clearing waves (revolt).
    • Offensively sniping an enemy CS before any support lands (conquest).
    • Defensively sniping an enemy CS – after the clearing attacks but before the CS (conquest).
    • Many more…

    Note: May I pause to show why I prefer conquest worlds as there is a lot more variety in the attack system and what you can do.

    Now it is time to get onto attacking:

    Attacking

    There are 3 steps to being one of the best attackers which I will share with you now:

    (1) Being able to reload the quickest – if you can churn out nukes the fastest then the bp will keep rolling in. In the ideal situation your attacking troops should never remain at rest but be constantly on their way out or back from an enemy city. This constant wave of attackers will stretch the enemy’s defences as well as your lead in the abp rankings. Unfortunately one downside to this, you’re going to lose a lot more troops than other people, don’t worry of course you are it’s a given. If you attack the most then you’re also going to lose the most troops and this is where the first step is vital. If you can rebuild/reload your nukes faster than anyone else, whether it be a full nuke or just 20 odd troops, then you will have the most success in attacking – it’s another given, you’d be doing the most damage in the shortest amount of time. There are a number of ways to help you follow this step – maxed/nearly maxed barracks and harbour, divine favour such as wedding, research and well positioned cities which can send excess resources with little travel time. Following this step will put you well up there in the top 5 attackers of your world.

    (2) Attack and defend with variety – this is in my mind one of the crucial steps in attacking which I feel so many people ignore or don’t credit it with its proper value. I’ll start with a personal anecdote – on Beta during the rather ferocious world war they was very little time to rebuild nukes as it was constant fighting on all sides (at least for us in Phenomen) and I knew this one 1 million plus player (large for the time) who just ended up getting lazy. Due to it having the shortest build time he would just pump out slinger only nukes constantly with no variety and I actually questioned his sanity. If I was on the enemy side and saw how he attacked then I would have stopped building my normal defences and just gone swordsmen only – in this case he would have been absolutely destroyed, literally throwing resources and men down the drain. If there is one thing I should teach you in this guide then let it be known that variety equals success. This could be minor variety such as one time building a pure horsemen nuke in the city and the next time instead maybe or hoplite one or complete variety. Complete variety is where you completely change the city type in its entirety, for example; one day the enemy catch you napping and wipe out your 220 lightships in your attack city – what to do? Some people would just rebuild the lightships but in my mind that is simply suicide, if I was the attacker I’d just come back in a week and harvest you for bp again, rebuilding the lightships is not an option for me. Instead I’d completely switch everything around, this time I’d build a naval defensive with 320 biremes - that would surprise the attacker if he came calling again. It work the other way round as well, if your opponent runs into one of your defensive cities and after a fierce fight he eventually clears it (at a greater cost to himself) don’t rebuild as a defensive city but instead as an offensive one, doubt he’ll come calling again to find out about the switch. This is why I have the same research in every city – it allows for this variation. You may obviously be concerned about how obviously the city builds are different, but this really isn’t a big thing – the variation is more temporary than permanent, simply adjust the troops levels for the appropriate city and after a while adjust it so your offensive returns to your offensive cities etc.

    (3) Attack with purpose – this is probably the step which I consider myself guilt of not following closely enough. You need to have goal in mind when you launch your attacks, what are you hoping to achieve – don’t simply just launch your attack and waste troops on some unimportant field of combat. Choose your battles with care and make sure they are the best strategic option around. This also includes spying, which I myself are rather lax upon; get a spy report before you launch the attacks, you should know what you are attacking and thus accordingly base your attacks around that. If you’re coming up against offensive troops then that’s great that’ll only require one attack and you need to make sure it has a small travel time so they can’t get a defence in. Ah this one isn’t quite as good, it’s a defensive city – now what should I do? Either:

    1. Don’t send the attack – if it’s not an important strategic city then don’t waste your time or troops, pick a battle somewhere else.
    2. Calculate the defensive values – remember what we discussed earlier about defence values? Use a pure slinger nuke when ranged defence drops under 125.47% of blunt defence and under 143.75% of sharp defence. Horsemen when blunt defence drops under 114.56% of sharp defence and under 79.69% of ranged defence and hoplite when sharp defence drops under 87.28% of blunt defence and under 69.56% of ranged defence.


    Using those values we know which nuke to send to do the most damage and we can use the simulator to help judge how many waves of attack we will need – it will be probably more than one.
    Last edited by -Achilles-; 01.06.13 at 19:54.

  7. #7

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    So those are my three tips on how to be one the best attackers in your world and earn respect and awe from your comrades and enemies alike.

    Defending

    Forthwith it is time for the defending aspect of our battles in grepolis; no matter how many cities the alliance takes off your enemy it will not matter a single jot if they just takes others back from you. Therefore it is necessary to learn how to become a top defender and in my mind that means killing the most attacking troops in the most economical manner.

    Assessing and Dodging an Attack

    The first part to being a good defender is being able to assess an incoming attack and thus allowing you to respond accordingly. If you see one heading to one of your cities then what might you be thinking? If you just replied to that with “I’ve got plenty of troops to defeat this and the bp will help me grow stronger” then you are WRONG. This is not the way to respond to an incoming attack, first you need to analyse it. The first questions you should be asking are:

    • What type of attack is incoming?
    • Who sent it?
    • How many are coming?

    The last two are easy to find out (click on the attack and go to info) however it is the first one that is the most important. Here is what you need to do:

    (1) Click on the attack button of the city which the attack is from as if you were going to counter-attack them.

    (2) Add a numerical value into the colony ship box.

    (3) Check whether the travel time matches or is close to (differentiation can be caused by the Lighthouse and the research Cartography) the incoming attack on you.

    If the answer to this is yes the travel times match then you will need to post on your alliance forums and request support as someone is trying to conquer your city. However if the answer is no then you will need to think of the appropriate response:

    Dodging

    Dodging is where you avoid an incoming attack upon your city by sending out your troops just before the attack lands so that the incoming attack hits nothing. In this way you avoid losing any troops in an unnecessary battle. I will now explain in more detail how this is done:

    (1) In the 5 minutes before the attack lands send out your troops to a nearby small polis, either in attack or preferably support (anti-timer is not in effect).

    (2) Now activate militia in the farm.

    (3) Hide your resources: some will be hidden in the cave automatically, the excess either use in the senate/barracks/harbour etc. or make an offer which no one will accept on the market place – ratio of 3.

    (4) Although weak the militia will still deal damage to his troops which he will not be able to recover in resources since you hid them. Thus this results in a net gain for you, if it is just a farming attack the opposition will likely just give up and leave you alone.

    (5) Now you must recall your support; either do this after the attack lands before the 5 minute cancellation ends or just before when the return timer will still be longer than the attack timer.

    In this way you will maintain your troop strength, gain bp and damage the enemy; a very satisfactory outcome. Remember, no battle or war has ever been won by inflicting unnecessary casualties against your own troops.

    Defensive Troop Packets

    Ever wondering how to cut the rebuild time of your defense down from one week to one day? Well i'm now going to explain how. I believe that this topic is certainly one of the most interesting in the guide, at least from a personal self-pride perspective due to the fact that I believe I may be the inventor of the method, as I have never heard reference of it before.

    The idea revolves around using multiple cities to support another; not the most revolutionary concept I know, however it does work in a different way than normal. Let us first imagine one of the first 'rules' of attacking; always send full nukes. Why do we do this? It is of course due to attacks landing individually, therefore the most damage would be dealt by trying to get as many troops as possible into the attack (a nuke). This just isn't the same in defence as you stack your troops and they take a combined stat; which means that the troops don't have to come in one large bunch from a single city like most people send them. Splitting you defensive troops into multiple packets I believe is the best method of defence as it means you can spread the rebuild times when they are all killed. Here is an example to explain what I mean;

    Five of your alliance's cities are under attack and you have twenty defensive cities to use in response. Now the current way of doing things is to just assign four cities for every one under attack and support it with all the troops in them, however this is wrong. We need to be more innovative than that if we truly want to become one of the fighting greats. Saying that each of these cities has 500 swords, 250 archers and 500 hoplites here is what we should do; firstly we should split this down into 5 packets - 100 swords, 50 archers and 100 hoplites. We should then send one packet to every city under attack. Repeat for all the defensive cities. Now this means that if 2 of the 5 cities get cleared then every city has to rebuild 200 swords, 100 archers and 200 hoplites rather than eight cities having to rebuild all 500/250/500. So you see that we are supporting the cities with the same amount of units as we would normally, but dramatically slashing the rebuild time if they are cleared. Now instead of a few cities taking a week to rebuild, all your cities take a day.

    Hopefully this should bring a real cutting edge to your defensive gameplay and give you the advantage when under repeated attack during a war.
    Last edited by -Achilles-; 16.05.13 at 13:04.

  8. #8

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    Tips & Tricks

    This little section is all about teaching you those smaller tricks which you pick up after a long time playing and which normally wouldn't be including in guides like this.

    Militia Vexation

    Picture the scene; you have two incoming attacks spaced 15 seconds apart and a number hours to prepare, now is the time to pull out the ace in the hat. This little militia trick will drive your opponent so nuts that he'll probably report you for cheating. Time for the details;

    The first attack lands at 12:00:00 and the second 12:00:15 so your going to need to prepare the dodge well in advance. At 9:00:01 you will activate militia for the first time, this results in the militia hitting the first attack and then seconds later re-setting. You now have 10 seconds to re-set the militia and watch as his second wave implodes onto your walls as well leaving him wondering who on earth you managed to conjure up two sets of militia in 15 seconds and deal such substantial damage.

    Wall Spying

    This is the last topic is this guide and it is just a little strategy to determine enemy troop numbers. Personally I’m not a great fan of this and don’t often use it but some people do so I’ll explain it anyway.

    Wall spying is where one gathers information on the size of an enemy army off the basis of a failed attack. When all your troops die and you have no idea what the enemy still has in that city it would be useful to be able to get an idea of what they have left. This is where wall spying comes in to play; first you need to record the data of the amount of troops killed (visible on wall) before your attack hits, use print screen etc. Once the attack hits you should then go back and record how many troops you have now killed on your wall. By comparing the two sets of data you should be able to work out how many troops you killed via the simulator.

    However there are a number of disadvantages to this; primarily differentiations can be caused by the wall level, premium, spells etc. which are not visible from the wall, these will affect the simulator numbers and give an inaccurate reading. Then there is the fact that I personally advised you to always spy beforehand and know what you are running into. That is why I don’t really use this technique but some people do so as I said that is why I have included it.

    Conclusion

    Big thanks to anybody who has managed to get this far, it’s taken a lot of effort over the space of two weeks and I hope you enjoy it and use it – that’s what it’s all for. Apologies if it is quite hard reading, I’ve tried to split it up a bit to help you, but I know that I, when lost in the depths of calculations, wasn’t making much sense.

    If you have questions then please leave them for me to get back to you and if anyone has any additional strategies they would like to share then I’ll add them to the guide and credit you. Finally if you think you can pick a hole in some of what I’ve done and help me to improve it then I welcome you.

    Once more a huge thanks to all of you for reading this and I sincerely hope that this has helped you in your gameplay, after all it is 9708 words long.

    Cheers,
    ~Achilles
    Last edited by -Achilles-; 16.05.13 at 13:04.

  9. #9
    Hipparchus bend24's Avatar
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    Good guide mate, lots of detail. Nice to have a more updated guide on the forums with all of the recent changes to grepo.

  10. #10
    Hipparchus Gouenji36's Avatar
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    Quote Originally Posted by -Achilles- View Post
    (1) Build timber camp – 17, -2, -1

    (2) Build quarry – 16, 15, -3

    (3) Conquer 2nd farming village – 6 swordsmen (pref. silver --> rock)

    (4) Farm level 2 – -13, -5, 12

    (5) Timber camp level 3 – -19, -9, 16

    (6) Quarry level 2 – -25, -19, 6

    (7) Quarry level 3 – -38, -40, -18

    (8) Build silver mine – -13, -12, +8

    (9) Warehouse level 2 – -63, -120, -39

    (10) Silver mine level 2 – -82, -128, -53

    (11) Silver mine level 3 – -122, -146, -82

    (12) Silver mine level 4 – -192, -178, -131

    (13) Quarry level 4 – -216, -214, -175

    (14) Senate level 2 – -243, -226, -185

    (15) Senate level 3 – -207, -158, -210

    (16) Farm to level 3 – -219, -155, -174

    (17) Quarry to level 5 – -257, -210, -244

    (18) Build barracks – -263, -167, -211

    (19) Timber camp level 4 – 151, -104, 212

    (20) Recruit 2 Swordsmen – -39, -104, 42

    (21) Conquer 3rd farming village – 7 slingers (pref. silver --> rock)

    (22) Silver mine level 5 – -145, -154, -30

    (23) Silver mine level 6 – -295, -226, -131

    (24) Quarry level 6 – -351, -304, -234

    (25) Quarry level 7 – -428, -409, -377

    (26) Warehouse level 3 – -614, -701, -470

    (27) Silver mine level 7 – -816, - 799, -603

    (28) Silver mine level 8 – -1076, -927, -772

    (29) Quarry level 8 – -1178, -1062, -961

    (30) Quarry level 9 – 1309, -1231, -1203

    (31) Build temple – -1709, -1931, -1653

    (32) Rename city – -1659, -1881, -1603

    (33) Select Hera as goddess

    (34) Recruit divine envoy

    (35) Enact wedding – -1459, -1681, -1403

    (36) Warehouse level 4 – -1747, -2133, -1553

    (37) Silver mine level 9 – -2072, -2295, -1762

    (38) Silver mine level 10 – -2469, -2495, -2014

    (39) Quarry level 10 – -2633, -2702, -2316

    (40) Farm level 4 – Haven’t included.

    (41) Senate level 4 – -2751, -2769, -2365

    (42) Warehouse level 5 – -3155, -3404, -2582

    (43) Senate level 5 – -2546, -2721, -1863

    (44) Build market place – -2096, -2241, -1768

    (45) Trade with farming village (silver 500 --> rock 625) – -1996, -1516, -2168

    (46) Temple level 2 – -2907, -2978, -3227

    (47) Temple level 3 – -4200, -4920, -4704

    (48) Activate high priestess

    (49) Activate administrator – -4100, -4820, -4604

    (50) Recruit 3 swordsmen – -4385, -4820, -4859

    (51) Market place level 2

    (52) Market place level 3

    (53) Market place level 4

    (54) Market place level 5

    (55) Trade with another player (rock 500 --> wood 500) – -4085, -4520, -4559

    (56) Build city wall – -4485, -4370, -4759

    (57) Timber camp level 5 – -4540, -4429, -4803

    (58) Timber camp level 6 – -4618, -4515, -4867

    (59) Timber camp level 7 – -4723, -4634, -4956

    (60) Timber camp level 8 – -4848, -4792, -5073

    (61) Timber camp level 9 – -5017, -4994, -5223

    (62) Senate level 6 – -5300, -5180, -5346

    (63) Senate level 7 – -5694, -5366, -5469

    (64) Senate level 8 – -6219, -5751, -5708

    (65) Farm level 5 – -6381, -5882, -5756

    (66) Barracks level 2 – -6544, -5946, -5872

    (67) Barracks level 3 – -6811, -6071, -6089

    (68) Barracks level 4 – -7191, -6274, -6427

    (69) Barracks level 5 – -7690, -6568, -6904

    (70) Farm level 6 – -7918, -6758, -6978

    (71) Build academy – -7818, -6758, -6898

    (72) Research slingers – -7918, -7058, -6898

    (73) Recruit 4 slingers – -8138, -7458, -7058

    (74) Conquer 4th farming village – 10 slingers (pref. silver --> wood)

    (75) Attack another city; if you are out of bp go for 175 point city, if not attack a ghost (may require transports).

    (76) Join alliance

    (77) Timber camp level 10 – -8345, -7710, -7246

    (78) Academy level 2 – -8576, -8139, -7522

    (79) Academy level 3 – -8954, -8809, -8155

    (80) Academy level 4 – -9655, -9984, -8788

    (81) Research hoplites – -10,255, -10,184, -9638

    (82) Recruit 25 hoplites – -10,255, -12,059, -13,388

    (83) Recruit 15 slingers – -11,080, -13,559, -13,988

    (83) Conquer 5th farming village – 32 hoplites (pref. wood --> rock)

    (84) Activate captain

    (85) Demand resources using captain – -10,980, -13,459, -13,888

    (86) Senate level 9 – -11,656, -13,978, -14,201

    (87) Senate level 10 – -11,804, -13,956, -13,900

    (88) Senate level 11 – 12844, 14818, 14397

    (89) Senate level 12 – 14098, 15893, 15004

    (90) Senate level 13 – 15588, 17209, 15734

    (92) Recruit 25 swordsmen – 17963, 17209, 17859

    (91) Senate level 14 – 19710, 18797, 18724

    (93) Recruit 5 hoplites – 19710, 19172, 19474

    (94) Timber camp level 11 – 19958, 19480, 19703

    (95) Timber camp level 12 – 20250, 19849, 19978

    (96) Timber camp level 13 – 20615, 20286, 20303

    (97) Timber camp level 14 – 21006, 20796, 20683

    (98) Timber camp level 15 – 21452, 21386, 21123

    (99) Build harbour – 21852, 21586, 21223

    (100) Win an attack on an enemy city – again look for ghosts

    (101) Loot 10,000 resources – repeatedly attack ghosts

    (102) Warehouse level 6 – 22385, 22424, 21517

    (103) Warehouse level 7 – 23059, 23483, 21896

    (104) Build cave – 23259, 23883, 21596

    (105) Store 1000 silver in cave – 23259, 23883, 22096

    (106) Recruit 25 swordsmen – 25634, 23883, 24221

    (107) Academy level 5 – 26335, 25058, 25049

    (108) Academy level 6 – 27209, 26493, 26079

    (109) Academy level 7 – 28262, 28194, 27319

    (110) Research booty – 29462, 29394, 28519

    (111) Barracks level 6 – 30085, 29793, 29151

    (112) Barracks level 7 – 30837, 30309, 29952

    (113) Academy level 8 – 32075, 31979, 31407

    (114) Barracks level 8 – 32960, 32623, 32391

    (115) Barracks level 9 – 33982, 33408, 33570

    (116) Academy level 9 – 35410, 35650, 35246

    (117) Academy level 10 – 37032, 38168, 37148

    (118) Barracks level 10 – 38194, 39103, 38535

    (119) Research horsemen – 39594, 39803, 40335

    (120) Research architecture – 43294, 44003, 42835

    (121) Recruit 10 horsemen – 45694, 45203, 46435

    (122) Recruit 7 transport boats – 49194, 48703, 49235

    (123) Recruit 15 slingers – 50019, 50203, 49835

    (124) Conquer 6th farming village – 25 horsemen

    (125) Quarry level 11 – 50219, 50451, 50204

    (126) Silver mine level 11 – 50695, 50693, 50504

    (127) Quarry level 12 – 50935, 50985, 50947

    (128) Silver mine level 12 – 51497, 51273, 51297

    (129) Timber camp level 16 – 52001, 51949, 51800

    (130) Quarry level 13 – 52285, 52289, 52324

    (131) Silver mine level 13 – 52939, 52627, 52729

    (132) Quarry level 14 – 53271, 53018, 53341

    (133) Silver mine level 14 – 54024, 53410, 53803

    (134) Timber camp level 17 – 54590, 54177, 54375

    (135) Quarry level 15 – 54973, 54623, 55083

    (136) Silver mine level 15 – 55831, 55073, 55607

    (137) Quarry level 16 – 56270, 55577, 56418

    (138) Silver mine level 16 – 57240, 56089, 57006

    (139) Timber camp level 18 – 57871, 56954, 57651

    (140) Quarry level 17 – 58370, 57520, 58572

    (141) Silver mine level 17 – 59458, 58098, 59228

    (142) Quarry level 18 – 60020, 58729, 60266

    (143) Silver mine level 18 – 61233, 59377, 60993

    (144) Timber camp level 19 – 61932, 60346, 61715

    (145) Quarry level 19 – 62562, 61045, 62878

    (146) Silver mine level 19 – 63907, 61767, 63679

    (147) Island’s +Resource level 20

    (148) Research ceramics – 64607, 63267, 64579

    (149) Warehouse level 8 – 65433, 64564, 65052

    (150) Warehouse level 9 – 66420, 66116, 65628

    (151) Warehouse level 10 – 67579, 67937, 66314

    (152) Recruit 19 horsemen – 72139, 70217, 73154

    (153) Recruit 100 slingers – 77639, 80217, 77154

    (154) Recruit 25 horsemen – 83639, 83217, 86154

    (155) Recruit 20 transport boats – 93639, 93217, 94154

    (156) Conquer 7th farming village – 150 slingers (pref. silver --> wood)

    (157) Recruit 81 slingers – 98094, 101317, 97394

    (158) Recruit 15 horsemen – 101694, 103117, 102794

    (159) Academy level 11 – 3514, 5913, 4926

    (160) Academy level 12 – 5536, 8990, 7293

    (161) Harbour level 2 – 6282, 9384, 7507

    (162) Harbour level 3 – 7357, 9971, 7842

    (163) Harbour level 4 – 8750, 10749, 8301

    (164) Harbour level 5 – 10453, 11717, 8888

    (165) Recruit 15 horsemen – 14053, 13517, 14288

    (166) Academy level 13 – 16281, 16877, 16894

    (167) Academy level 14 – 18718, 20523, 19742

    (168) Harbour level 6 – 20724, 21681, 20460

    (169) Harbour level 7 – 23029, 23028, 21310

    (170) Trade 2000 silver for 2500 rock – 23029, 20528, 23310

    (171) Academy level 15 – 25678, 24461, 26404

    (172) Academy level 16 – 28542, 28683, 29747

    (173) Academy level 17 – 31624, 33197, 33342

    (174) Harbour level 8 – 34223, 34732, 34327

    (175) Harbour level 9 – 37113, 36455, 35448

    (176) Academy level 18 – 40416, 41262, 39298

    (177) Recruit 15 horsemen – 44016, 43062, 44698

    (178) Academy level 19 – 47542, 48163, 48807

    (179) Harbour level 10 – 50719, 50073, 50066

    (180) Research light ships – 55119, 52073, 52466

    (181) Academy level 20 – 58871, 57470, 56835

    (182) Academy level 21 – 62851, 63165, 61468

    (183) Warehouse level 11 – 64191, 65270, 62271

    (184) Trade 2000 silver for 2500 rock – 64191, 62770, 64271

    (183) Academy level 22 – 68401, 68764, 69170

    (184) Harbour level 11 – 71863, 70861, 70568

    (185) Warehouse level 12 – 73392, 73264, 71496

    (185) Harbour level 12 – 77136, 75548, 73035

    (186) Warehouse level 13 – 78863, 78262, 74095

    (187) Research colony ship – 86363, 85762, 83595

    (188) Academy level 23 – 90806, 92056, 88762

    (189) Academy level 24 – 95484, 98652, 94200

    (190) Recruit 5 light ships – 101984, 100152, 98200

    (191) Academy level 25 – 6899, 7051, 3911

    (192) Academy level 26 – 12053, 14254, 9897

    (193) Trade 2000 silver for 2500 rock – 12053, 11754, 11897

    (194) Academy level 27 – 17447, 19262, 18161

    (195) Recruit 5 light ships – 23947, 20762, 22161

    (196) Academy level 28 – 29584, 28577, 28704

    (197) Warehouse level 14 – 31517, 31614, 29903

    (198) Warehouse level 15 – 33663, 34987, 31247

    (199) Harbour level 13 – 37687, 37457, 32927

    (200) Trade 2000 silver with 2500 wood – 35187, 37457, 34927
    i don't understand these

    myShop:

    http://forum.en.grepolis.com/showthread.php?45926-Gouenji-s-sig-shop/

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