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Thread: The Guide to Grepolis (Updated)

  1. #1
    Hekatontarch cobblemix's Avatar
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    Default The Guide to Grepolis (Updated)

    !!!!The Big Cobble Guide !!!!

    Alright, so Cobble here, doing my last big guide. So, as many might know, I am the original Unit Comparer.., and my name is Cobble. You might know me from my land unit comparison, Hoplite vs. Chariot, or from my naval units, Bireme and Light vs. Trireme. If you don't know me, i like to make guides so that users are smarter in their unit choices, even if it means helping an enemy defeat me..

    So below, i will be posting my 3 old guides, and 2 new ones, along with loads of new information and tactics. They will be the last guides i do, unless something spectacular happens.

    NOTICE:WHEN READING MY GUIDES YOU DO NOT HAVE TO READ THE WHOLE THING. JUST READ THE OVERVIEW AND THE RESULTS OF COMPETITIONS. IF YOU HAVE ANY QUESTIONS ABOUT WHY I CHOSE WHICH UNITS FOR WHICH PURPOSE, OR WHY THIS UNIT IS BETTER THAN ANOTHER, THEN YOU WOULD READ THROUGH THE MATH OF THE COMPETITION

    NOTICE:ALL 2.0 RELATED MATERIAL WILL BE IN BLUE!!!!!!
    ANYTHING NOT IN BLUE CAN BE USED FOR BOTH 2.0 AND 1.26!!!!!!!!!

    ALSO, FOR EASY BROWSING, CLICK ON DISPLAY MODES IN THE UPPER RIGHT HAND CORNER OF THIS POST, RIGHT NEXT TO RATINGS, AND CHOSE HYBRID MODE. THEN JUST CLICK ON THE GUIDE YOU WANT TO READ.

    So.. without Further ado, in order.. My guides.

    Here's the Menu for today
    Page 1: Hoplite vs. Chariot
    Page 2: Bireme & Light Ship vs. Trireme
    Page 3: Manticore vs. Medusa
    Page 4: Wall Spying
    Page 5: Bireme vs. Fire Ship
    Page 6: Overview
    Page 7: Troop Numbers & Building Levels
    Page 8: Tactics
    Page 9: Gods' Spells & Battle Points
    Page 10: Academy Research Guide
    Page 11: Mythical Units
    Page 12: Defensive LS
    Page 13: Cobble's Personal Post
    Page 14: 2.0 Farming
    Page 15: Credits and Thanks


    Oh and.. some music to listen to while you are reading
    1.=2.=3.=4.=5.



    __________________________________________________ ___________________________________
    HOPLITE VS. CHARIOT
    vs.

    Now the question begs, which is better? The Hoplite or the Chariot? So i did some research and and all results will be in 5 categories: Time, Resources, Defense, Attack, and Speed & Farming

    Background: Hoplites and Chariots are both Sharp units with good blunt defense. Hoplites take 1 farm space, when Chariots take 4. In order to compare equally, every test has to involve 4 hoplites since Chariots take up 4 farm spaces.
    __________________________________________________ _______________
    First contest: Time ( at Level 16 Barracks)
    4 x 0:18:28 Hoplites = 1:13:53
    1 x 1:17:07 Chariots = 1:17:07

    Hoplites win

    Second Contest: Resources
    4 x (0 Wood) (75 Stone) (150 Silver) Hoplites = 300 stone and 600 silver
    1 x (200 Wood) (440 stone) (320 silver) = 200 wood, 440 stone, and 320 silver

    Hoplites win for overall resources needed

    Third Contest: Defense
    4 x 18b 12s 7d Hoplites = 72b 48s 28d
    1 x 76b 16s 56d Chariots = 76b 16s 56d
    Which results in the facts of: Chariot have +4B, Hoplites have +32s, and Chariots have +28d

    Chariots win in blunt and distance, and Hoplites are best in defending against sharp (between Hops and Chars)

    Fourth Contest: Attack
    4 x 16s Hoplites= 64s
    1 x 56s Chariots= 56s

    Hoplites win for sharp attack

    Fifth Contest: Farming & Speed
    4 x 8 Hoplites = 32 carrying w/ 6 Speed
    1 x 64 Chariots = 64 carrying w/ 18 Speed

    Chariots carry twice as much at 3 times the speed
    __________________________________________________ ____________________

    Overall:
    Hoplites are faster to Train
    Hoplites don't cost any wood, but Chariots save you some silver
    Chariots are better to defend against blunt and distance, but Hops will knock out your sharp with their defense. Go for Chariots for defense
    Hoplites Have a higher attack
    Chariots best Hoplites at farming and movement
    Individually, Chariots are better. But Farm space wise, Hoplites are your choice


    *Chariots are very good in the fact that they are emergency supply units. You can easily recruit them through a friends favor. In the situation of attack, a friend or alliance member can cast multiple amounts of chariots to help you out. They are quite fast, and good attackers. Speed is everything!*
    __________________________________________________ _________________
    Situation

    So lets say you have 50 hops, and 40 chariots. Do you attack with the 50 or the 40? You attack with the 40 chariots. Look at it farm space wise, not # wise. 160 (4 x 40) is better than 50 (hops) farm space. You have to realize the farm space, and not the actual #. So to correspond units, 40 chariots FS* is equal to 160 hops. The hops are better for Offense, and chariots for def.

    So 40 chariots are better than 50 hops FS. But at equal FS, 160 hops will always be better than 40 chariots (40 x 4 = 160).


    *FS= Farm Space



    Page 1
    Last edited by cobblemix; 07.09.11 at 03:33.

  2. #2
    Hekatontarch cobblemix's Avatar
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    Default Biremes and LS vs. Trireme

    BIREME & LS VS. TRIREME
    vs.


    As a sequel to the land unit comparison, here is the sea unit comparison.

    And Here come our competitors! On the south side of the stadium, its the Bireme and Light Ship. On the north, the mighty Trireme.

    Now the categories today are: Attack, Defense, Speed, Resources, and Time. In order to compare equally with Farm Units, we must have all units equal the same FS. Therefore, the Competitors will be 5 Biremes and 4 Light (80 FS altogether) and 5 Triremes (5 x 16 = 80).

    First Competition: Attack
    5 x 24 Biremes + 4 x 200 Light = 920 attack
    5 x 180 Triremes = 900 attack

    Although i don't recommend using Biremes in an attack, B & L win
    _________________________________
    Second Competition: Defense
    5 x 160 Biremes + 4 x 60 Light = 1040 defense
    5 x 250 Triremes = 1250 defense

    Triremes win.

    1-1
    ______________________________________
    Third Competition: Speed
    Bireme (15) + Light (13) means we go with the Light (slower) = 13
    Trireme = 9

    Bireme and Light win
    ____________________________________________
    Fourth Competition:Resources
    5 Biremes (4000 w, 3500 st, 900 si)+ 4 Light(5200 w, 1200 st, 3200si) = 9200 w, 4700 st, 4100 si
    5 Triremes = 10000 w, 6500 st, 4500 si

    B & L win again
    ______________________________
    Fifth Competition: Time at Level 20 Harbor
    5 Biremes (10:14:30) + 4 Light (11:55:08) = 22:09:38
    5 Triremes = 14:53:55

    Trireme pulls out strong
    _____________________________________

    Alright, so look at it this way. You can build 5 Biremes and 4 Light Ships in 7 hours more than 5 Triremes with the same amount of FS and less resources. If you send out your Triremes to attack, you have no defense at home. Rather if you send out your 4 Light Ships, you still have 5 biremes at home.
    With the 1.14 update, Triremes have lowered their recruitment time, but its going to take more than that to make the Trireme useful

    So i see Triremes as good defense units only to be used in escorting Colony ships or that can act as Offensive units in desperate times of need.
    But overall, stick with the Biremes and Light Ships, they are more farm space and battle strength efficient


    __________________________________________________

    EARLY-ON GAME STRATEGY

    You and your alliance should be farming all of the enemies on any island you reside on. Through teamwork and collaboration, members of the same island will coordinate attacks against enemies. This includes sharing of spy reports, timed attacks, repeated farming, etc. Once you clear out your enemies, they will become extra farms for you, and you will gain a little BP from their hopeless defenses.

    Through this, you and your alliance will:
    1. Prevent enemies from building troops, thus keeping them from attacking you
    2. Your alliance members will have an increased supply of resources, thus making better cities
    3. Improve alliance contact and knowledge, thus giving you more unity
    4. Gain Battle Points, thus giving you more culture points
    5. Give members more battle experience and will make defensive players feel more offensive, thus improving the alliance.


    These are the reasons you should start clearing your islands.
    NOTE: If you are making an alliance it is a good consideration to invite everyone on your island!


    Page 2
    Last edited by cobblemix; 23.06.11 at 01:10.

  3. #3
    Hekatontarch cobblemix's Avatar
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    Default Manticore vs. Medusa

    So, after long consideration, and close examination, I have decided to make a....... MYTHICAL UNIT COMPARISON!!! Sorry, i like Paris. haha.

    Since most of the Mythical units are hard to compare because they are soo unique in their stats, Manticore vs. Medusa was the closest i could get. So with out further ado, The Fight

    MANTICORE VS. MEDUSA
    vs.

    Again, the 5 categories will be: Time, Resources, Defense, Attack, and Speed & Farming. 90 Farm units will be used in order to compare equally. 5 Medusa and 2 Manticores

    So lets get this fight going.

    First contest: Time
    2 x 7:59:27 (with Level 10 Barracks)Training Time + 2 x 81 hours [with 5.0 favor product.(405 favor)] Manticore = 15:58:54 + 162 hours = 177:58:54
    5 x 5:32:57 (with level 10 Barracks)Training Time + 5 x 42 hours [with 5.0 favor product.(210 favor)] Medusa = 27:44:45 + 210 = 237:44:45

    Additional:
    1 Manticore = 88:59:27
    1 Medusa = 47:32:57.
    So individuality doesn't matter, as Farm Space is crucial.

    Flat out straight, Manticores win by 59:45:51. Or pretty much.. 2 1/2 days
    __________________________________________________

    Second Contest: Resources
    2 x 4400 wood, 3000 rock, 3400 silver Manticore = 8800 wood, 6000 rock, 6800 silver
    5 x 1500 wood, 3800 rock, 2200 silver Medusa = 7500 wood, 19000 rock, 11000 silver

    Ouch, Manticore wins
    __________________________________________

    Third Contest: Defense
    2 x 170b, 225s, 505d Manticore = 340b, 450s, 1010d
    5 x 625b, 435s, 375d Medusa = 3125b, 2175s, 1875d

    Medusa wins at Defense, by alot, 2785b, 1725s, 865d more
    __________________________________________________

    Fourth Contest: Attack Sharp
    2 x 945 Manticore = 1890
    5 x 425 Medusa = 2125

    Medusa wins again.. By a stunning 235 in Sharp
    ____________________________________

    Fifth Contest: Speed & Farming

    2 x 360 = 720 carrying w/ 22 speed & ability to fly to islands without ships
    5 x 400 = 2000 carrying w/ 6 speed

    Further Math.. 6 speed there and 6 speed back = 12 relative Medusa
    22 speed there and 22 speed back = 44 relative Manticore
    44/12=3.666= 3. This means that you could have your Manticores do 3 farm runs to a farm in the time it takes a Medusa to do one..

    Therefore. 720 x 3 = 2160.

    Manticores win with Faster Farming (I don't recommend refarming a already farmed farm) (<- Lots of farms in there ;D)
    ________________________________________

    Overall:
    You can produce FS Manticores 2 1/2 days faster than FS Medusas FACT
    Manticores cost less, but Medusa save wood
    Medusas own Manticores in Defense, suggesting that you get more for your money with Medusa
    Medusas also win in attack.
    Manticores win at Farming. With the ability to move 3x faster to get more resources. Also, Medusa's require a transport boat in order to move from island to island. Manticore's do not. (they can fly )

    This also means that in attacking, Manticores skip naval defenses and go right to land units. Medusa's have to face biremes, and the Transports could sink.

    So for movement, Medusa's require 5 Transport boats, which would play in resources and time for the boats, -> 5 Transport Boats = 11:28:05 Training time at level 12 harbor. 2500w, 2500st, 2000si, 35 more population, chance of sinking. This would change the Medusa to 10000w, 21500st, 13500si; TIME unchanged because you can recruit at same time.. This changes medusa speed from 6 to 8. Contest results remain the same. Unless you want me to go all out and include Transports in farm space requirements, thus changing the number of Manticores and Medusa's compared.. but then i would have to revamp the whole guide.


    My vote: Stick to Medusa's for attack and defense, although it will take you FOREVER to train them. So the fact that Manticores are more readily trainable is a big part. Your opinions are comments are most welcome


    The winner in my book is..........



    MEDUSA




    But... Another thing to consider is..

    Manticore Nukes


    Yes of course. Why you should have a manticore nuke!!!!! Yaaaaaaaaaaaaay.. (sarcasm)

    No really. You should have a manticore nuke! (sarcasm)

    No, REALLY! You should have a manticore nuke (yeah, you really should)

    Okay so what the heck is a Manticore nuke? Jee I dunno.. A nuke full of Manticores?
    Let me draw you a picture: A ton of manticores, all squished up, inside of an atomic bomb.
    No, you can't buy these things on Amazon, or google shopping, or ebay, or whatever you shop on.

    But let me tell you how to make them, and why they are useful.

    Okay so first off.

    The Manticore:
    4400 Wood
    3000 Stone
    3400 Silver

    *405* Favor
    45 Population

    945 Sharp
    22 Speed
    360 Carry

    170 Blunt Def.
    225 Sharp Def.
    505 Range Def.

    6:02:03 Build Time with Level 20 Barracks



    Okay so why build a Manticore Nuke over a Hoplite nuke?
    Well for one...
    Manticores don't require transports, can dodge biremes, and just shred the opposing army to pieces. I mean come on, have you seen these guys?

    Anyway, lets get some numbers in here..

    Manticore:
    945 Sharp
    45 Population

    Hoplites:
    16 Sharp
    1 Population
    ~~~~~~~~
    16 Sharp X 45 Population
    =
    720 Sharp

    I'd say the Manticores win by.... ALOT

    Second of all:

    Hoplites require ships. WHAT! Yeah, I know, i was flabbergasted too!
    That includes ship build time, plus the moving speed is slower, and also, You need some protection! (LS)

    Anywho., why doesn't everyone just have manticore nukes?

    Because they take FOREVER to build.

    Literally.... FOREVER..

    Did you hear that?

    FOREVER.

    Okay not that long, but still..

    First off, you got to get that favor in..
    At 5.0 Favor production per hour.. you got a whopping 81 hours you have to wait just to build 1 manticore.
    Then you have to wait another 6 hours to build it!

    Thats 87 Hours.. or 1 Manticore every 3 1/2 days.

    That's a big price to pay, but it does pay off...
    So lets say you have 2500 free farm space (Come on, who doesn't?)

    2500 Farm Space/ 45 (Manticore Farm Space) = About 55 Manticores
    2500 Farm Space/ 1 (Hoplite Farm Space) = 2500 Hoplites ( I might have to double check this one )

    55 Manticores X 945 Sharp = 51975
    2500 Hoplites X 16 Sharp = 40000

    51975-40000= 11975 more sharp attack.


    Oh wait, did I mention that if you wanted to properly calculate with Hoplites, you'd have to add in the transport amount just so you could move all of those hoplites? Also you need some LS to guide it! That puts the Manticore advantage at a whopping:::::: 25000 more sharp!!!!! than your little hoplites..

    Those long hours really do pay off! and i'm not just talking about my job, I'm talking about Manticores!

    So what should YOU do with your new Manticore Nuke?

    1. Completely destroy a CS that has over 1000 Biremes with it, but almost no land troops
    2. Annoy the hell out of your enemies.
    3. Wreak havoc across Grepolis with flying Manticores!! :mad:
    4. Build some harpies for no reason
    5. Eat a Bagel (no cream cheese, sorry)


    Order yours today!







    Page 3
    Last edited by cobblemix; 11.08.11 at 20:55.

  4. #4
    Hekatontarch cobblemix's Avatar
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    Default Wall Spying

    WALL SPYING

    &

    Now, i am not quite sure if anyone has ever thought of this, or if someone has already mentioned it.. But i'm going to go after it. The idea is that you can use the wall & battle point total to effectively know how many opponents you've defeated. Now this might seem obvious, but its different that you might think...
    __________________________________________________ __________________

    Situation 1: You are attacking someone. (Pretty simple).
    Somehow this unworthy opponent has enough time to gather support and your attack "Fails". So all you see in the report is your troop losses and ???. Now I take it you'd be a little upset that you don't know how many troops you defeated.

    Here's how you find out.
    Step 1: Go to your wall.
    Step 2: Record everything you've defeated as an attacker. Jot this down somewhere. Be sure to include exact amounts of each unit
    Step 3: Send your attack and hope for the best
    Step 4: After the attacks (if you get the ???) Go to your wall
    Step 5: Again, record the new amount of everything you've defeated as an attacker exactly
    Step 6: Subtract Step 2 From Step 5 and you will find how many troops you defeated in the battle.
    Step 7: Record the change in Battle Points and see if it matches up with your results from S5-S2.
    Step 8: Thank Cobblemix



    I found this out from when i had never engaged in any naval battle, at all. So when i attacked the conqueror in the Battle of Maribor, i checked my wall and found that i had defeated 3 Biremes, and 2 Triremes

    Now this doesn't tell how many troops are in the city, but it does tell you how many you have defeated.

    This is helpful in these cases

    If you scout someone directly before an attack, and no attacks or support land in between the spy and your attack, this will help. You will gain the total number of troops from the spy report. Now let's say your attack "failed". You simply check the "Wall Difference" and Voila.. you know how many troops you defeated. To check the number of troops your opponent has left, simply subtract the "Wall Difference" From the Spy Report.. and Presto, yet again you win.



    Let me know if this helps, or if i am just repeating this wonderful idea.

    Thank you, and I hope you have a wonderful day.

    Yours Truly,
    Cobble

    Page 4
    Last edited by cobblemix; 06.07.11 at 18:32.

  5. #5
    Hekatontarch cobblemix's Avatar
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    Default Bireme vs. Fire Ship

    BIREME VS. FIRESHIP
    vs.

    So once again, the Competitions. The goals here are to see which unit is better to use.. The Bireme, or the Fire Ship? So i did some research and and all results will be in 5 categories: Time, Resources, Defense, Attack, and Speed & Farming

    Pretty Simple, yet complex.

    Farm Space: 1 Bireme = 8 FS
    Farm Space: 1 Fire Ship = 8 FS

    __________________________________________________ ___________________
    Alright, so First off

    1st: Attack
    1 Bireme = 24 attack
    1 Fire Ship = You can't attack with Fire Ships

    This is a pointless competition, but it has to follow format.. soo...

    Biremes win
    __________________________________________________ ____________
    2nd: Time
    At Level 20 Harbor..

    Bireme = 2:02:54
    Fire Ship = 0:49:39

    Essential, you can build 3 Fire in the time it takes to build 1 Bireme

    Fire wins
    __________________________________________________ _____________
    3rd: Resources

    Bireme = 800w, 700 st, 180 si
    Fire Ship = 500 w, 750 st, 150 si

    Fire ships save you wood and silver, and only cost 50 st more

    I'm giving it to the Fireships
    __________________________________________________ ______________
    4th: Speed
    Very Important, supporting

    Biremes = 15 Speed
    Fire Ships = 5 Speed

    Biremes are 3 times as fast as Fire Ships, and therefore, can support quicker

    Biremes win
    __________________________________________________ __________________
    5th: Defense

    Bireme = 160 Defense
    Fire Ship = 1 Defense

    Now it might seem that Biremes win, but here is the turn.

    The 200 LS Test, The 100 LS Test, and the 50 LS Test.

    First off, the 200 LS
    100 Biremes = Losses: 100 Biremes, 67 LS
    100 Fire Ships = Losses: 100 Fire Ships, 100 LS

    2nd: 100 LS
    100 Biremes = Losses: 100 Biremes, 77 LS
    100 Fire Ships = Losses: 100 Fire Ships, 100 LS

    3rd: 50 LS
    100 Biremes = Losses: 57 Biremes, 50 LS ---Remains:43 Biremes
    100 Fire Ships = Losses: 50 Fire Ships, 50 LS ---Remains: 50 Fire Ships

    Now, it appears that The Fire Ship Wins!! It defeats more LS, with less losses.

    4th: Special 5 LS
    5 Biremes = Losses: 5 Biremes, 4 LS
    5 Fire Ships = Losses: 5 Fire Ships, 5 LS

    Now it is for sure, that the Fire Ships proves to be a better defender, easily represented.
    __________________________________________________ __________________________
    Overall:

    Fire Ship wins in Production time, Resources, and Defense
    Biremes are Faster

    Biremes provide fast support, Fire Ships provide stronger, slower support.

    Research: Each Requires 8 Research Points.

    Note on Fire Ships:THESE DO NOT KILL TRANSPORTS, HYDRAS, OR COLONY SHIPS. They fight last, and so they are useless to defend sieges because the Colony Ship defends before them.

    Users' Comments


    GDogg-Another reason why fire ships are useless - they only defend against war ships. If a city had 1000 fire ships in the harbour and you send in a colony ship with some transports, the fire ships will just let them sail straight in. the fire ships will then remain in the harbour for the duration of the seige and actually protect the forces that are in your city conquering it.

    Trelane-But the absolute best defense is..............being online lol. Those who play this game 24/7 have a huge advantage because they can see the attack coming and either mass defense or dodge. So check into the game regularly.

    You can mass hundreds of biremes in the harbor of a colonization attempt or in response to an incoming attack (so you should have lots of biremes). Stacked biremes are the single most effective naval defense (but you need to be online to do it - so partly your strategy depends on how close you are to strong opponents). Offensively, The only way to bust this up is lightship nukes. By nuke I mean 100+ lightships with the 10% boost from Zeus.

    Also with massive offense you can crush 50 biremes. Just check the simulator on what 125 lightships can do to 50 biremes. For those building two cities each with 50 biremes/50 lightships, consider having at least one city that has the high strength lightship nuke.

    Also - when you attack with massive force you loose less ships and it takes you less time to get the nuke back up to full strength.

    Need a place to hide your offense? - have a massive naval defense town.

    Small players need to build navy and worry about raids? - coordinate with your neighbors and hide your ships in the massive defense location.


    __________________________________________________ ___________

    Willcx-

    Now to answer the Bireme Question:
    Yes, you also need biremes. They are useful to protect your CS during Conquests. Also useful to shield your towns, but don't count too much on them.

    Build say 30 in each town if you like. But also build naval towns that will supply your towns with bireme defence and also more LightShips!

    This way if an enemy attack comes, you can pool all your biremes into the attacked city.



    Page 5
    Last edited by cobblemix; 05.06.11 at 02:23.

  6. #6
    Hekatontarch cobblemix's Avatar
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    Default Unit Overview

    OVERVIEW:

    Sharp Land Unit Comparison

    Hoplites are the better, if you have to decide between Chariots and Hops, but Chariots are Great Emergency units, as you can use Divine Favor.

    Naval Combinations Comparison

    Trireme turns out to be almost pointless, better tactics used with Bireme & Light Ship, and you get more for your FS

    Sharp Mythical Unit Comparison

    Medusa is the best all around unit, Defense & Attack, and is the superior mythical unit

    Naval Defense

    Stick with Biremes, faster, better, and can defeat colony ships and transports. Fire ships, however cannot. Stay with Biremes, although a little bit of Fire Ships doesn't hurt

    Mythical Units
    Spoiler:


    OVERALL
    2.0 Version in Blue


    Green-I encourage the building of this unit
    Yellow
    Orange
    Red-I discourage the building of this unit

    Minotaur: generally in the middle; reasonable defense and offense. One of “the Gods Hoplites” I might call them. Not the cheapest or most expensive. If you had to choose one unit, these would be near the top of my list on making a army out of only these units. Minotaurs should probably be used mostly in situations when you want to build a unit that can do a reasonable attack or defense. If you build any significant number of Minotaurs, you should build about 20 archers for every Minotaur and you will have a very (I mean, VERY) balanced defense. Building these archers will mean a large disbalance in resources, so you will want to be able to get rid of stone on something else easily (ie, you happen to have farming villages on your island which will take stone and give you wood or silver). Minotaur will never be a really efficient attack unit, because they require transports, so they could be killed in the harbor, but, more importantly, Horsemen have a better attack per population statistic

    Manticore: Heavily offensive. Conveniently a flying unit, and so does not require ships. Reasonably expensive, but not the highest. Not bad on favor cost per population. This unit you might be able to build a true army of, but it would, of course, take a while to accumulate the necessary favor of. When building these units, you should probably consider the advantage that, except for Medusa, these are the most efficient Sharp attacking units. So if you have a large number of Manticores in your city, it should be in your offensive land city, or in a special divine unit city that you might build :S. And remember, if you are being attacked in your city with the Manticores, unless you are sure of winning, get your Manticores out of there, they have a terrible defensive stat. MAnticores are a unit I encourage you to build, overall

    Cyclops: Even when you have to build or send in support of archers to account for the Cyclops weakness in sharp, and even when you have to build fast transports to make it, it is not a terrible unit. Personally, I would not build it simply because it has better stats then some units in both attack and defense, but it does not have great stats, even though alone it is okay, but when accounting for extra archers, transports to carry them, LS to escort them, etc, the abilities of Cyclops seem to decrease. But if you happen to worship Poseidon and you happen to have a surplus of sharp defense and are lacking on ranged defense, and most of your nuke power is in ranged (ie, slingers) already (to maintain the idea of a pure nuke), then Cyclops should be a good unit to build

    Medusa: Awesome Attack and defense stats, but it becomes limited because it needs transports to carry it, and therefore can be sunk in the harbor, it needs the most favor per population and the most resources (insane there :S), it is much harder to build. But if you happen to see in your barracks that you can build a medusa, then you should take the chance, unless you know that you will need the favor for other things or have other plans for it. The medusa will always be (probably) the most efficient unit per farm space (in attack/defense) in grepolis, probably only beat in certain fields by more specialized units (ie, only beat in one field, ranged defense, by Cyclops)

    Harpy: Arguably the best farming unit in Grepolis, but not a great defensive unit. It’s defense stat is worse then any other unit in grepolis, because no other unit in grepolis is so weak against any one area of attack. Harpy has a reasonable attack stat, which makes it all the better for farming, it can clear people and then take a good number of resources. If you chose to build 3 horses for every one harpy you built, then you would have a more balanced defense (153:73:73), without falling back really far in any one area. And building horses with harpies would allow you to preserve the offensive focus of a city. So I suggest that if you feel like building harpies, either (a) build them with 3 horses per harpy, or build them with 3 swords per harpy. So it is no disaster to build harpies, just remember to build them in mostly offensive cities, to take advantage of the offensive stat, and to balance out the failure of the ranged defense, be it through support or building units in the city

    Centaur: Very mediocre in all fields except a couple. The only two fields that I would say that centaur did very well in were in Loot and favor, it is not a great build because it’ attack stat is covered much, much better by the slinger, and because Pegasus is also an Athena unit, centaur just gets dwarfed by it in defense, centaur can be built, but I would consider it better to use your Athena favor more on things like wisdom, Heroic Power, and Pegasus

    Pegasus: Not terribly expensive, which is always a plus, and it is the Uber defensive unit of grepolis . Grepolis already favors the defensive for many reasons, which makes the Pegasus all the more powerful. When you build Pegasi, you might want to consider building a unit which can balance out its lesser abilities in sharp and distance defense. And remember, because many people have quite a few horses, which are blunt attack, this makes Pegasus even better. You should probably build a few archers with your pegasi to help a bit in the balancing out of the defensive stats, although you could probably get away without archers for compensation, because Pegasus’ defensive stats are already better then many unit’s stats :Smirk:

    Hydra: Great in it’s battle stats, but it’s failing is in that it can not get it’s necessary resources collected as easily as the regular ships. If you are ever building either a mixed naval, offensive naval, or mixed in general cities, then whenever you happen to have the resources to build a Hydra, do it, it will rarely hurt you. But you should remember, Hydras are SLOW! They will make good C-Ship escorts because a C-Ship is slower then them, but with a Hydra you can never get your attacks or support anywhere as quickly, unless you are also using regular transports

    Erinyes:The Erinyes has a good build time, but average favor collection time, it is less expensive then the average mythical unit, but just like the time, it is nothing spectacular. Defense isn’t as bad as something like the Harpy, but still not great; it has a good attack stat, almost as efficient as slingers (22 attack/pop). Not a great speed, and still limited by transport speed. It’s loot values are on the low end, not great to farm with. All in all, the Erinyes is just average. It is beaten in attack by slingers (which are cheaper), it is limited by transports, it can’t really farm well, I wouldn’t really suggest building this

    Cerberus: Great build + favor productions time (lowest build time), better than average resource requirements, great defense (a bit skewed towards distance defense, but still pretty good), the Cerberus has a terrible attack value. And its speed/loot are terrible for farming, but at least putting it in even regular transports will speed it up. Overall, a great defensive unit, it is basically a swordsman with ~x2 the blunt, x1.2 the sharp and x1.75 the distance defense. Not as well rounded as Medusa or Pegasus, but still the definite leader in distance defense. I would suggest putting Hades in defensive land cities if you are going to be building mythical units


    All in all, My favorite units are


    Pegasus: Arguably the best defensive unit in Grepolis, quickest support possible by any unit, it is not terribly expensive either


    Manticore: Unlike Medusa, this unit is not terribly expensive, and it has a good offensive stat in an area not covered well by regular units (hoplites and chariots are not that offense-focused), it can fly, which is always a plus, and it is faster then all but Pegasus and Harpy, meaning that it can surprise people in attack much more easily

    Done by JKP3nt


    Page 6
    Last edited by cobblemix; 06.07.11 at 18:43.

  7. #7
    Hekatontarch cobblemix's Avatar
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    Default Troop Numbers

    IDEAL TROOP NUMBERS

    Perfect Defense
    600 Amount Of Swords
    200 amount of Archers
    500 Amount of Hoplites
    90 B/10 F Amount of Biremes/Fire Ships
    2100/3000 Total Farm Space Used
    900/3000 Unused (or 3520 if you have thermal Baths & Plow)
    1420/3520 unused


    -6:2:5 Ratio of Swords, Archers, Hoplites
    186 blunt, 158 sharp, 239 ranged, 583 total, 44.8 per FS
    Vs pure nukes of each type(FS) kills 10.39 Slings, 10.15 Horse, 9.88 Hops.
    All around much closer to as-even-as possible. Balances out with militia. Still ever so slightly skewed towards most popular attack units but no major weakness.


    -You need both Biremes & Fire Ships because Biremes can stop Transports & Colony ships(Fire ships CANNOT), and Fire are the better against Light Ships.

    Thanks Aurave


    Level 25 Wall + Tower = 141.9% + 10% Fighting/Defending Boost. A must have.

    __________________________________________________ ________

    Perfect Nuke
    200 Amount of Slings
    300 Amount of Horses (FS 900)
    10 Amount of Catapults (FS 150)
    80 Amount of LS(FS 800)
    63 Required amount of Transports(FS 441)
    2491/3000 Total Farm Space Used
    509/3000 unused
    or 1029/3520 w/ Thermal & Plow


    Also

    200 Slinger
    200 Hoplite
    150-200 Horsemen

    150 Light ships

    For information on Pure Nukes, check out This Guide



    __________________________________________________ ______

    Ideal Polis
    All of the Ideal Building levels

    25 Lvl Senate
    40 Lvl Farm
    20-30 Lvl Barracks
    20-25 Lvl Temple
    30 Lvl Warehouse
    35-40 Lvl Timber/Stone/Silver
    30 Lvl Academy
    20 Lvl Harbor
    15-25 Lvl City Wall
    10 Lvl Cave
    10 Lvl Market
    Theater/Baths/Library/Lighthouse
    Tower/Statue/Oracle/Merchant

    Now this varies with your choice of Cities: Naval or Land, Offensive or Defensive
    Suggestions and Ideas are most Welcome. Never get Merchant Shop, and Lighthouse is only good for Pure Naval Cities

    SIMPLIFIED VERSION
    1.Defense Land =
    550 sword
    550 archer
    550 hop
    10 Biremes
    1 CS
    |OR|
    500 chariots
    77 transports

    2.Offense Land
    500 horse
    Enough Tranports
    10 LS
    |OR|
    1800 slingers
    Enough transports
    10 LS

    3.Defense Navy
    450 archers [this is for raiding the farming towns in the center of the island]
    100 archers (I know it should say 550 archers, but this works better)
    5 transports
    200+ Biremes
    CS

    4.Offense Navy
    450 archers [this is for raiding the farming towns in the center of the island]
    180+ LS

    ______________________________________________


    Defensive Spells
    So now I will compare which is the better..

    Desire, or Zeus's Rage & Sea Storm

    First off..
    Desire-140 Hera Favor. Attacking Troops fight 10% weaker.
    Zeus's Rage-300 Zeus Favor. Destroys 10-30% of Attacking Land Troops
    Sea Storm-280 Poseidon Favor. Destroys 10-30% of Attacking Sea Troops

    Examples:
    100 LS vs. 100 Biremes.
    100 Horses vs. 100 Chariots

    First off.
    The Sea Comparison
    Control: 100 LS vs. 100 Biremes = 23 LS remaining, 0 Biremes
    With Desire: 100 LS vs. 100 Biremes = 13 LS remaining, 0 Biremes
    With Sea Storm at 10% Damage: 90 LS vs. 100 Biremes = 12 LS remaining, 0 Biremes
    With Sea Storm at 30% Damage: 70 LS vs. 100 Biremes = 0 LS remaining, 15 Biremes

    The Land Comparison
    Control: 100 Horses vs. 100 Chariots = 0 Horses remaining, 32 Chariots
    With Desire: 100 Horses vs. 100 Chariots = 0 Horses remaining, 40 Chariots
    With Zeus's Rage at 10%: 90 Horses vs. 100 Chariots = 0 Remaining, 60 Chariots
    With Zeus's Rage at 30%: 70 Horses vs. 100 Chariots = 0 Horses Remaining, 44 Chariots

    So! If you have an incoming Naval Attack, You should cast Sea Storm. Sea Storm at 10% leaves one less LS alive than Desire does. And you may be thinking that that is not substantial, but that is Sea Storm's lowest possible outcome. Its highest possible outcome is with 30% and in that case, the defender WINS. Therefore, it is more logical to use Sea Storm than to use Desire on incoming Naval attacks.

    And for the Land Comparison, if you have an incoming land attack, You should cast Zeus's Rage. Zeus's Rage at its lowest outcome leaves you with 44 Chariots instead of Desire's 40. At Zeus's Rage highest outcome, you are left with 60 chariots. Either way, whether or not this makes any difference, you should cast Zeus's Rage.

    Overall, Desire is not the spell to be cast on incoming attacks. Instead, you should cast Zeus's Rage or Sea Storm because with either and any outcome of the spells, both defeat Desire even at their lowest setting. Therefore, Even though Desire is "cheaper", Sea Storm and Zeus's Rage get the job done alot better than Desire does.

    Zeus's Rage & Sea Storm


    Page 7
    Last edited by cobblemix; 06.07.11 at 18:41.

  8. #8
    Hekatontarch cobblemix's Avatar
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    Default Tactics

    TACTICS
    __________________________________________________ _______

    Hera Mass Production. By Yondo


    So, props to Sandman10372 for this idea - he developed it, and then helped me to try it out too, so if you find it helpful, send him a thanks!

    ---

    Objective: To create lots of units, quickly (in this case, I used horsemen)

    Spells Used: Happiness (Resource Buildings create resources 50% faster for 12 hours - 120 favor) , Population Growth (Barracks units create 100% faster for 12 hours - 80 favor)

    How to Do It: First, cast your Happiness. Make sure you have enough favor so that in 12 hours, you'll be able to cast it and Population Growth again (or get a buddy to cast one on you, like I did). For 12 hours, you're working as usual, but producing 50% more resources. Then, as Happiness nears its end, cast Pop Growth. IMPORTANT NOTE - Barracks units queued up only are reduced if they are queued while population growth is cast. It doesn't affect already queued units. Then use your Happiness one last time, so to keep your warehouses full.

    It's critical that during your Population Growth time you pump in as many resources as you can - when Population Growth ends, you'll want you put as many horsemen in queue as possible to take advantage of Population Growth's benefits.

    By doing this, I wound up making one horse every 26 minutes - which comes out to a little more than 24 horses in that time, or more if I get a huge warehouse at the end of it. And all in a short amount of time.

    How This is Useful: This Combo is handy if you need to replenish losses quickly defensive, or if you need to prepare a quick assault against a fortified or recently battered city. Or you can think of something, I'm sure.

    Questions, comments, idea below, please!

    ----

    This is an example of a Combo, and a good one. If you can think of others, using different Gods if you need to, try 'em out and post them!
    __________________________________________________ ______________

    Spying Tactics By Yondo



    Spying isn't really a waste of money, if performed right.

    What I generally do is send 1050 silver out - 50 more than the minimum, in case the opponent has a lvl 1 cave and just has a full stash of silver.

    Then, when he hits, I get a report. Or, I don't - but if I don't get a report, the opponent learns about my espionage attempt, but he also loses 1050 silver from his cave.

    Therefore, unless he keeps adding silver, he'll eventually run out. A level 5 cave only holds 5000 silver, after all.

    So, I send another spy, this time paying 1050. Why not send more? Because if I send a spy out paying him 4000 silver, and the enemy only had 1 silver in his cave, I'll have wasted a lot of money. So I keep sending spies at 1050 a time, draining his cave until finally one breaks through.

    Sure, the enemy might get 4 reports saying you spied on him, but if he got one, why not give him 4 reports? Doesn't change anything. If he knew you tried, you might as well succeed.


    But there you go! How to spy.

    --------

    Some more questions, I'll answer:

    1) As I understand it once a spy is sent on a mission whether or not he suceeds at his mission hes gone and never returns? Is this accurate understanding?
    Yes, he can only be used once, regardless of success or failure.

    2) If the spy failed at his mission does this means that NONE of the silver coins hidden in the victim's cave has been DRAINED? I know I've read in the guide if the receiving polis has more silver stored in your cave than what you pay your spy the mission fails? Question is does the mission fail WIHOUT any of the victims silver coins being depleted?
    If the spy fails, the enemy's coin is drained. Read above.

    3) Can your spy be tortured and infiltrated so as to disclose the condition of the senders polis (building types, building levels, land troops types and amounts, harbor level and amount of ships)??
    No, but if the spy fails, the enemy DOES know that you sent it, but nothing about your city.

    4) If a spy mission costs 1000 silver coins but the sender can choose to pay his spy whatever he wants then can you sort of come up with a mininum safe net of silver coins to store in the Cave to make future spy campaigns against your polis fail?
    I can't say for sure, but I'd keep at least 1100 silver in your cave, if you can.

    5) What is the effect of raising the level of the Cave? Does a higher level cave mean anything at all in defending from spy missions against your polis?
    The higher the cave, the more silver you store in it. So, you can pay your spy more for an attack (though I would only send 1050 silver at a time), or you can keep TONS of silver in the cave, so enemies have to pay even more to view your city.
    __________________________________________________ ___________

    Yondo

    Ships and Roles
    Biremes: Best at defending against attacks. Best employed to defend sieges.

    Light Ships: Best at killing ships. Most effective in quantities greater than 30. Best employed to protect attacking transports and to break sieges.

    Fire Ships: Quick to create, useless at offense, and kill attacking ships 1:1. THESE DO NOT KILL TRANSPORTS, HYDRAS, OR COLONY SHIPS. They fight last, and so are useless to defend sieges because the Colony Ship defends before them. Dumb, I know. Best employed to make your city less attractive to attack.

    Triremes: Why would you have these? Don't make these unless you've got some genius scheme I don't know about, in which case, I encourage you to share on the forums.

    Page 8
    Last edited by cobblemix; 05.06.11 at 02:16.

  9. #9
    Hekatontarch cobblemix's Avatar
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    Default Spells

    SPELLS By Willcx


    I have written this mini guide to answer some common questions regarding spells and their good usage, and also when you can or can't use spells.

    GENERAL NOTES:

    MAXIMUM FAVOUR IS 500
    If you have 2 or more cities worshipping the same god, the max is still 500. All cities contribute so it just fills up faster but its still 500 max.

    OFFENSIVE ARMY SPELLS
    Offensive army spells can only be used when enemies have sent an attack on one of YOUR cities. These spells are Zeus Rage, Sea Storm, Desire.
    If you have different towns worshipping different gods, you can use any spells available to you to use on incoming enemy attacks.
    Example 1: If enemy is attacking your Hera town, and you have a Zeus town, you can use Zeus' Rage on him.
    Example 2: If enemy is attacking your friend, you cannot use any spells on that enemy attack. Only your friend can.

    WHAT HAPPENS IN CONQUEST
    If you are in Conquest and are inside the city, you can see what enemy attacks are incoming, (the town doing the conquest will have a timer, clicking on this will bring up a pop-up city screen, click the tab that brings up Forces Movements)

    During the time of conquest, you may see enemies sending attacks in. However during the 24 (or 26) hour siege, you cannot cast any spells against those attacks.


    GOOD SPELLS TO USE: (Obvious spells with simple usage are omitted)



    ZEUS

    DIVINE SIGN
    EFFECT: sends 1 chariot.
    GOOD USAGE:
    1) Cast on ally town if they are being attacked.
    2) If ally or you are conquesting, (inside the town already), then cast on that town. Your ally or you will get the chariot. And then after the siege when town is theirs, they have a ready supply of good farming troops to use.

    ZEUS' RAGE:
    EFFECT: destroy 10-30% of the enemy's land units.
    GOOD USAGE:
    1) these CAN be used on ships attacking you! If the enemy fleet is carrying land forces, it destroys 10-30% of the land forces onboard.

    BOLT:
    EFFECT: reduces a random building by one level. Special buildings and Agora do not get hit. A city can only be hit ONCE every 4 hours by Bolt. After 4 hours, the city can be Bolted again.
    GOOD USAGE: Terror tactics. Hitting enemies in retaliation, or for weakening him.
    If several bolters work together, then it is possible to hit a city constantly, 6 bolts a day, every day for a week will anybody off! Especially if it hits his expensive farms - thus reducing his ability to build troops!


    ATHENA

    PATRONESS
    EFFECT: sends 5 random low level troops to any town. (no one has got higher than hoplite from this spell)
    GOOD USAGE:
    1) cast on allies that are being attacked
    2) bolstering up your new towns so you have a defence force, and farming force.

    CITY PROTECTION
    EFFECT: protects a city from SPELLS ONLY for 12 hours.
    GOOD USAGE:
    1) Use defensively, if your town is constantly being hit by Earthquake or Bolts
    2) use offensively when attacking an Enemy town, this will stop his friends sending him Patroness, and Divine Signs.



    HERA

    Hera is covered in detail above.
    Remember: Population Growth needs to be cast first, and THEN add Troop Builds to the queue.
    Wedding: Gives selected city 125 wood, 200 stone, 200 silver. Not a bad spell, only 30 favor


    POSEIDON
    Again, Call of The Ocean needs to be cast first, and THEN Ship builds added to the queue.

    Kingly Gift: Gives the selected city 800 wood. Only 25 Favor


    HADES

    PLAGUE
    EFFECT:Reduces the basic resource production of the selected city by 50% for 6 hours (speed 1).
    GOOD USAGE:
    1) Perfect for keeping an enemy's troop counts low after you've just cleared them.
    2) Good for enemy cities that you don't want to be growing quickly. Ex. a newly conquered city

    TREASURES OF THE UNDERWORLD
    EFFECT:The selected city receives 500 silver coins.
    GOOD USAGE:
    1) Combine with Kingly Gift, and all you will need is stone production
    2) Perfect for some emergency spying

    _______________________________________________

    Battle & Culture Points By N3mesis


    BATTLE POINTS

    Battle points are a way to keep track of who is actively engaged in fighting.
    You receive 1 point for every citizen used to make the unit you killed. Your opponent receives the same whether attacking or defending.

    ** Note: You do not receive battle points for killing units that farming villages put up to defend themselves. You only receive battle points from player to player combat.

    Q: > How many BP I earn from killing specific unit type?

    Here is the BP Table:



    Q: > How many BP / CP I need for my next city?

    As first we need to explain AGORA Culture overview:


    There are four different events that raise the cultural level of a city:
    City festival:
    > Require Academy level 30 + resources to organize; duration is 24 h
    Olympic games:
    > Require Academy level 30 + 50 gold (premium) to organize; duration is 5 days!
    Victory procession:
    > Require Battle Points to organize; duration is 8h!
    Theater plays
    > Require Academy level 30 + Theater (special building) + resources to organize; duration is 5 days!

    As you see above, the fastest way to get CP is by killing the enemy. For a Victory procession 300 enemy units need to be eliminated. Or calculating how many BP you earned by killing enemy from the table described before.

    300 killed infantry = 300 (BP) = 1 Culture Point (CP)

    Step by step:
    For 2nd City - is free and u can get it right after u learn conquering and have Colony Ship.
    For 3rd city you need 3 CP
    For 4th city you need 9 CP
    For 5th city you need 18 CP
    For 6th city you need 30 CP
    For 7th city you need 45 CP
    ...etc...

    NO ATTACKING = NO BattlePoints = NO CITIES!

    GOOD HUNTING!



    Page 9
    Last edited by cobblemix; 29.06.11 at 05:24.

  10. #10
    Hekatontarch cobblemix's Avatar
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    Default Academy Research

    ACADEMY RESEARCH By Willcx & Nemesis


    In the Academy you can research new things such as technologies or new units for your city. These researches and subsequent discoveries only apply to the city that made them. Everything must be researched individually in every city which means it is very possible to have different research strategies in almost every city you have.

    Research points are a form of expendable resources. The more you expand the academy the higher the number of research points you have available. There is an upper limit of 120 per city. However you can receive +12 further research points through the building of the Library on a city. You should spend these wisely as it is impossible to research everything within a single city.

    It is possible to undo your research using a culture point, you can find culture points in the culture tab in the Agora!


    WILLCX's RESEARCH ADVICE
    [With N3mesis opinions]



    ++ number in () are the research points needed ++

    LEVEL 1 - 3:
    SLINGERS: excellent offensive (4)
    ARCHERS: excellent defensive. (8)

    LEVEL 4 - 6:
    HOPLITES: essential defensive. (8)
    CITY GUARD: useless. [Agree with Willcx - Enemy when kill your militia takes 0 BP and u have instant defence, but this research is capped to level 25 farm - so is not a big deal and worth to upgrade.]
    good (3)

    LEVEL 7 - 9:
    DEMAND TROOPS: not good. [Depends - when u have lack of units after enemy assault or your invasion this comes usefull]
    BOOTY: excellent. For 2.0, it gives you 8 Demanding Options instead of only 4. A need to get for 2.0! Very good tech (3)
    CERAMICS: excellent (4) [Useful only when u have 1 city and you wanna conquer ASAP and u need res. space]

    LEVEL 10 - 12:
    HORSEMEN: essential offensive. (8)
    TRAINER: useless [Disagree - You always build units and u need them ASAP]

    LEVEL 13 - 15:
    BIREME: essential defensive. (8)
    CRANE: useless. [This is like ceramics - read]
    CONSCRIPTION: excellent, save resources(4)

    LEVEL 16 - 18:
    CHARIOT: not good. [Depends - there is always debate Hoplites vs Chariots. I favor chariots for many aspects.]
    LIGHTSHIP: essential offensive. (8)
    ARCHITECTURE: very useful, save resources. (6) [You need it only once till u max city buildings. Than you look at it as burden.]
    SHIPWRIGHT: useless [Disagree - You always build this unit]

    LEVEL 19 - 21:
    FIRESHIPS: useless. useless. useless [Agree ]
    CATAPULTS: useful to have in 1 city. (8)
    CRYPTOGRAPHY: useless.
    DEMOCRACY: useless

    LEVEL 22 - 24:
    COLONY SHIP: depends if this is conquesting town. Generally I have all towns able to conquer eventually. (0) [It costs 0 research points - build it when u can!]
    FAST TRANSPORT BOAT: excellent (8)
    PLOW: excellent. (4)
    METEOROLOGY: useless. [Agree - once you clear island is battle between islands]
    BUNK: essential (6)

    LEVEL 25 - 26:
    TRIREME: poor choice [Discussion needed - I fovor them.. (dissapointed during last battle on attack with them)]
    PHALANX: essential (9) [THIS IS MUST IN ALL TOWNS]
    BREAKTHROUGH: limited use.
    MATHEMATICS: essential, save resources(6)

    LEVEL 28 - 30:
    BATTERING RAM: essential (10) [THIS IS MUST IN ALL TOWNS]
    CARTOGRAPHY: essential (8) [Usefull]
    CONQUEST: depends if this is a conquesting town. (0) [It costs 0 research points - Develop it when u can.]


    As you can see, the above uses 115 research points. (or 123 including catapult)
    A maxed out Academy will only give 120 research points. so in order to have the catapult you will need to lose something. (democracy)

    NOTES:
    Chariots: I just use spare Zeus favour and usually to kick start a new conquest. (new conquests have zero troops, so always useful to have 10 chariots to use to start farming)

    TRAINER and SHIPWRIGHT are useless. Much better to use Hera's Population Boost, and Poseidon's Call of the Ocean. ..and if you have developed this research u have +10% faster build

    Page 10
    Last edited by cobblemix; 16.06.11 at 19:50.

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