The Royal Navy and Airforce
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:
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.
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:
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:
- 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.
- 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.