Achilles' Guide to Grepolis

DeletedUser

Guest
Great guide Achilles, I'll probably use it when I next start a world and for future planning.
 

DeletedUser

Guest
do you have a guide on Conquest or maybe would like to recommend one?
 

DeletedUser345

Guest
I wrote this for the wiki, is it what you were looking for?

In Grepolis there are two processes by which you can obtain a new city, colonising {link to colonising page} and conquering. Of these conquering is considered the most effective; however it is also slightly more confusing. This is because there are two methods to do it, conquest and revolt {link to revolt page}, which depends upon the settings {link to world information} of the world you play. On this page you can find information about conquest.

General Overview:

Conquest was the original conquering system in place at the beginning of the game and involves the player holding a siege for 24 hours, speed 1, with their colony ship before taking the city.

Prerequisites:

In order to conquer a city using this method you need to have the following things:

• The research conquest {link to research}.
• A colony ship {link to colony ship}.
• A minimum of one land unit {link to units portal}.
• A minimum of one transport boat.
• A minimum of one naval unit.
• A free city slot {link to culture}.

Although this is the minimum perquisites required it is strongly recommended that you have a substantial land and naval army in order to defeat any defensive forces in the city you are attempted to take.

City Choice:

There are a number of things that should be considered when choosing a city to conquer:

• City Points: The points of a city indicates how developed it is; a 175 point city will have only the basic building structures while in the largest 13,716 city all the buildings will be built to their full extent. Therefore it is important when choosing a target to aim for a city which is the right size; if you conquer one which is less than 2000 points then it will likely stunt your growth.
• Opposing Player’s Points: Don’t bite off more than you can chew, if you target a player’s city who is much larger than you he will likely have enough defence to destroy your attacking forces. Ghost towns are good targets as they can’t offer resistance.
• Opposing Player’s Alliance: If your opposing player’s alliance is strong and well-organised then it would be dangerous to take them on without a powerful alliance behind yourself.
• Location: Think about the location of your second city with care; conquering a city on the same island as your first or upon an island with no farms will limit your growth. Also consider how you can send support between cities, a 48 hour trip by colony ship would not help you if you came under attack.
• Alliance Claims: If you are in an alliance then check the relevant claims section before choosing a city as another alliance member may already be attempting to take it and you could cause collateral damage and anxiety.
Remember take your time and think carefully before choosing your target as once you take a city you can’t discard it without another player conquering it.

Preparations:

There are a number of preparations which you will need to take before the actual process of conquest begins.

• Claiming – it is likely that if you are in an alliance then it has a claims system which you should use to make sure nobody else attempts to take your city while you are.
• Clearing – unless the city is inactive or being gifted to you by a teammate then it is likely that you will face defence from its current owner. Therefore it is necessary to send waves of clearing offensive before you begin your conquest attempt to make sure that you will be successful, it is advisable to send a spy beforehand to see what troops you will need to kill.

Process of Conquering:

Now for the most important information on this page, how the actual process works. It is quite simply in reality; send an attack, accompanied by a colony ship, to another city and if is successful a siege will start. In this siege period, 24 hours on a speed 1 world, the attacker is attempting to protect the colony ship while the defender is trying to destroy it. If the attacker manages to hold the siege and protect his colony ship for the allotted time then he conquers the city. That is the simple process however there are some things that you should consider:

• Clearing waves – if your opponent is active then it is likely he will attempt to support the city before your colony ship arrives, in this case you should send a number of other attacks minutes/seconds beforehand to keep the city clear. See {link to timing attacks} to see how.
• Supporting wave – once your colony ship arrives (if he is active) your opponent will start to try and attack the colony ship to break the siege, therefore in the same manner try to land support seconds/minutes after the cs.
• Spells – If you can, try and cast a positive spell upon the colony ship as that means no more spells can affect it. This is important as people often try to cast Sea Storm {link} upon the attack in the hope of killing the colony ship.
 

DeletedUser

Guest
yes and no.

i mean i want tips. more like when i attack it and have it on seigh i need to defend it.
so when i have more cities, is it beneficial to like make the CS on the defensive cities? (or is it what everyone does)
 

DeletedUser345

Guest
yes and no.

i mean i want tips. more like when i attack it and have it on seigh i need to defend it.
so when i have more cities, is it beneficial to like make the CS on the defensive cities? (or is it what everyone does)

Some people have a wide variety of techniques involving where to build the cs - you get people with specialist colony ship cities and they have hoplite nukes and triremes as escorts. I personally like to have a lot of flexibility and so will build it wherever I can, preferably the shortest distance to my target. As long as you clear and support it thoroughly then it doesn't really matter.
 

DeletedUser

Guest
hopelite and trireme :D good never built a trireme before

ok which one is better?

1. make CS with offensive escort kill the troops there and land defensive moments later

or

2. Clear the city and make the CS with defensive army land moments later?
 

DeletedUser345

Guest
Either works fine as long as you do both clearing and supporting efficiently, I guess number one would edge it slightly as if a few remnants of troops remain then it will be able to clear them out.
 

DeletedUser

Guest
What does this mean?

(147) Island’s +Resource level 20

What does this step mean?
 

DeletedUser44776

Guest
Wiki (or I) might be wrong, but your research adds up to 122 points
 

DeletedUser345

Guest
I'll try to start updating this and make it relevant to the modern Grepolis. Bit of help needed though - how much of the planned re-balancing actually got put in place? How much do heroes affect the game?
 

DeletedUser30490

Guest
everything really
here's the list of what they have implemented so far >>Here<<
heroes affect a lot really,it takes some time to actually level them but they help a lot!

oh and Welcome back achillies!
 

DeletedUser345

Guest
heroes affect a lot really,it takes some time to actually level them but they help a lot!

Cheers!

So it would be advisable to not bother leveling up Andromeda, ignore the 600 resources award and instead save the island tokens for better heroes?
 

DeletedUser46838

Guest
From my experience, you need all the resources you need so upgrade your Andromeda to 3 or something. Save your coins , get Orpheus or some good guy/gal.
 

DeletedUser345

Guest
From my experience, you need all the resources you need so upgrade your Andromeda to 3 or something. Save your coins , get Orpheus or some good guy/gal.

Yeah looking at the other heroes none stand out in the way of good guys/gals that would be a better spend early on.

Also I am loving what they've done to my favourite mythical units the hydra and cyclops, those units just got even more over powered; i can't wait to run some sims with them involved, it will be carnage.
 

DeletedUser345

Guest
Off the top of my head it looks like you can now (using hydras) get a naval offensive nuke equivalent to 335 light ships which also has the defensive strength of 446 biremes!

It will take time, favour and co-ordination between alliance members about which God they worship but using this nuke you can attack and support better than by using ordinary light ships and biremes (greater attack/defense per farm space than both), also forgot about ever having your naval offensive nukes backtimed as it would be suicide for the attacker, finally it will also create additional confusion about what attacks are hydra and what attacks are c.s. (this of course also being a disadvantage in terms of the speed of the hydra).

This calculation was done using my old naval offensive city (11642 Points, 950 FS) which was the template before hero world features got included in all worlds. So expect this nuke to get even stronger when I include the extra farm space.

I believe that if you have the time to build your nukes then hydra are now essential and should be adopted universally.

Orpheus can give you a double CP .....

True but by the time you need this benefit in terms of development one could argue that you'll have made those coins anyway. I'm only speculating though because obviously I haven't any experience with the system.
 
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