Guide Figtree2's Guide

DeletedUser31385

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Figtree2's Guide (WIP)

Lesson One: Introduction to Grepolis


Grepolis is a war game where every decision is important. Even the slightest mistake could cause you to lose your city. This guide is designed to help you grow and prosper in Grepolis. Let’s start with the most important things in the game… Resources and troops. Without one, your empire will easily fall to an invading force.


Resources can be gained by several methods. The primary and most important way is through your resource production buildings. The Timber Camp will supply your polis with wood, the Quarry with stone, and the Silver Mine with silver coins. Secondary methods include attacking (looting resources from another player), demanding resources from battle point villages, trading through the Marketplace, and casting spells on your city. Without resources, you can’t build troops to protect your city from attackers.


Troops are very important in Grepolis. Troops allow you to defend your city and your precious building materials. They also allow you to conquer your enemies. Troops can be trained in both the Barracks and the Harbor. Land troops are trained in the barracks, naval troops in the harbor, and mythical units in the barracks with the exception of the Hydra. We will go over how to use each regular unit in the third lesson.



Lesson Two: Battle Point Villages


Battle point villages involve you attacking a Bandit Camp. Battle point villages are important because they give you another source of resources. You can also recruit troops from higher level battle point villages. It is important that you have both offensive and defensive troops in your first city so you can attack the Bandit Camp and gain rewards while also defending your city against other players. Battle point villages cost battle points to build. With each level, the cost increases. However, you are able to demand more resources and units.



Lesson Three: Basic Troop Builds


This lesson is about the basic troops and what each one is used for. To be a successful player, you have to use a mixture of troops (not necessarily in one city though). There are three types of troops; defensive, offensive, and balanced. Balanced troops may be used for both defensive and offensive purposes.


Defensive

  • Swordsmen (Land)

  • Archers (Land)

  • Biremes (Naval)

Offensive

  • Light Ships (Naval)

  • Slingers (Land)

  • Horsemen (Land)

Balanced

  • Hoplites (Land)

  • *Chariot (Land)

  • *Trireme (Naval)

*Units are primarily used in conquest.



Lesson Four: Geographics


In order to expand, you need to obtain battle points. You can earn battle points through attacking and defending. You also need to take into consideration where your cities are located. If you are in a high risk area, you should convert to defensive. If your cities are in a low risk area, you should go offensive while also building some extra defensive cities. Make sure to avoid spacing out your cities too much.


• Build cities in the rear to stack the frontline cities.


• Build defensive cities in the center of the ocean. Defensive cities in the center should be able to support any city in the ocean in about 4 hours.


• Build offensive cities in the corners of the ocean. This will prevent enemy forces from entering. All borders (north, south, west, and east) will be covered. If enemies launch an attack on an offensive city, defensive cities in the center of the ocean will be able to quickly support.

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DeletedUser31385

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Lesson Five: Defensive Tactics

This lesson will teach you a few defensive tactics that you can use in-case of an attack.


Wall/Tower

The wall is very important in Revolt worlds. Your wall should be kept at level 25 at all times on Revolt worlds. The wall protects your troops by increasing their defensive values. The higher the level, the greater the protection. In addition to the wall, have a tower. In Conquest worlds, this tactic does not apply as your alliance mates need to attack your city to kill the enemy CS.


Dodging

This tactic should be used if you do not have enough militia and/or defensive units left to defend your city. First, send out all your units (either as support for a city or in the form of an attack on enemy city). Next, use up all your resources by building, training troops, and/or placing offers in the marketplace. The attacker is now deprived of battle points and resources.


Militia

Militia is a very important defensive tool. Militia allows you to defend the city if you do not have enough troops to do so. Militia can be activated in the farm. If you are using Militia, send out what little troops you may have so they do get killed when the attack lands.


*TIP: If you have a long-range attack incoming, activate militia ahead of time so you can recall them if additional attacks are launched.

Tripwires

Tripwires can provide important information about a city’s status. A tripwire consists of 1-4 defensive units that are sent to another city as support. If an attack hits the city, you will be aware. This is important because it could be a sign that an alliance member is under siege. This tactic can be used for both defensive and offensive purposes.


Lesson Six: Offensive Tactics


When attacking, make sure to send war ships with your transports. Otherwise, all your land troops will drown when the transports hit the defenses.


Also note, do not have pure offense in your first city. Your first city CAN be conquered.


Mass Operations

Doing a mass operation with other players will give you more strength (especially if you specialize in a certain area). Mass operations usually consist of 20+ attacks. It is recommended to attack with both land and naval forces so the enemy city’s defenses are crippled. Make sure that all attacks are close together, giving the enemy little to no time to recover. This tactic can be used to conquer several cities if executed correctly.


Decoys

Especially when conquering an enemy city, it is important to confuse the defending player by sending decoy attacks. This tactic can be used to protect your Colony Ship. First, send naval attacks before launching the Colony Ship (these can be full light ship nukes). These attacks should land right before the Colony Ship. Also send a few/several tiny attacks (1 light ship per attack) that will land right after the Colony Ship. This will confuse the defending player. The player will most likely use a negative spell on the last few attacks before realizing that your Colony Ship is in one of the earlier attacks.


*For Conquest Worlds: Make sure your support lands after the last attack so it doesn’t give away your Colony Ship .


Lesson Seven: Necessary Buildings


There are several key buildings in Grepolis. These buildings should always be maxed out regardless of city specialization. The first few are your resource production buildings. You need the most resources that you can get. The Farm and the Warehouse both do not cost any population to upgrade. The cave storage goes from 9000 to unlimited when upgraded from level 9 to 10.


  • Timber Camp

  • Quarry

  • Silver Mine

  • Warehouse

  • Farm

  • Cave

  • *Wall

*Only on Revolt worlds.


Lesson Eight: Necessary Researches


You should have the following researches in ALL of your cities regardless of the specialization.


  • City Guard: +5 militia per farm level

  • Ceramics: +2500 Warehouse storage

  • Colony Ship: Allows the building of a Colony Ship

  • Plow: +200 population

  • Conquest: Allows you to conquer enemy cities

  • Battle Experience: You get battle points, worth 10% of the units you lost. (You can always use more BP)

19/144 research points are used by these. Colony Ship and Conquest both do not require research points.
 
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DeletedUser31385

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Lesson Nine: Cave Functions


The cave protects your city from spies while also allowing you to spy on other cities. Keep your silver level at 200,000 minimum so enemy spies can’t get through easily. You can constantly add silver to your cave which will further protect your city from spies. You can use silver stored in your cave to spy on other cities. The more silver you send with your spy, the better the chance of getting a report. Just remember to resupply your cave with silver.


Lesson Ten: Island Resources


Each island produces certain resources at larger and smaller rates. This influences what you will build for the units (city specializations will be talked about in later lessons).


+Silver, -Wood (Hoplite Nuke)

+Wood, -Silver (Bireme Fleet)

+Stone, -Silver (Slinger Nuke)

+Silver, -Stone (Horsemen Nuke)

+Stone, -Wood (Chariot Nuke)

+Wood, -Stone (Light Ship Nuke)

+Wood, -Silver (Pegasus Fort)

+Silver, -Wood (Cerberus Fort)

+Wood, -Stone (Manticore Fort)


Lesson Eleven: Alliances


Alliances are an important part of the game. As a new player or a returning player, you need to make a good impression. When sending an application, either through the system or to a recruitment officer, do not use the standard application mail. This almost always results in an automatic rejection. Create a custom mail where you note your previous experience (could be other games) and things about you (you work well in a team, you are highly active, etc..). This will get you in an alliance.


Alliance forums usually consist of an announcements, a general, a offense, a defense, an off topic, and a couple other sections. It is important that you participate in the discussion. You may be kicked out of the alliance for not using the forums often.


Also, participate in offensive operations and aid people when they are in need. This will make you look good in front of leaders and your fellow alliance-mates

.

Lesson Twelve: Abbreviations/Grepolis Lingo


There are many abbreviations and terms in Grepolis that you may not understand.


General

  • Def- Defense

  • Off- Offense

  • Def City- City with only defensive units

  • Off City- City with only offensive units

  • Farm- Could either mean a farming village or a city being attacked for resources.

  • Res- Resources

  • Spell- An act that uses divine favor from one of gods.

  • Bolt- Zeus’s lightning bolt

  • Quake- Poseidon’s Earthquake

  • BP- Either beginners protection or battle points

  • ABP- Battle points gained from attacking

  • DBP- Battle points gained from defending

  • Wall Spy- Checking the wall before an attack and then after to see how many units you have killed (in the case that none of your units survived).

Units

  • LS- Light ships

  • FS- Fire ships

  • Birs- Biremes

  • Trirs- Triremes

  • Trans/Transport- Transport ship

  • FTS- Fast Transport Ship

  • CS- Colony Ship

  • Swords- Swordsmen

  • Hops- Hoplites

  • Archs- Archers

  • Cats- Catapults

  • Chars- Chariots

  • Slings- Slingers

  • Horses- Horsemen

  • Manti- Manticore

  • Harps- Harpies
  • Envoys- Divine Envoys
  • Boars- Calydonian Boars

Alliances

  • Ally - An alliance you mutually co-operate with.

  • NAP - Non Aggression Pact, an alliance you mutually agree not to attack.

  • Enemy - An alliance you are at war with.

  • Spy - A player who joins an enemy alliance to secretly gather intelligence.

  • MM/mass mail - A mail sent to multiple players.

  • Leaders - The founders and leaders of an alliance.

  • MRA - Mass Recruiting Alliance, an alliance that invites lots of players irrespective of their experience or points.

  • Ceasefire - When two alliances agree to stop a war for a time.

Battle System

  • Siege - Long lasting attack; a conquest

  • Clear - Kill all troops defending a city.

  • Clearing Attack - An attack designed to clear a city. Also abbreviated to CW.

  • Decoy - An attack consisting of a single unit to scare or deceive an enemy.

  • Scout/Spy - Act of performing espionage of another city.

  • Timed Attacks - Multiple attacks that arrive in close proximity of one another.

  • Dodge - Temporarily move units out of a city to evade an incoming attack.

  • Timed Supports - Units that arrive as support for a conquest

  • Rim - The edge of the world where conquered players are sent.

  • Rimmed - Sending someone to the rim by conquering their last city.

  • Nuke - An attack or a city consisting of one type of unit

  • Turtle - A player with several defensive cities on one island and who is thus very difficult to conquer.
 
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DeletedUser31385

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Lesson Thirteen: Mixed Defensive City Specialization


Buildings


  • Senate: 14 (build to 24, then demolish)

  • Timber camp: 40

  • Quarry: 40

  • Silver mine: 40

  • Farm: 45

  • Warehouse: 35

  • Barracks: 30

  • Temple: 20

  • Marketplace: 10

  • Harbor: 10

  • Academy: 34

  • City Wall: 25 in revolt; 0 in conquest

  • Cave: 10

  • Thermal Baths

  • Tower in revolt; Divine statue in conquest

Revolt: 919 population

Conquest: 835 population


Researches

  • Archer

  • City Guard

  • Hoplite

  • Meteorology (could make a difference)

  • Ceramics

  • Trainer

  • Bireme

  • Shipwright

  • Conscription

  • Colony ship

  • Plow

  • Bunks

  • Phalanx

  • Mathematics

  • Ram

  • Cartography

  • Conquest

  • Battle Experience

You should have 32 remaining research points that you can spend on other items.


Units


Credits to Achilles for the mathematical equations and work behind finding the perfect defensive ratio for land troops.

  • 882 Swords

  • 326 Archers

  • 792 Hoplites

  • 63 Transport Boats

  • Biremes
    • 105 on conquest

    • 94 on revolt


Lesson Fourteen: Land Defensive City Specialization


Buildings


  • Senate: 14 (build to 24, then demolish)

  • Timber camp: 40

  • Quarry: 40

  • Silver mine: 40

  • Farm: 45

  • Warehouse: 35

  • Barracks: 30

  • Temple: 20

  • Marketplace: 10

  • Harbor: 10

  • Academy: 34

  • City Wall: 25 in revolt; 0 in conquest

  • Cave: 10

  • Thermal Baths

  • Tower in revolt; Divine statue in conquest

Revolt: 919 population

Conquest: 835 population


Researches

  • Archer

  • City Guard

  • Hoplite

  • Meteorology (could make a difference)

  • Ceramics

  • Trainer

  • Shipwright

  • Conscription

  • Colony ship

  • Plow

  • Bunks

  • Phalanx

  • Mathematics

  • Cartography

  • Conquest

  • Battle Experience

You should have 50 remaining research points that you can spend on other items.


Units


Credits to Achilles for the mathematical equations and work behind finding the perfect defensive ratio for land units.

  • Swords
    • 1178 Swords on conquest
  • Archers
    • 433 Archers on conquest
  • Hoplites
    • 1050 Hoplites on conquest
  • Transports
    • 84 Transport Boats on conquest

*Note I left 62 population alone on the conquest. You can use that for additional DLU/trans or biremes. Revolt worlds might be able to get just a few more or a few less units than the listed amounts.

Lesson Fifteen: Naval Defensive City Specialization


Buildings


  • Senate: 14 (build to 24, then demolish)

  • Timber camp: 40

  • Quarry: 40

  • Silver mine: 40

  • Farm: 45

  • Warehouse: 35

  • Barracks: 10

  • Temple: 20

  • Marketplace: 10

  • Harbor: 30

  • Academy: 34

  • City Wall: 25 in revolt; 0 in conquest

  • Cave: 10

  • Thermal Baths

  • Tower/Divine statue in revolt (which ever you want); Divine statue in conquest
    • *You could choose none for this and get additional biremes (mentioned below)

Revolt: 936 population

Conquest: 852 population


Researches

  • City Guard

  • Ceramics

  • Shipwright

  • Bireme

  • Colony ship

  • Plow

  • Bunks

  • Mathematics

  • Ram

  • Cartography

  • Conquest

  • Battle Experience

You should have 81 remaining research points that you can spend on other items.


Units


  • Biremes
    • 397 on revolt; 405 if none is chosen for right special building

    • 408 on conquest; 415 if none is chosen for right special building
 
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DeletedUser

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10 resources +2 per level; 5 minutes
*20 resources +4 per level; 10 minutes
20 resources +4 per level; 20 minutes
*40 resources +8 per level; 40 minutes
60 resources +12 per level; 120 minutes 90 Minutes
*120 resources +24 per level; 240 minutes 180 Minutes
80 resources +16 per level; 300 minutes 240 Minutes
*160 resources +32 per level; 600 minutes 480 Minutes

*These intervals can be demanded if you have booty researched.

For looting, double the intervals and then multiply by world speed. When you are looting, you decrease the mood. Low mood can lead to a farming village revolt. Demanding units can will also decrease the mood. If the village revolts, you will have to retake it by force. Mood intervals are listed:

Ideal: 80-100%
Adequate: 50-79% May revolt
Dangerous: 16- 49% (May revolt)
Openly Hostile: 15% or lower (Will revolt)

Demanding units is the next option. The intervals are listed:

+1 sword or 1 archer for 2 hours
+4 slingers or hoplites for 12 hours

* If the farm is level six, the intervals are 2 and 6 units with the same amount of cooldown.

You may trade with a village if your market is level 5+. and the mood of the village is at 80 or higher
[/spoiler]

Just looking at the first chapter i noticed a few mistakes in your guide, i comented on them in bold.

rbnwrvxv43.jpg


One important fact about the farming villages i would mention for sure is that if you have diplomacy researched, the ammount of the demanded/lootet resources is raised by 15%. This will NOT allow you to get more resources from the villages, but it will allow you to reach the maximum earlier.

I do not want to be rude now, but do you actually play this game at the moment?
 

DeletedUser31385

Guest
Proving the point that Inno itself is wrong. Check it out. Even the source I used was wrong, Notice it says 120 on the wiki. A village will not revolt in adequate. There's also errors on a few other pages.
 
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DeletedUser

Guest
So, you are writing a guide here, without actually playing the game?

I can assure you, a village with mood of 79% can revolt (because it happened to me last week).

I like the fact, that you are an active poster here and keep the dying forum alive. But maybe you should stay away from posting confusing/wrong guides.

@TKJ: Thank you for signing your negrep. I respect others opinions, and it is good to see, that a few users here still have some spine left.
 

DeletedUser31385

Guest
I won't even bother to try and help if I am going to get treated like this. Hours of effort goes into something and always someone must criticize work. Always talking about what is wrong and not even bothering to mention the right things in it.

Your farm revolted because you used forced loyalty and looted/got units with an option that would drop it below 50%.
 
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DeletedUser49112

Guest
Your farm may start revolting once the mood is under 80%. If it is at 80% and you loot 8 hours then there is no chance that it will revolt even though afterwards the mood will be 0%. If the mood is 79% and you demand 5 minutes then there is a chance it will revolt.

In other words the current mood affects whether or not it will revolt and not the mood it will be at once you have looted. And the lowest "safe" mood is 80%

There can be a revolt if you use forced loyalty and the current mood is under 80%.


Thanks for posting a guide its allways good to see as most of us are too lazy to teach others what we know
 
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DeletedUser31385

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I myself have never seen a village revolt above 50. The 5 minute demands should not make it revolt since you aren't decreasing mood and looting/taking units. I will be adding some more stuff in this weekend.
 
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DeletedUser

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After reading all of the comments, this noob appreciates the effort fig puts into trying to help others like me. If you guys want to be helpful, rather than trashing someone's time-staking effort, put up or shut up, I say.
 

DeletedUser31385

Guest
After reading all of the comments, this noob appreciates the effort fig puts into trying to help others like me. If you guys want to be helpful, rather than trashing someone's time-staking effort, put up or shut up, I say.

I will add more lessons soon. I have to write up some more first.
 

DeletedUser31385

Guest
I am now working on a larger and better guide. I have posted the first four lessons of the guide.
 

DeletedUser54553

Guest
Lesson Ten: Island Resources


Each island produces certain resources at larger and smaller rates. This influences what you will build for the units (city specializations will be talked about in later lessons).


+Silver, -Wood (Hoplite Nuke)

+Wood, -Silver (Bireme Fleet)

+Stone, -Silver (Slinger Nuke)

+Silver, -Stone (Horsemen Nuke)

+Stone, -Wood (Chariot Nuke)

+Wood, -Stone (Light Ship Nuke)

+Wood, -Silver (Pegasus Fort)

+Silver, -Wood (Cerberus Fort)

+Wood, -Stone (Manticore Fort)


I've always noticed the symbols but for the life of me I've never twigged on to what they meant! Purely because I've never noticed the + and - symbols before. The suggestions for what type of city you build there is also very helpful so thank you :D

In another part of the guide I think you talk about where to add defensive and offensive cities in your ocean, also very helpful! I've been playing about two months now and these are the little snipits I'm trying to find out to make me a better player :)

Thank you for the guides!
 
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