Dread Pirate Duck
Hipparchus
I have been meaning to post this break down of what attributes measure a players worth to themselves and those around them in game.
I do not expect it will educate many players to the existence of these strengths, but I do think codifying and cataloguing these strengths may help the community to become more accurate and concise when discussing other players or the specific expectations their recruiters might have.
In Grepolis there are 6 attributes that determine how strong a player is. They are "THE SIX PILLARS OF STRENGTH" in Grepolis.
One GOLD. Gold pays for the advisors that are a must. To reap at least some of the mini game benefits that matter a player must spend some gold.
Gold can buy early resources and auto complete buildings early on to give the player exceptional growth momentum that may persist till end game.
Throughout the game auto complete WALL and auto complete units can easily give one city the power of 20.
Two DIPLOMACY. Diplomacy or social skills help determine how powerful of a team you can build/join, how often you can convince others to assist you in your fights, and even whether or not your enemies choose to spend their energy on you or focus on another enemy they may have first.
Three STRATEGY. Strategy is the bigger plan. It is the players/teams long term goals and the layout of the bigger steps to achieve it. A team does not just fall into a win. They must have a better plan to win than the other teams or be much stronger in the other PILLARS to win.
A teams strategic plan might include where they will build their core, and an intent to out size their opponents so they may win their battles using Zerge tactics.
"Tactics without strategy is the noise before defeat." Sun Tzu.
Four TACTICS. Tactics are your teams SOPS (Standard Operational Procedures.) Tactics are your "If this happens... Then do these things."
Tactics are the many smaller and more short spanned actions used as tools to help achieve the larger goals a team has set down with their strategic plan.
They are not interchangeable attributes despite the fact in speech even decent leaders will some times interchange the words.
There are plenty of leaders with good tactics and a bad strategy that have yet to win a crown.
"Strategy without tactics is the slowest route to victory. " Sun Tzu.
Five. TIME. Time invested in totality equates to how much resources you produce from clicking on your villages. Time invested in the mini games is often a big factor on how much benefit the individual player and team will reap from each event. The tokens and team buffs can be a game changer.
Time availability is huge in defense. An active defense is exponentially more efficient and effective than an empty stacked city.
Historically more so than now much of grepo was about finding when your enemy will not be able to actively defend.
Six. SKILL. Skill at timing attacks, supports and snyps to a colony ship or sliding BIR in front of heavy land attacks after their LS support land are huge. It can drive a players kill ratio and BP through the roof as the enemy may have to kill a hundred of their units per unit of the player's they kill.
This can turn the tide of the longer conflict by easily doubling the slots a player has in just a few days.
Teams with tight timing of attacks can increase how often and how efficiently they can conquer enemy territory without handing them excessive BP that may turn into a later advantage to the other team.
I have seen single players just sit right in the middle of a large alliances core and remain unmoving despite endless tries, gnashing of teeth and hurling of insults from the entire team. Ive watched single players sink over 30 CS attempts in hours and get cry cry PM after cry cry pm begging them to "just give/sell us the city already." until the entire alliance just gave up.
I would include keeping a cool head and ones ability to handle juggling multiple variables at once like coordinating help and having the resources arrive on time to have the 60 BIR built the player plans to sink the incoming CS with under the pillar of SKILL.
Processing the tactical ability to decide to sink an incoming CS while avoiding all the other attacks does not grant a player the SKILL to do so.
It takes the skill to hit that 1 second target
I could easily divide things up to a larger number of pillars but I think that would defeat the intent of having a concise easily referenceable list, and if I boiled it down any further than SIX I dont think it would be as helpful in quickly pointing out a players specific strengths or weaknesses.
I hope this is helpful to the grepolis community in communicating to potential recruits on what they might need to achieve before they waste recruiters time with PMs requesting an interview to join.....
As well as providing more creative and entertaining insults beyond "Get Gud!" and "You suck."
Like......
This guy needs a designated driver.
His LS and CS has a bigger divide than Rachel ziglers right and left eyes.
His timing skills would seriously improve if he handed his account over to a one handed, mouse less Michael J Fox during an earth quake.
Or just Hellen Keller on any given day.
Your diplomacy skills are so awesome we yearn to pact you with the same unbridled enthusiasm as spike lee at a clan rally.
I'm seriously expecting you to emerge from a tree and offer snow white an apple.
Your idea of strategy is what Etch A sketch is to art, and your battle plans look like a Taylor swift algebra quiz.
Your take on tactics are about as enlightening as juggling torches on the Hindenburg.


I do not expect it will educate many players to the existence of these strengths, but I do think codifying and cataloguing these strengths may help the community to become more accurate and concise when discussing other players or the specific expectations their recruiters might have.
In Grepolis there are 6 attributes that determine how strong a player is. They are "THE SIX PILLARS OF STRENGTH" in Grepolis.
One GOLD. Gold pays for the advisors that are a must. To reap at least some of the mini game benefits that matter a player must spend some gold.
Gold can buy early resources and auto complete buildings early on to give the player exceptional growth momentum that may persist till end game.
Throughout the game auto complete WALL and auto complete units can easily give one city the power of 20.
Two DIPLOMACY. Diplomacy or social skills help determine how powerful of a team you can build/join, how often you can convince others to assist you in your fights, and even whether or not your enemies choose to spend their energy on you or focus on another enemy they may have first.
Three STRATEGY. Strategy is the bigger plan. It is the players/teams long term goals and the layout of the bigger steps to achieve it. A team does not just fall into a win. They must have a better plan to win than the other teams or be much stronger in the other PILLARS to win.
A teams strategic plan might include where they will build their core, and an intent to out size their opponents so they may win their battles using Zerge tactics.
"Tactics without strategy is the noise before defeat." Sun Tzu.
Four TACTICS. Tactics are your teams SOPS (Standard Operational Procedures.) Tactics are your "If this happens... Then do these things."
Tactics are the many smaller and more short spanned actions used as tools to help achieve the larger goals a team has set down with their strategic plan.
They are not interchangeable attributes despite the fact in speech even decent leaders will some times interchange the words.
There are plenty of leaders with good tactics and a bad strategy that have yet to win a crown.
"Strategy without tactics is the slowest route to victory. " Sun Tzu.
Five. TIME. Time invested in totality equates to how much resources you produce from clicking on your villages. Time invested in the mini games is often a big factor on how much benefit the individual player and team will reap from each event. The tokens and team buffs can be a game changer.
Time availability is huge in defense. An active defense is exponentially more efficient and effective than an empty stacked city.
Historically more so than now much of grepo was about finding when your enemy will not be able to actively defend.
Six. SKILL. Skill at timing attacks, supports and snyps to a colony ship or sliding BIR in front of heavy land attacks after their LS support land are huge. It can drive a players kill ratio and BP through the roof as the enemy may have to kill a hundred of their units per unit of the player's they kill.
This can turn the tide of the longer conflict by easily doubling the slots a player has in just a few days.
Teams with tight timing of attacks can increase how often and how efficiently they can conquer enemy territory without handing them excessive BP that may turn into a later advantage to the other team.
I have seen single players just sit right in the middle of a large alliances core and remain unmoving despite endless tries, gnashing of teeth and hurling of insults from the entire team. Ive watched single players sink over 30 CS attempts in hours and get cry cry PM after cry cry pm begging them to "just give/sell us the city already." until the entire alliance just gave up.
I would include keeping a cool head and ones ability to handle juggling multiple variables at once like coordinating help and having the resources arrive on time to have the 60 BIR built the player plans to sink the incoming CS with under the pillar of SKILL.
Processing the tactical ability to decide to sink an incoming CS while avoiding all the other attacks does not grant a player the SKILL to do so.
It takes the skill to hit that 1 second target
I could easily divide things up to a larger number of pillars but I think that would defeat the intent of having a concise easily referenceable list, and if I boiled it down any further than SIX I dont think it would be as helpful in quickly pointing out a players specific strengths or weaknesses.
I hope this is helpful to the grepolis community in communicating to potential recruits on what they might need to achieve before they waste recruiters time with PMs requesting an interview to join.....
As well as providing more creative and entertaining insults beyond "Get Gud!" and "You suck."
Like......
This guy needs a designated driver.
His LS and CS has a bigger divide than Rachel ziglers right and left eyes.
His timing skills would seriously improve if he handed his account over to a one handed, mouse less Michael J Fox during an earth quake.
Or just Hellen Keller on any given day.
Your diplomacy skills are so awesome we yearn to pact you with the same unbridled enthusiasm as spike lee at a clan rally.
I'm seriously expecting you to emerge from a tree and offer snow white an apple.
Your idea of strategy is what Etch A sketch is to art, and your battle plans look like a Taylor swift algebra quiz.
Your take on tactics are about as enlightening as juggling torches on the Hindenburg.


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