Troop Levels

DeletedUser

Guest
Hey People

ive been trying figure out the numbers i need of which troops to put into place a screen defence across my harbour, spies, and land units. So i thought that i would put the question out to the boards.

Thanks
Bazlea1
 

DeletedUser

Guest
This is an oft debated subject... but since its core to the whole game, its always worth further discussion! :)

Now many better players will give you better answers... but for me..... its simple, Its Rooster's Rule #2


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Rooster Rule #2 - "Sea How We Win"

We conquer cities with our army... but we RULE THE WORLD with our FLEET.

Offense or defense - your harbor is your best friend.

It should be the core of your Empire. The busiest building in just about every city you command.

It should be running 24/7.

Its the best way to crush your enemies and the best way to defend your friends.

Its the fastest way to sweet sweet BP.

And..... Its the single greatest difference between the winners & the losers in this game.

Obviously , this rule ties into Rooster Rule #6. - "Hey Dummy! Use Your Academy." and Rooster Rule #3. - "OH MY GOD!".

Both of which I can safely assume you've already tattooed onto your forehead in reverse... as a daily reminder in your bathroom mirror.

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Let me say it again: Biremes and Light Ships should make up the vast bulk of your empire.

Don't get fancy... don't get cute... Don't over-think it... Don't turtle... :rolleyes:

And don't think you'll land those 1200 slingers with a 20 LS escort.

Unless your opponent is even more stupidider than yourself... you'll watch most of those 1200 hapless slingers drown in the waters off your enemy's coast... long before they can sling a single rock.

Biremes & Light Ships. Say it to yourself 100 times. Biremes & Light Ships.

Build armies... land nukes... only when you plan on conquering a city. They build quick enough with a bit of help from Hera and the Academy. Leave at least a single farming village unconquered on each island, as a quick means of disposing of unwanted land troops after a conquest.

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Footnotes:

Truth be told... I rarely if EVER build land defense. Transports are wasted population... and a bireme wall won't stop your city from being put into revolt... but it WILL stop the associated conquest dead in its tracks every single time... and score you a ton of easy defensive BP on the way.

Also, I do build (breed?) pegasus for fast "land" support... but the last time I built a swordsman, I was still trying to figure out how to spell Grepolis.

:pro:
 

DeletedUser

Guest
I keep a complete set of them in my cell.... but since that really ugly riot in cell block C, the warden isn't allowing us visitors.

The guards saw that one coming... the moment Pamela Anderson got kicked off Dancing With The Stars... the prison has been a ticking time bomb of fury.

But come to think of it... there may be another complete set on my alliance web page....
 

DeletedUser

Guest
Rooster

you have made my day and its only just go 10am here.

just to make sure that i have gotten the jist of what you were saying, build a #$%@ load of bireme's and Light Ships. but how many would make a minimum bireme screen ? im aiming for around the 500 mark (just to keep things in balance).

And here have some more rep (not that you need it)

B.
 

DeletedUser2663

Guest
in one city you are capable of getting 300+ with the city being 10k+ in points, i have seen people strip their cities down and sacrifice point for troops and them get 350+ in a single city.

rooster is right about that though, Build a ton of bri's and use them wisely and you will be able to defend most attacks. Just make sure you recognise the difference in travel times of ls and cs attacks. if its going to be a ls attack just dodge your bri's and save them for later when they send the cs attack. The only attack that you ever need to defend successfully against is the cs one.
 

DeletedUser

Guest
in one city you are capable of getting 300+ with the city being 10k+ in points, i have seen people strip their cities down and sacrifice point for troops and them get 350+ in a single city.

this bit doesnt make all that much sense to me man ??
 

DeletedUser2663

Guest
in a maxed city with baths and plow you have 3500 population total to use. As an example my standard bri city has 309 and that takes up 2472 pop. the rest of the pop i have goes to buildings, However if i demolish my buildings reducing the amount of points the city is i free up more population for troops. The bigger the city is in points the less amount of troops it can have. So you can either have a 12k city with 309 or a 6k city with up to 360-370 bri's.

So to get a goal of 500 bri's total you will need at least two cities producing them.
 

DeletedUser

Guest
ah now that makes more sense :) thanks. so the tactic of setting cities on building offensive or defensive units would work out well ?
 

DeletedUser

Guest
MC is specifically talking about the number of biremes per city...

Your maximum city population is around 3500... a 40th level farm and with the special building Thermal Baths (10% extra population) and the Academy skill Plow (+200 population).

Each building and each level of each building cost you population. For instance a 25th level Senate costs about 125 population.

Of course each level of each building gives you other abilities and skills.... so its a trade off... population vs. abilities.

Now, with a normal large sized city... 10,000+ points you can build around 300 biremes if you concentrate solely on them...

If you choose to keep some of the buildings smaller... ones like the barracks... you get extra population for biremes.

Now some buildings you may have built up.. for example, you need the Senate to be 24th level to build the Thermal Baths I talked about above.

But once the Baths are built... and your dirty peasants have a place to wash their filthy feet... THEN you could demolish part of the Senate.... bringing it down to a lower level... and get back the freed population for a few more biremes.

This is just one example of what Metal is aimlessly babbling about.
 
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