DeletedUser
Guest
No, the only way to stop the conquest would be to win the fight with the CS wave
TURTLEFEST.
And buy gold for olympic games to expand, because BP won't be cost-effective.
Yes, basically it makes a game that already favours defensive strategies even more defensive. It also means that whoever has the largest numbers wins, no skill involved. A single player cannot survive against an alliance. It's whoever is biggest wins.
Here's a scenario of what will be the conquest procedure, from what I can see.
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First, an attacker must clear a city. We do this all the time, generally, no big deal.
Second, the city has 12 hours to be under revolt, after which the first CS to land conquers it, I think. In this 12-hour period, the player's alliance send support to save the city. That means anyone within 12 hours of the revolting player can send all the defenses it needs - WELL more than one city can produce themselves. I've demonstrated before how many troops an alliance can stick into a city in 12 hours.
Third, attackers will try to clear the city AGAIN as close to the end of the revolt as possible. But, given the level of defense there, it's going to be nearly impossible for one player to clear it out (because, for one, his troops are probably already gone, and for two, defensive troops fight better in mass and behind walls than offensive troops do, plus they can be made faster). So, attacker will want to get his alliance in on the action. Now, conquest is easy with an alliance. Clear the city, slide the cs in, call in support. This way, you have a bunch of people nearby trying to schedule attacks to land on the city as close to the end of the revolt as possible, with the CS landing when the city is cleared (which is speculative and highly reliant on the cooperation of peers, which we know is unreliable).
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So, what would I do? Well, now, I build mostly offenses, because you have a higher likelihood of breaking a siege with a bunch of light ships than you do defending one with biremes.
But with this system, I'd make all my cities defensive, with huge walls, lots of biremes, and theaters to gain CP.
Because in a one-on-one duel with an active player, I can't beat his defense with offense.
Even 2:1, it's difficult.
And further, I'm going to want lots of defenses to ensure I don't get conquered in that 12-hour time, and I'll want my friends too as well.
Sure, there's room for strategy. But the most basic and simple one is...
TURTLEFEST.
And buy gold for olympic games to expand, because BP won't be cost-effective.
Firstly, has anybody actually asked for this change? I can see nowhere that they have. Secondly, Grepo have made such a lot of noise about how "THis is NOT TW" and "This is GREPOLIS" and yet here we are with an unwarranted, unrequested update that turns Grepolis into some ghastly hybrid between Grepolis and TW but without the playability of either.
So, we have a system that can be a bit confusing for new players but is considered fair by the vast majority of players, its not that hard to figure out and if you can't coordinate with your alliance to stop a conquest then you honestly deserve to be rimmed
And we are going to replace it with a system that gives you an extra 12 hours to get more support so you can't be conquered?
This game already favors defense heavily, and I honestly think some of the offensive units need to get some stat increases, but this is going to turn this game into a big turtle fest
Honestly, if what we know so far is exactly the way the update will turn out to be, once this update comes out I will quit this game and find another game where I can actually attack/conquer people, hopefully the brief tiny little explanation has a lot of things missing that will make the change more acceptable, cause right now it will alter the game too much for me to continue playing