Many of us often wonders whats better - Fast Transport Ships or regular Transport Boats. I think that after researching Bunks, which is a must tech anyway, Fast Transport Ships become much more attractive. Bunks - "Your transport ships can carry 6 additional units". This technology is definitely worth investing in as it will save some population which you would put in transport ships. That population can be invested in more troops and make your army stronger. The most important thing is that it also makes Fast Transport Ships a better choice when deciding about your navy transport in the advanced stage of the game (when your enemies are far away).
Showing posts with label Basics guides. Show all posts
Showing posts with label Basics guides. Show all posts
Tuesday, 18 January 2011
Saturday, 15 January 2011
Research
Updated for 2.0!
In 9/10 cities I conquered I had to reset some research in the academy wasting my Culture Points. Its amazing how many useless technologies people have in their cities! I will give a brief description of all of them and will tell you on which you should never waste your points. All technologies help more or less but since we cant have them all in one city then its important to prioritize them and to have really important ones.
In 9/10 cities I conquered I had to reset some research in the academy wasting my Culture Points. Its amazing how many useless technologies people have in their cities! I will give a brief description of all of them and will tell you on which you should never waste your points. All technologies help more or less but since we cant have them all in one city then its important to prioritize them and to have really important ones.
Friday, 17 December 2010
Navy defense - Biremes or Fire Ships?
Biremes of Fire Ships? To answer quickly I will say that Fire Ships are better against Light Ships attacks however overall Biremes are more useful and should make most of our navy defenses. It also depends in what stage of the game you are. If you have only few cities then having Fire Ships in each of your harbours make sense however once you get 10+ cities and become part of a bigger alliance, then you need something more useful - Biremes.
Tuesday, 14 December 2010
Beginners basics - easy to follow short guides
These are condensed guides for beginners, rewritten, simplified and telling some basics. I will not go much into details here, I wrote it for those who just want some easy to follow advices and don't look for reasons behind them. If you have time and doubts please read full guides :)
Monday, 29 November 2010
Grepolis units - everything you would like to know
This is the most fundamental and important guide you should read if you want to play better in Grepolis. This is an online war game and winning battles against other players is one of the most important things you should master if you want to rule in this virtual world. Understanding roles of all army units, their attributes, strong and weak points is crucial if you want to win battles and wars. You must know which unit serves what purpose. Each of them have a specific role in the game. In this guide I will describe them quickly and tell how to use them.
Friday, 26 November 2010
Mythical units
Mythical units...powerful but only when used properly. Even though they are great, stronger than any regular unit, rebuilding them takes a lot of time. I prefer to have a slingers nuke ready in a few days rather than to wait weeks to finish my mythical army. However, if you have time and resources, training mythical units make perfect sense as long as you know how to properly use them. Think about these creatures as special forces - you don't use them or let be killed to win an average battle but the most important and crucial one. If
you are not at war, this is the best time to use your FPs for mythical units.
However, please mind that defending with mythical units is very limited - the city which is supported by them, has to worship the same god. It is not a very reliable defense if you cannot send it anywhere quickly, unless you don't mind switching gods and losing all current FPs.
Offensive mythical units is a totally different story though but remember to use them wisely. Don't send them to unimportant battles because it takes time and many FPs to build a nuke of mythical units.
However, please mind that defending with mythical units is very limited - the city which is supported by them, has to worship the same god. It is not a very reliable defense if you cannot send it anywhere quickly, unless you don't mind switching gods and losing all current FPs.
Offensive mythical units is a totally different story though but remember to use them wisely. Don't send them to unimportant battles because it takes time and many FPs to build a nuke of mythical units.
Below is the comparison of all mythical units in Grepolis with some descriptions and ways/strategies of using them properly. The purpose of this guide is to help you decide which units
you should use for which task, and this can usually be
done by comparing values ranked below.
Land Defense
What is the perfect defense? well it is the one which will take every possible attack and make the attacker to pay the most for it. Its a defense which will take as many enemy troops to Hades as possible.
First I will show you how looks balanced defense (the one ready to defend equally against all types of attack). Basically its 6 Swords + 2 Archers + 5 Hoplites but read the whole guide to understand why. Then I will explain different tactics to make our defense as painful as possible to the attacker. Please mind that these are tactics for players who have their first few cities and should focus more on saving resources rather than destroying an enemy.
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Attacking
Contents:
Sometimes adding extra units will increase effectiveness and efficiency of your attack (example). Use the Grepolis in-game simulator and compare loses in my Units Calculator to check if adding those units increase or decrease your loses (in resources) - more about it later.
- Basics
- Three types of attack and corresponding three types of defense
- Population Cap, Farm Space
- Battle mechanics
- Different goals - different forms of attack
- Attack's Effectiveness
- Size of attacking armies, Nuke
- Type of attack
- Strength
- Other Factors
- Attack's Efficiency
- Some basic and the most fundamental tips
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Basics
Three types of attack and corresponding three types of defense
We
have three types of attack and corresponding to them three types of
defense. Each unit has 1 type of attack and three of defense. It means
that they use their main weapon to attack/fight but deal in a different
way when being attacked depending on what kind of unit attacks them.
Check stats of all units and you will see clearly that some of them
should never be used in attack, some never in defense while some can do
both. For more information regarding Grepolis units read my guides: Land Army and Mythical Units.
Offensive units are: Slingers, Horsemen, Light Ships, Erinyes, Manticores and Harpies etc.
Multitask
(Offensive and Defensive) units are: Hoplites, Chariots, Cyclopes,
(they are not the strongest in attack nor in defense, but can perform
both tasks at the same time – you can send them to attack and leave to
defend till stronger defensive units come to support them. Medusa are
also multitask units but at the same time are very strong in both roles.
Defensive units are: Swordsman, Archers, Pegasus, Cerberus and Centaurs.
Support units: Catapults (they demolish walls but are not good stand-alone offensive units)
Population Cap
Each
city has the population cap which is 3500 (with upgrades). Additionally
a player cannot merge offensive units from few cities and therefore is
limited in his attacks to this number (minus population needed for
buildings or transport ships). You can produce units in many cities but
you have to send them separately and they can’t be merged into one big
attack. Therefore population cap is the main factor limiting strength of
your attacks. You can however merge armies in any city to defend it.
Farm Space
Farm
Space (FS), is equal to 1 population in your city. Smart management of
available FS is crucial in Grepolis because of the mentioned above
population cap. Players should be interested to have maximal values of
attack and defense per population used by their army (FS), especially at
later stages of the game when they can gather big armies and stack all
their defensive units in one place.
Battle mechanics
Grepolis
uses a very simple system in determining the outcome of battles. When
the units meet in battle, the total attack value of the attacking units
is compared to the defending unit's total defense value of the
corresponding weapon type (Blunt, Sharp, Range) - if you attack for
example with Slingers only then compare range attack to range defense.
When
attacking, take into account the attack value of the unit(s) which you
use for it. Defense value of the unit which you send to attack doesn't
matter at all. Defense of any unit is taken into calculations only if
that unit is being attacked (example). When there are few types of
defending or attacking units, you have to add their values (example).
In
Grepolis units fight till the total annihilation of the opposing side
and there can be only two outcomes. The only exception are battles when
there are some Transport Ships left for some reason. As a general rule
if attack>defense then all defending units die, and if
attack<defense then all attacking units will die - its that simple!
Different goals - different forms of attack
I will say something that most of the people reading guides hate - in
Grepolis a lot of things are relative, situational and depends on
particular circumstances or players goals. Your attacks should help you to achieve your
goals. You might have 3 different goals:
- Short term - the most effective attack (hit your enemy as hard as possible, without looking at costs or long term results). There is always one type of attack (blunt, sharp or range) which will deal the most damage to the enemy defenses (will be the most effective). If you put all your available population into it and hit your enemy's vulnerable point, you will blast him away. Vulnerable point? Yes, this might be a Light Ships fleet without any Biremes to defend them, or a land units nuke or a badly made defense, which ignores one type of attack.
- Medium term - the most efficient attack in terms of time needed to rebuild lost units (hit your enemy as hard as possible but losing units that can be quickly replaced). These types of attacks might be needed when you fight a strong player and you don't want to let him to recover. You will not defeat him in the first battle but shortly after.
- Long term - the most efficient attack in terms of resources (hit your enemy as hard as possible but with minimal costs). These types of attacks you should use during long conflicts which are more about endurance than a quick knock out. Often the most effective type of attack is the most efficient one but not always (more about it later).
Attack's Effectiveness
Nobody knows the battle formula. The only information available is the
experience of the players and experimentation in the simulator. As such,
in the majority of instances predicting the battle outcome is an
educated guess and never fact. (Source)
If
you look closer at the units parameters you will realise that each unit
has a different attack value per Farm Space: 1 Slinger = 23 range
attack/FS, 1 Hoplite = 16 sharp attack/FS, 1 Horseman = 55 blunt attack,
but because its made of 3 population then attack/FS=18.3 (55 / 3 farm
Spaces = 18.3) - more about Land Army Units.
Therefore an attack made by 1000 Slingers will have higher total attack
value (strength) than one made by 1000 Hoplites. It doesn't mean though
that a Slingers attack will be always the most effective force against
every defense.
As described before we have to compare
the total attack value of the attacking units to the
defending unit's total defense value of the corresponding weapon type.
Its easy then to find out which units will be the most effective against
any particular defense - you simply divide total attack by the total
corresponding type of defense and the biggest number will indicate the
most effective type of attack against that particular defense (example).
You can use my Units Calculator (Basic or Full), which will calculate it for you.
You
can see then that the effectiveness of your attacks is not based solely
on the strength of your army but rather depends on the relationship
between the strength of attacking and defending units. In a nutshell,
when attacking remember that proportions
are everything. The bigger the attack/defense ratio the better results
for the attacker - more damage done and less units lost. The more
effective attack is then: a) when Attack>Defense, less
attacking units will be lost or b) when Attack<Defense, more
defending units will be killed.
Size of attacking armies
It
should be obvious for everyone now that the size of your attacking army
is a very important factor impacting its effectiveness. One attack made
by 1000 Slingers will hit harder and bring better results than 2
separate attacks of 500 Slingers each. Therefore every good player in
Grepolis specialise its cities. You should dedicate a city to each type
of attack, mainly focusing first on Range and Blunt attack (Hoplites
don't provide much Sharp attack and to build a Manticores army you will
need to have many cities) - more about City Specialisation.
Its in your best interest to make in a single city as big armies as possible. You should invest in research like Plow, Bunks, Breakthrough. Yes,
indirectly they make possible to build more fighting units. For example
Breakthrough will allow you to build smaller Light Ships escorts, while
thanks to Bunks you will save on Transport Boats. Remember about
constructing Thermal Baths as well.
Nuke
You
will be able to put ~2800 population into your army in a single city if
you save a lot on your buildings. This way you will be able to build
the most powerful offensive armies in Grepolis - nukes. It is an
attack made of the same type of units, only Slingers, Horsemen,
Hoplites, Light Ships or mythical units - more about Nukes.
Type of attack
By
checking the attack/defense ratio for each type of weapon (as described
before), you will be able to find out the most effective type of force
against that particular defense and pick the right nuke for the job.
Therefore another thing to remember is that by choosing the best type of
units for the specific mission you control the effectiveness of your
attacks - there is always 1 type of attack which will bring the best
results (example).
The only limitation here is that you have to
know or be able to predict what type of units you are attacking to
prepare the right squad. Knowledge is power as they say and espionage in
Grepolis should not be underestimated. It might be expensive though and
you may have to attack blind. In that situation some people advice to
use a mixed attack (made of Blunt, Sharp and Range attack units).
I
am not a huge fan of mixing attacking units and for some reason a lot
of people don't know they should invest more in range defense
(Swordsmen) than any other type. This is why I was very often successful
by just sending Slingers nukes, however things might look different for
you and if you feel safer sending mixed attacks, do it. It will never
be the most efficient and effective type of attack but its less risky if
you don't know what you are hitting.
Mixed attack - this
is how would look like an attack equally strong against all 3
types of defense:
5 Horsemen/17 Hoplites/12 Slingers = 275 range attack, 272 sharp attack and 276 blunt attack.
5 Horsemen/17 Hoplites/12 Slingers = 275 range attack, 272 sharp attack and 276 blunt attack.
Sometimes adding extra units will increase effectiveness and efficiency of your attack (example). Use the Grepolis in-game simulator and compare loses in my Units Calculator to check if adding those units increase or decrease your loses (in resources) - more about it later.
Strength
Size
of your army will definitely increase the total strength of your
attack, however you can increase it by investing into research, like Phalanx or Battering Ram. Additionally you should boost your attacks with Divine Powers, like Heroic Power or Favorable Wind, which will further increase the strength of your attacks. Finally Commander and Captain, premium paid features, provide very strong bonus of extra 20% strength.
Other Factors
City Wall - it can add an extra 142% defense value! This
means that with lvl 25 you don't attack 100 Swordsmen, but 242
of them. Add catapults to your Slingers nukes - their task is to lower enemy's
wall level (extra defense value
that city walls provide - example). More about Catapults and City Walls.
Morale -
decreases the advantage of a large attacker on the smaller player and
its based on the Defender/Attacker total points ratio (not the strength
of attacking units but points which are rewarded for each building you
construct in your cities). The exact formula is: [(Points Defender/Points Attacker)*3+0.3]*100.
It can be between 30% to 100% and is a setting (decided by an administrator) which is turned on only in certain worlds.
If one as an aggressor has +30% morale this means that the fighting ability of the attacking units is 30% higher.
Luck - random factor that can vary between -30% and +30%.
Attack's Efficiency
Another
thing to consider when attacking are your goals. As mentioned before
you might be more interested in weakening your strong opponent than
killing all his units in one particular battle. In that case you should
check efficiency of your attack and to do that you just need to take
into account costs of units lost in resources. It is a very
straightforward operation where you do couple of simulations using the
simulator in Agora and then type in lost units number into my Units Calculator to see which attack cost you more (example).
Some basic and the most fundamental tips
- Navy - Light Ships are for attacking only and Biremes for defending only (unless they escort CS).
- ALWAYS use Light Ships to escort your Transport Ships!
- NEVER send to attack defensive units like Archers or Swordsmen, unless you want to get rid of them and give free BPs to the attacked one.
- When you look at the enemy defense keep in mind that a balanced defense (the one which protects equally against all types of attack) is something like 6 Swords + 2 Archers + 5 Hoplites.
- For detailed guide about conquering cities in revolt worlds check the Revolt Guide
- For information about offensive operations and conquering cities check War Tactics guides. There is much more to say about attacking than these basics. In my other guides focusing on War Tactics I discuss in more details attacks' Timing, Organisation of attacking waves, War Operations and Resources War (for long and big conflicts).
- Additionally you might be interested in reading guides about units that I have already mentioned here: Perfect Nuke, Land Army Units, Mythical Units (comparing all units effectiveness and efficiency).
- Knowledge about defending is useful as well when planing attacks: Land Defense and Navy Defense (Biremes vs Fire Ships).
Wednesday, 24 November 2010
Farming and resources
To win we need constant inflow of resources. Whenever we fight we lose troops and we need to be able to replace them as soon as possible. The faster we can produce our troops the bigger advantage we have over our enemies. RESOURCES are the most important thing to focus on when you want to grow and conquer. The goal is to gather maximum resources in the shortest time possible.
We can obtain resources in 4 different ways:
- Trading with non-player villages
- Farming - demanding and looting non-player (farming) villages
- Farming other players - The most effective way of farming
- By building production camps, like Timber Camp, Silver Mine and Quarry
The fastest way to gather resources in my opinion is to farm other
players, then in order of importance are: Demanding and Looting farming villages, production camps (Timber Camp, Quarry and Sliver
Mine) and finally Trading with farming villages.
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Trading with villages (not players)
I start with trading option because it should be the first one to consider before looting. Its easy to explain - when you use the option to Loot a village (which provides more resources than Demanding), you will decrease the farming village's mood. However the farming village you wish to trade with must have a mood of at least 80%, so it is advisable to trade with a farming village before you loot it (if you want to loot of course).
Every farming
village on your island will trade with you once you build a Marketplace (and if
the villages mood is higher than 80%) with a ratio 1:1.25 so essentially for every 2000 resources you trade you can get 2500 resources back of something else - thats 500 extra resources. Each village will have a different offer (it wont change in time). You can "circle" through the
farming villages for free resources. Trade silver for wood , then wood for stone , then stone for silver. Let me explain using an example:
Lets say you need more silver -but you dont want to lose any other resources.
Step 1: Village A is selling wood for silver, so you can sell 2000 silver for 2500 wood
Step 1: Village A is selling wood for silver, so you can sell 2000 silver for 2500 wood
net result: silver:-2k wood:+2.5k
Step 2: Village B is selling stone for wood, so you can sell 2000 wood for 2500 stone 2.5k wood (from the 1st transaction) - 2k wood = 0.5k wood and +2.5k stone
net result: wood:0.5k stone:+2.5k silver:-2k
net result: wood:0.5k stone:+2.5k silver:-2k
Step 3: Village C is selling silver for stone, so you can sell 2000 stone for 2500 silver.
2.5k stone (from the 2nd transaction) - 2k stone = 0.5k stone
2.5k silver (from the 3rd transaction) - 2k silver (result of the 1st transaction) = 0.5k silver
net result: wood:0.5k stone: 0.5k silver:0.5k
2.5k silver (from the 3rd transaction) - 2k silver (result of the 1st transaction) = 0.5k silver
net result: wood:0.5k stone: 0.5k silver:0.5k
Now after 3 transactions you have extra 500 of each resources.
Lets assume now that you need more silver and dont care about other resources or you have to much stone that you want to get rid.
In this case you simply do only step 3 (3rd transaction. The result is: silver:+2.5k stone:-2k
Of course these are only examples, just to show you the process.
Requirements and limitations:
- In order to trade your city must have a Marketplace. For this, you must have a level 9 Senate and a level 6 Warehouse, in order to build your Cave, which must be then expanded to level 5.
- 2000 is the max amount of resources you can trade with a farming village.
- The maximum ratio is always 1:1.25 which means that for example for every 100 Wood you send, you get 125 Stone back.
- After the trade, the trade ratio falls by 0.03 points per 100 offered resources (max by 0.6)
- Irrespective of the mood or strength of the farming village, the trade ratio will rise by 0.02 points per hour until it reaches 1.25 once more. That means if you traded maximum amount of resources permitted in 1 transaction (2000) you will need to wait 30 hrs (wrodls with speed 1) to get the ratio up to maximum level.
Trading with farming villages influence neither the mood nor the strength (villages strength exists in worlds before 2.0).
Each
level of Marketplace allows you to trade 500 resources. Its quite easy to build a Marketplace up to lvl 4 in the beginning, so do it. As transaction takes time (merchants need to travel) you will need to upgrade your Marketplace if you wish to save your time. If for example you trade with 4 villages and dont have time to wait for all these transactions to be finished, then you will need your Marketplace at lvl 16 (every 4 lvls let you to trade 2000 resources).
Farming Villages
Worlds after 2.0
New patch and totally different rules of farming villages. The official wiki guide can be found here http://wiki.en.grepolis.com/wiki/Farming. I would start from it if you are new to the game or 2.0 patch. The guide is not great as it doesn't really explain everything in the best way but it covers basics. I will write here about everything that is not explained well in the above guide and will give you some methods of gathering resources in the most efficient way no matter how much time you can spend on playing.
Conquering Farming Villages
First make sure to conquer farm villages. First 4 should be really easy to take, just make sure to invest in the Academy and research slingers. Here is some extra information you might need (which you will not find in the farming guide that I linked above).
Source: Grepolis Forum, author: Corinthian II
Farm villages
are slightly complicated, you don't just need to have the farm space
available, to attack them, you need to have a certain amount of farm
space occupied with troops. For the 8th farming village, for example,
you need 1,000 or more farm space to be used for troops.
If you click on the farming village that you are trying to attack, the pop-up window (shown below) should, at the top, have a line which says "Your units", and then shows a bar with two numbers in it.. something like "100/300". The first number is the amount of farm space you have filled with troops, the second number is the amount of farm space you need to fill with troops to be able to attack that village.. once you have trained enough troops, you will be able to attack that village.
...and the table helping with planning your farming village conquests:
Source: Grepolis Forum, author: Shadowkillerr
On the first line, I'll be listing the farming village and what the minimum required Farm Space (FS) is. Whatever number is listed here is the amount of Farm Space you must have used on units. Units can be either land or naval units and they must be built, not just in the queue. You don't have to attack with all of them, but you must have them built.
On the second line, I'll be listing what the farming village has for defense.
On the third line, I'll be giving information about what forces to use to conquer the farming village successfully. *DISCLAIMER* These numbers can vary based on some internal calculations made by the server!
1st Village - 0 FS
Defense - Nothing
Conquer - Any unit can take this, just send something.
2nd Village - 6 FS
Defense - 1 Slinger
Conquer - 5 FS of anything will win, but Slingers, Horsemen and Chariots will do it without lossing anyone.
3rd Village - 10 FS
Defense - 3 Archers
Conquer - 1 Horseman or 5 Slingers (will lose 2) or 2+ Chariots (will lose 1)
4th Village - 40 FS
Defense - 60 Slingers
Conquer - 7 Slingers (will lose 5)
5th Village - 100 FS
Defense - 60 Swordsmen
Conquer - 35 Hoplites (will lose 30)
6th Village - 300 FS
Defense - 100 Archers
Conquer - 13 Horsemen (will lose 11)
7th Village - 600 FS
Defense - 300 Slingers, 80 Hoplites and 80 Horsemen
Conquer - 140 Slingers (will lose 133)
8th Village - 1000 FS
Defense - 150 Swordsmen, 150 Archers, 75 Hoplites, Level 20 Wall
Conquer - 175 Horsemen (will lose 166)
Farming options (Loot and Demand)
Basically as you should already know, you can: Demand Resources, Loot Resources or Demand Troops (Level 3+ farming villages only). The 3rd option is only good at the beginning when you don't have barracks and would like to get new units fast to start conquering farm villages. It might happen when for some reason your neighbours grow faster than you and invest in the farming villages by expanding them. Otherwise I would never use that option as it is less efficient than simply demanding/looting and then producing units in your barracks.
Now regarding looting and demanding - the more often you loot/demand the more resources per minute you collect. This means that when possible you should be using option with the lowest cooldown (CD). The lowest one is 5 minutes, however each time you choose any option ask yourself this question: "when I can do it again"? If you cant be back in 5 to 10 minutes then its better to choose 10 min CD. If you think you will be back in 3 hrs then chose 180 min CD, and so on.
The option to loot/demand every 10, 40, 180, 480 minutes comes with Booty research.
Don't worry to much about farming villages though there are other ways of gathering resources that will not change you into a grepo-slave. Just keep using 5 min loot CD when possible (don't stay at 100% mood as its a waste, loot a bit before going sleep). Keep demanding in a way that is comfortable for you and trade as soon as you get 1:1.25 ratio.
Other players towns were the main source of my income (resources) in the early stages of the game and even later. If you manage to make another player city your farm, you will boost your resources income a lot! Recently I cleared my neighbors city from his units and started farming it, even though he had 1300 points at that point and I had only 1000. I observed his development and when I didn't see any changes in his points for more than 7 days I decided to spy him and then attack.
He never came back or if he did, he saw his troops dead and decided to leave. He built up all his production camps to level 18 - this is 132 resources per hour, ~3200 per day. I go back and forth and boost my income by 9600 resources per day! Im not able to get that much from farming villages, which I cant be bothered to farm ever 5 minutes. On top of that I farm few other small players on my island. Soon will build up my fleet and start farming players on other islands. You can imagine all this boost from resources - never ending construction queue.
Therefore make sure to focus on development of your army and farm other players - its your priority!
Most of the time there are only maybe 2-4 active players on an island. The rest of other players stop to log in early or do it so rarely that they can easily become your farms. Start attacking early but only those players who don't grow at all. You can Demand Troops from your farming village and get hoplites - they are the best against Swordsmen, or just wait till you can produce them yourself. Each player at the beginning will have 6 Swordsmen.
Each small town will provide you with 600 resources a day. If a player is growing slowly, let him for awhile. Its up to you when to hit and clear his army. Usually after first attack or first few, slow growing players stop to log in. Once you clear out players city from troops you can go back
again and again for resources. The player you attacked may rebuild his
military. If that is the case you must continue your attacks and regularly "clear" (kill) his forces, unless he use often militia against you, in that
case its not worth it - you will have to get
bigger and come back later.
Units to be used for farming
In the more advanced stage of the game you will know who around you, play this game seriously and who is not. Start by clearing smaller players with slingers. Later when they only rebuild their troops or if there is a chance they catch you with militia, send first wave of slingers and then few seconds later horsemen with 1 slinger. This extra slinger is to slow down your horsemen attack so it will hit after slingers wave. Basically slingers are the cheapest and best option to clear enemy cities as long as there are not to many swordsmen. Lastly when the player stops to log in and give up then send horsemen everyday to empty his warehouse.
Defending farms
Lastly "defend" your farms :) Other players can use the same town as you to get resources. If you suspect it, or would like to know if they do and who does it, then support that city with 1 swordsman. If its attacked, you will receive a report saying when and who did that. If it happens, send your defensive units there. He will not know who sent these units, unless you are on the same island and he can make a reasonable guess. However by sending there some or all defensive units you can wipe out other player farming forces or even all his offensive (plus maybe some archers) forces if its early stage of the game. I was often defending my farms like this - intruders were surprised and sometimes shocked but most of the time unaware who did that to them :) I also used that technique to limit enemy player ability to rebuild his army fast by supporting all ghost/"dead" towns around him but that's a different story.
Production camps shouldn't be neglected. In the late stage of the game they can be the main source of your income if you don't pay for premium feature (having many cities, farming for all of them might be really time consuming and impossible). In the beginning you should build them up to around lvl 15 but don't prioritize them over other constructions, like warehouse, barracks, senate, academy or farm.
Make sure to get barracks and academy as soon as possible (if you read previous part you should know why) and keep your warehouse lvl high enough (to never waste your resources). You cannot store more resources in your city than what you can keep in your warehouse, so if you're an active player who gains a lot of resources through demanding, farming other payers or trading, these will be lost if you bring in resources once the limit of the warehouse has been reached. Having Marketplace early is beneficial as well (I explained that in the first part of this guide).
Let me play around with some numbers (using world with speed 1) to show you the difference between production camps and demanding/looting Farming Villages.
It is safe to assume that most of the farming villages will be expanded on your island to the 3rd level. At this level they provide 14 resources every 5 minutes and 222 every 480 minutes (this is minimum and maximum speed of gaining resources when using demand option).
We can then calculate that if we we were able to use 5 min demand CD all day long we would get 4032 resources per day per Farming Village (24 hrs x 60 minutes / 5 min = 288 then 288 x 14 = 4032). Normally you will be able to conquer 5 or 6 FVs pretty fast. By farming 6 FVs all at lvl 3 you could collect 24k resources per day if you are able to click 5 min CD all day long. If we use the slowest method by clicking 480 min demand CD, we will get 4k resources.
Production camps at lvl 15 will give us 2,5k per day.
Obviously nobody is capable of using 5 min demand CD 288 times a day (if he is, then he needs to see a special doctor) and it is safe to assume this number will be lower. Lets use another, a bit less extreme example but still very demanding - lets assume someone can use 20 min demand CD all day long. He will gain by this 13.4k resources per day, which is 6 times more than production camps lvl 15 can provide.
However I still doubt anyone can do that. If one is able to use 90 min CD all day long (which is more possible than 2 examples before) then his income will drop to 6.5k (again for 6 FVs all lvl 3). Production camps at lvl 33 will produce the same amount of resources. Production camps at level 40 will provide 8400 resources per day (when not on - or +).
I hope that after these few examples you can sort of imagine how effective production camps can be. In the beginning, farming FVs will most probably give you about 2-3 times more resources than production camps at lvl 15.
If you click on the farming village that you are trying to attack, the pop-up window (shown below) should, at the top, have a line which says "Your units", and then shows a bar with two numbers in it.. something like "100/300". The first number is the amount of farm space you have filled with troops, the second number is the amount of farm space you need to fill with troops to be able to attack that village.. once you have trained enough troops, you will be able to attack that village.
...and the table helping with planning your farming village conquests:
Source: Grepolis Forum, author: Shadowkillerr
On the first line, I'll be listing the farming village and what the minimum required Farm Space (FS) is. Whatever number is listed here is the amount of Farm Space you must have used on units. Units can be either land or naval units and they must be built, not just in the queue. You don't have to attack with all of them, but you must have them built.
On the second line, I'll be listing what the farming village has for defense.
On the third line, I'll be giving information about what forces to use to conquer the farming village successfully. *DISCLAIMER* These numbers can vary based on some internal calculations made by the server!
1st Village - 0 FS
Defense - Nothing
Conquer - Any unit can take this, just send something.
2nd Village - 6 FS
Defense - 1 Slinger
Conquer - 5 FS of anything will win, but Slingers, Horsemen and Chariots will do it without lossing anyone.
3rd Village - 10 FS
Defense - 3 Archers
Conquer - 1 Horseman or 5 Slingers (will lose 2) or 2+ Chariots (will lose 1)
4th Village - 40 FS
Defense - 60 Slingers
Conquer - 7 Slingers (will lose 5)
5th Village - 100 FS
Defense - 60 Swordsmen
Conquer - 35 Hoplites (will lose 30)
6th Village - 300 FS
Defense - 100 Archers
Conquer - 13 Horsemen (will lose 11)
7th Village - 600 FS
Defense - 300 Slingers, 80 Hoplites and 80 Horsemen
Conquer - 140 Slingers (will lose 133)
8th Village - 1000 FS
Defense - 150 Swordsmen, 150 Archers, 75 Hoplites, Level 20 Wall
Conquer - 175 Horsemen (will lose 166)
Farming options (Loot and Demand)
Basically as you should already know, you can: Demand Resources, Loot Resources or Demand Troops (Level 3+ farming villages only). The 3rd option is only good at the beginning when you don't have barracks and would like to get new units fast to start conquering farm villages. It might happen when for some reason your neighbours grow faster than you and invest in the farming villages by expanding them. Otherwise I would never use that option as it is less efficient than simply demanding/looting and then producing units in your barracks.
Now regarding looting and demanding - the more often you loot/demand the more resources per minute you collect. This means that when possible you should be using option with the lowest cooldown (CD). The lowest one is 5 minutes, however each time you choose any option ask yourself this question: "when I can do it again"? If you cant be back in 5 to 10 minutes then its better to choose 10 min CD. If you think you will be back in 3 hrs then chose 180 min CD, and so on.
The option to loot/demand every 10, 40, 180, 480 minutes comes with Booty research.
Loot
The fastest way to gather resources is to use Loot option (5 min CD one to be exact). However if you loot a village which has mood lower than 80% (or 64% with Diplomacy) then you risk losing that village in revolt. In the consequence you will have to retake it, which in the beginning of the game might be hard. Therefore I advice to stay in the "safe zone" and never loot when the village mood is below 80% (when peasants laugh on the picture, its safe to loot). You don’t really gain more in the long run if you loot “harder” and it will only temporarily boost your income, while being risky. You will still have to wait for the mood to recover to loot again. So there is no point to loot much below 80%..
Let me explain you that in more details. Control of the farms is dependent on the mood of the village. If you loot a village which has less than 80% mood then you risk a revolt - the village might revolt against you. If this happens, you will no longer be able to gather resources or troops from that village until you have reconquered it. The official guide from Grepolis wiki says: "the lower the mood, the higher the risk of revolt", which is misleading. At some point it also says "If you loot whilst the mood is low, you run the risk of revolt." As far as I understand the whole idea, basing on my experience and gathered information from other players, it should be rather explained in this way:
The lower the mood of a village at the time of looting it (or demanding troops), the higher chance that it will revolt.
There is no risk of a revolt if you loot the village when its mood is at or above 80%, so it doesn't matter if you loot it "hard" or "soft" (using short or long CD). As long as the village mood is above 80% it is as safe to choose 5 min CD loot as it is to choose 480 min CD loot. So if you loot a village that has 100% mood using 8hrs cooldown, you will drop its mood to 20%, which doesn't mean it will revolt. It only means that you should not loot it again until the mood is back to at least 80%. Simply, to not take any risk, don't loot when the mood is below 80%.
DemandThe fastest way to gather resources is to use Loot option (5 min CD one to be exact). However if you loot a village which has mood lower than 80% (or 64% with Diplomacy) then you risk losing that village in revolt. In the consequence you will have to retake it, which in the beginning of the game might be hard. Therefore I advice to stay in the "safe zone" and never loot when the village mood is below 80% (when peasants laugh on the picture, its safe to loot). You don’t really gain more in the long run if you loot “harder” and it will only temporarily boost your income, while being risky. You will still have to wait for the mood to recover to loot again. So there is no point to loot much below 80%..
Let me explain you that in more details. Control of the farms is dependent on the mood of the village. If you loot a village which has less than 80% mood then you risk a revolt - the village might revolt against you. If this happens, you will no longer be able to gather resources or troops from that village until you have reconquered it. The official guide from Grepolis wiki says: "the lower the mood, the higher the risk of revolt", which is misleading. At some point it also says "If you loot whilst the mood is low, you run the risk of revolt." As far as I understand the whole idea, basing on my experience and gathered information from other players, it should be rather explained in this way:
The lower the mood of a village at the time of looting it (or demanding troops), the higher chance that it will revolt.
There is no risk of a revolt if you loot the village when its mood is at or above 80%, so it doesn't matter if you loot it "hard" or "soft" (using short or long CD). As long as the village mood is above 80% it is as safe to choose 5 min CD loot as it is to choose 480 min CD loot. So if you loot a village that has 100% mood using 8hrs cooldown, you will drop its mood to 20%, which doesn't mean it will revolt. It only means that you should not loot it again until the mood is back to at least 80%. Simply, to not take any risk, don't loot when the mood is below 80%.
This
number (80%) is lowered to 64% if you research Diplomacy, however
remember that it will not speed up mood regeneration, so its not such a
great research after all.
How
often you will demand depends on your game-time availability and if you can be
bothered clicking on farms every 5 minutes. I would say that the best
way to farm is to loot every 5 minutes until mood drops below 80% and then use any demand CD
that will fit your time schedules. After taking mood
below 80% the most effective way to farm is to use 5 min demand CD every 5
minutes but don't feel bad when using
other options. Being able to click a button (or many buttons if you
don't pay for premium features) every 5 minutes is not always possible
and can enslave you to the point when its not fun any more. Even when I
have
time to play I don't use 5 min CD demand option, just cant be bothered
to do it that often. Draw your own personal line.
Unfortunately
this system favours those who can spend more time in front of the game,
to the absurd point of 5 minutes cooldown. Same thing goes with some
premium features speeding up production time of units which unbalanced
the game bit to much in favour of those with more cash. It shouldn't be
the reason to stop playing though, because majority of players don't
wish to spend fortune on the game and cant be 24/7 glued to their
screens - so if you cant click 5 min CD all day long you are not the
minority here. Also as I will show you later in this guide, Demanding and Looting farm villages is not the
fastest way of gathering
resources - farming other players provide more resources.
All I try to say is to ignore those who can play more often, have more money and just take it all with distance - don't get frustrated with it. If you cant catch up with the fastest growing guy on your server then you probably know why, and it might have nothing to do with your or his skills. Don't let the game to push you into doing something you don't enjoy or in the worst scenario into using a BOT - its not worth it. Win with honor or not at all - that's my motto. Actually my motto was "Victory or Death" but victory is only when I achieve it myself and not with help of cheats. Do your best with time and money you can spend on this game and see where it takes you. I think that its still possible to be successful without spending fortune, but unfortunately it requires you to be online quite often.
Other thing to remember is that mood increases by 1% per hour depending on the World Speed. Therefore as far as I understand its 1% per hour for the worlds with speed equal 1 (in most cases wiki guides give examples basing on worlds with speed 1). Here you can check information about your world speed. By knowing how fast the mood regenerates, you can estimate when it will be back at 80%.
Looting for longer periods of time is not worth it. If you log in few times a day, you should be able to use 5 min CD loot option 4 times a day in the world with speed 1 or 8 times in the world with speed 2. Four 5 min loots will take mood down by 24% (4x6=24). In the world with speed 1 you will need 24 hours to regenerate 24%, in the world with speed 2 you will regenerate 48% during 24 hours, so you can use 5 min loots 8 times (8x6=48). Let me also notice that using 5 min loot CD takes only 20 minutes per day (4x5min) in the world with speed 1 and 40 min (8x5) with speed 2.
For longer periods when you are offline its better to use a long demand CDs. For this reason its a good idea to research Booty. If you are confused just check the official guide table. With Booty you get extra 4 options, each of them proportionally doubles CD and resources received of the original 4 options (using example of a farming village at level 1, as default you receive 10 resources every 5 minutes but with the extra option you can receive 20 resources every 10 minutes as well). The most useful option is the one doubling 240 minutes, which gives you 480 minutes CD (8 hrs). Its perfect for the night time when you go sleep or go to work where you cant play.
I wouldn't use Booty on looting because as I explained 5 min loot CD gives the best results, its fairly easy to use all your "daily mood capital" by choosing this option (you need only 20 or 40 minutes per day) and finally because even though Booty doubles the CD (like with the demand) it doesnt however double resources output - it only adds 66% extra resources (not 100% like in the case of demanding). You double the CD time but proportionally receives less resources if you use 4 extra options for looting.
Farming other Players
Other players towns were the main source of my income (resources) in the early stages of the game and even later. If you manage to make another player city your farm, you will boost your resources income a lot! Recently I cleared my neighbors city from his units and started farming it, even though he had 1300 points at that point and I had only 1000. I observed his development and when I didn't see any changes in his points for more than 7 days I decided to spy him and then attack.
He never came back or if he did, he saw his troops dead and decided to leave. He built up all his production camps to level 18 - this is 132 resources per hour, ~3200 per day. I go back and forth and boost my income by 9600 resources per day! Im not able to get that much from farming villages, which I cant be bothered to farm ever 5 minutes. On top of that I farm few other small players on my island. Soon will build up my fleet and start farming players on other islands. You can imagine all this boost from resources - never ending construction queue.
Therefore make sure to focus on development of your army and farm other players - its your priority!
Most of the time there are only maybe 2-4 active players on an island. The rest of other players stop to log in early or do it so rarely that they can easily become your farms. Start attacking early but only those players who don't grow at all. You can Demand Troops from your farming village and get hoplites - they are the best against Swordsmen, or just wait till you can produce them yourself. Each player at the beginning will have 6 Swordsmen.
If a player is online only sometimes then usually the cheapest way to deal with them is to keep sending Slingers (because of militia).
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| I will keep coming till I get everything and then...I will come back for more |
Units to be used for farming
Never farm another players city with only Swordsmen or Archers. You will always lose at least 1 unit, even if they have no City Walls. The only exception is when you send Archers with your other offensive units like Slingers or Hoplites. You can and should send your Archers when farming other player cities (not attacking them, but farming after you've killed their army) because they can carry a lot of loot. Please remember that Archers are defensive units, which can be used to carry out resources from an enemy city when its empty and should not be used to kill enemy units. Swordsmen should stay in your town though.
The higher City Walls the more units you will lose (even slingers). So if enemy player managed to build some walls, you will need to use Horsemen to avoid loses and farm his city or build catapults and get rid of those walls (which might take some time).
The higher City Walls the more units you will lose (even slingers). So if enemy player managed to build some walls, you will need to use Horsemen to avoid loses and farm his city or build catapults and get rid of those walls (which might take some time).
The best units to farm empty cities are Horsemen, Chariots and Harpies. Hera has Harpies which I send to other islands for "gifts".
In the more advanced stage of the game you will know who around you, play this game seriously and who is not. Start by clearing smaller players with slingers. Later when they only rebuild their troops or if there is a chance they catch you with militia, send first wave of slingers and then few seconds later horsemen with 1 slinger. This extra slinger is to slow down your horsemen attack so it will hit after slingers wave. Basically slingers are the cheapest and best option to clear enemy cities as long as there are not to many swordsmen. Lastly when the player stops to log in and give up then send horsemen everyday to empty his warehouse.
Defending farms
Lastly "defend" your farms :) Other players can use the same town as you to get resources. If you suspect it, or would like to know if they do and who does it, then support that city with 1 swordsman. If its attacked, you will receive a report saying when and who did that. If it happens, send your defensive units there. He will not know who sent these units, unless you are on the same island and he can make a reasonable guess. However by sending there some or all defensive units you can wipe out other player farming forces or even all his offensive (plus maybe some archers) forces if its early stage of the game. I was often defending my farms like this - intruders were surprised and sometimes shocked but most of the time unaware who did that to them :) I also used that technique to limit enemy player ability to rebuild his army fast by supporting all ghost/"dead" towns around him but that's a different story.
Production Camps
Production camps shouldn't be neglected. In the late stage of the game they can be the main source of your income if you don't pay for premium feature (having many cities, farming for all of them might be really time consuming and impossible). In the beginning you should build them up to around lvl 15 but don't prioritize them over other constructions, like warehouse, barracks, senate, academy or farm.Make sure to get barracks and academy as soon as possible (if you read previous part you should know why) and keep your warehouse lvl high enough (to never waste your resources). You cannot store more resources in your city than what you can keep in your warehouse, so if you're an active player who gains a lot of resources through demanding, farming other payers or trading, these will be lost if you bring in resources once the limit of the warehouse has been reached. Having Marketplace early is beneficial as well (I explained that in the first part of this guide).
Let me play around with some numbers (using world with speed 1) to show you the difference between production camps and demanding/looting Farming Villages.
It is safe to assume that most of the farming villages will be expanded on your island to the 3rd level. At this level they provide 14 resources every 5 minutes and 222 every 480 minutes (this is minimum and maximum speed of gaining resources when using demand option).
We can then calculate that if we we were able to use 5 min demand CD all day long we would get 4032 resources per day per Farming Village (24 hrs x 60 minutes / 5 min = 288 then 288 x 14 = 4032). Normally you will be able to conquer 5 or 6 FVs pretty fast. By farming 6 FVs all at lvl 3 you could collect 24k resources per day if you are able to click 5 min CD all day long. If we use the slowest method by clicking 480 min demand CD, we will get 4k resources.
Production camps at lvl 15 will give us 2,5k per day.
Obviously nobody is capable of using 5 min demand CD 288 times a day (if he is, then he needs to see a special doctor) and it is safe to assume this number will be lower. Lets use another, a bit less extreme example but still very demanding - lets assume someone can use 20 min demand CD all day long. He will gain by this 13.4k resources per day, which is 6 times more than production camps lvl 15 can provide.
However I still doubt anyone can do that. If one is able to use 90 min CD all day long (which is more possible than 2 examples before) then his income will drop to 6.5k (again for 6 FVs all lvl 3). Production camps at lvl 33 will produce the same amount of resources. Production camps at level 40 will provide 8400 resources per day (when not on - or +).
I hope that after these few examples you can sort of imagine how effective production camps can be. In the beginning, farming FVs will most probably give you about 2-3 times more resources than production camps at lvl 15.
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