From Wiki Grepolis
In Grepolis there are two processes by which you can obtain a new city, Colonising and conquering. Of these, conquering is considered the most effective; however it is also slightly more complex. There are two methods of doing it, conquest and Revolt: Some worlds use conquest and others use revolt, which method is used depends upon the Settings of the world that you play. On this page you can find information about the conquest method.
- Note that as will all other methods of taking new cities, the Colony Ship can only be used once. Once you have taken your new city, the Colony Ship will disappear.
- 1 Conquering
- 2 After you have conquered
- 3 For the defender
A general overview:
The Conquest method of conquering a city differs from the Revolt method in many ways. The most important thing that you should note is that you do not take the city as soon as your CS lands. Conquest was the conquering system in place at the beginning of the game and involves the player holding a siege for 24 hours, on a speed 1 world, with their colony ship before taking the city.
In order to conquer a city using this method you need to have the following things:
- Conquest [Research Portal|Researched]
- A Colony ship and all it entails
- At least one land unit
- At least one transport boat(regular or fast)
- At least one Bireme, Trireme, or Light Ship
- Sufficient culture points to have another city*
Although this is the minimum perquisites required it is strongly recommended that you have a substantial land and naval army in order to defeat any defensive forces in the city you are attempted to take.
*- If you have one city slot and send 3 Colony Ships to conquer cities, the first 2 Colony Ships will fail and the last one will begin a siege- If you have 2 slots then only the first CS would fail, the other 2 will start sieges. It does not matter the order the CS were sent but the order they land.
Choosing a City
There are a number of things that should be considered when choosing a city to conquer:
- City Points: The points of a city indicates how developed it is; a 175 point city will have only the basic building structures while in the largest 13,716 city all the buildings will be built to their full extent. Therefore it is important when choosing a target to aim for a city which is the right size; if you conquer one which is less than 2000 points then it will likely stunt your growth.
- Opposing Player’s Points: Don’t bite off more than you can chew, if you target a player’s city who is much larger than you he will likely have enough defence to destroy your attacking forces. Ghost towns are good targets as they can’t offer resistance.
- Opposing Player’s Alliance: If your opposing player’s alliance is strong and well-organised then it would be dangerous to take them on without a powerful alliance behind yourself.
- Location: Think about the location of your second city with care; conquering a city on the same island as your first or upon an island with no farms will limit your growth. Also consider how you can send support between cities, a 48 hour trip by colony ship would not help you if you came under attack.
- Alliance Claims: If you are in an alliance then check the relevant claims section before choosing a city as another alliance member may already be attempting to take it and you could cause collateral damage and anxiety.
Remember take your time and think carefully before choosing your target as once you take a city you can’t discard it without another player conquering it.
- You are just starting out, you are a 3k player with no alliance
- City belongs to a 20k player who is in a decent alliance.
- Probably best not to go for it. Even if they are terrible at playing, their army will simply outnumber your's and you will find it very hard to do. Given your size, it is probably best to A) Join an alliance ASAP- not that the best alliances are not always the biggest! and B) conquer the city of a similarly sized player or ideally a Ghost Town.
- You are a 3k player with a very good alliance.
- City belongs to a 30k player who is in a bad alliance.
- Go for it! They may be much larger then you, but they are on their own. Wait, try to figure out when they are offline and strike then. Get your alliance mates to clear his city for you, tell them the time that your CS is due to land (to the second) and get them to support you afterwards.
|A note from Tom:
What I am trying to illustrate with the above examples is that it doesn't really matter about your size. What really matters is your alliance. I am also assuming that you are a complete novice... If you have been playing grepolis for a while and know what you are doing then the size of your opponent shouldn't really matter. Just join a good alliance, build up and plan carefully. Knowing your target's offline times is invaluable. I joined Pella 6 months after it started. However I joined a great alliance, small but active, and now I am moving up the ranks with 4 cities. All it takes is some co-ordination. It also helps if morale is active as it means that the bigger players can't attack back without getting destroyed.
For your first city, as a new player, you want a city that will not cause too much of a fuss, but is large enough for it to have been worth it to conquer. Remember, there is no way to abandon a city, so once you have a city, you are stuck with it until it is conquered by someone else. What i mean by this is, make sure you don't take a city that has been reserved by an ally and try not to start too many wars!
Preparations to conquer
There are a number of preparations which you will need to take before the actual process of conquest begins.
Claiming a city
Make sure to 'Reserve' the city so that an alliance mate doesn't take your target or even accidentally break your siege !
Clearing a city
Clearing – unless the city is inactive or being gifted to you by a teammate then it is likely that you will face defence from its current owner. Therefore it is necessary to send waves of clearing offensive before you begin your conquest attempt to make sure that you will be successful, it is advisable to send a spy beforehand to see what troops you will need to kill.
Before conquering a city, you will need to clear it (kill all of the troops occupying the city). In order to do this, you should follow these steps:
- Spy on the city to find out how much resistance you will meet.
- You can either send a large spy to avoid the owner of the city knowing that you are going to attack or you could send many smaller 1k spies. This floods the player with reports (which annoys them) and also will hopefully empty their cave which will make it easier to spy in the future.
- Attack the city with appropriate forces to destroy all of the troops in the city
- If necessary, ask your alliances mates for help.
Building a Colony Ship
You must build a colony ship to conquer a city, this might take some time because you need to collect up 10000 of each resource and then wait around 12 hours to build it, so make sure you have built it before continuing onwards.
The conquering process
Now for the most important information on this page, how the actual process works. It is quite simply in reality; send an attack, accompanied by a colony ship, to another city and if is successful a siege will start. In this siege period, 24 hours on a speed 1 world, the attacker is attempting to protect the colony ship while the defender is trying to destroy it. If the attacker manages to hold the siege and protect his colony ship for the allotted time then he conquers the city.
Here is the order of events:
- Spy the city again just to be sure that you can handle and support that may have arrived.
- Send an few attacks which are meant to make sure that all the troops of the city are cleared
- Time a C-Ship to land a few seconds after the clearing attacks, this might mean sending the C-Ship before you even send off the clearing attacks.
- Time a lot of support waves of defensive troops to arrive right after your CS lands
- Again, it is a good idea to talk to your alliance mates. Get them to help both in the clearing and in the support.
|A note from Tom:
This is one way to do it. Really, it all depends on your opponent. If they are inactive, you don't have to worry about nailing the timings or about them getting support. Do send support to land after the CS though, someone may be farming it and may accidentally break your siege! You could also do it all in one. Spy the city a few days before hand to see what units are in it. Get your alliance mates to attack, send your CS and attacks and clear and land the CS all at once (or at least, within a few minutes at most). This way, you are not allowing the other player days to get support into the city which should make it easier. If it is a small player in a small alliance, it doesn't really matter. However, if you are attacking a big player in a good alliance, the element of surprise could be what clinches it for you.
You want to keep your attacks as close together as possible.
- Final clearing attack lands at 00:00:01 (1 second past midnight)
- Colony ship lands at 00:00:02
- Supporting waves land at 00:00:03
That would be your ideal situation. It is best not to have them arriving in the same second as you do not always know which one will land first! Also note that getting timings down to those gaps takes a lot of practice, don't worry if you don't do it first time! or even in the first 100 times that you conquer. It is just something to aim for.
During the conquer
Assuming that you successfully land your Colony Ship in the enemy city, you then move onto the second part of conquering a city. A 24 hours timer now starts, if your CS is still in the city after that time, the city is yours. During the 24 period that the CS is in the city the defender will not be able to control the city. It is why it is important that you send support right after the CS. Some people let you land your CS only to destroy it straight after it lands. So, you want your alliance mates to attack the city before your CS lands and to support it after your CS lands.
- The 24 hour window is in a speed 1 world. It gets shorter as the speed of the world goes up.
After you have conquered
Once you have conquered, there will be a multitude of things to do to settle in...
Sometimes the city you conquered will have researched some things that you consider worthless. In order to fix this however, you must use up a culture point so be very careful about resetting researches.
If the conquered city has a temple and it was worshiping a god, then it will keep this god. You should try to use a different god in the new city then you are using elsewhere, you do this in order to make sure you have as many god powers available as possible.
Try to get to know your neighbors and your island of your new city, it may be useful in the future.
For the defender
Note: If you have any buildings, units or researches queued and a colony ship lands in your city, all of these things will be cancelled. You will also lose control of the city whilst the CS is there until the siege is broken.
As a defender in the conquer process, you have a couple of options.
Detecting the conquer attack
You will know that a conquer attack is coming by one of a few methods:
- You note that the attack is taking far longer then most
- When you click on the attack, there is a picture of a C-Ship, not a regular boat
- There are multiple waves of support surrounding one attack.
- I.e. You see that there are loads of attacks arriving from your enemy, however they have also sent support. The last attack before the support arrives will probably (unless they have messed up their timings!) be the Colony Ship.
Preparing for the attack
If you are significantly smaller then your attacker, your best chance is to take out the C-Ship only, but not any of the other attacks. You can do this by any of the following methods:
- Ask a friend to send you support to arrive just before the C-Ship lands, and ask for them to send attacks right after the C-Ship lands
- Send out your defending troops to attack a 175 point city far enough away that your defensive troops will arrive right before the C-Ship, but do not send defensive troops to any city that might have troops of its own
- Send out your offensive troops to arrive right after the C-Ship lands, they will assault the C-Ship
- If you have any Fire Ships, then keep them at your city to destroy the clearing attacks. They will not be able to harm C-Ships or transport boats, so if you send them out with your defensive or offensive troops, then they will end up assisting the conqueror
If the conqueror is your size
If you are sure you can take on all of the conqueror's troops, and the conqueror only has one city, then you can leave your defensive troops in your city and get more BP.
Essentially, you just don't want to give your opposition the chance to get a lot of support into your city, it is much easier to try and take on the CS and its escort than it is to try and destroy a wall of biremes. You can either try and take on all of their attacks or you could just dodge all of the clearing attacks and try to 'Snipe' the CS- This involves bringing in land/naval units that will arrive within a few seconds of the CS. However, you could also let the CS land and try to snipe it with Light Ships- I.e. try to land LS within a second or two of the CS landing. If you have more then 1 city, you can do all of this yourself. If you don't, then you will have to get your alliance to help.
Conquest can be quite confusing! However, once you have got your head around it, it is great fun.
Essentially, your ideal situation would be for your opponent's colony ship to not make it into your city. As soon as you think you know which attack is the colony ship, request support. Try and stop it.
If you don't think you will be able to stop it, or just as a plan B, also have your alliance mates attack your city. You want their attacks to land within a few seconds of the colony ship landing. This will mean that you are limiting the amount of support that your opponent will be able to get into the city.