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{{Template:Old Farming}}
Grepolis 2.0 brings a new farming system to Grepolis. Farming is now easier and more enjoyable then ever before.
Grepolis 2.0 brings a new farming system to Grepolis. Farming is now easier and more enjoyable then ever before.


==What is Farming?==
==What is Farming?==


Farming is the general term given to the taking of resources from either another player or from a farming village.  However, for the sake of clarity and a lack of confusion, it will be given the meaning of taking resources from farming villages. Prior to 2.0, farming was done through the use of troops.  This was a rather tedious task as you would have to send farm trains to the villages to strengthen the village to 100% and follow that up with an attack in order to obtain the maximum amount of resources.  However, in 2.0, farming can be done with a click of a button, and without the hassle of using valuable troops to farm.  In order to ensure that you receive the most amount of resources with the least amount of effort, this page will help to answer all the mysteries of farming in Grepolis 2.0.
Farming is the general term given to the taking of resources from either another player or from a farming village.  However, for the purpose of this article it will mean taking resources from farming villages.  
Prior to 2.0, farming was done through the use of troops.  This was tedious, as you had to send farm trains to the villages to strengthen the village to 100%, then follow up with an attack to obtain the maximum amount of resources.  However, in 2.0, farming can be done with a couple of clicks of a button, not by using your valuable troops to farm.  In order to ensure that you receive the most amount of resources with the least amount of effort, this page will help to answer all the mysteries of farming in Grepolis 2.0.


===What Am I Looking At?===
===What Am I Looking At?===
Line 32: Line 35:


==Conquering Farming Villages==
==Conquering Farming Villages==
In Grepolis 2.0 every player begins the game with 1 farming village under their control.  Because troops are no longer needed to farm, the location of this village may be some distance from your city. In order to gather resources or troops from the other farming villages, you must conquer them by defeating their resistance to your conquest.  The amount of resistance in each village increases as you gain more farming villages, and you are not able to conquer more than one village at a time.  You must also meet the minimum farm space requirements, as indicated by the blue bar in order to take over another farm.   
In Grepolis 2.0 every player begins the game with 1 farming village under their control.  Because troops are no longer needed to farm, the location of this village may be some distance from your city. In order to gather resources or troops from the other farming villages, you must conquer them by defeating their resistance to your conquest *.  The amount of resistance in each village increases as you gain more farming villages, and you are not able to conquer more than one village at a time.  You must also meet the minimum farm space requirements, as indicated by the blue bar in order to take over another farm.   
* I.e. if in the blue bar it says something like "40/50", that means that you need to recruit 10 more population spaces worth of units. That could be 10 swordsmen, 3 horsemen and 1 slinger- Ships also count towards this.
* As an example, if in the blue bar it says something like "40/50", that means that you need to recruit 10 more population spaces worth of units. That could be 10 swordsmen, 3 horsemen and 1 slinger- Ships also count towards this.


{|class=wikitable style="text-align: center;"
{|class=wikitable style="text-align: center;"
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  |align="center"|1 [[Slinger]]
  |align="center"|1 [[Slinger]]
  |align="center"|6
  |align="center"|6
  |align="center"|5 FS of anything will win, but Slingers, Horsemen and Chariots will do it without lossing anyone.
  |align="center"|5 units of anything will win, but Slingers, Horsemen and Chariots will do it without loss.
  |-
  |-
  |align="center"|3rd
  |align="center"|3rd

Latest revision as of 19:13, 29 July 2017


Grepolis 2.0 brings a new farming system to Grepolis. Farming is now easier and more enjoyable then ever before.

What is Farming?

Farming is the general term given to the taking of resources from either another player or from a farming village. However, for the purpose of this article it will mean taking resources from farming villages. Prior to 2.0, farming was done through the use of troops. This was tedious, as you had to send farm trains to the villages to strengthen the village to 100%, then follow up with an attack to obtain the maximum amount of resources. However, in 2.0, farming can be done with a couple of clicks of a button, not by using your valuable troops to farm. In order to ensure that you receive the most amount of resources with the least amount of effort, this page will help to answer all the mysteries of farming in Grepolis 2.0.

What Am I Looking At?

The following images will help to illustrate what the differences are between the various farming villages on your island, and what they mean.

Image Description Explanation
Conquered.jpg Conquered Farm This farm will provide resources and troops for your city.
Unconquered.jpg Unconquered Farm This farm will not provide anything for your city until captured.
Farm Timer.jpg Resupplying Farm This farm has already provided resources or troops and is resupplying.
Revolt Farm.png Revolting Farm This farm has revolted against your city and it will need to be retaken.

Conquering Farming Villages

In Grepolis 2.0 every player begins the game with 1 farming village under their control. Because troops are no longer needed to farm, the location of this village may be some distance from your city. In order to gather resources or troops from the other farming villages, you must conquer them by defeating their resistance to your conquest *. The amount of resistance in each village increases as you gain more farming villages, and you are not able to conquer more than one village at a time. You must also meet the minimum farm space requirements, as indicated by the blue bar in order to take over another farm.

  • As an example, if in the blue bar it says something like "40/50", that means that you need to recruit 10 more population spaces worth of units. That could be 10 swordsmen, 3 horsemen and 1 slinger- Ships also count towards this.
Farm Village Resistance Troops
Village Number Village Defence Farm Space Required Best Units to Send
1st Automatically given at start None Any.
2nd 1 Slinger 6 5 units of anything will win, but Slingers, Horsemen and Chariots will do it without loss.
3rd 3 Archers 10 1 Horseman or 5 Slingers (will lose 2) or 2+ Chariots (will lose 1)
4th 60 Slingers 40 7 Slingers (will lose 5)
5th 60 Swordsmen 100 35 Hoplites (will lose 30)
6th 100 Archers 300 13 Horsemen (will lose 11)
7th 300 Slingers, 80 Hoplites and 80 Horsemen 600 140 Slingers (will lose 133)
8th 150 Swords, 150 Archers and 75 Hoplites with a Level 20 Wall 1000 175 Horsemen (will lose 166)

Please note that farming villages are unique to the player, which means that you won't be conquering another player's farming villages. Enemies may be feeding off of the same farming village as you.

Farming in 2.0

As each player begins a world with 1 farming village under their control, they have a few options open to them as to how they begin to gather resources from that farm. The initial choices available to a player are: Demand Resources, Loot Resources, and Expand the Village. Later, as the player progesses they are able to Demand Troops (Level 3+ farming villages only) and Trade Resources (with a Level 5 Marketplace).

Farming Options
Demand.png

Demand Resources

Loot.png

Loot Resources

Demand Troops.png

Demand Troops

Trade Resources.png

Trade Resources

Expand Village.png

Expand Village

Whichever option a player chooses, the farming village will have a cool down period in which it will not be possible to gather more resources until this period has finished. You can think of this wait time as a resupply of the village's resources and troops since your last visit. Unlike other aspects of the game, this cool down period is not affected by the world speed settings. The amounts that are stated on the screen are for each resource and are not a total amount.

In 2.0, because troops are no longer needed for farming, the research Booty instead provides a player with an additional 4 options for obtaining resources through demanding and looting. The new options will give you 66% more resources than the original options, but the time it takes to regenerate those resources is also doubled.

Daily Farm Amounts
Village Level Maximum Amount
Level 1 6,250
Level 2 7,500
Level 3 8,750
Level 4 10,000
Level 5 11,250
Level 6 12,500

Demanding Resources

Demand.png

Demand Resources

The main method of gathering resources from a farm is by demanding them. This gives a nominal rate of resources, but doesn't affect mood of the farming village.

This can be done by clicking on a conquered farm, selecting the demand option and by demanding the specified amount. You will receive the resources instantly in your warehouse. You will then need to wait the specified amount of time before you can demand again from this particular village.

FV.png
  • This screenshot was taken at Speed 2.
  1. The farming villages current mood. This is unaffected when demanding resources.
  2. The current farming village level. (1 is the default, 6 is the highest level)
  3. Time until you're able to loot/demand again. In this screenshot, the player is ready to demand/loot again. This time is unique to the farming village.
  4. The amount of each resource* you'll receive if you take this offer.
  5. The time you'll have to wait until you can loot/demand again if you take this offer
  6. You can demand this offer with this button, with the resources being delivered instantly.

Depending on the level of the farming village, the amount of each resource you receive will vary and also whether or not you have Booty researched. The following table shows the amounts given for Demanding Resources at each farm level with the amounts for Booty in brackets.

Demand production per level & time
5 minutes (10 minutes) 20 minutes (40 minutes) 120 minutes (240 minutes) 300 minutes (600 minutes)
FV Lvl 1 10 (20)Res.png 20 (40)Res.png 60 (120)Res.png 80 (160)Res.png
FV Lvl 2 12 (24)Res.png 24 (48)Res.png 72 (144)Res.png 96 (192)Res.png
FV Lvl 3 14 (28)Res.png 28 (56)Res.png 84 (168)Res.png 112 (224)Res.png
FV Lvl 4 16 (32)Res.png 32 (64)Res.png 96 (192)Res.png 128 (256)Res.png
FV Lvl 5 18 (36)Res.png 36 (72)Res.png 108 (216)Res.png 144 (288)Res.png
FV Lvl 6 20 (40)Res.png 40 (80)Res.png 120 (240)Res.png 160 (320)Res.png
  • Note: This table is made for speed 1. If you wish to find out how many resources you will get on Speed 2 or 3, please multiply the resources by the world speed.

Looting Resources

Loot.png

Looting Resources

Looting is the other way you can gain resources from farming villages. You gain more resources by looting for the same amount of time, but it will lower the mood of that farming village. The consequence of low mood is revolt.

Looting is carried out like demanding, though you use the looting button instead. Just like with demanding, you receive the resources in your warehouse instantly, but you will still have to wait for the farm to resupply. For example, below is a screenshot of looting at Speed 2.

FV2.png
  1. The farming villages current mood. This is affected when looting and the lower the mood, the higher the risk of revolt
  2. The current farming village level. (1 is the default, 6 is the highest level)
  3. Time until you're able to loot/demand again. In this screenshot, the player is ready to demand/loot again. This time is unique to the farming village.
  4. The amount of each resource* you'll receive if you take this offer.
  5. The time you'll have to wait until you can loot/demand again if you take this offer
  6. The decrease of mood the village will have if you choose this offer. The lower the mood, the higher the risk of revolt
  7. You can loot this amount with this button, with the resources being delivered instantly.

As with demanding, the amounts you receive varies depending upon the farming village level and whether or not you have Booty researched, which doubles the amount of time you have to wait but also increases the resource output by 66%. If you loot whilst the mood is low, you run the risk of revolt.

Looting production per level & time
5 minutes (10 minutes) 20 minutes (40 minutes) 120 minutes (240 minutes) 300 minutes (600 minutes)
FV Lvl 1 20 (40)Res.png 40 (80)Res.png 120 (240)Res.png 160 (320)Res.png
FV Lvl 2 24 (48)Res.png 48 (96)Res.png 144 (288)Res.png 192 (384)Res.png
FV Lvl 3 28 (56)Res.png 56 (102)Res.png 168 (336)Res.png 224 (448)Res.png
FV Lvl 4 32 (64)Res.png 64 (128)Res.png 192 (384)Res.png 256 (512)Res.png
FV Lvl 5 36 (72)Res.png 72 (144)Res.png 216 (432)Res.png 288 (576)Res.png
FV Lvl 6 40 (80)Res.png 80 (160)Res.png 240 (480)Res.png 320 (640)Res.png
  • Note: This table is made for speed 1. If you wish to find out how many resources you will get on Speed 2 or 3, please multiply the resources by the world speed.

Demand Troops

Demand Troops.png

Demand Troops

You can demand troops at Level 3+ farms through the tab at the top right of the farming window. You gain a certain number of units, but in return the mood of the village is lowered.

You can also demand troops via the units tab from farming villages that are level 3 or higher. Similar to looting, you'll gain a certain amount of units, but in return you'll have to wait until you can demand/loot again, as well as the farming village's mood taking a considerable decrease. If the farming village's mood is too low, it will go into revolt.

FV3.png

Trading

Trade Resources.png

Trade Resources

If you have a Level 5 Marketplace, you will be able to trade resources with the farming village. Please see trade.

Expansion

Expand Village.png

Expand Village

If you have spare resources at any point, you can reinvest them back into the farming villages to expand them and gain more resources in the long-term.

Farming villages can be expanded, to improve their resource output. This is vital in order to haul larger loads and grow faster.

FV4.png

To expand the farming village, you'll need to contribute a certain amount of resources to it. However, the farming village expansion level is the same for every member on your island, meaning that you can work with others on your island to upgrade and expand your farming villages. You can contribute your resources via the farming village's expansion tab.

Amount of resources (sum) required for expansion
Upgrade Sum of resources required.
Level 1 to Level 2 1,200 resources
Level 2 to Level 3 4,800 resources
Level 3 to Level 4 19,200 resources
Level 4 to Level 5 72,000 resources
Level 5 to Level 6 150,000 resources

Revolting Farms

Through the use of the Looting and Demanding Troops options, you can lower the moods of your farming villages low enough that they revolt against your occupation of them. If this happens, you will no longer be able to gather resources or troops from that village until you have reconquered that village. It can be a fatal mistake to have this happen in the early stages of a world as you will need to meet the farm space requirements to retake a revolting village.

In order to retake the village, you will need to defeat a randomly generated amount of swordsmen, archers, and hoplites. The mood of the village will also increase back up towards 100%, but you will still be required to retake the village. Once you retake the village, you will be able to resume gathering resources and troops from that village.

Village Mood

Mood increases by 1% per hour depending on the World Speed. Because control of the farms is dependent on the mood of the village, you should take care to not loot your farm when the mood is below a certain threshold which is below 80%. The mood of the village can drop to below these percentages, and even below zero. Looting should not be done below those levels.

  • Note that mood is also unique to the player.


Image Description Explanation
Mood 100-80.png Ideal Mood Range This farm will provide resources and troops for your city. Mood is between 80-100%
Mood 79-50.png Adequate Mood Range This farm will provide resources and troops for your city, though there is a change that it will revolt from this point onwards. Mood is between 50-79%
Mood 49-16.png Dangerous Mood Range This farm may revolt against your city. Mood is between 16-49%
Mood 15-0.png Openly Hostile This farm will revolt against your city and it will then need to be retaken. Mood is below 15%