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Conquering is one of the processed by which you can take over another city (the other method being [[Revolt]]. This is considered the best way to get a new city in Grepolis (the only other method being [[Colonizing]].
[[Category:Help File]]
<br/ > If you wish to see which worlds use the Conquest method then please see the [[World Information]] page.
[[Category:Conquest Method]]
Whilst you start the game with a single town, eventually you will wish to expand your empire by increasing the number of towns you own.  You have two methods available to do this;  either you build your new town from scratch (colonising), or you take that of others (takeover). In this section of the Wiki you can read about the latter.


There are two methods of doing a city takeover: Conquest and Revolt. Some worlds use conquest and others use revolt; the method is used depends upon the [[World Settings|Settings]] of the world that you play. This page is intended to provide a quick introduction to taking over towns in general.


==Conquering==
== Prerequisites==
Before you can take over someone else's town, there are some basic requirements which must be met first. They are: Buildings, Units, and Culture.
===Buildings ===
{|class=wikitable style="text-align: center;"
!width="75px" | Building
!width="200px" | Minimum Level
!width="350px" | Purpose
|-
|align="center"|[[File:Academy_lvll13.png]] '''Academy'''
|align="center"| '''[[Academy|Level 28]]'''
|align="center"| Required to [[Research|research]] [[Colony Ship]] (Academy level 13), and [[Conquest|Conquest]] Academy level 28)
|-
|align="center"|[[File:Harborlvl10.png]] '''Harbor'''
|align="center"| '''[[Harbor|Level 10]]'''
|align="center"| Required to build Colony Ships
|}
 
===Units===
To take over a city you require a Colony Ship (also referred to as a CS). This unit is built in the Harbour, and becomes available once it has been researched.
{|class=wikitable style="text-align: center;"
!width="75px" | Unit
!width="200px" | Name
!width="350px" | Cost
|-
|align="center"|[[File:CS.png|Colony Ship]]
|align="center"| '''[[Colony Ship]]'''
|align="center"| 10,000 [[File:Wood.png]] 10,000 [[File:Stone.png]] 10,000 [[File:Silver.png]] 170 [[File:Pop.png]]
|}
 
You will also need sufficient amount of troops escorting your CS to secure your victory both by land and sea.
 
=== Culture===
The final requirement is that you must have sufficient [[Culture|culture points]] or CP to take on a new city. When you begin the game you have room for two cities;  one of the slots is filled by your first city.  So a second town will not require additional CPs, but any further cities will.
 
==Take over methods==
===Conquest by siege===
This type of conquest applies to siege worlds as well as ghost towns on Hyperborea worlds (where it is not possible to conquer active players). On revolt worlds you "conquer through revolt" (see next chapter).
 
You can divide the take over into two parts. In the first section you attack the target town and ensure your CS lands safely. In the second part, during the siege you occupy the town and prevent the previous owner from reclaiming it.


===Prerequisites===
====Attack====
Before you are actually going to conquer anything, you need the following things:
'''Picking a target'''
*Conquest researched
*A [[Colony ship]] and all it entails
*At least one land unit
*At least one transport boat([[Transportboat|regular]] or [[Fast transport ship|fast]])
*At least one [[Bireme]], [[Trireme]], or [[Light Ship]]
*Sufficient [[Culture|culture points]] to have another city'''*'''
Without these you can not expect to conquer a city, and it is suggested that you have an excess of resources beyond the bare necessities.
<br/ >
'''*'''- 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===
[[File:Town_fight.png|left]]In this phase you need to pick a target and guide your CS safely to it. The maximum travel time of a CS is 48 hours, so the target must be within this distance. Some [[Island Quests]] contain rewards that increase the distance units can travel by allowing them to travel faster for a certain period of time. This will allow the time of the CS journey to be extended depending on the unit speed of the world and the length of time the effect is active for.  
====Requirements====
When choosing a city to conquer, it is best that the city ''not'' be any of the following:
*less then 750 points
**In this case, you will want to [[Colonize]] a city on an island with  [[Farming villages]]
*Owned by another alliance
**Unless you have been given permission to take the city from an alliance leader- you do not want to incite any diplomatic incidents
*Owned by a much larger player
**If you only conquer a player's cities, then they might retaliate using the rest of their cities
*too far away from you
**If a city is too far away, you will not be able to use the cities to support one another
*Claimed by an alliance mate
**You will know if this is the case as it will have an image of a Shield over the city. See the [[Reservation Tool]] page for more info.
Basically, you want a city that will not cause too great of consequences, 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.


====Examples====
I will use three examples of a city to conquer and I will point out the best option:


=====Example cities=====
#City 1:
#*Abandoned city
#*2,500 points
#*one island over from you
#City 2:
#*Owned by a 100,000 point player
#*You are currently 20,000 points
#*The other player's alliance is twice your alliance's size
#*10,000-point city
#*You can not seem to get a [[Cave|spy]] through
#*Same island as you
#City 3:
#*A one-city player
#*No alliance
#*10,000-point city
#*your spy reports say no troops
#*2 islands over from you


=====Example city evaluations=====
'''Sending the attack'''
Here is my assessment of each of those cities:
#'''City 1''':
#*mediocre city, would make a good second city if there are not any better alternatives
#'''City 2''':
#*Probably the worst possible combination of attributes in a conquerable city, do not conquer a city like this
#'''City 3''':
#*The perfect city to conquer, you should go for this option if it is ever available.


===Preparations to conquer===
Click on the target town to bring up the military tab as you would with a normal attack.
Before you actually conquer a city, there are many things you will have to do. These include making sure that you are allowed to take the city, that the city is cleared, etc.
You must include:
* CS (this will change the normal attack automatically to a takeover attack)
* Land units (land victory is compulsory)
* Naval units (naval victory is compulsory)
The most important unit in your attack force is the colony ship. It should not get destroyed under any circumstances, otherwise the conquest will be aborted and the surviving troops will retreat. Hence it might be good tactics to send in one or more waves of attacks to eliminate the opponent’s defences, before the actual conquest is carried out.


====Clearing a city====
'''Sending along defensive units, or rearguard armies'''
Before conquering a city, you will need to clear it, or kill all of the troops occupying the city. In order to do this, you must go about this process:
#spy on the city to find out how much resistance you will meet
#attack the city with appropriate forces to destroy all of the troops in the city
After this, you just need to make sure that the city stays cleared of troops.


====Claiming a city====
In the final attack for conquest it is also very important to send along defensive units. These include [[Biremes]] and [[Trireme]] to fend off naval units, and enough units with strong defensive values to hold off the enemy’s land units. Of course you can also support the conquest from other cities. What is important here is that any rearguard armies are sent in the "support" mode, so when they arrive they can help the troops that are already involved in heavy fighting with the capture of the city.
Make sure to 'Reserve' the city so that an alliance mate doesn't take your target!


====Building a Colony Ship====
A town can only be supported by divine units if the god of the town is the same as the god of the divine units. This is true for towns under siege too. So if you want units from different gods supporting the town, you must send them alongside the CS. If not, you must match the god of the town under siege.
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===
====Siege====
Now we come to the exciting part, the victim is cleared, you have your Colony Ship ready and you want to do the actual conquering. Here is the order of events:
[[File:ConquestIcon.png|left]]Once you land your CS safely despite having smashed the core of the city’s military defence by destroying all land and naval units there, the inhabitants are not particularly well-disposed towards a new ruler. Your conquering army needs a certain time to convince the citizens that you are the better ruler and to defect to your side.
#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 minutes 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 C-SHip lands
#24 hours after the C-Ship lands, the city is yours, supposing that you were able to prevent it from being taken from you.


====Timing attacks====
You want to keep your attacks as close together as possible.
<br/ >
Example:
* 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===
The duration of the siege differs from world to world. On most worlds it depends on the speed factor, but it can also be set independently. By researching democracy the siege duration can be extended by 10%.
There will be a 24 hour period after your C-Ship successfully lands that you will be vulnerable to attack. If an attack on the city manages to kill either all of your land ''or'' all of your navy, then your Colony Ship will be destroyed, the conquer broken, and your remaining troops will come home.  


==After you have conquered==
During the siege period the defender has no control over the city. But your troops can get attacked nevertheless, just as they can also be supported. You can see incoming attacks and supports if you go to the city from which the colony ship was sent, and click on the icon displaying the conquest under "Troop movements“.
Once you have conquered, there will be a multitude of things to do to settle in


===Researches===
Important: During siege attacks will work toward lifting the siege, and supports will work toward success of siege. So in attack phase attacks help you, in siege phase supports help you.
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|culture point]] so be very careful about resetting researches.


===God===
'''Success of Siege'''
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.


===Neighbors===
If the conquering troops survive the siege period without being crushed, the city changes hands. All buildings and technologies that have been researched remain undamaged, unless you have specifically attacked them with a divine power or with catapults. Your CS cannot be used again, it disappears. Troops escorting the CS remain in your new town as support units until you withdraw them.
Try to get to know your neighbors and your island of your new city, it may be useful in the
future.


==For the defender==
'''Failure of Siege'''
'''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.


As a defender in the conquer process, you have a couple of options. [[#You only have one city]] and [[#You have multiple cities]]
A colony ship is destroyed if someone attacking the besieged town wins the land or the sea fight, meaning he has defeated either all land units or all naval units and he has not lost all his troops himself in the process. In this case the siege is lifted;  your CS has been sunk.  
====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====
====Ghost Towns====
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:
If you send attacking troops to a target town before CS lands and these attack troops arrive after CS lands they behave differently in towns with owners and those towns which are deserted. If a town has an owner, these troops have coffee and return home without lifting the siege. If the town is deserted and is a ghost town, they attack your siege troops and have a chance of lifting the siege.
*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====
===Conquest by Revolt===
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.
This type of conquest applies to Revolt worlds. On all other worlds you "Conquer by Siege" (see chapter above).


{|class="wikitable" align="center" cellpadding="1"
In this system there are two parts to takeover: first you must convince people that their current ruler is not suitable to rule (attack to initiate revolt), then you must land your own CS to show you are the suitable ruler (during Red Revolt, land CS).
|bgcolor="#FFBDBD" width=770px|'''Summary''':
 
Essentially, you just don't want the Colony Ship to land in your city. 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.  
====Attack====
|}
[[File:Bluerevolt.png|left]]Once the prerequisites are met, you need to send an attack in revolt mode (by picking the proper icon in attack overview) and then eliminate at least all land units in the targeted city. The residents there start to ask themselves if they are in fact governed by the right ruler. It takes a while before the rumours and grumblings of the citizens have spread within the town and the dissatisfaction escalates. Hence, it will be 12 hours after a successful attack, before the revolt in the polis erupts (this time is fixed;  it does not depend on world speed).
 
Several revolts can be instigated in one city at the same time. But only players who have started a revolt can conquer the city, meaning no-one can capitalise on a revolt that was sparked by another player.
 
A player cannot start a new revolt in a city when he has already instigated one within the last 24 hours. Extending the revolt time is therefore not possible.
 
====Revolt====
[[File:Redrevolt.png|left]]During the revolt, the population of a city is willing to accept you as their new ruler. After all, you have demonstrated with your successful attack that you are a more competent commander than the current ruler of the city. Therefore, if you execute another successful (normal) attack incl. a colony ship during this period, you can take over the city immediately.
 
But there are two things you should know:
 
* Even if the population revolts against its present ruler, he still has full access to the polis, he can command and recruit troops and call in support units, which you should of course dispatch before or when your colony ship arrives.
* And, in this case (unlike with revolt attack), both the land and sea battles must be won!
'''Note:''' you only have 12 hours after the revolt has started to have the colony ship arrive in the contested city. When this time has passed, the owner will succeed to stifle the revolt. (This time frame is not dependent on world's speed.)
 
====Ghost Towns====
You can of course also conquer ghost towns on worlds with the revolt system. But since there is no leader to revolt against, an attack to spark a revolt is not needed. All you have to do is to send a colony ship (accompanied by escorting troops for protection) to capture this city and incorporate it into your empire. If the ship survives its arrival, the city will be yours immediately, provided that you fulfil the necessary cultural requirements for owning another city. In the city, from which the colony ship sets sail, you don’t necessarily have to have researched "Conquest" for this manoeuvre.


===Additional points===
==If your towns have been taken over==
Conquest can be quite confusing! However, once you have got your head around it, it is great fun.  
And your enemies have taken everything from you? Don’t worry - in Grepolis this doesn’t mean the end of the world. If your beautiful city becomes the prized possession of another player, you will get the chance to start a new empire right away, where you can avoid all the mistakes you may have made in your previous attempt. Of course we are aware of the fact that, when restarting, you will be a bit behind the longer-established cities. But we make up for that by placing your new polis in a location where your neighbours have a similar level as you. So, starting anew is a great opportunity to use the knowledge you have gained and to grow and become a lot more powerful the next time.
<br/ >
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.
<br/ >
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.

Latest revision as of 13:11, 24 August 2017

Whilst you start the game with a single town, eventually you will wish to expand your empire by increasing the number of towns you own. You have two methods available to do this; either you build your new town from scratch (colonising), or you take that of others (takeover). In this section of the Wiki you can read about the latter.

There are two methods of doing a city takeover: Conquest and Revolt. Some worlds use conquest and others use revolt; the method is used depends upon the Settings of the world that you play. This page is intended to provide a quick introduction to taking over towns in general.

Prerequisites

Before you can take over someone else's town, there are some basic requirements which must be met first. They are: Buildings, Units, and Culture.

Buildings

Building Minimum Level Purpose
Academy lvll13.png Academy Level 28 Required to research Colony Ship (Academy level 13), and Conquest Academy level 28)
Harborlvl10.png Harbor Level 10 Required to build Colony Ships

Units

To take over a city you require a Colony Ship (also referred to as a CS). This unit is built in the Harbour, and becomes available once it has been researched.

Unit Name Cost
Colony Ship Colony Ship 10,000 Wood.png 10,000 Stone.png 10,000 Silver.png 170 Pop.png

You will also need sufficient amount of troops escorting your CS to secure your victory both by land and sea.

Culture

The final requirement is that you must have sufficient culture points or CP to take on a new city. When you begin the game you have room for two cities; one of the slots is filled by your first city. So a second town will not require additional CPs, but any further cities will.

Take over methods

Conquest by siege

This type of conquest applies to siege worlds as well as ghost towns on Hyperborea worlds (where it is not possible to conquer active players). On revolt worlds you "conquer through revolt" (see next chapter).

You can divide the take over into two parts. In the first section you attack the target town and ensure your CS lands safely. In the second part, during the siege you occupy the town and prevent the previous owner from reclaiming it.

Attack

Picking a target

Town fight.png

In this phase you need to pick a target and guide your CS safely to it. The maximum travel time of a CS is 48 hours, so the target must be within this distance. Some Island Quests contain rewards that increase the distance units can travel by allowing them to travel faster for a certain period of time. This will allow the time of the CS journey to be extended depending on the unit speed of the world and the length of time the effect is active for.


Sending the attack

Click on the target town to bring up the military tab as you would with a normal attack. You must include:

  • CS (this will change the normal attack automatically to a takeover attack)
  • Land units (land victory is compulsory)
  • Naval units (naval victory is compulsory)

The most important unit in your attack force is the colony ship. It should not get destroyed under any circumstances, otherwise the conquest will be aborted and the surviving troops will retreat. Hence it might be good tactics to send in one or more waves of attacks to eliminate the opponent’s defences, before the actual conquest is carried out.

Sending along defensive units, or rearguard armies

In the final attack for conquest it is also very important to send along defensive units. These include Biremes and Trireme to fend off naval units, and enough units with strong defensive values to hold off the enemy’s land units. Of course you can also support the conquest from other cities. What is important here is that any rearguard armies are sent in the "support" mode, so when they arrive they can help the troops that are already involved in heavy fighting with the capture of the city.

A town can only be supported by divine units if the god of the town is the same as the god of the divine units. This is true for towns under siege too. So if you want units from different gods supporting the town, you must send them alongside the CS. If not, you must match the god of the town under siege.

Siege

ConquestIcon.png

Once you land your CS safely despite having smashed the core of the city’s military defence by destroying all land and naval units there, the inhabitants are not particularly well-disposed towards a new ruler. Your conquering army needs a certain time to convince the citizens that you are the better ruler and to defect to your side.


The duration of the siege differs from world to world. On most worlds it depends on the speed factor, but it can also be set independently. By researching democracy the siege duration can be extended by 10%.

During the siege period the defender has no control over the city. But your troops can get attacked nevertheless, just as they can also be supported. You can see incoming attacks and supports if you go to the city from which the colony ship was sent, and click on the icon displaying the conquest under "Troop movements“.

Important: During siege attacks will work toward lifting the siege, and supports will work toward success of siege. So in attack phase attacks help you, in siege phase supports help you.

Success of Siege

If the conquering troops survive the siege period without being crushed, the city changes hands. All buildings and technologies that have been researched remain undamaged, unless you have specifically attacked them with a divine power or with catapults. Your CS cannot be used again, it disappears. Troops escorting the CS remain in your new town as support units until you withdraw them.

Failure of Siege

A colony ship is destroyed if someone attacking the besieged town wins the land or the sea fight, meaning he has defeated either all land units or all naval units and he has not lost all his troops himself in the process. In this case the siege is lifted; your CS has been sunk.

Ghost Towns

If you send attacking troops to a target town before CS lands and these attack troops arrive after CS lands they behave differently in towns with owners and those towns which are deserted. If a town has an owner, these troops have coffee and return home without lifting the siege. If the town is deserted and is a ghost town, they attack your siege troops and have a chance of lifting the siege.

Conquest by Revolt

This type of conquest applies to Revolt worlds. On all other worlds you "Conquer by Siege" (see chapter above).

In this system there are two parts to takeover: first you must convince people that their current ruler is not suitable to rule (attack to initiate revolt), then you must land your own CS to show you are the suitable ruler (during Red Revolt, land CS).

Attack

Bluerevolt.png

Once the prerequisites are met, you need to send an attack in revolt mode (by picking the proper icon in attack overview) and then eliminate at least all land units in the targeted city. The residents there start to ask themselves if they are in fact governed by the right ruler. It takes a while before the rumours and grumblings of the citizens have spread within the town and the dissatisfaction escalates. Hence, it will be 12 hours after a successful attack, before the revolt in the polis erupts (this time is fixed; it does not depend on world speed).

Several revolts can be instigated in one city at the same time. But only players who have started a revolt can conquer the city, meaning no-one can capitalise on a revolt that was sparked by another player.

A player cannot start a new revolt in a city when he has already instigated one within the last 24 hours. Extending the revolt time is therefore not possible.

Revolt

Redrevolt.png

During the revolt, the population of a city is willing to accept you as their new ruler. After all, you have demonstrated with your successful attack that you are a more competent commander than the current ruler of the city. Therefore, if you execute another successful (normal) attack incl. a colony ship during this period, you can take over the city immediately.

But there are two things you should know:

  • Even if the population revolts against its present ruler, he still has full access to the polis, he can command and recruit troops and call in support units, which you should of course dispatch before or when your colony ship arrives.
  • And, in this case (unlike with revolt attack), both the land and sea battles must be won!

Note: you only have 12 hours after the revolt has started to have the colony ship arrive in the contested city. When this time has passed, the owner will succeed to stifle the revolt. (This time frame is not dependent on world's speed.)

Ghost Towns

You can of course also conquer ghost towns on worlds with the revolt system. But since there is no leader to revolt against, an attack to spark a revolt is not needed. All you have to do is to send a colony ship (accompanied by escorting troops for protection) to capture this city and incorporate it into your empire. If the ship survives its arrival, the city will be yours immediately, provided that you fulfil the necessary cultural requirements for owning another city. In the city, from which the colony ship sets sail, you don’t necessarily have to have researched "Conquest" for this manoeuvre.

If your towns have been taken over

And your enemies have taken everything from you? Don’t worry - in Grepolis this doesn’t mean the end of the world. If your beautiful city becomes the prized possession of another player, you will get the chance to start a new empire right away, where you can avoid all the mistakes you may have made in your previous attempt. Of course we are aware of the fact that, when restarting, you will be a bit behind the longer-established cities. But we make up for that by placing your new polis in a location where your neighbours have a similar level as you. So, starting anew is a great opportunity to use the knowledge you have gained and to grow and become a lot more powerful the next time.