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[[Category:Help File]]
[[Category:Help File]]
[[Category:Help File]]
[[Category:Conquest Method]]
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 [[World Information|Settings]] of the world that you play. On this page you can find information about the '''Revolt''' 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.
*Additionally, note that [[Ghost Towns]] can be taken much earlier in Revolt worlds, as they do not require any additional research beyond Colony Ship - unlike Conquest worlds.


The revolt system is an alternate version of the [[The Battle System#Conquer City|Conquer system]]. The Revolt system is currently implemented on the following worlds:  [[Zeta]], [[Eta]], [[Theta]], [[Iota]], [[Lambda]], [[Mu]], [[Nu]] and Omicron.
==General Overview==
You can find a [http://forum.en.grepolis.com/showpost.php?p=97783&postcount=1 guide] on the Grepolis forums.
Revolt was first implemented on May 5th 2010 in World Zeta and involves the player stirring up a revolt in the city they want before sending a colony ship and conquering it.
 
==Colonizing==
The [[Colonising|colonization]] system stays exactly the same even in Revolt worlds, you send your [[Colony Ship]] over to an anchor point with support troops, you wait 24 hours, and you have a new city.
 
==Conquering==
The major difference comes when you are conquering a city with the Revolt system.


===Prerequisites===
===Prerequisites===
Before you are actually going to conquer anything, you need the following things:
In order to conquer a city using this method you need to have the following things:
*Conquest researched
*Conquest researched
*A [[Colony ship]] and all it entails
*A [[Colony ship]] and all it entails
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*At least one [[Bireme]], [[Trireme]], or [[Light Ship]]
*At least one [[Bireme]], [[Trireme]], or [[Light Ship]]
*Sufficient [[Culture|culture points]] to have another city
*Sufficient [[Culture|culture points]] to have another city
without these then you can not expect to conquer a city, and it is suggested that you have an excess of the bare necessities.
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.


===Choosing a City===
===Choosing a City===
====Requirements====
====Requirements====
When choosing a city to conquer, it is best that the city ''not'' be any of the following:
*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 17,786 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.
*less then 750 points
*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.
**In this case, you will want to [[Colonize]] a city on an island with  [[Farming villages]]
*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.
*Owned by another alliance
*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.
**Unless you are at war with them, you do not want to incite any diplomatic incidents
*Alliance Claims: If you are in an alliance then make sure the city has not been reserved by an alliance mates.  
*Owned by a much larger player
**If you only conquer one of a player's cities, then they might retaliate using the rest of their cities
*Too small
**If the city is too small, then you should probably wait
*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
*On the same island as one of you other cities
**You can not farm efficiently with 2+ cities on the same island
*Claimed by an alliance mate
**Usually it is possible to 'claim' cities to conquer in your alliance forums, if someone else has already claimed a city, you should not go for it.


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.
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====
====Examples====
I will use three examples of a city to conquer and I will point out the best option:
Here are three examples of a city to conquer and the best option will be pointed out below.


=====Example cities=====
=====Example cities=====
#City 1:
Some examples:  
#*Abandoned city
*You are just starting out, you are a 3k player with no alliance
#*2500 points
**City belongs to a 20k player who is in a decent alliance.
#*one island over from you
**'''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 Towns|Ghost Town]].'''
#City 2:
*You are a 3k player with a very good alliance.
#*Owned by a 100000 point player
**City belongs to a 30k player who is in a bad alliance.
#*You are currently 20000 points
**'''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.'''
#*The other player's alliance is twice your alliance's size
#*10000 point city
#*You can not seem to get a [[Cave|spy]] through
#*Same island as you
#City 3:
#*A one-city player
#*No alliance
#*10000 point city
#*your spy reports say no troops
#*2 islands over from you


=====Example city evaluations=====
{|class="wikitable" align="center" cellpadding="1" width="100%"
Here is my assessment of each of those cities:
|bgcolor="#BDFFBD"|'''A note from Tom''':
#'''City 1''':
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.
#*Mediocre city, would make a good second city if there are not any better alternatives.
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.  
#'''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===
===Preparations to conquer===
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.
There are a number of preparations which you will need to take before the actual process of conquest begins.
 
====Reserving a city====
Remember to use the new [[Reservation Tool]] to ensure that you don't step on anyone's toes!


====Clearing a city====
====Clearing a city====
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:
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 should go about this process:
#spy on the city to find out how much resistance you will meet
#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
#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.
After this, you just need to make sure that the city stays cleared of troops.
====Claiming a city====
Usually alliances will have some sort of way to claim cities. To claim a city means that you say that you are going to conquer it, if you do not claim a city then you may end up having your colony ship accidentally destroyed by an alliance member, you may actually get punished by your leaders, etcetera.


====Building a Colony Ship====
====Building a Colony Ship====
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===The conquering process===
===The conquering process===
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:
Now for the most important information on this page, how the actual process works. It is slightly more complicated than conquest; send a specially designated revolt attack to the city you want to conquer (you '''must''' select 'revolt attack' when sending the attack) and if it is successful the seeds of a revolution will be sown. A 12 hour period begins in which your agents go among the city under revolt spreading lies and rumours so that dissatisfaction with the current ruler builds. Once this period is up then the population will rise into a full revolution and if you manage to land a colony ship during this new 12 hour period then the city will be captured.
Summary:
#Send an attack which is specified as a revolt attack.
#Send an attack which is specified as a revolt attack.
#12 hours after the revolt attack lands, a 12 hour period starts in which your Colony Ship can land.
#12 hours after the revolt attack lands, a 12 hour period starts in which your Colony Ship can land.
#sometime 12 to 24 hours from when the revolt attack lands, your colony ship lands
#sometime 12 to 24 hours from when the revolt attack '''lands''', your colony ship lands
#the instant the colony ship successfully lands, the city is yours.
#the instant the colony ship successfully lands, the city is yours.
Now, for more details
Now, for more details


====Timing attacks====
====Timing attacks====
You want to keep your attacks as close together and decisive as possible.
You want to keep your attacks as close together and decisive as possible.  


=====The Revolt attack=====
=====The Revolt attack=====
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=====The Colony Ship=====
=====The Colony Ship=====
You will want to time the colony ship to arrive as soon as possible after the initial 12 hour period is up. The 12 hour period does not differ from world to world, it is independent of world speed.
You want to land your CS as soon after your last clearing attack as is possible. It is also good to try and land it as soon as the second 12 hours* starts as it gives the defender less time to get support from allies.  


Because of the slow speed of the Colony Ship, you might need to start sending it even before the revolt attacks sometimes, so remember to keep track of this, otherwise you might not actually get the city.
Because of the slow speed of the Colony Ship, you might need to start sending it even before the revolt attacks sometimes, so remember to keep track of this, otherwise you might not actually get the city.
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And just remember, as soon as your Colony ship is ten minutes out of the harbor, you have reached your point of no return and you must continue with the conquest, or else you will loose a quite valuable colony ship for nothing
And just remember, as soon as your Colony ship is ten minutes out of the harbor, you have reached your point of no return and you must continue with the conquest, or else you will loose a quite valuable colony ship for nothing
Note: Depending on the world configuration, the revolt time may differ. Check the world settings on the game forum for exact details.


==After you have conquered==
==After you have conquered==
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===Neighbors===
===Neighbors===
Try to get to know your neighbors and your island of your new city, it may be useful in the future
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.
As a defender in the conquer process, you have a couple of options.
====Detecting the conquer attack====
*You will know that a conquest attempt is on the way as the attacker will have started a revolt in your city.
**However, the attacker could try to land their Colony Ship at any point during the second 12 hour window so you still need to look out for the CS.
*Look out for an abnormally long travel time on an incoming attack.
*Note that the final attack is not always the CS, some people send attacks afterwards in order to confuse you.
====Preparing for the attack====
Remember that you do still have control of your city.
*Ask a friend to send you support to arrive just before the C-Ship lands (if you don't know when the CS is landing, ask for it to land just before the '''first''' 12 hour window ends).
*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
*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


==Additional tactics==
==Additional tactics==
Sometimes, people will designate every single attack they send as a revolt attack simply to scare people and just in case they find that they can get a new city. So if someone starts a revolt on you, do not panic completely, prepare for the revolt attack, but if it does not come, then do not be surprised.
Sometimes, people will designate every single attack they send as a revolt attack simply to scare people and just in case they find that they can get a new city. So if someone starts a revolt on you, do not panic completely, prepare for the revolt attack, but if it does not come, then do not be surprised.

Latest revision as of 10:21, 6 February 2016

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 Revolt 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.
  • Additionally, note that Ghost Towns can be taken much earlier in Revolt worlds, as they do not require any additional research beyond Colony Ship - unlike Conquest worlds.

General Overview

Revolt was first implemented on May 5th 2010 in World Zeta and involves the player stirring up a revolt in the city they want before sending a colony ship and conquering it.

Prerequisites

In order to conquer a city using this method you need to have the following things:

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.

Choosing a City

Requirements

  • 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 17,786 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 make sure the city has not been reserved by an alliance mates.

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

Here are three examples of a city to conquer and the best option will be pointed out below.

Example cities

Some examples:

  • 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.

Preparations to conquer

There are a number of preparations which you will need to take before the actual process of conquest begins.

Reserving a city

Remember to use the new Reservation Tool to ensure that you don't step on anyone's toes!

Clearing a city

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 should go about this process:

  1. spy on the city to find out how much resistance you will meet
  2. 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.

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 slightly more complicated than conquest; send a specially designated revolt attack to the city you want to conquer (you must select 'revolt attack' when sending the attack) and if it is successful the seeds of a revolution will be sown. A 12 hour period begins in which your agents go among the city under revolt spreading lies and rumours so that dissatisfaction with the current ruler builds. Once this period is up then the population will rise into a full revolution and if you manage to land a colony ship during this new 12 hour period then the city will be captured. Summary:

  1. Send an attack which is specified as a revolt attack.
  2. 12 hours after the revolt attack lands, a 12 hour period starts in which your Colony Ship can land.
  3. sometime 12 to 24 hours from when the revolt attack lands, your colony ship lands
  4. the instant the colony ship successfully lands, the city is yours.

Now, for more details

Timing attacks

You want to keep your attacks as close together and decisive as possible.

The Revolt attack

When sending the revolt attack itself, you should actually send 3-4 waves of nukes (many, many troops designed to completely overwhelm a city's defenses) and all of the attacks should be designated as revolt attacks, so that even if only one gets through, the revolt is still started.

Keeping the city cleared

Because the defender has control over his or her city even while the revolt is occurring, you will need to send periodical clearing waves to keep the city free of defending troops

The Colony Ship

You want to land your CS as soon after your last clearing attack as is possible. It is also good to try and land it as soon as the second 12 hours* starts as it gives the defender less time to get support from allies.

Because of the slow speed of the Colony Ship, you might need to start sending it even before the revolt attacks sometimes, so remember to keep track of this, otherwise you might not actually get the city.

In addition, you will want to make sure that there was no last minute support for the defender, so you should time a clearing wave to arrive a few minutes before the colony ship in order to make sure that your colony ship does not get killed.

And just remember, as soon as your Colony ship is ten minutes out of the harbor, you have reached your point of no return and you must continue with the conquest, or else you will loose a quite valuable colony ship for nothing


Note: Depending on the world configuration, the revolt time may differ. Check the world settings on the game forum for exact details.

After you have conquered

Once you have conquered, there will be a multitude of things to do to settle in

Researches

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. Note that demolishing the academy of your new city will NOT reset researches.

God

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

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.

As a defender in the conquer process, you have a couple of options.

Detecting the conquer attack

  • You will know that a conquest attempt is on the way as the attacker will have started a revolt in your city.
    • However, the attacker could try to land their Colony Ship at any point during the second 12 hour window so you still need to look out for the CS.
  • Look out for an abnormally long travel time on an incoming attack.
  • Note that the final attack is not always the CS, some people send attacks afterwards in order to confuse you.

Preparing for the attack

Remember that you do still have control of your city.

  • Ask a friend to send you support to arrive just before the C-Ship lands (if you don't know when the CS is landing, ask for it to land just before the first 12 hour window ends).
  • 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
  • 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

Additional tactics

Sometimes, people will designate every single attack they send as a revolt attack simply to scare people and just in case they find that they can get a new city. So if someone starts a revolt on you, do not panic completely, prepare for the revolt attack, but if it does not come, then do not be surprised.