Military Tactics - For Grepolis and Practice

Military Tactics - For Grepolis and for Practice


This page explains military tactics for the alliance to help them in Grepolis and for practice. This guide will help you understand the importance of war and conquest and will help you throughout Grepolis. This page consists of two parts, 'For Grepolis' which gives you the best techniques and strategies to help you in the game and then there's 'For Practice', where you learn about war and more complex ideas of expansion and layout of an army and when to attack e.c.t.


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For Grepolis
In Grepolis when in battle or when in war it is important to get the basics right. This part of the guides will be split into several of the following chapters:
- Army Formation
- Navy Formation
- City Expansion
   - Colonization
   - Conquest
- Spells
- Research
- City Wall and Militia
- Island Dominance
- Ranking
- Alliances
   - Pacts
   - Recruits
   - Forums
- Espionage
... This covers the basics of war but there is a second list below to follow for more complex tactics:
- Fake Attacks
- Pacts and Enemies
- Tripwire
- Culture
- Simulation
- Colony Ships
- World Wonders
- Bonuses


Army Formation
The army set up is very important to have a properly established army. It is important that you have plenty of Swordsman, Slingers and Archers to help strengthen you defense. Also you must have offensive troops and Hoplites are those which bulk up your entire army. The Swordsman, Slingers, Archers and Hoplites are your mass forces as you need to have plenty of them, they're essential for any army and are the most basic and cheap recruits for your army. It is also important that the ration and amount of troops you have is right. The formation of your mass troops is listed below:
- 120 Swordsman
- 120 Slingers
- 155 Archers
- 325 Hoplites
... This formation is perfect for a city planning on colonizing or fighting in war, It is the foundation for a strong army with the right balance of each soldier. However when being at dangerous risk from larger and stronger cities it's useful to mass recruit more of these forces  at once to add temporary strength for the attack.


When you have these basic forces it is good to have extra forces that are stronger to help boost the strength of the army, this includes Horseman and Chariots. This requires and level 15 Barracks and your city must have the mass forces ready first. These forces are you Cavalry and front line Chariots. These forces are smaller but stronger:
- 85 Horseman
- 55 Chariots
... You can also recruit chariots through the god Zeus. These forces are your secondary forces and are more expensive.


Once you have your army set out you may want to further expand it in new ways. Mythical and mechanical units can be added to your army to make it more complex and effective. Catapults are your Mechanical forces and are essential when pulling of a full scale siege. You may need about 20 Catapults in this army. Catapults can be useful in massive scale loots on large cities because they can carry lots of booty. They are designed to penetrate through city walls and damage them so the troops can find it easier to defeat the cities' troops. When recruiting mythical units it depends on the god your worship. It is important that you have these as they are very strong but are very expensive. This also costs favor from your god and it's only possible to recruit a small few at a time. It is important to have a high level temple to help you recruit these units faster as you'll get more favor from the gods. Here is a recommendation for these units:
- Centaur (30)
- Pegasus (15)
- Minotaur (15)
- Manticore (6)
- Cyclops (6)
- Harpy (30)
- Medusa (8)
- Cerberus (15)
- Erinyes (3)
- Hydra (5) (Navy)
... These forces are know as your mythical forces.


To conclude this chapter, your army has Mass forces, Cavalry and front line Chariots, Mechanical forces and Mythical forces.


Naval Formation
When planning to attack a city on another island your navy is most important. The most important of all naval units are your transport boats. It is good to have plenty of them as well, the same goes for fast transport ships. Having a range of transport boats and fast transport ships gives you the flexibility of being able to send slower full scale attacks as well as smaller and faster attacks. The amount of these ships should be:
- 50 Transport Boats
- 35 Fast Transport Ships
... These forces are known as your Transport Navy


Having a proper defense to the navy is important to give the transport navy strength when in the seas as the soldiers can't fight until they reach land. These forces, known as your Defensive forces, consist of Light Ships, Biremes and Fire Ships. Fire Ships cannot be used for the offensive but are in permanent reserve for defense so that when your army and navy is on a campaign you'll have these ships for temporary defense and can surprise the attacker in this sense as not many players use these ships. Also along with Light Ships and Biremes, they are very cheap. It is very important to have these in your nay:
- 20 Biremes
- 20 Light Ships
- 20 Fire Ships


Next you have your Elite forces which consist of Hydras and Tiremes. These add extra strength to your navy and these units are very expensive so it is good to have a few of these. In this army there is now Tiremes or Hydras expected at this point.


Finally you need to have the center of your army, your colony ships. It is good to keep a small few because these ships are the most important for your navy as it is the key of conquest and colonization. The colony ship is what helps expand your empire and if you have one - Protect it at all costs! These are know as your Colony Navy Reserve.


To conclude this section your navy consists of your Transport navy, Defensive forces, Elite forces and your Colony Navy Reserve.


City Expansion
Colonization
Once you have arranged your army and navy you may want to start thinking about expanding your empire and the best way to start is by colonizing. It is a very peaceful way of expanding so it will not upset any other alliance. To colonize you'll need to first meet up to minimum expectations:
- 1 colony Ship
- 1 Foot Soldier
- 1 Transport Boat (if on other island)
- 1 Culture points (unless first city)
- Colony Ship researched
- Academy (22)
- Harbour (20)
- Able to store at least 10,000 of each resource
- 1 offensive or defensive ship


... By reaching these expectations you'll be able to colonize. But the problem is it won't be effective, in order to do this you'll have to reach more ambitious expectations. For example, if you have a high level Timber Camp, Quarry, Silver Mine and Warehouse at high levels then you'll be able to produce and store more production. If you have a high level senate then you'll be able to construct faster. With a higher level Barracks and Harbour you'll be able to build up your army and navy faster and if you have a higher level Academy and temple you'll be able to research more and cast more spells. You should start colonizing when you reach 5,500 points.


Conquest
Once you have colonized a few cities you may want to start getting stronger cities or you may want to help in a war or invasion. To do this the expectations will be higher and as before it is better to reach higher than these expectations. Conquest is essential to building and empire and to becoming dominant. The expectations are:
- All expectations of colonization's must be met
- Conquest Researched


To conclude this entire chapter, first colonize then conquest once your ready and also try to reach higher than the minimum expectations. Make sure when expanding your empire you consider your alliance first.


Spells
When sending a major attack it is important to always do what you can to make the attack successful. One way of doing this is by using spells and they can help in many ways. Depending on the go you worship depends on what spells you can use.


Some help by benefiting your army or navy:
- Favorable wind
- Heroic Power
- Helmet of Invisibility


Other help by negatively effecting the opposing army or navy:
- Zeus' Rage
- Sea Storm
- Desire


Also they are ones that effect the city, production, army or navy in other ways:
- Divine Sign
- Lightning Bolt
- Call of the Ocean
- Kingly Gift
- Earthquake
- Wedding
- Happiness
- Population Growth
- Patroness
- Wisdom
- City Protection
- Plague
- Return from the Underworld
- Treasures of the Underworld


... It is important to use as much of these when conducting an important campaign.


Research
It is important that when you are creating your army and navy to make sure you can max the strength by conducting researches. For example, Trainer makes it so that you can train troops faster and Phalanx helps your foot soldiers stronger and Battering Ram strengthens your navy. Research is conducted at the academy and you need to expand on your academy to unlock new researches. Your academy needs to be at level 22 to colonize and level 30 to conquer.


City Wall and Militia
When you have an incoming attack, even when it is small and not threatening, it is important to put on the most resistance that you possibly can and one effective way of doing this, even if you have no troops, is to activate your militia. The amount of Militia your city can provide depends on your farm level and your researches. The amount of your militia is your farm level times ten (15 if "City Guard" has been researched), this is capped when the farm reaches level 25.


For Example, if your farm was level 10 and you haven't researched "City Guard" then you'll have 100 militia (farm level, 10 * 10 = 100). If you have a level 15 farm and have researched "City Guard" then you'll have 225 militia because (farm level, 15 * 10 (+ City Guard, 5) = 15 * 15 = 225).


The maximum amount of militia a city can provide is 375 because the militia is capped at level 25 (farm level, 25 * 10 (+ City Guard, 5) = 25 *15 = 375), still your farm can upgrade to level 40 even though the militia is capped when the farm reaches level 25.


Also the City Wall is important because it increases the defense value of the troops by ?% dependent on the level of the city wall (* extra 10% afterwards with tower). To build a tower the wall needs to be at level 20. If you have a level 25 wall and a tower and all the necessary researches then you have the maximum defense value of your troops and the militia. To build a city wall you must have your senate at level 7 and quarry at level 8. 


Island Domination
Having island domination can mean two things and it is good to have island domination in both forms to be successful with their military conquest. One type is to control all or most farms and have them at high levels. The other way is to control most cities on the island or to at least have the strongest city by far on the island. This means that all your cities are close and can easily support each other when needed.


Having full alliance domination on an island is essential for building world wonders and expanding on them. Alliance domination gives a sense of dominance and control to nearby players making them want to join so they can be safe. Getting island and alliance domination is hard work and takes a long time and lots of organisation and at the same time a lot of independent work.


Here is how it should work:
- Recruit all members nearby
- Conquer all farming villages and expand them to at least level 4
- Conquer all non alliance or pact cities on the island and nearby


... to have strong dominance on your island and this gives you the opportunity to make it the official alliance capital if you're the founder.


Ranking
In Grepolis the more cities you have and the more you expand on your cities, the more points you'll get and the more points you get, the higher player ranking you get. A player ranking is a status based on the amount of points you have in total and having a high ranking means you have strong cities.


You can get rewards for reaching certain player ranking and for ocean ranking. These rewards are also for your status and recognization.


If your rank is 1 than that means no player in the world your in is stronger than you, but that doesn't mean your safe - That player could have help from other players too.


Alliances
The stronger the alliance, the safer you are. It is important to contribute to the alliance so that the alliance gains your trust and so that they may give you a high status or influence on the alliance. Having influence is very important because it means that other players, even ones that are stronger, are loyal to you and obey your orders. Leading in wars is not always about points - It's about status and where you are in the hierarchy of the alliance.


Being high up in the hierarchy means greater respect and status and therefore more help and support when needed. It means that players are more likely to want to protect you and more likely to respect you.


You have the choice of founding an alliance or joining an existing one. However, founding an alliance is not all that easy, it takes time and skill to make a new alliance into a strong and recognized one. They are two ways of being in control of a strong alliance: One is to found one and expand, another is to take control of and existing one and act as a dictator. 


In an alliance the forums are very important and must be clear and updated so that members can send support to each other fast and easy. This means that when you're under threat of being attacked, you have other players ready to help you when needed.


Espionage
Before you attack an enemy city it is very important to know what type of troops they are in the city. If you attacked a city without information on that city then then your troops are very likely to be wiped out especially if it is a naval attack. 


To make a spy successful you must use more silver coins then there is stored in the cave at the city you're spying on. You have to use at least 1000 silver coins for an espionage but it is better to use more. If you use 1000 silver coins and the other city has 0 silver coins in their cave then you'll successfully receive a spy report on the city. However, if you use 1000 silver coins and the other city has 2000 silver coins stored in the cave then you'll fail the espionage and you will not receive a spy report and the enemy finds out about the spy.


Espionage's tell you the resources, troops, ships and buildings in the city. The amount of troops can prove useful before an attack.


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This section is over
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Unfinished - Last Edited: On 22/03/12 at 20:13 -
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