Private communications, including alliance forums, are allowed to be in any language. The accounts can be deleted in different cases see the examples below either automatically or, alternatively the player also can request the account deletion.
Automatic deletion will NOT occur as long as there are active premium options running. Once the account has been removed, it is not possible to recover it. Grepolis is a competitive game, and the team are the referees. All disputes about rules breaches and ambiguous cases are the responsibility of the team and all the decisions are final. When deemed necessary, InnoGames might change parts or the sum including delete, or edit of accounts, worlds, configurations, and other aspects of the game, including these rules, at any time.
A change will be announced in an appropriate manner. Information about the types of moderators and who to contact for a given purpose can be found on the Board FAQ. If you are unsure as to whether something is against the rules or not, please contact a moderator before you go ahead with it!
We will advise you as soon as possible on whether it is allowed on the forum or not. It is a deliberate feature, not a bug! Conquering or founding other cities will help your original city to develop further. No city can become a great power on its own. You need to establish further cities - perhaps also on further islands - if you want to be able to create a large Hellenistic empire. In the following chapters, you learn how you can conquer and reliably absorb other cities into your empire.
This makes it easier for the inhabitants of the conquered city to accept your domination. That is perhaps also the historic reason why Sparta never reached the size and attractive force of Athens. The cultural level of a city can be found by clicking on the Agora building. It will indicate how many other Polis the city can influence. There are four different events that raise the cultural value of a city: "Theater plays", "Olympic games", "Victory procession" and "City festival".
They also have various requirements, most of which include having your academy developed to level Each event also has a certain amount of time that it take. Some of the events take up to five days. As additional requirements City festivals and Theater plays require a certain amount of resources for each event. While Olympic games require a donation of 50 Gold. Gold can be obtained either by acquiring a premium account or recruiting people. For a Victory procession you must acquire battle points.
If you are not powerful or advanced enough to conquer a city by force you have the option of establishing a new one through colonization. While this can be helpful it means that the new city will start from scratch unlike the conquered cities that retain all buildings from their previous owner.
The third and final prerequisite for conquering or founding new cities is the building of a colonial ship. A colonial ship contains all the necessary resources and citizens to create a new community. It is important to remember that you should never sent out a colony ship without providing it with sufficient millitary protection. You need a strong naval force to protect your colony ship en route to its destination, and a strong land army to protect your new citizens and maintain order once your ship arrives.
Remember that the population of the city is not immediately happy to have you and your army there, and even if you already taken care of the majority of the city's military defenses, the millitia and inherent city defenses can still revolt against you and make it difficult to capture or maintain your hold on the city if your army is not strong enough to subdue them. Your colonial troops require a certain amount of time in order to convince the original population of the city to defect to your empire and become your own.
If the colonial troops survive this time without the hostile population revolting, the city changes over into your possession.
Once this time has passed and your colonial troops have survived, you no longer have to fear any uprisings and can administer the city just as you do your original Polis. Did they take everything? Don't worry, in Grepolis this does not mean the end for you.
If your city should be conquered you can start again and use the lessons you have learned to avoid any mistakes you may of made previously. Naturally we understand you would wish to remain with your original Alliance. However, if you send two attacks consisting of, for instance, slingers and 50 catapults, you can manage to knock down the city walls before your attacks arrive.
If you send catapults in clearing waves to arrive just before the colony ship, chances are that too many defensive units have arrived and your catapults will not do much damage to the walls. However, once several thousand defensive units have arrived, such an attack would do almost no damange to the city walls.
The points is to knock down the wall so that by the time your clearing waves arrive, they can fight without a high level city wall present, yielding much better results.
You should expect your enemies to be able to get a lot of biremes to defend their cities. It would likely not be too far off to expect every fifth city of theirs to be a bireme city a city that has biremes. At any point in time, it is likely that it will, on average, be at half strengh say, biremes. Whenever you attack the alliance, it is likely that they will get at third of their biremes to defend the target city.
Similar numbers go for the light ships that they will send to break your siege. So, this should give you an idea of what numbers to expect, but an even better measure is your past experience and concrete intel you have on the alliance. At some point alliances and players get so big that their defenses can seem unbreakable. Therefore, decoy attacks become a natural part of any conquest attempt.
The idea is that you launch one or several conquest-attack somewhere else to distract from your real attack and draw support there. An alternative version is that you launch conquest-attacks at different times towards the same city, making it impossible for the defender to know which attack to time a defensive snipe against.
The defender might try to snipe one of the fake attacks, only to find that it's fake and have his defensive units wiped out by the followign clearing waves.
He might also dodge the initial attack, assuming that it's a fake, only to find out that it was the real attack and the following attacks are simply light ships. The timing of a decoy attack should be such that the defenders will not be able to recall their support and send it to the real attack.
It is also crucial that the decoy attack looks exactly like a real one with both clearing waves and support. So, if the city has a total of population worth of units, any attack would have to contain at least 60 population worth of units. So, if you send light ships for your fake attacks, which would be a natural choice, you would need to include six in each fake clearing wave, whereas if you have cities with low population, you migth get away with sending just light ships. If you usually attack with normal transport ships, you should build a normal transport ship in all the cities that send fake attacks and include them in the attacks so that the attack times will match those your enemy expects might also make it easier for you to hit the right timing on your attacks, at least giving you two chances to do some; the slower time with transport ships and the faster without.
There is no limit to the amount of units you are request to send to launch a support-mission, so I recommend that all fake support waves simply consist of a single normal transport ship. You should consider the following rules for decoy attacks:.
To hold your siege, you will need both biremes and defensive support troops to arrive after your colony ship. You need both, since, if either you naval units or ground units die, the colony ship with be destroyed as well and the siege will be broken. Once you land your conquest attack and start your siege, you can keep track of incoming attacks and support by clicking the icon of the siege and selecting the 'Troops' tab:.
You will not be notified of attacks, so if you are doing several conquests at the same time and don't know where to send your support, you should keep checking this tab regularly. Notice that you cannot cast spells on the attacks that are coming towards the city where you have your siege.
Should your siege get broken, it is important that you withdraw any remaining troops. Otherwise your enemies could attack them and gain both the offensive and defensive battle points for killing them. When you make attacks against an enemy, it is always a good idea to take a screenshot of your city wall, where you can see how many troops you have killed when checking the killed units, you can also check whether your opponent was online and enlisted militia.
If you lose the battle and you are not able to see how many troops you killed, you can often figure out the magnitude of the defense using the simulator. If I attack a city with light ships that all die, I will not receive any information about how many ships I killed.
So, I will check my city wall and compare it to the screenshot to see how many ships were killed. If I killed 73 biremes, I can run the result through the simulator remember to input morale, luck and other bonuses to figure out how many ships had to be in the city in order for the defender to suffer this exact loss. If you have been attacked from that city before, it will be easy for you to check in the simulator whether that player has the Captain premium bonus or has researched Battering Ram.
Any time that another alliance tries to take your city, make sure to note down which support is sent from which cities. If you attack them later, you will have a very good idea of which initial defenses to expect. If you attack a city with ground troops from another city on the same island, you will be able to see all the ships in the city, even if you lose all yo.
This is not only useful to see the amount of biremes and transports that your enemy will stack in a city if you attack it, giving you an indication about the amount of defense that player can send in support. In conquest-worlds, there are a lot of possibilities for defenders to kill off attacks on their cities. If you only have one city, no friends, and you're put under siege, this system is very merciless. In fact, you can never really rest assured. However, should you be online, there are various things you can do, and I will try to describe how defense works below.
If you have very little experience how defense works, you can read more about that in my defense guide. In revolt-based worlds, you can more easily rely on using only biremes to defend yourself. You always have more than 12 hours to react to an incoming conquest-attempt, which gives you plenty of time to stack all your biremes in the targeted city and fight with a big advantage in numbers against the light ships while annihilating any land troop attacks by killing the transports.
However, in conquest worlds the role of biremes is not so clear cut. A big amount of biremes can do wonders if the attackers do not send enough light ships to screen for their attacks or do not send suffient light ship escorts with their ground armies. You can get a lot of cheap battle points this way. Having biremes always provides you a great tool to snipe an incoming conquest attempt, timing your support to arrive after most light ships have already attacked and easily withstanding the limited amount of light ships that are sent with the clearing waves and colony ship.
However, biremes aren't fantastic defenders on their own. Whenever biremes are not stacked in their thousands, light ship nukes can do quite well against them.
While the losses in the faceoff of light ships and biremes will be fairly even, the attacker will suffer much greater losses when facing a big defensive ground army in a city with high city walls. Therefore, you cannot really depend on either. You always need biremes to defend your own siege when you take cities and it's always worthwile to try to use biremes to snipe colony ships or kill off lightly-guarded transport ships, but you will always need the defensive groud troops to be able to take the damage when you face overwhelming odds.
When you are under attack, it is crucial to know if the attack is a conquest attack or just a normal attack. If it's a normal attack, you might simply dodge or send a few troops to incept, but normally a conquest attack requires you to enact more defensive measures. You can always recognize an attack with a colony ship by its speed. If you check the Grepolis Units Portal , you can see the speed of all units. To Research a technology, you need to select your Academy. From here, select the technology you wish to research.
This technology will be added to your research queue, which can be viewed at the bottom of the academy menu. Please note: You must have the correct academy level eg.
There are 40 different technologies you can research in normal worlds. Research Points are a form of expendable resource that you can use to research new technologies. With each academy level, you get 4 research points. You can get a maximum of research points with a level 36 academy or with a level 36 academy and the special building Library. Since you have a limited amount and seeing as its impossible to research everything in a single city, you must be careful how you spend these.
Make sure you have enough resources and research points. If you don't, that would be the reason. However, if your still unable to research, check the prerequisites eg. Yes, it is. However it is not free!
Once you have this culture point, go to the academy and select the "Reset" tab. Then choose the research you wish to reset. Your research points will be refunded and you will loose 1 culture point. Espionage or spying is where a player sends out a spy to see how many troops and what level buildings another player has. Spys can be recruited using silver stored inside a Cave and do not take up farm space. A simple formula is used to see whether your spy is successful or not.
You assign spies by giving them a certain amount of silver which is stored in the cave. The spy will then go to that polis. The formula itself is simple. If you sent a spy with more coins than what the enemy player has in their cave, the spy is successful and will see that players troops and buildings. To spy on someone, you must have at least a level 1 Cave and at least silver stored in that cave.
To spy on a player successfully, you must send more silver than the amount they have in their cave. Firstly, make sure you have at least silver in your cave. If you don't, you can deposit more by clicking on your Cave between the Timber Camp and Warehouse , typing the amount you wish to store or using the slide bar and clicking deposit.
Then, to send out a spy, click on the map. Select the city that you wish to spy on and click the espionage button. Now select the amount you wish to assign the spy and click send. Remember, you must assign a minimum of silver. You will need the harbor to build ships. To build the ships, click on your harbor then choose what ship and how many of those ships you want.
To confirm, click the tick. You can also build them using the administrator premium feature via the troop overview. Farm Space is required to build ships. If you are out of space in your farm and have no free population, you will be unable to build any more ships. Ships always take up a number of farm space, for example Biremes take up 8 population. To send your land troops on an attack with your ships to another island, you need Transport Boats. One Transport Boat will transport 26 units of farm population 32 with the Bunks research and the Fast transport ship is able to transport 10 16 with the Bunks research to another island.
The land troops occupying the boats must be killed before the transports can be killed. Sometimes this can happen in one attack, sometimes a follow-up naval attack is necessary. You may have no space left. Each level that add to your market, you gain the ability to transport another resource at a time. If you have a level 1 Marketplace then you will only be able to trade resources at a time. With a level 4 Marketplace , you will be able to trade resources at a time. Try upgrading your market and see if that helps.
Most myth units require a certain Temple level in order to build them. Check the Unit Summary to find the required temple levels. First you must actually build a temple. After that is done, click on the temple from the City Overview tab and choose one of the 5 gods: Poseidon, Hera, Athena, Hades and Zeus.
Click on the god you wish to worship and click worship. Please note, this only applies to worlds with the conquest method of taking over cities. If you are unsure as to whether the world that you are playing is Conquest or Revolt, then please see the list of World Information.
The city is lost. If it was not their only city then they will be able to continue playing with their remaining cities. They will probably try and take back the city that was taken! It makes no difference how many colony ships you send. The second ship will simply land, then turn around and head back home you will receive a report about your troops having Tea and cakes.
No, you can start the revolt with one city then send the colony ship from another. It does have to be from the same player. When the city is captured, all other revolts are canceled and those with incoming colony ships are offered the opportunity to cancel their attack.
They remain in the city as support until they are recalled or sent back. The colony ship is destroyed when the city is yours. The revolt technology is only required to stir up the revolution. Of course you will need to have it researched in one of your cities in order to start the revolt. Just a regular attack. If you use a revolt attack, the colony ship won't land.
If you use a breakthrough attack, you are likely to lose the colony ship if there are any defensive ships.
Part of what makes grepolis so great is the fact that there is a huge amount of interaction with other players. It makes the game much more fun to play when you are a member of a team. Also, and a bit more practically, your alliance mates can help you in the game. It is more likely that they will support you and help you attack other players if you are alliance mates with them. To found an alliance, click on 'Alliance' in your control bar at the bottom of your screen- if you are not already a member of an alliance then you will have the option to found one.
Type in a name and click 'found alliance' and a new alliance will be founded. To set up the alliance, there are a few things you will have to do first. To start out, you can send invites to lots of players nearby hoping some will join or you can aim for a few select members and either recruit them before the world opens or send messages to them in-game. There is also the option of advertising your alliance in the external forum , find your world's forum and make a thread under the sub-forum 'Alliances': Note: this is the difference between a Mass Recruiting Alliance -MRA- and an Elite alliance.
You can only invite as many players as you can take into your alliance. If the alliance cap in your world is and you already have 90 members, you will only be able to have 10 invites out. Absolutely not! Premium features simply make some things easier, but you can still do just as well or even better without using it.
There are a few ways that you can do this. The easiest would be to click the big button in the centre of your control bar, it will open up the 'premium' usage page.
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