Erobringssystemer
På Grepolis er det to forskjellige måter du kan skaffe deg nye byer på; ved å kolonisering eller erobring. Ut av disse vil erobring bli sett på som den mest effektive, men litt mer kompleks. Det finnes to måter å gjøre det på, erobring og opprør. Noen verdener bruker erobring, mens andre bruker opprør - hvilke av disse to som blir brukt, kommer helt an på hvilke innstillinger den verden har. Denne siden skal gi en rask oversikt over erobring av byer på et generelt grunnlag.
Erobring
En generell oversikt:
Farming av andre byer vil hjelpe din by med å vokse og utvikle seg, men for å virkelig bli et stort rike trenger du flere byer og da helst på andre øyer. Her vil du finne ut hvordan du erobrer andre byer og faktisk holde på de.
Forutsetninger
Standardkrav
- Havn: Nivå 20
- Akademi Nivå 28
- Forskning: Koloniskip (Akademi Nivå 22); Erobring (Akademi Nivå 28)
Før en erobring
Aller først trenger du nok kulturpoeng. I din Agora kan du sjekke hvordan du får de, samt sjekke hvor mange du allerede har.
I tillegg er et koloniskip påkrevd før du kan erobre. Dette vil koste deg 10.000 10.000 and 10.000. Du burde selvfølgelig også ha nok tropper for å få til en vellykka erobring. Vi kommer til å nevne de viktigste enhetene litt lengre ned.
Angrepet
Så snart du har funnet deg et passende mål kan erobringen begynne.
En erobring vil i teorien fungere som et vanlig angrep. Det kan være litt forvirrende at den eneste knappen som er tilgjengelig er et "normalt angrep", men så snart et koloniskip blir sendt i et angrep vil Grepolis gjøre det om til et erobringsangrep. For å starte en erobring er både land- og havenheter nødt til å være en del av angrepet som du sender ut. I tillegg kan ikke reisetiden til koloniskipet gå over 48 timer.
Den aller viktigste enheten i ditt anrep er nettopp koloniskipet. Det burde ikke under noen omstendigheter blir ødelagt, for da vil erobringen bli avlyst og de overlevende troppene vil trekke seg tilbake. Derfor kan det være lurt å sende inn et eller flere angrep før du sender avgårde koloniskipet sånn at du kan fjerne eventuelle tropper i byen. I den siste delen av angrepet ved erobring er det viktig å sende defensive enheter også. Dette vil da inkludere biremer som skal forsvare byen mot andre havenheter, og i tillegg nok enheter som er gode i forsvar for å forsvare seg mot fiendens landenheter. Du kan selvfølgelig også støtte opp erobringen fra andre byer! Det som er viktig her er at alt blir sendt som støtte sånn at de kan hjelpe tropper som allerede forsvarer seg.
Mytologiske enheter kan kun brukes som støtte under en erobring dersom den byen som blir angrepet tilber den samme byen som støtten blir sendt fra.
The take-over
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).
If you have a high enough culture level you can send your troops on a colony ship to an enemy city, to defeat the troops that are stationed there and to capture the city.
But when you arrive, and even after you have smashed the core of the city’s military defense, the inhabitants are not particularly well-disposed towards a new ruler. Thus the basic defense of the city may still destroy your colony ship. To prevent this, make sure that both land and naval units survive and remain in the besieged city after the initial attack.
Your conquering army needs a certain time to convince the citizens that you are the better ruler and to defect to your side. This is the phase of the siege.
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. The exact siege times for each world can be seen in the world information-article. 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“. If the conquering troops survive the siege period without being crushed, the city changes into your hands.
All buildings and things that have been researched remain undamaged, unless you have specifically attacked them with a divine power or with catapults.
A colony ship is destroyed if the attacker 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.
Conquest by revolt
This type of conquest applies to revolt worlds. On all other worlds you "Conquer by siege" (see chapter above).
In the academy you can research "Conquest". This enables you to spark revolts in other cities. To then take over the city as your own, the following steps are necessary. If you launch an attack with a "revolt" 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 rumors 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.
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, both the land- and the sea battles must be won!
To make things even more complicated, 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.
The 12 hours before the revolt erupts as well as the 12 hour duration of the revolt itself are independent of the world's speed factor.
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 capitalize 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.
Ghost towns on revolt worlds
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 fulfill 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 manoeuver.
You have been conquered?
And your enemies have taken everything from you? Don’t worry, in Grepolis this doesn’t mean the end of the world for you. 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 neighbors 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.