Monday, 20 December Breakthrough. Breakthrough is one of the most misunderstood and underestimated research in Grepolis. Many players ignore it or try it in a wrong way, get wiped and never come back to it. As long as you know what breakthrough can offer you and what are its limitations then it can become a very useful tool in your arsenal. Its main drawback in a Revolt world is that it cannot be both revolt and breakthrough, which makes it more usefull for Conquest worlds.
In a shortcut breakthrough is a life policy for your land nukes, that's all. Use it to make sure your land troops get onshore and do not die useless in sea terrible waste of resources. You pay for it in weaker Light Ships, which are used only as a cannon fodder in a breakthrough attack. If you have specialised cities, like land nuke cities then breakthrough is for them.
Because of the population cap land nukes can have only small Light Ships escort, which is not in any case enough to really deal with many Birems. If there are many Biremes defending enemy harbour, hit it before with a pure Light Ships nuke. If by any chance BMs appear after your clearing LS waves and before your land attack, breakthrough will at least help your troops land safely onshore.
So its very simple - I send land nukes to hit land units only, not BMs fleet, that's the main purpose of sending them. That's in short, if you are interested in details read further. The information provided directly links this tactic with Light Ships depends on LS and it says "better" not "guarantee".
I agree its not very clear however understanding comes with practise. In your land attack cities always research breakthrough and use it.
However the population limit makes it impossible to have big land forces and fleet in one city at the same time. We also cant send transport ships without LS escort, never! Transport ships must be always escorted by LS. The population limit reduce our escort size and therefore we use the trick called breakthrough.
Its to make possible to have a big land army and still be able to transport it on the enemy shore without having huge fleet escorting it. Breakthrough is the way to minimise risk when sending a land nuke but there is always possibility of losing some transports.
Breakthrough is not some kind of magic carpet - its all about proportions. If there are to many BMs then forget about land attacks, clear the harbour first with your LS fleet which you make in your navy attack city.
Whenever a player tries to defend and kill attackers its always best to send LS waves just before your land nukes to sink as many enemy BMs as possible. However even then its still better to use breakthrough than not at all, unless you plan to make LS escort for every land attack group For example if your land nuke hits a city protected by only 50 BMs then 25 LS escort is sufficient and you will not lose any transport ship.
If you hit BMs then 50 LS escort might be just enough depends on a lot of things. However if you attack a city protected by BMs and have only 25 LS escorting your transport ships, then even breakthrough will not help. If you hit BMs don't be surprised that it wont work.
Everything is about proportions. I think that 50 LS is a good number to escort your troops. 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.
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. 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.
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.
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. 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. 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. 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. The Revolt system was introduced with World Zeta as a replacement for the Conquest system used on previous worlds.
With the notable exception of world Kappa, all newer worlds have used this system. Many of the requirements to conquer another city are the same between the two systems. It is the actual takeover process that has changed. Each world uses either the Conquest system or the Revolt system. Attempting to use the wrong system will result in failure. An army. A navy. Colony ship researched and built.
Revolt researched. Enough Culture points. Before you can meet these requirements you will need; — Warehouse level 23 — Academy level 28 — Harbor level The six swordsmen you received during the tutorial are not up to the task. The colony ship is expensive and it takes a long time to get to your target city.
You will need to send at least one Light Ship with the colony ship. More than one is even better. You also need troops to accompany your colony ship. Since they must travel with the colony ship, they will need enough transport ships to carry them all. Before you can build a colony ship, you need to research it in the academy. This requires the academy to be at least level This requires your warehouse to be at least level 16 13 with ceramics researched.
Just when you thought you were ready, the colony ship requires free farm spaces. Unless you planned ahead for this, you might need to upgrade the farm a couple of levels.
After all of that, the 10, of each wood, stone and silver price of the colony ship seems cheaper than it originally did. Once you have your colony ship, there a some things you need to remember. Firstly, they colony ship is one of the slowest units in the game.
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