Monday, May 5, 2014

Random Expert Tips and Tricks

(may be divided up later)

Warning: Some things suggested below are risky and you attempt at your own risk.

~ When trying to break a siege with LS on a friendly city that you know is going to be heavily contested, send a bunch of DLU and transports to support the city. The enemy can't send them back till the siege is over, and as you hit the BR and try to break the siege, your DLU and transports will steal a part of the enemies bp's. But, keep in mind, this only works when it is agreed that the siege will be broken by LS. If by flying nukes, you'll end up attacking your own DLU's.

Personal Trick - When trying to take a city and it is stacked with fire ships, don't bother sinking them. Just send you GOU nukes to clear the land and then launch the CS. Even though the CS escort will die, the CS will still land and a siege will start if the land is cleared/or already clear.

~ Timing attacks and support can be a very tricky thing. Over time, I've had many questions asked about landing on the same second and what happens. So, after extensive in-game testing on myself, I've come up with this conclusion, and so far its proved true 100% of the time. The longer travel time ALWAYS lands first. So, for example, I have a CS launched from City A (enemy city). It lands in City B (my city) at 20:00:01. The CS has a TT of 6 hours. Meanwhile, City C (enemy city) is a BR nuke. It has a TT of 4 hours. Do to some great luck, the BR nuke lands at 20:00:01. Because it is a shorter TT than the CS, it will land on the same second, but AFTER the CS does. Now, lets say that City D (my city) is a LS nuke with a TT of 2 hours and I got super lucky and got it to land at 20:00:01. Because it has a shorter TT than the enemy CS and the enemy BR nuke landing on the same second, it will land AFTER both. The way I explained it might be a little confusing, but read through it several times or draw it out if you have to. This can make or break saving a city.

~ Trying combining the Recruitment speed increase spell with Call of the Ocean or Population Growth, it will greatly increase the speed at which things are built when queued during the time that their active in that city.

Personal Trick - Dedicate an entire city (in a safe zone) to building nothing but this combination. 1 fast transport + 1 guy. You should be able to build about 430ish of these combo's in that city. Then send them out as tripwires to all allied members cities that are on the frontlines. In this way, you'll be able to bring attention to a city that is under attack and possible someone close by will see it (they should if they are checking the forum like they should) and be able to help the city under attack.

~ Something I've seen over and over in big players cities. They build these huge LS or BR nukes, but in the process to get more population, they demolish their resource building down to level 20 or some even down to level 15. DON'T! Sure, it might get you some extra population, but is it worth it compared to the significant decrease in the amount of resources you bring in? Absolutely not!

~ If your having your caves constantly drained in cave "bombings", just leave them empty, or better yet, once in a while put 1001 in your cave. That way, if they get used to spending 1,000 to spy, you'll beat them and if they only sent one, they might end up spending a bunch thinking you stacked it when in reality you didn't. Dirty trick if they'll fall for it, but sometimes worth it. :)

~ As is normal in every world of grepolis, some alliance is fighting for control over an ocean. Easiest way to take it is this... build a TON of LS nukes. And just nuke all there cities in that ocean. Keep them clear and then one at a time clear a city of DLU and take it. Build up, repeat. And soon they will crumble before you. (or should)

Personal Trick -  When I build my LS, BR, OLU, or GDU nukes, I always try to build a regular transports, a LS (if it normally wouldn't have one) and if some cases where it was already researched and I don't feel like wasting the CP to reset it, a trireme. This way, you have at least 3, and a possibility of 4, different TT's for your attacks/support. This can really help if you need to delay something (like the city is close and you won't be on later to send it) so that it can still get there, just later.

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