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Översikt

Syftet med denna guide är att klargöra både de starka och de svaga sidorna av alla enheterna tillgängliga i detta spel. Även om ämnet är ganska populärt, så är all information spridd på diverse guider och diskussioner. Detta är ett försök att göra en djupgående guide som samtidigt ska vara omfattande och tydlig för en person som är nu till spelet.

Ifall du inte vet något alls om Grepolis, så kanske du vill kolla igenom Grunderna först, och läsa om Stridssystemet innan du läser denna guide.

Allmän Information

Varje enhet i Grepolis har ett antal parametrar som reflekterar dess beteende och effektivitet i strid. Dessa parametrar inkluderar kostnaden för enheten resursmässigt som du behöver spendera för att producera, farmplatser (eller befolkning) enheten tar upp och, ifall det är en mytiska enheter, gunst (läs om Gudarna för att lära dig mer om det).

Där är även strids parametrar för varje enhet. Dessa inkluderar ett anfallsvärde som tillhör en av tre typer: slag, spjut eller distans. Till exempel, en slungkastare har en distans attack med värdet 23. För sjöenheter så har inte attacken någon typ, bara ett anfallsvärde (till exempel, trirem har 180). Varje landenhet har även tre olika försvarsvärden, en för varje attacktyp: svärdsmän till exempel, har 14 försvar mot slag, 8 emot spjut och 30 mot distans. När det sker en strid mellan landenheter, räknas attackvärdet ut och mäts gentemot motsvarande försvarsvärde för de försvarande enheterna. För sjöenheter så är det mycket simplare: det finns bara en typ av försvar, så det är bara ett värde att räkna ut.

Andra egenskaper av de olika enheterna är hastighet och byteskapacitet. Hastigheten reflekterar hur snabbt en enhet kommer nå fram till sitt mål och byteskapaciteten bestämmer hur mycket resurser den kan bära med sig tillbaka ifall det blir en vinst.

Tilläggs: Vissa enheter har speciella egenskaper. Vi har transportbåtar som kan köra landtrupper över havet; vi har mytiska enheter som kan ta sig fram på flygande över haven; vi har speciella flottenheter som kallar brännare som dödar fiende skepp med en 1:1 utdelning, oavsett fiendens attack- och försvarspoäng.

Enhets effektivitet

För att kunna diskutera en enhets effektivitet måste vi först sätta lite kriterier. De grundläggande parametrarna ovan bistår med den informationen.

  • Attackstyrka per spenderad resurs.
  • Attackstyrka per bondgårdsplats
  • Attackstyraka per spenderad gunst (För mytiska enheter)
  • Försvar per spenderad resurs
  • Försvar per bondgårdsplats
  • Försvar per spenderad gunst
  • Anfalls effektivietet gentemot existerande försvarsenheter och vise-versa.

Detaljerad information för samtliga av ovanstående kriterier kommer att listas nedan. Vi kommer även räkna in ytterligare egenskaper så som hastighet, förmågan att flyta, plundringskapacitet. Ett av huvudsyftena med den här guiden är att hjälpa dig bestämma vilken enhet du skall använda i vilket läge, och detta kan vanligtvis göras med hjälp av värdena ovan.

Bygga din armé

Som en ny spelare kommer du omedelbart ställa dig frågan: hur bygger jag min arme? Vilken enhet eller enhetskombinationer är de mest effektiva? Det finns inget enkelt svar på den frågan som fungerar för alla spelare, vid alla situationer. Men det finns några väldigt viktiga faktorer som man alltid måste räkna in, och som kommer hjälpa dig att begränsa dina alternativ och får dig att förstå konsekvenserna av ditt val.

Enhets kategorier

First of all, let us review the exact definitions of the criteria listed above. We will start with the two which are most essential:

  • AA/F: Anfall per farm plats
  • GF/F: Genomsnittlig försvar per farm plats

AA/F is defined quite obviously – it is unit attack strength (no matter what type it is) devided by its population cost. For example, for an archer AA/F = 8/1 = 8 and for a horseman AA/F = 55/3 ~ 18,3.

GF/F is a bit more complicated. For land units, it is a sum of all types of defense devided by 3 and than by population cost. For sea units, it is simply defense devided by population cost. For example, a chariot has GF/F = 76 + 16 + 56 / (3 * 4) ~ 12,3; for a bireme GF/F = 160/8 = 20.

It may appear confusing why these particular parameters were chosen as 'essential' but this is easily explained. Population cap is the main limiting factor for an army, especially at later stages of the game. Accordingly, a player is interested to have maximal values of attack and defense per population used by his army. A high AA/F value basically means that a unit is good at offense, while a high AD/F value indicates that it is a good defensive unit. Based on these two properties, we will now devide all units into 3 categories: offensive, defensive and balanced. Below is the list of all units with corresponding AA/F and GF/F values. The last column, A/F, represents the attack/defense ratio.

Enhet Befolkning Anfall
Anfall
Försvar Slag
Försvar
Slag
Försvar Spjut
Försvar
Spjut
Försvar Distans
Försvar
Distans
Anfall
AA/F
Försvar
GF/F
A/F
Svärdsman
Svärdsman
1 5
(Slag)
14 8 30 5 17,3 0,3
Slungkastare
Slungkastare
1 23
(Distans)
7 8 2 23 5,7 4
Bågskytt
Bågskytt
1 8
(Distans)
6 25 12 8 14,3 0,6
Hoplit
Hoplit
1 16
(Stick)
18 12 7 16 12,3 1,3
Ryttare
Ryttare
3 55
(Slag)
18 1 24 18,3 4,8 3,8
Stridsvagn
Stridsvagn
4 56
(Stick)
76 16 56 14 12,3 0,9
Katapult
Katapult
15 100
(Distans)
30 30 30 6,7 2 3,4
Minotaur
Minotaur
30 420
(Slag)
675 300 560 14 17,1 0,8
Mantikora
Mantikora
45 945
(Stick)
170 225 505 21 6,7 3,1
Cyklop
Cyklop
40 756
(Distans)
945 10 1310 18,9 18,9 1
Harpya
Harpya
14 266
(Slag)
105 70 1 19 4,2 4,5
Medusa
Medusa
18 425
(Stick)
625 435 375 23,6 26,6 0,9
Kentaur
Kentaur
12 156
(Distans)
150 450 60 13 18,3 0,7
Pegas
Pegas
20 100
(Distans)
900 250 300 5 24 0,2
Kerberos
Kerberos
30 210
(Slag)
825 300 1575 7 30 0,2
Erinys
Erinys
55 1210
(Distans)
688 688 895 22 13,8 0,6
Gripen
Gripen
- 920
(Slag)
350 370 150 - - -
Kalydoniska vildsvinet
Kalydoniska vildsvinet
- 250
(Stick)
450 950 100 - - -

We can see now clearly how all land units fit into the three categories defined above.

  • Defensive units (A/D << 1): Swordsman, Archer, Bireme, Pegasus
  • Offensive units (A/D >> 1): Slinger, Horseman, Catapult, Light Ship, Manticore, Harpy
  • Balanced units: (A/D ~ 1): Hoplite, Chariot, Trireme, Minotaur, Cyclop, Hydra, Medusa, Centaur

While defensive units should never be used for offense, and vice-versa, balanced units can be used both for defending and for attacking. Based on these categories we shall analyze possible compositions for defensive and offensive armies.

Land armé

Defensiv armé

We will start with an assumption that a defensive army must have all the three defense values roughly euqal. The reasoning behind this assumption is quite simple. Let us review an example: defensive army consisting of 100 hoplites and 100 archers. It will have following defense values:

  • Blunt:19*100+5*100=2400
  • Sharp:12*100+25*100=3700
  • Ranged:7*100+12*100=1900

To keep things simple we will assume no wall nor any other bonuses present for defense or attack. In case this army is attacked by a force of 100 slingers, having ranged attack 23*100= 2300, it will almost certainly be defeated. So we have a situation when your army, worth 200 farm spaces, can be defeated by an army only worth 100 farm spaces. This is exactly the situation that we need to avoid.

Let us now review a different example, a defense army consisting of 50 archers, 50 swordsmen and 100 hoplites. The defense value will be:

  • Blunt: 19*100+5*50+7*50 = 2500
  • Sharp: 12*100+25*50+8*50=2850
  • Ranged: 7*100+12*50+30*50=2800

This would require about 130 slingers to defeat – or about 50 horses. Clearly this defense is more effective even though it amount to the same 200 farm spaces. And if it seems to you that 200 farms spaces for defense against 130 or 150 for offense is still unfair, you should remember that in actual combat the defender is likely to have a wall bonus; and there are other factor in this game which make the defense easier - some of them will be mentioned later in this guide.

However, you should not assume that a perfectly balanced defense is always a perfect defense. There are some other important factors to be considered.

In the table above you can see that some defensive units have AD/F value higher than the others. The highest one goes to Medusae, but they are mythical units and therefore their production is limited. The army composition given above is an example of a balanced defensive army with nearly highest possible ratio of total defense to farm spaces used without mythical units – 13,6. The composition can be made just a little better by slightly modifying the numbers: 97 hoplites, 51 archers and 52 swordsmen. It will have following defensive stats:

  • Blunt: 2780
  • Sharp: 2855
  • Ranged: 2851
  • AD/F: 14,4

Further we will refer to this composition as 'equal composition'. Can we consider it as ideal? Not really. There are a number of things that do not fit into the 'balanced' defense concept. All of them are related to the probability of being attacked by one or another type of unit.

Let us assume now that the probablity is equal that you will be attacked by any of the three attack types. Let us further assume that for each of the attack types, the attacking force will contain the best (with regard to AA/F) unit for that type of attack. As this may seem a little confusing, let us regard a 600 FS attacking army which illustrates the same principal.

  • Blunt attackers (~200 FS total)
    • Horses, 66
  • Sharp attackers (200 FS total)
    • Hoplites, 100
  • Ranged attackers (200 FS total)
    • Slingers, 200

Now let us calculate the attacking values of this army:

  • Blunt: 66*55=3630
  • Sharp: 200*16=3200
  • Ranged: 23*200=4600

We can see that these values are different for each attack type. Accordingly, if we base on the assumption of equal probability of any attack type, we may want to adjust our defense in respect to these values. This would make our 200 FS army consist of 104 hoplites, 17 archers and 79 swordsmen and the defense values would be 3080 vs blunt, 2305 vs sharp and 3302 vs ranged. Further we will refer to this as 'probability composition'.

Of course, the equal probability assumption is rather bold. However, the probability composition has another advantage. Let us suppose that an opponent managed to scout our army before attack and has a chance to tailor his own force accordingly. Now, in case he finds that we use equal composition, he will be able to attack with slingers and he will need to send 124 of them to have a 50% chance of beating our troops. However, in case he finds that we use a probability composition, he will need either 144 slingers or 144 hoplites or 48 horsemen to have the same chance. That means he will have to use at least a 144 FS army – against 123 in the case of equal composition. So whenever you don't feel secure from scouting, you may want to consider this army composition for defense.

Finally, let us adjust the compositions above to include mythic units in them. In fact, we will only include two mythic units: medusa and pegasus. The first is number one as far as AD/F is concerned, while Pegasus, although slightly behind in that regard, is cheaper in favor: it has about 20% higher defence/favor cost ratio.

Since mythic units are so population heavy, we will increase our FS limit to 1000. Also we will introduce a favor limit: the favor price of mythic units in our army must not exceed 3000.

Jämn sammansättning med Medusor

Unit composition:

  • Medusae: 14
  • Swordsmen: 259
  • Archer: 289
  • Hoplite: 200

Parameters:

  • Blunt defense: 17710
  • Sharp defense: 17787
  • Ranged defense: 17888
  • AD/F: 17,8

You can see that AD/F value is significantly higher now thanks to the usage of Medusae.

Möjlig sammansättning med Medusor

Unit composition:

  • Medusae: 14
  • Swordsmen: 488
  • Archer: 219
  • Hoplite: 41

Parameters:

  • Blunt defense: 17634
  • Sharp defense: 15961
  • Ranged defense: 22805
  • AD/F: 18,8

This defense is so good in fact, that an attacking force that does not contain mythic units will need to be not much less than 1000 FS. If a 2000 FS army built according to this composition is fortified by a maxed out wall and tower, beating this force will be extremely costly for an attacking army and will require cooperation of armies from many cities.

There are also other bonuses to using medusae in defense which will be discussed later in the balanced army section.

Jämn sammansättning med Pegas

Unit composition:

  • Pegasi: 12
  • Swordsmen: 265
  • Archer: 495

Parameters:

  • Blunt defense: 17480
  • Sharp defense: 17495
  • Ranged defense: 17490
  • AD/F: 17,5

This army is very good as far as resources spent per defense point are concerned. Average defense per resource ratio AD/R = 9,55 compared to equal composition with medusae AD/R=7,03. It also requires only 2160 favor compared to 2940 in case of medusae.

Möjlig sammansättning med Pegas

Offensiv armé

Building an offensive army is actually easier than building a defensive one. While a defense has to be balanced against all types of attack, offense is most effective when it pure. So we will need to consider three types of attacking armies: blunt, sharp and ranged.

The choice between them in most cases is based either on scouting data – or simply on the fact that you already have some units and it's easier to build more of those than to start working in a different direction. There are some other factors which will be mentioned in corresponding section. It must be noted, however, that in case your opponet uses a probability composition for defense, and you attack with non-mythical units only, you will need to spend the same amout of FS regardless of attack type you choose.

Slag anfallare

Det finns endast en icke mytisk enhet som anfaller med slagvapen - ryttaren. Den är nog även den populäraste anfallsenheten i Grepolis: Den har inte bara bra AA/F värden, utan har även en hög hastighet och får med sig stora mängder resurser vilket kör den optimal för plundring av byar. Och eftersom du vill plundra byar i alla dina städer närhelst det är möjligt, så kan du med ryttaren låta den anfallsarmé göra detta på sin "lediga" tid.

There is a more subtle reason to using horsemen for attack: non-mythical units specializing in blunt defense have lowest AD/F among all defensive units. Even if your opponent choses to build a defense of 300 hoplites, you will be able to counter it with 100 horsemen (that is the same 300 FS). If you were building slingers you would find it much more difficult to deal with a defense of pure swordsmen, and hoplites as attackers do even worse against archers.

If you have a chance to complement your blunt army with mythic your units it will become even more formidable and versatile. Harpies have AA/F even a little higher than horses, they are also fast and carry lots of loot and they also fly. If the last bit seems insignificant to you, consider this: most of your attack will have to go overseas, which means that you'll need transport ship to carry your horses. Transport ship also take FS: 3 regular boats without bunk research will carry 20 horses. This adds 21 FS to the original 60 of the horses, and lowers their AA/F to 13,6. If you have bunks research, it will 14,5 – but still so much lower than the initial 18,3 value. Harpies do not suffer from this setback, which makes them so much more effective.

Spjut anfallare

If you decide to focus on sharp attack, you have a choice between hoplites and chariots. Hoplites have a slightly higher AA/F, they are cheaper resource wise, the associated research requires less points and is accessible earlier in the academy. Chariots have the bonus of speed and better loot, which makes so much more effective at farming, though still much worse than horses.

All non-mythical sharp attackers are balanced units, so your sharp attacking army will contribute a lot to your defense as well. This will be covered in more detail in balanced army section.

On the other hand, archers are very popular defensive units and they are very effective for sharp defense. For this reason, you can often encounter defensive armies which are best defended against sharp. So if you are going for a chariot/hoplite offense, make sure your opponent is not stockpiling archers: this will make your attack extremely ineffective, even if you win your losses both in resource and in farm space will be a lot higher.

There are two mythical units with sharp attack, and both are excellent attackers. Medusa has the highest AA/F (and AD/F also as already mentioned) and Manticore has the 2nd best, only a little lower. Also Manticores can fly, so the same bonus as for harpies applies to them.

Distans anfallare

Slingers have the highest AA/F value among all non-mythical units (and the only mythical unit to just barely beat them is medusa). They are also accessible very early in the game. The only problem with them is that they won’t be able to do much farming, unless you have an army of at least 500 of them.

Slingers are countered very effectively by swordsmen, but since in the mid to later game swordsmen are arguably the least popular defensive unit, slingers are likely to find a breach in opponent’s defense. It is really important to note: even if a player builds swordsmen, he most likely does only to maintain a balanced defense. What it means is that attacking with slingers will at least be as effective as with any other unit. It is different with horses, for example, since your opponent may happen to have a lot of hoplites or chariots, and be heavily defended against blunt while being weak to other attack types.

Based on this, it may be a good idea to go for slinger attack, if you know nothing about your opponent’s defense. Unfortunately, there are no flying mythic units to complement ranged offensive army, unlike the blunt and sharp cases. Cyclop and centaur are mythical ranged attacker but since they are actually worse than slingers both in terms of AA/F and in terms of resource cost – and they also consume favor – there is not much point in building them

Balanserad armé

Kommer snart.


Sjö armé

I den här sektionen kommer vi gå igenom frågan vad gäller uppbyggnad av flottar, vilka kombinationer som är bra samt de starka och svaga sidorna hos samtliga sjöenheter.

Det är mycket mindre värden som spelar in vad gäller flottor jämfört med landsenheter, eftersom att flottar endast har en typ av anfalls- och försvarsvärde Nedan följer en lista över alla marina enheter och deras egenskaper.

Enhet Befolkning Anfall
Anfall
Försvar
Försvar
Hastighet
Hastighet
Anfall
AA/F
Försvar
GF/F
A/F
Birem
Birem
8 24 160 15 3 20 0,2
40px link=Brandskepp
Brandskepp
10 200 60 13 20 6 3,3
Trirem
Trirem
16 180 250 9 11,3 15,6 0,7
Hydra
Hydra
50 1000 715 8 20 14,3 1,4

Vad vi får fram är att det endast finns en offensiv enhet - Branskepp, och endast en defensiv enhet - Birem. Två marina enheter kan ses som balanserade, Trirem och Hydra.

En flotta på 13 birems och 7 brandskepp kommer att ha samma försvars och anfalls värden som en flotta på 10 trirems. Bondgårdsplatserna kommer vara 161 för birem/brandskepp med motsvarande 160 för trirem. Detta innebär att trirems inte är effektivare än en birem/brandskepps kombination och du går för en balanserad flotta, och de är mindre effektiva ifall du önskar göra din flotta antingen mer offensiv eller defensiv. Dessutom är de mycket långsammare. På grund av dessa anledningar används trirems nästan aldrig inom Grepolis.

Vad gäller hydran, en flotta på 27 birems och 47 brandskepp uppnår samma värden som 10 hydras vad gäller anfall och försvar, men de kommer kosta 659 bondgårdsplatser jämte 500 för hydrorna. Detta innebär att den balanserade flottan skulle dra nytta av hydran. Nackdelen med hydran är att de är väldigt långsamma, betydligt långsammare än trirems. Skulle kunna finnas en plats för den på en värld med erövringssystemet, men detta kommer att tas upp i sektionen för hur du använder din armé.

Dock är det vanliga när det kommer till att bygga flottar att ha städer som fokuserar helt på en typ av flotta, tex städer helt fokuserade på antingen brandskepp eller birems. I ett sådant upplägg har dock hydran ingen plats, och vad gäller din första stad så är hydran inget alternativ ändå.

Använda din armé

Kommer snart.