Plyndringssystem
Med 2.0 kom der et helt nyt plyndringssystem i Grepolis. Dette nye system er en stor forbedring i forhold til det gamle system, hvilket gør plyndring meget nemmere og sjovere end før.
Hvad er plyndring?
Plyndring er i sin enkle form at tage råstoffer fra en spiller eller en af plyndringsbyerne. Dette vil dog handle om råstofferne fra plyndringsbyerne. Før 2.0 skulle dette gøres ved brug af enheder. Dette var en ret træls opgave, da du skulle sende angreb mod byerne, for at kunne få råstoffer ud af dem. Nu kan dette gøres med et tryk og uden brugen af værdifulde enheder.
Hvad ser jeg på?
De følgende billeder er til for at illustrere hvilken forskel der er på de forskellige plyndringsbyer på din ø og hvad disse betyder.
Overtagelse
I Grepolis 2.0 starter alle spillere med 1 plyndringsby, der er under deres kontrol. Da enheder ikke længere skal bruges til plyndring vil placering af denne første plyndringsby variere. For at få råstoffer eller enheder fra de andre plyndringsbyer skal disse først overtage. Dette gøres ved at slå modstanden i byerne ihjel. Mængden af modstand afhænger af antallet af plyndringsbyer. Du kan ikke overtage mere end en by ad gangen. Du skal også efterleve de krav, hver plyndringsby stiller op.
- F.eks. hvis den blå bar siger "40/50", betyder dette, at du mangler hvad der svarer til 10 enheder (optælles i befolkning). Dette kunne være 10 sværdmænd, 3 ryttere og 1 slyngekaster - skibe tæller også med.
Modstand | ||||
---|---|---|---|---|
Bynummer | Forsvar | Krav | ||
1. | Ejes automatisk | Ingen | ||
2. | 1 Slyngekaster | 6 | ||
3. | 3 Bueskyttere | 10 | ||
4. | 60 Slyngekastere | 40 | ||
5. | 60 Sværdkæmpere | 100 | ||
6. | 100 Bueskyttere | 300 | ||
7. | 300 Slyngekastere, 80 Hoplitter og 80 Ryttere | 600 | ||
8. | 150 Sværdkæmpere, 150 Bueskyttere og 75 Hoplitter med en mur i niveau 20. | 1000 |
Noter venligst at plyndringer er tilknyttet en enkelt spiller - Du kan altså ikke overtage andres plyndringsbyer.
Plyndring
Da hver spiller starter med en plyndringsby, er der et par muligheder, der kan udføres for at få råstoffer. De første valg er: Anmod om råstoffer, Plyndr råstoffer og udvid plyndringsbyen. Senere mulighed for åbne op for: Anmod om enheder (Kun niveau 3+ plyndringbyer) og handel med råstoffer (med en markedsplads i niveau 5).
Muligheder | ||||
---|---|---|---|---|
Anmod |
Plyndring |
Enheder |
Handel |
Info (Udvid) |
Der vil være en nedkølingsperiode, uanset hvilken af metoder en spiller bruger. I denne periode vil der ikke være mulighed for at få flere råstoffer. Det er denne tid, hvor plyndringsbyerne genopfylder deres lagre. Denne nedkølingstid er ens på alle verdener og er altså ikke påvirket af verdenens hastighed. Antallet der er vist er for alle råstoffer og ikke en total mængde.
Teknologien bytte giver dig yderligere 4 muligheder for at plyndre eller anmode om råstoffer. Disse muligheder giver 66% flere råstoffer, men tager også længere tid at genopfylde fra.
Daglig plyndring | ||||
---|---|---|---|---|
Byniveau | Maksimal mængde | |||
Niveau 1 | 6,250 | |||
Niveau 2 | 7,500 | |||
Niveau 3 | 8,250 | |||
Niveau 4 | 10,000 | |||
Niveau 5 | 11,250 | |||
Niveau 6 | 12,500 |
Anmodning
Anmod |
Den mest brugte mulighed for at få råstoffer er ved at anmode om dem. Dette giver dig en lille rate af råstoffer, men har ingen indflydelse på byen humør. |
Dette kan gøres ved at trykke på en overtaget plyndringsby og vælge anmode muligheden. Herefter skal du vælge den ønskede mængde. Du vil modtage råstofferne omgående. Du skal herefter vente en antal minutter/timer, før du kan anmode fra samme landsby igen.
- Taget ved hastighed 2.
- Plyndringsbyens nuværende humør.
- Plyndringsbyens niveau (1 er standard, 6 er højeste)
- Tid til du kan anmode/plyndre igen. Her kan byen igen bruges til at anmode eller plyndre.
- Mængden af hvert råstof, du vil modtage.
- Tiden du skal vente, hvis du vælger dette tilbud.
- Du kan anmode om råstoffer ved at bruge denne knap.
Looting Resources
Looting Resources |
Looting is the other way you can gain resources from farming villages. You gain more resources by looting for the same amount of time, but it will lower the mood of that farming village. The consequence of low mood is revolt. |
Looting is carried out like demanding, though you use the looting button instead. Just like with demanding, you receive the resources in your warehouse instantly, but you will still have to wait for the farm to resupply. For example, below is a screenshot of looting at Speed 2.
- The farming villages current mood. This is affected when looting and the lower the mood, the higher the risk of revolt
- The current farming village level. (1 is the default, 6 is the highest level)
- Time until you're able to loot/demand again. In this screenshot, the player is ready to demand/loot again. This time is unique to the farming village.
- The amount of each resource* you'll receive if you take this offer.
- The time you'll have to wait until you can loot/demand again if you take this offer
- The decrease of mood the village will have if you choose this offer. The lower the mood, the higher the risk of revolt
- You can loot this amount with this button, with the resources being delivered instantly.
As with demanding, the amounts you receive varies depending upon the farming village level and whether or not you have Booty researched, which doubles the amount of time you have to wait but also increases the resource output by 66%. If you loot whilst the mood is low, you run the risk of revolt.
- Note: This table is made for speed 1. If you wish to find out how many resources you will get on Speed 2 or 3, please multiply the resources by the world speed.
Demand Troops
Demand Troops |
You can demand troops at Level 3+ farms through the tab at the top right of the farming window. You gain a certain number of units, but in return the mood of the village is lowered. |
You can also demand troops via the units tab from farming villages that are level 3 or higher. Similar to looting, you'll gain a certain amount of units, but in return you'll have to wait until you can demand/loot again, as well as the farming village's mood taking a considerable decrease. If the farming village's mood is too low, it will go into revolt.
Trading
Trade Resources |
If you have a Level 5 Marketplace, you will be able to trade resources with the farming village. Please see trade. |
Expansion
Expand Village |
If you have spare resources at any point, you can reinvest them back into the farming villages to expand them and gain more resources in the long-term. |
Farming villages can be expanded, to improve their resource output. This is vital in order to haul larger loads and grow faster.
To expand the farming village, you'll need to contribute a certain amount of resources to it. However, the farming village expansion level is the same for every member on your island, meaning that you can work with others on your island to upgrade and expand your farming villages. You can contribute your resources via the farming village's expansion tab.
Amount of resources (sum) required for expansion | ||||
---|---|---|---|---|
Upgrade | Sum of resources required. | |||
Level 1 to Level 2 | 1,200 resources | |||
Level 2 to Level 3 | 4,800 resources | |||
Level 3 to Level 4 | 19,200 resources | |||
Level 4 to Level 5 | 72,000 resources | |||
Level 5 to Level 6 | 150,000 resources |
Revolting Farms
Through the use of the Looting and Demanding Troops options, you can lower the moods of your farming villages low enough that they revolt against your occupation of them. If this happens, you will no longer be able to gather resources or troops from that village until you have reconquered that village. It can be a fatal mistake to have this happen in the early stages of a world as you will need to meet the farm space requirements to retake a revolting village.
In order to retake the village, you will need to defeat a randomly generated amount of swordsmen, archers, and hoplites. The mood of the village will also increase back up towards 100%, but you will still be required to retake the village. Once you retake the village, you will be able to resume gathering resources and troops from that village.
Village Mood
Mood increases by 1% per hour depending on the World Speed. Because control of the farms is dependent on the mood of the village, you should take care to not farm when the mood is below a certain threshold which is below 80% (or 64% with Diplomacy). The mood of the village can drop to below these percentages, and even below zero. Farming, whether demanding or looting, should not be done below those levels.
- Note that mood is also unique to the player.
Image | Description | Explanation |
---|---|---|
Fil:Mood 100-80.png | Ideal Mood Range | This farm will provide resources and troops for your city. Mood is between 80-100% (64-100% with Diplomacy) |
Fil:Mood 79-50.png | Adequate Mood Range | This farm will provide resources and troops for your city, though there is a change that it will revolt from this point onwards. Mood is between 50-79% (40-63% with Diplomacy) |
Fil:Mood 49-16.png | Dangerous Mood Range | This farm may revolt against your city. Mood is between 16-49% (13-39% with Diplomacy) |
Fil:Mood 15-0.png | Openly Hostile | This farm will revolt against your city and it will then need to be retaken. Mood is below 15% (Below 12% with Diplomacy) |