How does morale work in grepolis
Log in. Search titles only. Search Advanced search…. New posts. Search forums. For a better experience, please enable JavaScript in your browser before proceeding. Morale and speed. Thread starter Brajanz0r Start date Jul 6, Prev 1 2. Remember that land units will need transport boats to be sent along.
If your units take part in the battle at the other city, you will receive a report letting you know how many you lost. Once that city is out of danger, you can recall all or some of the troops home through the Agora under the Outside tab. Support can also be a tactical tool as well. If you are facing an attack, you can dodge by sending your troops as support to another city and then recall them as needed. As well as using it for dodging attacks, you can use troops as a tripwire to determine whether other players are attacking a favorite city used for raiding.
If you order your troops to a location, but then change your mind for whatever reason, you can cancel the order within the first 10 minutes of the travel period. This can be a very useful tactic to employ as it may cause a player to enlist their Militia and send their own troops out of the city.
However, after the 10 minutes are past, you will not be able to recall your troops. If you find yourself under attack, it will likely be for one of two reasons: the attacker wants your resources, or to take over your city. In Revolt worlds, players may put a city into revolt as a way to panic the other player, but if there is no Colony Ship en route to your city, you can assume that all they want are your resources.
To help prevent numerous attacks, there are a few things that you can do to make your city less attractive:. If you are able to do any of these things, you may be able to prevent future attacks on your city. You should also make sure that you are familiar with the best way to defend against attacks and be prepared for them. The following table will help to illustrate which units are best at defending against which units:.
The higher the speed of a unit, the quicker it will arrive at the target and return. The speed of a unit can be the difference in getting support in place or having the attack land at the right time. Since troops are usually sent in mixed groups, the speed of the entire group will only be as fast as the slowest unit.
Building your Temple will give you access to City Wall which provides a defensive bonus to your troops when you're under attack. Each level of your wall increases the bonus. A fully built wall can help enormously in defending against attack, and even more so with the Tower in the later stages of the game.
Knowledge is power, and in Grepolis, having accurate information about your enemy is crucial to a successful attack or defense. It is vitally important to know the size and disposition of your enemies army. If you underestimate the defense effectiveness of the opponent, you will probably lose a major portion of your army.
An overestimating of the opponent is to be sure less tragic, but also not optimal. You could dawdle away time with the construction of an army that would not have been necessary in this size at the time of the attack. To be able to get a view behind the hostile city wall, it is necessary to construct a cave. Once you have constructed this, you can delegate a spy. In order for you to send a spy behind the enemy lines you must place silver coins in your cave.
With these you pay the spy and can then delegate them to infiltrate the enemy city through the context menu. However, successful espionage is not always certain. Sounds good and all but I can see multiple ways this can easily be abused like the current system. Unless you are saying morale is generated from battle point calculation? This could still be manipulated in a sense but it would be much more complicated. Maybe something based on total cities inside a world to calculate morale off of taking into account lost cities and whom they were lost too?
Better Explanation: Player A is a noob and has three cities - Morale for 3 cities blah blah Player B is a noob and has ten cities but has lost 7 to hostile alliances - Morale for his remaining 3 cities Player C is a morale sieger and not a noob.
He has taken 20 cities and sits on two. His alliance has taken the other Maybe some sort of calculation can be applied so morale doesn't apply so low for his remaining cities. Not really a clear explanation but hopefully it somehow gets the point across. I would have the morale advantage disappear after a certain amount of time in a world, much like beginner protection. They have a 'CS driver' with one city and use that person to take a city. Good seeing you again, Morg. MarkASp Peltast.
Having joined a world part way through my first world, so I didn't know any better , I definitely needed the moral advantage. I would say that morale should be based on total number of cities ever possessed, not the current number. So in the CS Driver example, their morale would not be based on the 1 city they own, but on all of the cities they've taken and handed off. Maybe not count cities that have been taken by a non-allied player anyone in an alliance not pacted to yours, but that could be problematic as well.
This would benefit someone that is subject to an op and loses most of their cities, but there are lots of ways that I could see this being exploited, so maybe just leave it at total cities a player has ever owned. MarkASp said:. How about a gradual removal of morale from the world with elements of the above discussion incorporated?
It would be equal for everyone. My idea involves removing morale gradually as the world gets closer to world wonders. Those who started in phase 4 will retain their morale. It is meant to be weaker since the game is in the end stage yet strong enough to provide adequate protection. There are 2 things that will instantly remove the morale from a player who started in phase 4. These two items are meant to prevent abuse of morale. If the player has a city on a world wonder island, he or she will lose their morale.
If the player is donating resources to world wonders, he or she will also lose their morale. The rationale behind this is that the more cities a player controls, the better he is able to defend himself, even with smaller cities. I would love to hear feedback on this, possible exploits we did not foresee or anything really that might make the system better.
We already have a few ideas to expand on it, but for now, we would like to try out this simple principle and see how effective it can be. Remember this is the first stage of change, we are aware that there are other problems that still need to be covered, but please do not hesitate to reply listing them, there might be of course some things that we did not foresee.
After listening to your feedback and discussing with the team, we decided to tweek the proposed changes. Here is how it looks now:. I mostly listen to the community and find good ways to make players life easier and more exciting.
Thanks Grepo team this will be the last map I play in that has morale activated, the revised version is worse than the first proposal, Its a war game and i learned very quick how too survive and never had morale too assist me, am just an average player who is very active unlike most of the 10 city players in most worlds i have been in only hear from them when they are being attacked and screaming for help too save there cities and now with morale you are giving them the unfair advantage.
Does that include conquests of WW cities? For example a player with 2 cities is trying to conquer a WW city of an enemy alliance. Yes, that includes conquest on WW cities. I believe what bhstraip is saying that biggest problem in game is not the morale, but the botting, and people are getting bored with dealing with it since players caught are not immediately banned from the game. The part where they mention a player having 8 cities in 2 weeks, however, is something that can be done with the use of any legal scripts, since anyone can gold their academy up to level 30 and gold the slots open quickly.
This complex system is in place in order to ensure that the severity impact of the infraction is to be considered and that reporting players cannot get any advantages from reporting their enemies.
Furthermore we can only punish for bot usage that can indeed be verified. I guess this is not exactly on topic, but seen as H took his time to do a translation for you, I did want to comment on this nonetheless. This rational is flawed. You have to ask yourself, is being a Low Morale player a valid strategy exception against WW, it being of utmost important and an end game feature But Low Morale player against non-WW cities?
In my opinion, it is very rare to see players with 10 cities and still be effective as a Low Morale Player. Why should it?
0コメント