Best Sea Units

This is an overview of all sea units you can get in Grepolis comparing their power in attack and defense. The attack and defense power is shown as per population (i.e. if a light ship uses 10 population, its attack power has been divided by 10).

You don't need all sea units to function and some are totally useless and should be avoided.


Grepolis Academy

Reflecting the latest changes made by Grepolis as of December 2014.

The Grepolis Academy is where you do the research to improve your fighting abilities from a specific city. Each of your cities will come with its own academy, and each city will have to do its own research; transfer of knowledge isn't a Grepolis concept.

While it may be annoying to have to do your research over and over again, on the other hand it will allow you to gear a city to its purpose and vary the individual build up to comply with a defensive or offensive strategy planned for the city.

The following article starts out with a picture of the academy; the 'must have' researches are colored green; the totally useless ones are colored red. What remains are the ones that can be of value but not necessarily under all circumstances.


Mushroom Cities

When your alliance is hard pressed, then it is time to apply the Mushroom principle. Every alliance, no matter how large it is, has a backyard in what they consider their ocean or area of influence. That backyard is full of little ghost cities and empty landing points. Go for them. Their backyard suddenly isn't theirs anymore.

Mushroom cities are best applied by an alliance or even several allied alliances together to create some general confusion. But even a single player with many open slots can pull it off.

This article is about how to get, start, run and even not necessarily keep mushroom cities. Because your lost little city means the other alliance lost a slot on a minnow. It all works for you either way.

Grepolis Halloween 2014

Please find the collection of all known spells below.

How to get the ingredients for the brews: Be active; you get them for doing everyday stuff like building,recruiting, attacking, and defending as well as casting spells.

How to get the ingredients into the brew: Click on the cauldron to access the laboratory; click on the ingredients you want to use, they'll appear on the table (it doesn't matter in which order you put them there); when your concoction is ready, hit the Brew button and hey presto you got a spell. You have to use or store that spell before moving onto to the next one.

I have organised the spell lexicon by what you get for your ingredients; ingredients are listed in the order Grepolis uses in the game.

Please note: The more rare the ingredient, the more worth the spell you get out of a brew (e.g. reinforcements get more hours running time).


Playing The Hero

Heroes are like other units in the game, only completely different. Having said that, it isn't rocket science to get your head around heroes and what they can and can't do. They all have some serious advantages, so getting them is a huge plus in your game, no matter what kind of game you intend to play.

Grepo for Sim and Tycoon Players

I've noticed that many players are strangely silent in alliance forums and tend to be non-supportive of their fellow alliance members. Often, this isn't a case of ill will, but of not understanding the aim of the game. Players who play Sim products or Tycoon games best read this article to get their heads around what it is all about. Others may read it too, it won't hurt you.


Best Mythical Units

Grepolis gives you the possibility to recruit mythical units that are directly linked to a god. All gods allow the recruiting of Divine Envoys while each god allows the recruiting of two mythical units unique to him. The god worshiped in a city determines the mythical unit types you can recruit in it's barracks.

Best Defenders Against Distance Weapons

This is an overview of all mythical and land units you can get in Grepolis comparing their power in defense against distance weapons. The defense power is shown as per population (i.e. if a catapult uses 15 population, its defense power has been divided by 15).


Best Defenders Against Sharp Weapons

This is an overview of all land units and mythical units you can get in Grepolis comparing their power in defense against sharp weapons. The defense power is shown as per population (i.e. if a divine envoy uses 3 population, its defense power has been divided by 3).


Best Defenders Against Blunt Weapons

This is an overview of all land and mythical units you can get in Grepolis comparing their power in defense against attackers using blunt weapons. The defense power is shown as per population (i.e. if a chariot uses 4 population, its defense power has been divided by 4).


Best Attackers

This is an overview of all units you can get in Grepolis comparing their power in attacks. The attack power is shown as per population (i.e. if a horseman uses 3 population, his attack power has been divided by 3). There are differences if you make land attacks on an island, or if you need transport ships to get there. I have calculated the impact of population use for slow and fast transport ships.

If you know WHY you want attack units, this page should help you make a decision WHICH units you should build.


The Grepolis Blog

I'm going to put up some information on this blog that seems to get lost as people migrate from world to world.

The information contained is general and not alliance specific. Please don't comment as an alliance member or give away their secrets by doing so. But please give your opinion on the implications of what I post here.


I have tried to give some logical group links that give an overview over a specific theme that could be of interest.