Grepolis how long does a revolt last
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NEVER forget to post the revolt report. OK, I've done the paperwork, what now? If you have incoming attacks in the blue revolt period, you will have to decide what to do.
If you have maximal walls and a tower, you will want to protect these walls to make life for the attacking land units as hard as you can when red revolt starts. If on the other hand your walls have been razed, you will want to conserve your troops for the all important colony ship attack. You either dodge each attack or you might be able to park them in a friendly strong city that is not being attacked. How do I spot a colony ship? Colony ships are the slowest moving sea unit in the game slow transport and Hydra are nearly three times faster.
If you have an incoming attack then click on the originating city and choose attack. Click on colony ship as the attacking unit and enter a 1 in the box even when you have no colony ship in your city , and check the travel time. If this time corresponds to the time of the incoming attack - bingo, we have a colony ship.
If unsure, repeat with 1 slow transport. If the latter is faster than what is coming to you, bingo again. So I've spotted my incoming colony ship, how does that help me? An experienced attacker will not send just one attack with a colony ship, a couple of lightships and a handful of troops to take your city.
He will send waves of attacks to clear the way for his important and expensive colony ship. Assuming that we have limited defenses available we do not want to waste them on these, we want to kill his colony ship. Having found the colony ship, you don't stop looking. Clever players often send two or even three attacks with a colony ship. Don't get tripped up by that old trick.
So how do I go about getting ready for phase two of the revolt? Any attacks arriving in the first 12 hours of a revolt are designed to kill off any new defenses you may have built or recruited yourself, brought in from your other cities, or received as support from allies.
They cannot take your city! With catapults, they can do nasty things to your city wall. If you have maximal walls and tower, it is worth protecting them with lots of troops because you have a high defense bonus and might be able to kill everything thrown at you and keep your walls up for later.
We use excess support, where available, to face these attacks and collect battle points from them. Otherwise, if not available, we want to treat them as normal farming attacks: dodge them, gain as many battle points as possible from them, and give them as little as possible in return, both in battle points and resources. So when do I defend? After 12 hours of blue revolt, phase 2 starts called red revolt RR - the attacking player now has 12 hours to land his CS in your city, otherwise the revolt ends, and the city remains yours.
This is the period within which we need to defend. How does the revolt work from the attacker's point of view? The experienced attacker will try to ensure that his colony ship gets through by clearing the way for his main but not necessarily last attack - the one containing his colony ship. He will send lightship attacks first to clear your harbor of sea defenses. After this he will send his ground troops with smaller light ship escorts to attack your defending ground troops.
The third wave is his colony ship escorted by lightships and ground troops, which he hopes will land easily as he has already destroyed your defenses.
Don't get fooled; he can send attacks after his colony ship attack. He can even send several colony ship attacks. If a colony ship lands, the attack coming later will be harmless. To get more than two, you will need to increase your culture points by using any of the 4 methods shown on the culture tab.
First the attacker needs to send a revolt attack. Then a second attack with a colony ship. The revolt attack is a special attack which if successful will cause a revolution to occur 12 hours after it hits.
During this 12 hour period, people recruited in the attack will be moving through the population spreading lies and rumors and generally doing anything they can to make the population of the city unhappy with their current leader and convincing them that you will be much better. As mentioned, this process takes 12 hours. This time period is constant on all worlds and is not effected by the world speed setting.
After the 12 hour period has passed, the revolution begins. This lasts for a period of 12 hours. During the revolution, a successful landing of a colony ship sent by the person who caused the revolt will instantly liberate the city from it's now unpopular leader.
The colony ship can be sent at any time, but must land within the 12 hour window. They can rebuild walls, train troops and more importantly gather support. The attacker needs to be aware that the defender will do everything they can to keep their city. If the defender is part of a well organised alliance, you could find more troops than you ever thought possible in the city at the time your colony ship arrives.
If you are in the situation where someone is trying to take your city, you will need to get as much defence in your city as you can for the 12 hour duration of the revolt. As soon as you notice a revolt attack, post the details in your alliance forums. Give them as much notice as possible. Specify it is a revolt attack or a colony ship attack. They will need to know the time the attacks arrive. Post your your city and your username in bbcode so that they can quickly identify where help is needed.
Tell them who it is attacking you so that they can decide on the size and urgency of the threat. Last edited by a moderator: Apr 1, Discussion thread.
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