Greek worth it? Also, concerning Wonders

Seenan

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Been Greek since the start and it's saved a lot of resources since I'm in the Enlightenment Age now (recently upgraded) and I like to upgrade everything before I advance. My wonders consist of Acropolis, Coliseum, and the Angkor Wat. The thing is, I don't really use my Coliseum's power buff or it as a blocker. It's centralized in my base so it can call troops to practically anywhere in my base.

If it helps to know, I haven't been really good at 100%ing bases so I tend to just resource raid (usually picking up the TC if it's not centralized) and move on. Maybe I'll try maxing out bases when I get the Factory up and running.

Just wondering if there's a better civil/wonder combo I should look towards.

I read about the Library saving upwards of 10mil if you get it straight away.
 
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ReekyBullet

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Nah Greeks are dope mate. Best civ out there by far.

Seriously though it all completely comes down to your play style. I myself am Greek since starting and now in global age with the same wonders as you. I enjoy Greeks since I heavily rely on the tanks increased attack to rip through defences. It's certainly difficult to recommend someone to switch to Greeks at the moment with the current civ bonuses but since you are already Greek I would advise sticking with it if you enjoy using heavy cavalry at the moment. If you prefer a ranged army then British or Korean might be a better fit however bear in mind that by industrial you may focus on planes to take out defenders instead, this is how I complement my tank based army.

As for the wonders, the Colosseum tactic is a monster in world war and I have used it countless times to annihilate some densely placed defences or getting that quick victory star a bit easier. I'm not too sure on the alternative for it is but it is a very common wonder to see with all civs given the other choices. All 3 rely on smart placement though since they are only useful if they aren't easy to destroy.

Five starring a base is equal parts picking a good army combo as well as choosing the right base to attack. As a new enlightenment player you will probably notice that infantry get pretty weak so you should mix some cavalry with bombards and possibly a healer as well. Since you dont have planes fill the rest out with Gunners (30ish maybe). Protect tactics will work well too. Your best target will be gunpowder and new elightenment bases ideally with poor designs I.e. open. Successfully flattening a base can be more rewarding than raiders if most of your army survives since you won't have to wait to retrain.
 

Seenan

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Nah Greeks are dope mate. Best civ out there by far.

Seriously though it all completely comes down to your play style. I myself am Greek since starting and now in global age with the same wonders as you. I enjoy Greeks since I heavily rely on the tanks increased attack to rip through defences. It's certainly difficult to recommend someone to switch to Greeks at the moment with the current civ bonuses but since you are already Greek I would advise sticking with it if you enjoy using heavy cavalry at the moment. If you prefer a ranged army then British or Korean might be a better fit however bear in mind that by industrial you may focus on planes to take out defenders instead, this is how I complement my tank based army.

As for the wonders, the Colosseum tactic is a monster in world war and I have used it countless times to annihilate some densely placed defences or getting that quick victory star a bit easier. I'm not too sure on the alternative for it is but it is a very common wonder to see with all civs given the other choices. All 3 rely on smart placement though since they are only useful if they aren't easy to destroy.

Five starring a base is equal parts picking a good army combo as well as choosing the right base to attack. As a new enlightenment player you will probably notice that infantry get pretty weak so you should mix some cavalry with bombards and possibly a healer as well. Since you dont have planes fill the rest out with Gunners (30ish maybe). Protect tactics will work well too. Your best target will be gunpowder and new elightenment bases ideally with poor designs I.e. open. Successfully flattening a base can be more rewarding than raiders if most of your army survives since you won't have to wait to retrain.

So, if I wanna 5 star, I should use a mix of horsemen, supply troops, and bombards? And I guess archers? Maybe Gats instead? I usually have about 3 sabos/1 protect in tactics cause naturally, I just usually resource raid. In my current 'raiding' army though, I can't dig deep into defenses to the heart of, let's say, a fully walled trifecta of their resources. So I tend to rely on open-resources, occasionally throwing a wall miner if necessary.
 

ReekyBullet

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So, if I wanna 5 star, I should use a mix of horsemen, supply troops, and bombards? And I guess archers? Maybe Gats instead? I usually have about 3 sabos/1 protect in tactics cause naturally, I just usually resource raid. In my current 'raiding' army though, I can't dig deep into defenses to the heart of, let's say, a fully walled trifecta of their resources. So I tend to rely on open-resources, occasionally throwing a wall miner if necessary.

I personally don't like to use the factory troops since they take up too much space so I rely on horsemen/tanks to push through the bases, additionally picking bases that usually don't have very strong walls. The greek companions are one of the strongest units in your age so you should ideally take advantage of that and use maybe 8 to absorb damage from your other units. Bombards/cannons are the essential key for winning since they have huge attack and range, so probably 2/3 of them. Use one healer so that saves using a healing tactic. And the rest as archers to get rid of defenders and protect the cannons, maybe even a few infantry units as well since they can take down defending horsemen.

I'm not sure what your army capacity is so you'll probably need to do some adjustments with the numbers but this is the current mix that will consistently get five stars. You may also decide to put some Gatling Gunners in there too but that is up to you. In my opinion saboteurs are not worth the army cost since they are very vulnerable.

Give that a go and fiddle with the numbers until its comfortable though, it was enlightenment age that I started using it as well which worked very well. Also have a go at fighting in silver leagues, few raider armies here and plenty of abandoned bases to practice on. Tbh I was even attacking industrial bases that had been rushed to get heaps of resources.
 

_Flash_

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Excellent advice from ReekyBullet!

One little point. Having at least 2 supply carts is helpful too. When you rally at an empty spot on the ground (and not directly on a building), the carts can heal each other too, in addition to healing the entire army which comes together. This isn't possible with a single supply cart.

I'm not a fan of factory troops either. Gatling guns have a range of 3, versus regular archers who have a range of 4, and so, they are able to protect the vital bombards/cannons, which cause the bulk of the damage in battles, and the healing carts, which keep the army alive. Gatling guns move closer to the danger than regular archers and get themselves killed.

In case it would help, here's the army composition I used in EA and found it effective (totaling up to 120 troop spaces): 3 cannons, 3 supply carts, 6 heavy cavalry, 36 shooters.
I play as the French, which is another nation with unique heavy cavalry, so, this composition is likely to suit the Greeks with their unique heavy cavalry too.

Regarding wonders, I find that while they are useful, they aren't real game changers. The combination of Acropolis, Colosseum, Angkor Wot is a defensive combination, and they complement each other well. One consideration with the Angkor Wot is that it requires protecting, because the healing benefit to the defending troops is lost once the wonder is destroyed.

Cheers and happy gaming!
 
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ReekyBullet

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Yup all good stuff to take on board Seenan. I currently use 2 supply trucks with my army now but I couldn't remember the composition numbers for when I was enlightenment. If you've got the numbers having at least 2 supply units is worth it, and then even more if you have a lot of heavy cavalry since they have bigger health pools to refill.
Since Greeks are more about quickly destroying I had 2 more cannons than that with only 1 supply truck instead which seemed to work quite well.
 

BV123

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If you feel you need to change nations but you love the tanks (I know. I used to be Greek up to early IA), go for the French.

After EA, the Greek bonuses sort of gets negated due to abundance of loot and long lead time. The French are a nice transition nation for the Greeks. And their bonuses are much better for farming loot.

Btw I went German for the technical aspects of their nation for wars. German presprecision. =)

As for wonder wise. That combo you have is quite deadly on defence. Imagine having those 3 in a close triangle, surrounded by all your garrisons, stables and command center. I wouldn't personally choose those 3 cause my priorities are somewhere else but if defence is yours, those 3 are the best.

Colosseum- Defenders
Angkor wat- Defender healing
Acropolis- Speed defender deployment and Hp boost.

Yeah....there will be limitations on the Base layout. But if you get it right, the attackers will get 1 hell of a headache trying to take out your base.
 
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Seenan

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If you feel you need to change nations but you love the tanks (I know. I used to be Greek up to early IA), go for the French.

After EA, the Greek bonuses sort of gets negated due to abundance of loot and long lead time. The French are a nice transition nation for the Greeks. And their bonuses are much better for farming loot.

Btw I went German for the technical aspects of their nation for wars. German presprecision. =)

As for wonder wise. That combo you have is quite deadly on defence. Imagine having those 3 in a close triangle, surrounded by all your garrisons, stables and command center. I wouldn't personally choose those 3 cause my priorities are somewhere else but if defence is yours, those 3 are the best.

Colosseum- Defenders
Angkor wat- Defender healing
Acropolis- Speed defender deployment and Hp boost.

Yeah....there will be limitations on the Base layout. But if you get it right, the attackers will get 1 hell of a headache trying to take out your base.

My base consists of something like that; all three wonders and my TC in a square, surrounded by a wall and most of my Garrisons/one or two stables in the Acropolis radius. I still get medal'd by simple strategies, but whatever. They never get quick victories and rarely get 3-5 stars.

Greek would be a lot better if it refunded more resources per upgrade, but 5% is probably not enough to warrant sticking through EA. The 5% is probably the only reason I'm still Greek. The early upgrade finish and fat horsies are great, but...
The civilization with the bonus loot% would be great for me (Brits), but I don't utilize archers as much as everyone else does. I just bumrush resources for the most part. French would be good, but I don't really concentrate on my alliance and rarely ask for troops/give out troops. It's a filler alliance that I haven't been kicked from, tbh.

I'm only starting EA, so my troop space is 95, 100 if I get the Ninja Dojo. My priorities tend to be more of the armory/library side of my base, so that's what my first two upgrades were at EA's starting. My barracks and troop space upgrades will probably be among the first other upgrades necessary...but god, it's expensive for all 3 barracks upgrades. The loot raiding isn't as plentiful as an age ago when I could still attack Medieval bases. For Reeky, that said to attack Silver Leagues, that's where I'm at (borderline bronze and silver) :p.

I do tend to raid with a lot of horsies (dragoons and companions) so -20% troop train time, coupled with whenever I get the Training Blessing Temple upgrade might lead to really fast retrains. A horsey goes to <1 min with both, Cannons go to <5mins if I mathed the blessing properly. Cannons with just the blessing are 5.33min and horsies are 1min11s. *shrug*

That might be what I do instead. Getting the Temple upgraded first for that sexy training blessing once my armory and library shortly finish. I have a lot of diamonds that I've been hoarding cause I don't really use the other blessings or merc camps that require one. Stealable, yes, but they can't steal all 12. :^)
 

Mike09

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Seenan I know it's not the advice you were looking for, but you mentioned you don't really utilize your alliance much so I just wanted to poke in a thought. I was in mid EA when I actually went out and found an active alliance, and it completely changed the game for me.
Not only is having strong donated troops a huge bonus (to both offense AND defense), I've grown to have some friendships with people online, something that I never thought I'd be interested in.

You didn't mention if you took part in world wars, but they are a whole different kind of fun too. You get to coordinate attacks with your alliance, exploiting weaknesses in opponents that your allies can see.

Not only that but I've gotten so much feedback and advice from senior members! I'm in the tail end of IA now and my alliance is a solid reason for why I enjoy the game as much as I do.

If you ask me, it would definitely be worth going out to find an active alliance, or checking the threads on here for one! Opens up so many new avenues in the game. And believe me, I played up until the end of EA without an alliance, and thought I'd never need one, but am so happy I did!
 

BV123

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Yes joining an active alliance is more fun. Donations, advice, world wars and my favourite.... bantering with each other =)
 

Seenan

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Seenan I know it's not the advice you were looking for, but you mentioned you don't really utilize your alliance much so I just wanted to poke in a thought. I was in mid EA when I actually went out and found an active alliance, and it completely changed the game for me.
Not only is having strong donated troops a huge bonus (to both offense AND defense), I've grown to have some friendships with people online, something that I never thought I'd be interested in.

You didn't mention if you took part in world wars, but they are a whole different kind of fun too. You get to coordinate attacks with your alliance, exploiting weaknesses in opponents that your allies can see.

Not only that but I've gotten so much feedback and advice from senior members! I'm in the tail end of IA now and my alliance is a solid reason for why I enjoy the game as much as I do.

If you ask me, it would definitely be worth going out to find an active alliance, or checking the threads on here for one! Opens up so many new avenues in the game. And believe me, I played up until the end of EA without an alliance, and thought I'd never need one, but am so happy I did!

I'm not really an avid WW guy, and the last somewhat active-alliance, I got kicked in due to inactivity (I left for a few months cause of other responsibilities). As I wrote before, I don't often try to 5-star a base, so me in a world war is kinda...goofy. Unless I recraft my whole army around it or something with advice from the other folks. And I don't really have useful things to donate, so I doubt I'd be in an active alliance for very long before they kick or yell at me or something.

In other words, want some GPAge units? lolz.
 

_Flash_

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My base consists of something like that; all three wonders and my TC in a square, surrounded by a wall and most of my Garrisons/one or two stables in the Acropolis radius. I still get medal'd by simple strategies, but whatever. They never get quick victories and rarely get 3-5 stars.

Just happened to notice this. In case you're protecting your TC, it might be a good idea to let go of it, and protect the resources. The intention of a town base layout, especially when you're farming for resources, should ideally be to give away as many stars as possible, while minimizing the loss of resources. In other words, the layout should protect resources, and aim to give away as many stars as possible when attacked. Moving the TC outside the walls is a start. Giving away one or two stars even to a failed attack against the base is highly desirable. It would give you a peace treaty and protect your base from further attacks for a good amount of time.

I would concur with the good advice given here by Mike09 and BV123 about joining an alliance. Any good and active alliance will help in explaining a lot of nuances about the game play, and reduce frustrations about the game play.

As I wrote before, I don't often try to 5-star a base, so me in a world war is kinda...goofy. Unless I recraft my whole army around it or something with advice from the other folks. And I don't really have useful things to donate, so I doubt I'd be in an active alliance for very long before they kick or yell at me or something.

In other words, want some GPAge units? lolz.

Participating in world wars is an option available with joining alliances, however, there are alliances which have members who don''t participate in wars. There are some alliances which don't engage in wars too. And, if you do recompose your army, joining wars would become an option too. GPA units are good, and there are a number of alliances which don't mind units of any age for non-war requests. So, it might just be a matter of finding a right alliance. There are alliances which take in Iron Age players, and even take them to wars, so, GPA shouldn't be a problem. Organized alliances also don't kick players if informed in advance about absences due to personal responsibilities. So, while the search might take some time (or, sometimes not, if you look around the forum here), the outcome would be rewarding and would be worth the effort.
Cheers and happy gaming! :)
 
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Seenan

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Just happened to notice this. In case you're protecting your TC, it might be a good idea to let go of it, and protect the resources. The intention of a town base layout, especially when you're farming for resources, should ideally be to give away as many stars as possible, while minimizing the loss of resources. In other words, the layout should protect resources, and aim to give away as many stars as possible when attacked. Moving the TC outside the walls is a start. Giving away one or two stars even to a failed attack against the base is highly desirable. It would give you a peace treaty and protect your base from further attacks for a good amount of time.

Concerning this paragraph, I don't really let treaties happen. I usually instantly attack as soon as a treaty is up cause I'm impatient. But I will make a copied layout with my TC outside/storages inside and test it for a few days.
 
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