DevBlog and Rebalancing
We are happy to announce that today we will reach another milestone of the Grepolis United project with the official opening of our developers blog. In the DevBlog, game designers and developers will give regular insights about their work on Grepolis. You can access it at any time at http://devblog.grepolis.com
And to start the blog, we decided to talk to you about one of the biggest changes planned on our roadmap: the rebalancing of our units, researches and special buildings. Due to the fact that it is an important topic and that we want to involve you – the community – into finding the right balance, we exceptionally decided to translate this blog post. With accurate information in your hands, you will be able to provide us valuable feedback in the threads mentioned below.
In the past we increasingly observed that certain units have been overly popular while others have been built rarely. That's not how it should be! Every unit should have its benefits and flaws, so that they open up individual strategical momentum. Some units may be too expensive, consume too much population, or are simply too weak in combat compared to other units. Due to that circumstance we've begun to evaluate the whole rebalancing topic weeks ago. This doesn't go only for land, sea, and mythical units, but for technologies and special buildings as well.
Here are some of the results: We noticed that chariots and slingers get built twice as often as horsemen. By looking closer we realized that horsemen are too weak in the offense. Slingers are just more effective and cheaper. Therefore, we want to add another 5 points of damage to the horsemen, making it a total of 60 damage. We hope that you will start recruiting some more horsemen as they will be more balanced.
Catapults were pretty unpopular. This might be due to the high consumption of population, that's why we plan to reduce the required population value from 15 to 10.
|Amount of units||56329468||54858402||44517472||50245584||9898240||15014218||444714|
|consumption of available population||7,8%||7,6%||6,2%||7,0%||4,1%||8,4%||0,9%|
|Researched in cities||N/A||76%||70%||82%||66%||58%||27%|
Looking at the naval forces, we have noticed that especially triremes and demolition ships nearly never get used. Instead, people rely on light ships and biremes. We will make enormous changes to this situation to open up new strategical possibilities. We propose changing the speed of the trireme from 9 to 24 and increase the damage from 180 to 250. This way, the trireme will keep being slightly worse than the light ship and bireme in their special positions, but it will be much faster. By this you will have more time to react on certain combat situations. The trireme will become an attractive hybrid unit in the end!
The demolition ship is some sort of kamikaze unit that will destroy itself after combat while destroying an enemy ship as well. But they don't fight against transport and colony ships. We would like to ask you - independently of our own ideas - about your proposals on how to change the demolition ship. Maybe you'd rather want to replace it with a completely new type of ship? We are looking forward to your ideas!
You can leave your feedback about the rebalancing of the units mentioned above on the following threads:
- Mythical Units
- Demolition Ship Ideas
The plow is the most favored research in the game, closely pursued by ceramic. Both researches are done in nearly all cities. On the other hand, diplomacy, espionage, cryptography, meteorology and breakthrough get researched seldom. To change this, we've planned several adjustments; to name a few:
-Diplomacy will in future decrease the chance of a (farm village) revolt by only 10%, but in return the technology will increase the amount of resources you get from demanding and looting by 10%. You will also get to trade with a farm village up to a mood of 60%.
-The espionage technology will increase the amount of silver coins of your spy by 10% when sending him away for an espionage.
-Cryptography is good to counter an espionage. If you research this technology and an enemy spy infiltrates your city, you will lose 10% less silver coins from your cave.
-The research of breakthrough had a too low impact when attacking other cities and trying get your transport ships through. We will decrease the overall chance for a transport ship to breakthrough by 30% if you do not have the research. In return, the research will increase the chance for a transport ship to arrive by an additional 10% compared to the way it works now.
-The research meteorology increases the speed of land units, but the opportunity to research it comes too late in the game. That's why we think about putting this research into the first column, so that you can start researching meteorology with the very first academy level.
You can leave your feedback about the rebalancing of the researches mentioned above on the following threads:
The evaluation of the special buildings conveyed that there were 2 favorites, the thermal baths and the tower. We don't want to make these buildings less efficient, but instead buff and change the effects of the other buildings. It's our goal to enhance the variety within the game by adding more viable options. There shouldn't be THE perfect building.
Here are some of our thoughts:
- The theatre play will become cheaper so that you can use it at the same time as the city festival. The new costs would be 10000 wood, 7000 stone and 10000 silver coins. Additionally we want to reduce the time it takes from 5 days to 1 day (speed 1), so that it has the same time as the city festival and the Olympic Games.
- The lighthouse will increase the speed of your ships by 20% instead of 10%.
The oracle will be replaced by the "war council". The war council will increase the offensive values of your land and sea units by 10%.
- The biggest change will go to the trade office:
- You will have the possibility to instantly trade resources between 2 cities.
- A city with the trade office will allow you to declare a target city, if you wish to do so. If a resource storage is full, the production won't stop, but 50% of the exceeding resources will automatically be delivered to your determined target city. So you can have cities that are not part of your front line and use them to feed your front line cities. A city can only take resources from one city at a time through this mechanic.
You can leave your feedback about the rebalancing of the special buildings mentioned above on the following threads:
For general feedback regarding the rebalancing or devblog post, please refer to this feedback thread.
We are looking forward to rebalancing Grepolis together! We will keep you updated with more blog posts about different topics in the future.
Your Grepolis Team
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