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Grepolis World Data – Create your own Grepolis Stats Site

Posted by mdshare on Feb 17, 2010 in Grepolis

We have written this small guide for other developers who wish to utilise the Grepolis World Data to create their own websites. A good example of what this data can be used to do is Grepo Stats. All data is currently available in the JSON format. Currently world data is updated hourly. Each world’s data will be updated at a random starting minute.

Note: Please use the compressed world data whenever possible.
Player data
players.json
players.json.gz

The player data contains the following information:

* id – The internal ID of the player
* name – The player’s name
* alliance_id – The player’s internal alliance ID (see alliances.json)
* points – The player’s current amount of points
* rank – The player’s current rank
* towns – The player’s current amount of cities

Alliance data
alliances.json
alliances.json.gz

The alliance data contains the following information:

* id – The internal ID of the alliance
* name – The alliances’s name
* points – The alliance’s current amount of points
* rank – The alliance’s current rank
* towns – The alliances’s current amount of cities
* members – The alliances’s current member count

Town data
towns.json
towns.json.gz

The town data contains the following information:

* id – The internal ID of the town
* player_id – The owner of the town. NULL if no owner
* name – The town’s name
* island_x – The X coordinate of the island the town is on
* island_y – The Y coordinate of the island the town is on
* number_on_island – The position of the town on it’s island
* points – The town’s points

Island data *large file*
islands.json
islands.json.gz

The islands data file contains the information for the world’s islands. Please note that this is a large file and that once a world has started, it’s contents will not change. Therefore, you do not need to keep downloading this file!
The island data contains the following information:

* id – The internal ID of the island
* x – The X position of the island
* y – The Y position of the island
* island_id – The internal number of the island, or, what ‘type/size/shape’ of island this is. 1-10 = player islands with farm towns, 11-16 = uninhabited islands, 17-21 = rocks

Player kill data
player_kills.json
player_kills.json.gz

The player kill data contains information about the player ‘kill’ ranking. There is a record for each player who is ranked. Each record is an array of objects, with the keys ‘all’, ‘att’, ‘def’. These keys mean: ‘Overall’, ‘As attacker’, ‘As defender’.
Each of the aforementioned objects contain the following data:

* rank – The rank for the specific type
* player_id – The internal ID of the player
* points – The points/score

Alliance kill data
alliance_kills.json
alliance_kills.json.gz

The alliance kill data contains information about the alliance ‘kill’ ranking. There is a record for each alliance that is ranked. Each record is an array of objects, with the keys ‘all’, ‘att’, ‘def’. These keys mean: ‘Overall’, ‘As attacker’, ‘As defender’.
Each of the aforementioned objects contain the following data:

* rank – The rank for the specific type
* alliance_id – The internal ID of the alliance
* points – The points/score

Colonisation data
conquers.json
conquers.json.gz

The colonisation data contains the following information:

* town_id – The town’s internal ID
* time – The UNIX timestamp of the conquer
* new_player_id – The player who colonised the town
* old_player_id – If involved, the player who lost the town. Otherwise, NULL
* new_ally_id – If in an alliance, the alliance ID of the player who colonised the town. Otherwise, NULL
* old_ally_id – If in an alliance, the alliance ID of the player who lost the town. Otherwise, NULL
* town_points – The town’s points at the time of the colonisation

Building, unit and research information
units.json
units.json.gz
buildings.json
buildings.json.gz
researches.json
researches.json.gz

All links point to http://de1.grepolis.de

however http://en1.grepolis.net works so for example http://en1.grepolis.net/data/units.json

Excellent FREE hosting for your Grepolis stats project can be found here

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Grepolis – Unit Overviews by Odoakar

Posted by player on Jan 29, 2010 in Grepolis

PART 1: UNIT OVERVIEW

SWORDSMAN
Blunt Weapons 5
Speed 8
Booty 16
Defense Blunt 14
Defense Sharp 8
Defense Distance 30
Overall Defense 52
Defense per farm space 52
Offense per farm space 5
Unit costs: 190, 0, 170
Build time: 0:17:10 (at Barracks lvl 5)

SLINGER
Distance Weapons 19
Speed 14
Booty 8
Defense Blunt 7
Defense Sharp 8
Defense Distance 2
Overall Defense 17
Defense per farm space 17
Offense per farm space 19
Unit costs:55/100/40
Build time: 0:19:04

ARCHER
Distance Weapons 8
Speed 12
Booty 24
Defense Blunt 6
Defense Sharp 25
Defense Distance 12
Overall Defense 42
Defense per farm space 42
Offense per farm space 8
Unit costs: 120/0/75
Build time: 0:18:07

HOPLITE
Sharp Weapons 16
Speed 6
Booty 8
Defense Blunt 18
Defense Sharp 12
Defense Distance 7
Overall Defense 37
Defense per farm space 37
Offense per farm space 16
Unit costs: 0/75/150
Build time: 0:21:56

HORSEMAN
Blunt Weapons 60
Speed 22
Booty 72
Defense Blunt 18
Defense Sharp 0
Defense Distance 24
Overall Defense 42
Defense per farm space 14
Offense per farm space 20
Unit costs: 240/120/360
Build time: 0:21:56

CHARIOT
Sharp Weapons 56
Speed 18
Booty 64
Defense Blunt 76
Defense Sharp 16
Defense Distance 56
Overall Defense 148
Defense per farm space 37
Offense per farm space 14
Unit costs: 200/440/320
Build time: 1:31:35

CATAPULT
Distance Weapons 100
Speed 1
Booty 400
Defense Blunt 30
Defense Sharp 30
Defense Distance 30
Overall Defense 90
Defense per farm space 6
Offense per farm space 6

BEST OVERALL DEFENSE

As we can see, Swordsman has the highest defense per farm space of 52, so defensive force of only Swordsmen would have highest overall value. However, it would certainly be weak against sharp weapons (hoplites)

Second best defensive unit is Archer, with 42 defensive points per farm space. With Sharp Defense value of Archer being the highest, we can see that it combines well with Swordsman. Their combined defense would be 20/33/42 (Blunt/Sharp/Distance) per 2 farm spaces. As we can see, it would be weak against Blunt Weapons.

Chariot is the third best defensive units if we look at defense per farm space (37 in this case). It also has the best defense against Blunt weapons, and is perfect in combination with Swords/Archers. It’s good to notice that instead of 1 Chariot you can have 4 Hoplites with combined Defense Blunt of 72, which is just little short of Chariot’s 76.

This part needs re-evaluation, see Snowman8’s post:
Combined defense of Sword/Archer/Chariot mix would be 39/37/56 per 3 farm spaces, or 108/99/122 (total of 329) for 1 Sword/3 Archer/1 Chariot. This can be replaced with a build of 1 Sword/3 Archer/4 Hoplites which would give 104/131/94 (total of 329) defense distribution.

Possible corrections would have to be made for different kinds of opponent’s offensive builds.

Still, it is clear that possible defensive builds will consist of either Swords, Archers, Hoplites or Swords, Archers, Chariots. It is important to notice that Chariots move 3 times faster than Hoplites, so will be suited for fast support. This is in many ways similar to TW defensive builds where usually Swords are replaced by Heavy Cavalry.

Let’s compare the mentioned builds in terms of resources used, and time to build. Again, this is done for lvl 5 barracks. Higher lvls will just scale the time, but the ratio will remain the same.

1) 1 Sword/3 Archers/1 Chariot

Time to build: 0:17:10/0:54:21/1:31:35, in total 2:43:06
Resources to build: 655/440/630

2) 1 Sword/3 Archers/4 Hoplites

Time to build: 0:17:10/0:54:21/1:27:44, in total 2:39:15
Resource to build: 455/300/910

As we can see, 2) builds faster, but has (very) uneven resources.

If you have other possible builds that you would like to see presented here, just post them in the thread, and I’ll check build times, and resources needed to train them, and possible their defensive values.

BEST OVERALL OFFENSE

When talking about possible offensive force, we can see that that Horseman has highest offense per farm space of 20 (Blunt), followed by Slinger (Distance) with offense per farm space of 19, and Hoplite (Sharp) with offense of 16.
Obviously, army consisting of only Horseman would have highest possible overall offense, but could be easily countered with Chariot. A mix of these 3 units presents the best overall offensive force. The overall offensive power of this army would be 20/19/16 per 3 farm spaces. If we were to aim for best all round attacking force, we see that the desired ratio would be 1.25/1.2/1 (Horseman/Slinger/Hoplite) per 3 farm spaces, or speaking in terms on how many units we need to build, ratio would be 1,25 Horsemen/3,6 Slingers/3 Hoplites. Or 13/36/30, so we don’t cut our horses into little parts

Obviously catapults will be integral part of any decent offensive force, the only question is how many catapults will be needed to tear down walls from its max value to 0. Once we know that number we can start integrating the catapult numbers in our troops ratio.

Things to do:
- evaluate contribution of mythical units to these forces
- evaluate naval forces

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KingsAge The Units

Posted by mdshare on Mar 22, 2009 in KingsAge

Infantry

This class is made up of the Squire, Templar, Berserker, and the Long-Bow. They also only require 1 settler to train.

spear_bigSquire
Research at lvl 1 barracks. Principal raiders, they also have the strongest defense against cavalry and archers. This is all in terms of settler requirement to unit ratio. For example. 1 crusader requires 4 settlers to build an can only plunder 80 units of resources, while the same amount of settlers can make 4 squires which can carry 100 units of resources, downside is that they are slower then crusaders.
Speed, 18 minutes per field 
Cost in wood/rocks/ore: 20 10 30 

sword_bigTemplar
Research at lvl 1 barracks. Principal Infantry defender, in terms of settler requirements to unit ratio. Should be built if you are expecting berserkers to come crashing into your settlement. Couple with max walls Templar defensive force overpower berserker offensive force by a factor of 6 to 3.5. 
Speed, 22 minutes per field.
Cost in wood/rocks/ore:10 30 80 

axe_bigBerserker
Research at lvl 2 barracks. Principal infantry attackers, in terms of settler to unit ratio. Actually these have the highest offensive force in the game, in terms of settler to unit ratio. However be careful to not let them fight a 1:1 battle against a heavy defended Templar force cause they’ll get massacred. Best to bring along Crusaders to crush any pure Templar defense.
Speed, 18 minutes per field.
Cost in wood/rocks/ore:50 40 50

bow_bigLong-Bow
Research at lvl 5 barracks. Most neutral infantry unit in the game. They don’t have the destructive offensive force of the Berserk nor the defensive force of Templars. However use with caution becuase if they are paired against either one of its extreme counter part they will get annihilated. Best used as defense against rams, best ram destroying ability of the game. 
Speed, 18 minutes per field
Cost in wood/rocks/ore:160 80 80 

Cavalry

This class is made up of the Spy, Crusader, and Black Knight.

spy_bigSpy
Research at lvl 4 barracks. Can give detailed reports of enemy settlements, If all of the attacking spies survive you gain information about troops hiding outside of the defending settlement. Attacking spies can only be killed by defending spies, nothing else. That includes the fact that Morale, Wall bonus, Night bonus, and Luck have no effect on Attacking spies. To wipe-out an attack spy force you’ll need 2 times the amount of spies defending your settlement. Requires 2 settlers to train.
Speed, 9 minutes.
Cost in wood/rocks/ore:60 40 60 

light_bigCrusader
Research at lvl 7 barracks. Principal cavalry raiders/attackers. These units are the fastest raiders/attackers in the game and have a respectable amount of loot carrying capacity of 80. However their main function is to work to destroy Templar defenses, or most defenses for that matter. They have the additional ability to minic spy attacks, which is an advantage for the skilled trickers players out there. Requires 4 settlers to train.
Speed, 10 minutes.
Cost in wood/rocks/ore:100 100 300 

heavy_bigBlack Knight
Research at lvl 16 barracks. Principal cavalry supporting defenders. These units should only be used to defend other settlements, this is due to cost and max settler restrictions on settlements. They can act as attackers however this act should only be taken if you are desperate and need the additional offensive force. Requires 6 settlers to train.
Speed, 11 minutes.
Cost in wood/rocks/ore:300 100 500 

Siege

This class is made up of the Ram and Trebuchet.

ram_bigRam
Research at lvl 20 barracks. These units work to downgrade the levels of walls, making it easier for your troops to wipeout defenders. If there is no walls at the settlement they will simply take damage and return home. With all siege weapons all ways attach cannon fodder to absorb damage.
One trick is to use these to act as fake count attacks. Requires 5 settlers to train. 
Speed, 30 minutes per field.
Cost in wood/rocks/ore:500 100 200 

kata_bigTrebuchet
Research at lvl 25 barrakcs. These units work to downgrade the levels of the buildings inside a settlement. Don’t use these as count fakes, they just cost too much with respect to rams. Requires 8 settlers to train. 
Speed, 30 minutes per field
Cost in wood/rocks/ore:600 200 200 

Count

Special Unit: The count.

snob_bigCount
Requires Resident, Mint, and Ducats. These are required to take over settlements. Each attack from a count lowers the approval of a settlement between 20-35%. When the Count takes up resident in the new settlement it’ll disappear and you’ll gain control of an additional settlement. Best way to take a settlement is thru a train of counts attacking the settlement in very quick succession. Do remember that settlement regain 1% approval per hour. Also Counts can only move a maximum of 70 fields.
Speed, 35 minutes per field. 
Cost in wood/rocks/ore:80000 100000 120000 

Special Unit Notes:

1. Forces alway moves at the speed of its slowest unit whether attacking or supporting. 
2. The minimum number of settlers needed to attack is 1% of the points of the settlement the force is dispatched from. (e.g. a 2,000 point settlement must send at least 20 settlers on each attack) <–(thanks Korsonian)
3. Pure spy attacks have a minimum requirement of 5 spies.
4. Supporting forces don’t have a minimum requirement
5. Night bonus add 100% defense to all settlements from 0:00 to 8:00 Central European Time (CET). GMT + 1 or UTC +1. 
Note: the time at the bottom-right corner of your screen is your LOCAL time, so if you don’t live in Europe you’ll have to find some way to correct for the time differentials.

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