Revolt Guide

DeletedUser

Guest
Each world uses either the Conquest system or the Revolt system. Attempting to use the wrong system will result in failure.

If you play on worlds Alpha, Beta, Gamma, Delta, Epsilon or Kappa, this is not the right guide for you.

Requirements

An army.
A navy.
Colony ship researched and built.
Revolt researched.
Enough Culture points.

Before you can meet these requirements you will need;
- Warehouse level 23
- Academy level 28
- Harbor level 20


Army

One of the differences between the conquest and revolt systems, is the need to defeat the defender's army twice. In order to do this, you really can't have too big an army. The six swordsmen you received during the tutorial are not up to the task.


Navy

The colony ship is expensive and it takes a long time to get to your target city. What's more, the current owner of your soon to be new city has a vested interest in stopping you from getting there. You will need to send at least one Light Ship with the colony ship. If you don't escort it or if the escorting ship(s) is lost, it will refuse to land and head back to the city you sent it from. That is of course if the defender doesn't sink it. More than one is even better.

You also need troops to accompany your colony ship. Since they must travel with the colony ship, they will need enough transport ships to carry them all.


The Colony Ship

Before you can build a colony ship, you need to research it in the academy. This requires the academy to be at least level 22. You'll also need 7500 wood, 7500 stone and 9500 silver coins. This requires your warehouse to be at least level 16 (13 with ceramics researched).

You'll also need your harbor built to level 20. Just when you thought you were ready, the colony ship requires 170 free farm spaces. Unless you planned ahead for this, you might need to upgrade the farm a couple of levels.

After all of that, the 10,000 of each wood, stone and silver price of the colony ship seems cheaper than it originally did.

Once you have your colony ship, there a some things you need to remember. Firstly, they colony ship is one of the slowest units in the game. It can take a long time to reach your target. Also, it cannot be sent to a target that will take it more than 48 hours to reach.


Revolt Technology (Currently labeled Conquest)

You won't be able to research Revolt until you have expanded your academy to level 28. The cost of this research is 12,000 wood, 12,000 stone and 16,000 silver. To hold enough resources, you will need to have expanded your warehouse to level 23 (level 20 with ceramics researched).


Culture

Before you can successfully add another city to your empire, you need a sufficiently high culture level. You can check this on the culture tab in the Agora. Everybody starts with level 2 culture which is enough for 2 cities. 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.


The Revolt

Capturing a city on a world where the revolt system is in place takes two steps. 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.


The Defender's Role

Unlike a conquest, the defender retains control of the city until it is captured. 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.



Pictorial Guide
Revoltattack.jpg

RevoltOnroute.jpg

RevoltOnroute.jpg

RevoltOnroute.jpg

ColonyShip.jpg


Timing the colony ship to arrive after the revolution begins.


A screen-shot of a successful takeover still needed.

F.A.Q. - Frequently asked questions.

Can I have an ally start the revolution for me?
- No, only players with a current revolution can capture the city.

Can there just be one revolt at a time?
- There is no known limit on the number of concurrent revolts in a city.

Does the revolt and the colony ship have to come from the same city?
- No, you can start the revolt with one city then send the colony ship from another. It does have to be from the same player.

What happens when more than one person tries to take the city?
- When the city is captured, all other revolts are canceled and those with incoming colony ships are offered the opportunity to cancel their attack.

What happens to the troops I send with the colony ship?
- They remain in the city as support until they are recalled or sent back. The colony ship is consumed in the process.

Why do people recommend sending the colony ship to arrive early in the revolt period?
- The later you leave it, the greater the chance the defender has to get too much support there.

What damage does the revolt do to the city and the troops stationed there?
- None. The revolt is more a peaceful protest than a military coup.

Do you need to send a revolt attack before you can capture an abandoned city?
- No. You don't need to turn the population against the leader when there is none.

If you send the colony ship from a different city from the one you sent the revolt attack, does the second city need to have revolt researched?
- No. The revolt technology is only required to stir up the revolution. Of course you will need to have it researched in one of your cities in order to start the revolt.

When I am ready to send a colony ship, which attack type do I choose?
- Just a regular attack. If you use a revolt attack, the colony ship won't land. If you use a breakthrough attack, you are likely to lose the colony ship if there are any defensive ships.
 

DeletedUser

Guest
Needs some edits to make it more relevant to US ("If you play on worlds Alpha, Beta, Gamma, Delta, Epsilon or Kappa, this is not the right guide for you." -Alpha is revolt, and the others don't exist yet)

But the next person that asks "How do I use revolt?" I'm linking them to the original. Please, please, PLEASE credit the original author, don't take it for your own.
 

DeletedUser257

Guest
You can have only level 20 warehouse if ceramics is researched.
 

DeletedUser

Guest
To hold enough resources, you will need to have expanded your warehouse to level 23 (level 20 with ceramics researched).

You were saying?
 

DeletedUser

Guest
I agree with you Z.

And I dont understand why do you post Guides about Revolt, only read the wiki
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DeletedUser

Guest
Wiki isn't always that great, I know I've directed several to the wiki, but they were still having some issues, but when I directed them to the original version of this guide, they figured it out. :)
 

DeletedUser

Guest
Soon I will do my first Conquest ever.

I have read the Guide several times.

My question is. Do you need a CS with the task force to start a Revolt.

My Reading of the Guide is that you do not need need a CS to start a revolt. You only need the CS to get to the Revolting city before 12 hour have elapsed from the time the revolt starts (with appropriate defense troops of course).
 

DeletedUser

Guest
Hello,

No, you dont need Colony Ship to start revolt. Choose revolt option in the attacking menu, and if you defeat the enemy on land, and sea, the revolt will start automatically.

After 12 hours, you can conquer the city, and now you must send the Colony Ship. And if you defeat the enemy on land, and sea, the city is yours.
 

DeletedUser

Guest
My Reading of the Guide is that you do not need need a CS to start a revolt. You only need the CS to get to the Revolting city before 12 hour have elapsed from the time the revolt starts (with appropriate defense troops of course).

I dearly hope you intend on using LS and slings/hops/horses to escort the CS, not biremes and swords/archers.
 

DeletedUser

Guest
I dearly hope you intend on using LS and slings/hops/horses to escort the CS, not biremes and swords/archers.

Sorry, did not state properly

CS fleet will consist of CS, LS and Transports with Sling/Hops/Horse

Defense fleet will be sent and timed to arrive with 5 minutes of CS Arrival
Fleet consist of Bri, Transports with Swords/archer/Hops
 

DeletedUser

Guest
I would like to know more about the defense against a revolt and the CS. So much on the attack side but really nothing on the defense side as to timing incoming support, sinking the CS, having D or OLUs in the city when the CS lands what happens etc.... Maybe someone could post a guide for the would be novice on how to protect themselves in a revolt world as well.
 
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