Plates / Plate III
Plate III · Conquerors · Ancient, naval, alliance-bound
Grepolis

Identification
Build a polis on an island, pick a god, raise an army and a fleet, and hold a sea of islands with your alliance. The water is the point: nothing moves without transport, transport means timing, and timing means a group of people who talk to each other. World Wonders give each world a finish line.
Observed
The mid-game wants a schedule, several visits a day at the busy stretch, and solo players get farmed with some efficiency. With an alliance we trusted it became one of the best conflict worlds in a browser. The city view is beautiful and readable even on a small screen.
Diet
Gold buys advisors and speed, and the advisors are noticeable. Not decisive on a well-run alliance, but you will know who has them.
Range
People who enjoy the politics as much as the fighting and can promise an alliance some hours. Solitary players should go elsewhere.
Field marks
- A sea between every city
- Divine powers as a light card layer
- Worlds end with Wonders
- Punishing for solo players
- Advisors give an edge
Not to be confused with Tribal Wars (land-only, older, harsher).