I run the video muted , and watch other things on YouTube.
Posts by LG2nd
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Without a sea chart archive, are you playing on a world with a default travel time of 8m same island? Aka a 20% speed up.
No, I'm playing only on this server.
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It doesn’t matter to have miracles on the same island but the total number matters.
I see. I just got confused, because on Wiki it says "The cool-down time decreases if you have more than 1 miracle of the same type on a different island."
And one more noob question. Does inactive players on my island somehow affect me? I saw a post where someone said that with inactives on the island you'll get fewer resources and lower storage capacity.
I didn't find any information about this, but now I'm worried about.

Like I said it does not matter wherever those towns are, on the same island or on a different island. All it matters is to have all miracles to their max 5th level. ( If any miracle has less level, there will be fraction of time ... I will not discus the math and how to calculate it)
About inactive towns being on your island, well it may affect by not having someone else donating for miracles and resource mines upgrades. Other than that it will not effect in any way. However if it has resources then you can pillage the resources especially when there are people still harvesting ...

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Few observations from above posts
It doesn’t matter to have miracles on the same island but the total number matters.
Miracles behave differently. All have their own active time and regenerating (cooldown) time.
Active time is reduced from cooldown. More same kind of miracles will reduce the cooldown time so that it will be usable again. As an example, Poseidon has 4 hours active time and 24 hours cooldown time, therefore 6 Poseidon miracles is enough to be able reactivating the miracle again immediately when it has expired.
Forge miracle has 24 hours active time and 7 days cooldown time. Like Poseidon 6 towns are enough.
Colossus miracle does not have duration, it has immediate one-time effect and only if the battle is in your town and you have actual units/ships fighting in the battle. Having 10 forge means you must be on line all the time to use it.
Travel time for all kinds of ships will shorten, if Poseidon miracle is active. (Navy or Cargo). Be aware that trade ships will slow down to original speed if the miracle's active time expires, before starting their returning journey.
Having miracle may cause dispute on the island, unless all islanders collaborate to keep the miracle at 5th level. 98% is enough to keep the miracle at 5th level. However 100% is better.
Faith barometer is affected according total number of island population, large towns must assign more priests than small towns. (Towns without temples do not count, also inactive towns and those in vacation mode.).
For every 5 citizen one priest must generate faith to island's miracle. Therefore, you must have temple large enough to assign necessary number.
Priests cost gold upkeep. In Riva’s example above, people are wasting their gold. If each town only generates 98% faith of his population, the miracle stays at level 5. Look at island share column, the sum of those numbers must be at least 98%. 100% is better, since miracle’s barometer declines very fast and rises slowly. (In case someone upgrades his town on the island)
If you have more than one town on the same island and have temples, it is OK to convert faith from one town for your other towns too, if the temple is large enough to contain proper number of priests. This mean someone else also can cover for you until you upgrade your temple. (Collaboration)
Island's "Agora" is a good place to discuss these matters.
I'm sure there's more to say.
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I'm still not commenting to initial suggestion that IM_Mike made in his first post, since if I'm not mistaken, is about giving the ability for "alliance general" to move player's units on his own will.
I didn't say the general should be able to move other player's units. I was suggesting that the general would get an overview of all the upgrades within the alliance so they could optimize coordination with regards to upgrades.
I hear people claim that HP is the only determining factor that decides who gets the battling units on the battle fields (as per strong / weak units). That might be true if multiple placements are possible (say hoplites versus steams). But I recall that 100% of the time the balloons ("weakest go first") with no hephaistos would always be placed first, so there is more to it than just HP in my experience.
OK Mike , here are my thoughts about suggested your 2 points.
1: General's detailed table about alliance military units.
In this on-line game it is very hard to force people doing things that they don't want or cannot afford, for many reasons, one of the most important reason is member's real life issues. Even if a general has full chart of his alliance members military units, he won’t be able ordering and forcing players of his choice with "Stronger" units to fight a battle. Not to mention, that we still did not define which unit is strong and which one is weak, (please see my previous posts) if we are lacking to conclude this, how to expect from alliance general to make such conclusion. I say let us not give to a general something that he won’t be able to use...
Yes, forge adds armor and strike points which is advantageous against non-forge units and the game chooses those, having higher points, at least this was in v13. but now, in v14, with non-forge but higher upgraded units may easily surpass that.
In my opinion, Ikariam's saddest post in alliance leadership hierarchy, is Generals post. He may get lucky finding players ready to sacrifice their real-life time, participating into time consuming battles.
Even so, as "General" he cannot do much, why? Because this game is not about alliance battles and alliance attacks against others, individual players choose their playing time and playing style, but whatever they do, the game is balanced in a way that they must not make great harm and damage to others. Alliances also can choose their playing style but the game does not allow to dominate the server... it dies in very short time, can you imagine entire server consisting of one alliance? You think they will enjoy playing on that sever as one and only one alliance? I think not.
2: Seeing full overview of own military upgrades in premium account. May I say that we already can see that in the workshop or barracks/shipyards.
In v13, looking into a barrack or shipyard units had small icons in the shape of sword and a shield, those icons came in 3 different colors, each color representing a grade. Now in v 14. all icons are in the same color, however hoovering the mouse, pops up a window with numerated value.
In workshop we can also see next upgradable value.
May be inside barracks and shipyard view, they should add a permeant visible number, indicating upgraded value of the unit. We won't need a different page to see all that detail.
Despite admiring for your dedication and efforts to improve the game, as a very long Ikariam on line gamer, this is where I stand and those are my 2 cents about the game.
All in all, in Ikariam, one may find a server that is most suitable for his playing style.
Have fun.
1. Is English your second language? What Mike means is he wants an easy way to say "Everyone in this alliance needs their hoplites upgraded to at least 12/12." Then, he wants the general to be able to verify that everyone has met the minimum requirement.
2. He wanted an easier way to see all the upgrades as a premium feature. Yes, you can see it in the WS, but you have to hover each one. It'd be much better for a view that shows:
Hoplites 3 (+15) / 3 (+15)
Spearman 3 (+15) / 2 (+10)
etc.
No, English is my third language.

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I'm still not commenting to initial suggestion that IM_Mike made in his first post, since if I'm not mistaken, is about giving the ability for "alliance general" to move player's units on his own will.
I didn't say the general should be able to move other player's units. I was suggesting that the general would get an overview of all the upgrades within the alliance so they could optimize coordination with regards to upgrades.
I hear people claim that HP is the only determining factor that decides who gets the battling units on the battle fields (as per strong / weak units). That might be true if multiple placements are possible (say hoplites versus steams). But I recall that 100% of the time the balloons ("weakest go first") with no hephaistos would always be placed first, so there is more to it than just HP in my experience.
OK Mike , here are my thoughts about suggested your 2 points.
1: General's detailed table about alliance military units.
In this on-line game it is very hard to force people doing things that they don't want or cannot afford, for many reasons, one of the most important reason is member's real life issues. Even if a general has full chart of his alliance members military units, he won’t be able ordering and forcing players of his choice with "Stronger" units to fight a battle. Not to mention, that we still did not define which unit is strong and which one is weak, (please see my previous posts) if we are lacking to conclude this, how to expect from alliance general to make such conclusion. I say let us not give to a general something that he won’t be able to use...
Yes, forge adds armor and strike points which is advantageous against non-forge units and the game chooses those, having higher points, at least this was in v13. but now, in v14, with non-forge but higher upgraded units may easily surpass that.
In my opinion, Ikariam's saddest post in alliance leadership hierarchy, is Generals post. He may get lucky finding players ready to sacrifice their real-life time, participating into time consuming battles.
Even so, as "General" he cannot do much, why? Because this game is not about alliance battles and alliance attacks against others, individual players choose their playing time and playing style, but whatever they do, the game is balanced in a way that they must not make great harm and damage to others. Alliances also can choose their playing style but the game does not allow to dominate the server... it dies in very short time, can you imagine entire server consisting of one alliance? You think they will enjoy playing on that sever as one and only one alliance? I think not.
2: Seeing full overview of own military upgrades in premium account. May I say that we already can see that in the workshop or barracks/shipyards.
In v13, looking into a barrack or shipyard units had small icons in the shape of sword and a shield, those icons came in 3 different colors, each color representing a grade. Now in v 14. all icons are in the same color, however hoovering the mouse, pops up a window with numerated value.
In workshop we can also see next upgradable value.
May be inside barracks and shipyard view, they should add a permeant visible number, indicating upgraded value of the unit. We won't need a different page to see all that detail.
Despite admiring for your dedication and efforts to improve the game, as a very long Ikariam on line gamer, this is where I stand and those are my 2 cents about the game.
All in all, in Ikariam, one may find a server that is most suitable for his playing style.
Have fun.
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because it's the hit points that determine wicht is the weak or strong. Not damage, not armour. Hit points can't be upgraded.
Time to change this
Well, if your argument is correct then there is no need for any upgrades at all.
Let me explain, hit point is a basic value of a unit by which it is distinguished, adding armor upgrade makes him absorbing or resisting more strikes, while damage upgrades gives him the ability to strike or paunch harder.
In theory version 14, "Infinite upgrades" will make spearman so advanced that he may match swordsmen on the flanks and even hoplites in the frontline.
I'm still not commenting to initial suggestion that IM_Mike made in his first post, since if I'm not mistaken, is about giving the ability for "alliance general" to move player's units on his own will.
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I'm not commenting on your suggestion, however I would like to mention one thing, I think, in warfare mechanics of this game, the definition "WEAK" and "STRONG" units in your example is not relevant.
like if you have hoplites and steam giants, in ground battles, hoplites come before steam giants, no matter which upgrade has the hoplite, or fire ships before steam rams in sea battles no matter how high upgraded fire ships are.
Whatever combination of units/ships are engaged in a battle, there is predefined order that forces them to take turn in fighting, it is up to participant to decide what kind of units to send in or pull out of the battlefield.
I have no post-13.0.0-battle experience, but I recall that Hephaistos would determine who the strong/weak units had before this update. So I'm assuming this to be the same for unit upgrades.
Of course, upgrading your units might not fundamentally change the groups (fire ships go before steam rams for instance). That's not the argument here. I'm talking about the scenario where multiple players bring in the same army, and the upgrades would decide who will get placed first.
What I'm trying to say, that humane intervention is almost impossible to determine whose units attack and whose units stay in reserve. it is predefined by the game and the "general" can only withdraw them from the battlefield. (I know the owner can wave his units as he wishes, but the "general" can not)
That said, how we can determine, the "Weak" and "Strong" between units? The one having 10 damage and 5 armor upgrade and the other one having 5 damage and 10 armor upgrade?
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I'm not commenting on your suggestion, however I would like to mention one thing, I think, in warfare mechanics of this game, the definition "WEAK" and "STRONG" units in your example is not relevant.
like if you have hoplites and steam giants, in ground battles, hoplites come before steam giants, no matter which upgrade has the hoplite, or fire ships before steam rams in sea battles no matter how high upgraded fire ships are.
Whatever combination of units/ships are engaged in a battle, there is predefined order that forces them to take turn in fighting, it is up to participant to decide what kind of units to send in or pull out of the battlefield.
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Yes I noticed that too, please can anyone explain what is that ?
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I am curious to know where people stand with upgrades in their workshop. Who wants to share their journey? Currently I have 345 upgrades in the workshop. Where do others stand?
Right now, I discovered that max level workshop (lv 32) is not sufficient to upgrade balloon carrier's armor more than lv 7.
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I wouldn't mind automatically activating miracles with ambrosia, only in case, you have already required number of temples for a specific miracle. This may not give large advantage on other players.
However shortening the cool time will ruin the game, imagine having the "Colossus" or "Athene" constantly activated...
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Hi Naomi, please make time to read in game help menu... you also may find videos for beginners in YouTube or other places, and pay attention do rules of the game, you can find it in this forum.
Welcome and good luck
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13.0.0 08.04.2025 - Changes:
- Preparations for the next update
- Changed all the building costs/times for all buildings and mines
- Changed the values of various building effects
- Updated the tutorial to match the new building costs/times
- Increased the base stats of all units and the Town Wall
- Removed limits on unit improvement levels in the Workshop; each improvement will still require a certain minimum Workshop level
- Added new improvements for Merchant Ships and Freighters to the Workshop
- Improved the process when developing improvements in the Workshop with missing resources
- Bug fixes:
- Fixed an issue where the tutorial hand did not point at the Research button
- Fixed display issues in the “Get Resources!” window when certain items were in the shop
- Fixed an error where daily login bonus UI elements were in the wrong position
Despite the statemen above, may be there are limitations for units too, since right now "Merchant ships and Fright ships" are not upgradable to lv 5 dew to workshop's "insufficient building level" which already is level 32.
- Changes:
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@ Tendo, please can you tell where it is indicated that workshop's level may raise in the future ?
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Since the new version came out, has anyone who previously had everyone maxed out had the "improve something in the workshop" task show up?
If I'm getting it right, before the latest update it never happened with me, as a fact after missing few "100% daily achievements", this "task" made me to construct the workshop again.
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forum.ikariam.gameforge.com/attachment/127454/I had that problem with freighters. I believe it's related to the bug regarding withdrawing troops from a battle. If all of your cargo ships are in use, the recall button seems to malfunction.
Yes it's true, when all cargo ships are in use canceling button is not working, sorry June I did not get well what you were saying.
Today I tested it, and have some screenshots too.
First two are while loading freighters when all cargo ships were used. It did not work.
In the 3ed 4th and 5th picture freighters on their way still not available cargo ships, can't call them back.
In the last three, withdrawal is successful while there are free cargo ships.
Can we say it is a bug?
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I can assure you that while attacking a town, if the owner hits the V mode, your ships/troops will return and you wont be able to blockade/occupy the town anymore, but if you are already blockading/occupying a port/town and the owner hits V mode, you still will keep the port/town and be able to deploy ships and troops and use the town to attack a 3ed players too.