Guide for Traps
Looking for a new way to keep your City safe? Good news - Traps are new defense-only Units that protect your City and Units from attacks, including Political Attacks.
Traps are your City's first line of defense. They engage enemy Units and Political Attacks before they reach your City, reducing the power of the incoming attack and preventing it from destroying your other Units.
Traps are available to players who have reached Level 15.
Producing Traps requires Bronze, Timber, and Grain. To start production, go to the Agora and open the “Traps” tab. You can also speed up the process with Drachmas or Boosts.
Keep in mind that you are limited to how many Traps can be at your City (including Production Queues) at any one time. To increase this limit, you must update the “Council” Trap Agreement for each Trap type.
Traps - The Advantages
Traps are cheaper and faster to produce than other Unit types, which means they are the most economical way of defending your City from attack. They are also a useful way from protecting your City against Political Attacks.
Traps have a separate production queue, meaning that they will not disrupt the training of other Units.
Traps are not displayed in enemy Spying Reports, giving you the element of surprise over your enemies.
There are 5 types of Traps, and each type has 2 Tiers: Arcadian and Elean.
Universal Traps (Arcadian and Elean). These defend against all Unit types and Political Attacks sent to your City.
Light Infantry Traps (Arcadian and Elean). These defend against Light Infantry Units and Political Attacks sent to your City.
Heavy Infantry Traps (Arcadian and Elean). These defend against Heavy Infantry Units and Political Attacks sent to your City.
Phalanx Traps (Arcadian and Elean). These defend against Phalanx Units and Political Attacks sent to your City.
Cavalry Traps (Arcadian and Elean). These defend against Cavalry Units and Political Attacks sent to your City.
Traps will only defend against their counterpart Units. For example, if you have Light Infantry Traps and an enemy attacked you with only Phalanx Units, the Light Infantry Traps will not take part in your City defense.
Elean Traps have identical base statistics to their Arcadian counterparts. They can be improved further by signing and updating Elean Traps Agreements.
Fully updating the "Council" Agreements for your Arcadian and Elean Traps will double the amount of Traps you can station at your City.
In order to start producing Elean Traps, you must first signing the Agreement with Elis.
Each Trap has 3 main stats. These can be improved by signing the respective Trap Agreements:
Guild - increases the Defense of your Traps
Council - increases the Trap Limit (the number of Traps you can have at your City including Production Queues)
Academy - reduces Production Time for Traps
Traps in Battle
Traps will automatically defend your City during an attack. Only the required number of Traps will take part in the defense, but those that do take part cannot be used again – a Trap can only engage an enemy once before being lost.
When you lose a Trap, you will have to produce a new one to replace it, as they will not be sent to the Infirmary.
Traps cannot be moved to your Catacombs, or sent as Reinforcements to other locations.
If you have both Traps and Defensive Units stationed at your City, the defensive process will be split into two stages.
Stage 1: Your Traps will defend against their counterpart Unit type(s) in an attack on your City. Any Trap used to defend against an attack will be lost.
Stage 2: The remaining enemy Units will fight against the other Units you have stationed at your City.
Bonuses that increase the defensive stats of other Units will not apply to Traps.
During an attack, Unit-specific Traps will defend before your Universal Traps. For example, your City has both Universal and Cavalry Traps, and an incoming enemy attack includes both Cavalry Units and Phalanx Units. The Cavalry Traps will defend first and inflict damage on the enemy Cavalry Units. After that, the Universal Traps will begin inflicting damage on the rest.
Traps and Political Attacks (Greek Assassins)
All Traps can defend against Political Attacks.
If a Political Attack’s power exceeds the combined power of Traps active at the City, then all of the Traps will be lost. The remaining power of the Political Attack will be inflicted on your other Units.
If a Political Attack’s power is less than the combined power of the Traps, the Political Attack will inflict some damage to the Traps (some will be lost). The Political Attack is then classified as “unsuccessful”.
Remember to keep improving your Traps by updating Trap Agreements to get the best results. Share this knowledge with your Coalition to better defend against your enemies.
Good luck !