100% Utilization Base Layout - End Game Design

GHub Platform · Гайд · 0 ответов · 17 просмотров

(Click on image to enlarge) This base design is with end game resource farming in mind. Every resident building is being utilized. There are 0 unused tiles inside the base layout. All resource tiles can be collected during harvest. All Infinite Stat Buildings can be upgraded in a single harvest. You never have to mess around with rearranging the base You never have to mess around with reassigning characters The resources are prioritized in the following order Stone, Wood, Wheat. With this setup you should expect to get around this amount per harvest. Should also reliably finish the construction of any infinite stat building in a single harvest. Your results may vary slightly depending on character passives as I have primarily focused my character passives on increasing the harvest time. Not only does it make it more consistent with completing any construction in a single harvest, but also helps increase how many resources you collect per harvest due to your resources having more time to regenerate during the harvest. Here is the starting angle I use. All the way to the left and aimed in-between the two stone mines. I have 2 Farms, 4 Lumberyards, and 14 Stone Mines. I am also utilizing all three resident buildings as much as possible. For your reference, here is how much each collection building collects when offline for 24 hours. Farm: 24,192 Wheat Lumberyard: 13,824 Wood Stone Mine: 4,536 Stone Probably one of the best buildings to take advantage of, and is essentially what I structured my whole base around. All resident buildings are within it's radius and taking advantage of the 30% bonus exp. In end game the only buildings requiring further construction are the 6 infinitely upgrade-able stat buildings. The infinite stat buildings cap out at 1050 construction bounces required to build and can easily be completed in a single harvest in this setup. I have all 12 stat buildings covered by the Captain's Quarters. Note that when you first create the Captain's Quarters building, it will have a very small area that it covers. Leveling up the Tactician will give this building more levels, which increases the range of it's affect. Allowing you to more easily fit in all the stat buildings. The mansion earns 37 gold every minute in this setup. However, you should know the Mansion does not earn gold while the game is closed. You will only be earning gold while you are idle at the base. This would be the last thing I would recommend prioritizing in any base design as the gold you earn is trivial. The Monastery and Haunted House are the only two resident buildings that give a benefit from being hit during a harvest. I have both placed in spots that are easily hit during the harvest, taking full advantage of there benefits. The Single Family Home (Wheat Collection) is only missing 14 Dense Wheat Fields The Cozy Home (Wood Collection) is only missing 15 Grand Trees. The Theater (Stone Collection) is only missing 8 Granite Slabs. This is the primary way you will be earning gold. The market completely refreshes after 13 runs, success or fail. While not mentioned anywhere in game (at least as far as I know), you can actually hold Shift to see larger sale quantities. Highest being 10k of a single resource. As shown in the above screenshot, this means you can sell 10k Wheat, Wood, and Stone for a total of 540k Gold every 13 runs. This is by far the best way to earn gold and you will want to take full advantage. If you want to quickly refresh the Market, you can start a run, intentionally lose, restart, and repeat 13 times. If you are trying to copy my base, you may have noticed I don't have the War Room created. That's because it's useless and just takes up space. 1. You have to assign a character to this building and It's best option is 1k gold and 100 stone every 30 minutes. While not terrible, a Stone Mine will earn 135 Stone in the same 30 minutes and takes up less space. 2. This building does not work while the game is closed and a Farm/Lumberyard/Stone Mine do. 3. This building takes up 9 tiles of resources, meaning you're losing 14 wheat per tile or 11 wood/stone per tile. That adds up when you would otherwise never touch this building anyways. However, if you are dead set on including this building in your base even though you probably will never use it, go right ahead. If you're using my design, I would put it here: 1. Market Gold : The Market can provide you 540k gold every 13 runs. This more than satisfies your gold needs. Also, you will eventually be needing a ton more Wheat/Wood/Stone to start an upgrade and there is no other way to easily earn large amounts of resources. I find it's better to just focus on collecting as much Wheat, Wood, and Stone as possible and sell to market when you need Gold. 2. Tedious : You could potentially delete some resources and rearrange the base to make room for 12 Gold Mines, which you would then use to create a Gold Mine Corridor after the first Harvest. However, doing this after every run is incredibly tedious. Always rearranging your base and reassigning your characters after each run will get draining really fast. 3. Little Benefit : You only earn between 3k and 3.5k Gold each harvest when using the 12 Gold Mine setup. Maybe a bit more if you have more characters with the Gold Digger Passive giving you 1 extra gold per bounce. Netting you about 15k-20k total gold before it costs more gold to harvest than you earn. However, the amount earned this way hardly puts a dent into the gold needed to upgrade your Infinite Stat buildings when they reach 30+ levels. Better to just spend your time doing another run and harvesting more Wheat, Wood, and Stone and progressing the Market refresh rate. 4. Time Sink : As hinted at in the previous point, it is extremely time consuming to be rearranging your base and reassigning your characters after each run for a meager amount of Gold. When you need 1 million gold to do a single upgrade, that potential 20k gold you're harvesting feels pointless. You're better off spending time progressing your Market Reset counter back to the 540k gold trade after 13 runs. 5. Endless Mode : Now with the Endless mode being introduced, you can earn well into 1 million to 4 million+ gold on a good run. Now they do take a bit of time to complete, but is a really great way to earn gold and lots of it. --- Источник: https://steamcommunity.com/sharedfiles/filedetails/?id=3602389407

Источник

GHub Platform · автор23.08.2026, 00:03:14

(Click on image to enlarge) This base design is with end game resource farming in mind. Every resident building is being utilized. There are 0 unused tiles inside the base layout. All resource tiles can be collected during harvest. All Infinite Stat Buildings can be upgraded in a…

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