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Quantum Incursions (500) – Pork Caravan by Scou

Important

The strategy is calculated for a starting 25,000 Supplies and 150,000 Coins. Use 35,100 Supplies and 38,600 Coins.

You can gain this by placing in the main city:

  • Jolly Oink Pigsty (+20,000 supplies, building for 30 days (preferably 2x and problem solved))
  • Royal Carriage (+20,000 coins, building for 30 days (preferably 2x and problem solved))

or

  • Jolly Oink Pigsty (+20,000 supplies) + 5x Harvest Hub (+3,500 supplies), (building is storable so there is an option to put it in your backpack after starting raids)
  • Royal Carriage (+20,000 coins) + 4x Vagabond Library (+5,000 coins), (building is storable so there is an option to put it in your backpack after starting raids)

Following this strategy, you can’t afford to spend extra money or supplies. Also, remember to take it step by step and not overdo it. The order of production and satisfaction plays the most important role here. It’s very important!

Costs

The strategy is planned for the amount of 500 Quantum Shards + possible impediment removals. If you do not have this amount / do not have diamonds to buy that much, or do not want to spend so many Shards on a single round of Incursions – follow another strategy that was posted earlier on this page

In short

  • This is a reworked 1100 strategy and reduced costs by 600 Quantum Shards
  • The cost of a settlement is at least 500 Quantum Shards.
  • We build the settlement in 8 sets (it can be ready on Sunday evening)
  • The production of the army is planned at 5th harvest (Saturday morning) and immediately after the 8th harvest (Sunday evening)
  • At the start we buy 2 expansions for Quantum Shards + 1 additional expansion for the goods after the first harvest
  • After reaching the final version, we expand the settlement by adding additional expansions for goods. I recommend a goods building producing Iron 3×3. It can be placed at any time in place of the Military building (heavy). So… We remove the military building and place a goods building in its place -> produce goods for e.g. 2-3 expansions (130-260 goods) -> buy land for goods (where there are no impediments) -> we remove the goods building and place a military building in its place (3×3) -> we continue playing, filling the empty space with Arches and decorations (9 decorations can be placed for each Arch) -> on map level IX and higher, we use heavy units to fight against large numbers of cavalry.

Starting settlement

  1. Buy 2 terrain expansions with Quantum Shards (costs 250 Quantum Shards). They must be next to each other at the bottom of the settlement (left pictures) or at the top of the settlement (right pictures)! Choose the side with the least impediments.
  2. If necessary, remove impediments on purchased expansions (costs 10-50 Quantum Shards).
  3. Build 8 Roof Tile Houses, 9 Butchers, 1 Public Bath, and 13 Roads
  4. Wait 10h until next harvest.

First harvest

  1. Collect the Butcher near to the Public Bath and then delete it.
  2. Move the road to a different location (do not delete it!).
  3. Collect the Butcher in the opposite corner of the map, then delete it.
  4. In place of the first deleted Butcher, build the Public Bath
  5. In place of the second deleted Butcher, build a Goods Building (not an Iron Foundry, but select it as a building option because you will need it later).
  6. Come back in 1h when the buildings are built.
  1. Produce 6 goods – cost 8,100 (if you have 2x Jolly Oink Pigsty it will be enough), then 2 goods – cost 3,000. In total you need 30 of one good.
  2. Buy expansion for goods (in the same line next to the Baths)
  3. Remove the goods building.
  4. Move one Public Bath to a new area and build an Amphitheater in its place.
  5. Remove one Roof Tile House
  6. Collect the rest of the buildings.
  1. Remove Amphitheater from the corner.
  2. Move one Butcher to the spot where the Amphitheater was and connect it with a road (the one that will get in the way at the next point).
  3. Remove Roof Tile House (the one that will interfere with the construction of the Tailor’s Shop)
  4. Build 2x Tailors, and 1x Cottage.
  5. Come back in 1h to start the village. This is very important because sometimes the “clock” on newly built buildings only starts counting down after you enter the Settlement (same as in space colonies).

Second harvest

NOTE! Before you start collecting anything in the settlement, make sure all buildings have been built! The tailor’s and the Cottage were built with a delay.

  1. Collect the Butcher that is on the same line as the Baths, then delete it.
  2. Move the road to a free space (do not delete it!).
  3. In place of the Butcher, build an Amphitheater.
  4. Collect one Roof Tile House and then delete it.
  5. Collect the rest of the buildings.
  1. Remove Amphitheater from the corner.
  2. Move one Butcher to the place where the Amphitheater was and connect it with a road (the one we moved in point 2).
  3. Remove one Butcher.
  4. In the empty space after the Roof Tile House (from point 4) build a Cottage
  5. Swap one Butcher with the Tailor (the one closer to the Baths)
  6. Connect the Butcher in the new location with the road you moved to the free spot during the first harvest (point 2), and connect the Tailor with the Town Hall with the new built road.
  7. In place of the Butchers in the corner, place a Goat Farm and speed up its construction with Shards (costs 50 pieces).
  8. Build two Roof Tile Houses.
  9. Come back in 1h to kick the village off. This is very important because sometimes the “clock” on newly built buildings only starts counting down after you enter the Settlement (same as in space colonies).

Third harvest

NOTE! Before you start collecting anything in the settlement, make sure all buildings have been built! The village manor was built with a delay.

  1. Collect the Butcher that is on the same line as the Baths, then delete it.
  2. Move the road to an empty space (do not delete it!).
  3. In place of the Butcher, build an Amphitheater.
  4. Collect 4x Roof Tile Houses and then delete them.
  5. Collect the rest of the buildings.
  1. Build a Villa and speed up its construction with Shards (costs 50 Shards).
  2. Build 3x Roof Tile Houses.
  3. Remove Amphitheater from the corner.
  4. In place of the Amphitheater, build a Butcher and connect it to the Town Hall with a road (the one we moved in point 2).

Fourth harvest

  1. Collect the Butcher that is on the same line as the Baths, then delete it.
  2. Move the road to a free space (do not delete it!).
  3. In place of the Butcher, build an Amphitheater.
  4. Collect 2x Roof Tile Houses (near the Baths) then delete them.
  5. Collect the Butcher that is next to the deleted Houses and then delete it
  6. Move the road to an empty space (do not delete it!).
  7. In place of the deleted Butcher’s and Houses, build the Amphitheater.
  8. Collect 2x Roof Tile Houses, then delete them.
  9. Collect the rest of the buildings.
  1. Delete the Amphitheater that was just built, and the Amphitheater in the corner.
  2. Build a Villa and speed up its construction with Shards (costs 50 Shards).
  3. Build a Triumphal Arch in the corner of the settlement.
  4. Build 4x Roof Tile Houses and Butcher
  5. Connect the buildings with the roads you moved during harvesting.

Fifth harvest

NOTE! Before you start collecting anything in the settlement, make sure all buildings have been built! The triumphal arch was built with a delay.

  1. Collect 4 Roof Tile Houses and delete them.
  2. Collect the rest of the buildings.
  1. Delete the Butcher next to the Public Baths.
  2. Build a military building in its place
  3. Wait 1h for the building to be constructed (or speed it up with Shards)
  4. Train 4×10 military units (if it’s not ballista), or 2×10 – if you produce ballista. In general, after training you can’t go below 135,125 coins and 108,125 supplies. This is very important, otherwise you will run out of coins or supplies later.
  1. Once you have finished training your units, delete the military building and place the Butcher in its place.
  2. Build 3x Roof Tile Houses.
  3. Build a Villa and speed up its construction with Shards (costs 50 Shards).

Sixth collection

  1. Collect 2x Roof Tile Houses (near the Baths) then delete them.
  2. Collect the Butcher that is next to the deleted Houses and then delete it
  3. Move the road to a free space (do not delete it!).
  4. In place of the deleted Butcher’s and Houses, build an Amphitheater.
  5. Collect 2x Roof Tile Houses then delete them.
  6. Collect the rest of the buildings.
  1. Delete the Amphitheater you just built, one Butcher, and 4 roads.
  2. Move the Tailor to the location of the deleted Amphitheater.
  3. Move the Town Hall so that it is adjacent to the Goat Farm.
  4. Build another Goat Farm and speed up its construction with Shards (costs 50 Shards).
  5. Build a Triumphal Arch next to the previous one.
  6. Build two Roof Tile Houses.

Seventh harvest

NOTE! Before you start collecting anything in the settlement, make sure all buildings have been built! The triumphal arch was built with a delay.

  1. Collect all buildings.
  2. Remove the Roof Tile House near to the Goat Farm and build a Villa in its place (DO NOT SPEED UP the construction with Shards)

Eighth harvest

  1. Collect all buildings.
  2. Delete 2 Baths, 2 Butchers, 3 roads and 1 Roof Tile House.
  1. Do a little rearrangement in the settlement.
  2. Build a Goat Farm and a Villa (DO NOT SPEED UP the construction with Shards)
  3. Build a Triumphal Arch
  4. Build a Ballista Camp and Legionnaire Barracks
  5. Remember! The next time you harvest (the last time) you have to make sure that all buildings are built. The triumphal arch was built with a delay and will provide us with euphoria, i.e. a harvest of 150%.