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Quantum Incursions (350) – Pig Team by Scou

Important

The strategy is calculated based on having ACTIVE buildings in the main city at the time of the start of Quantum Incursion, as well as 5x Ascended Jolly Oink Pigsties and 5x Ascended Royal Carriages during the Quantum Settlement expansion period.

Following this strategy, you can’t afford to spend extra coins 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 expense of 350 Quantum Shards + possible impediment removals.

In short

  • This is a rework of the Pork Caravan (500) strategy and reduced the cost by another 150 Quantum Shards
  • The cost of the settlement is at least 350 Quantum Shards
  • We build the settlement in 7 harvests (it can be ready on Sunday morning). We basically skip the first harvest from the previous version (500) and have less playing around with adding land for goods, because we don’t have to produce them after the first harvest.
  • The production of the army is planned at the stage of the 3rd harvest (Friday evening) and immediately after the 7th harvest (Sunday morning)
  • At the start we buy 2 expansions for Quantum Shards + 1 additional expansion for the goods we receive from 5 Jolly Oink Pigsties
  • 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 expansion 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 free spaces with Arches and decorations (9 decorations can be placed for each Arch) -> on maps level IX and higher, we use heavy units to fight against large numbers of cavalry.

Starting settlement

  1. Buy 2 expansions for quantum shards (cost 250 Quantum shards), and one terrain expansion for goods (30pcs). The terrains 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 6 Roof Tile Houses, 1 Cottage, 7 Butchers, 2 Tailors, 2 Public Bath, and 12 Roads
  4. Wait 10h until next harvest.

First harvest

NOTE! Before you start collecting anything in the settlement, make sure all buildings have been built! The tailor’s workshops and the village manor 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 a new location and the Tailor Shop with the Town Hall by newly built roads.
  7. In place of the Butcher in the corner, place a Goat Farm and speed up its construction with Shards (costs 50 shards).
  8. Build two Roof Tile Houses.
  9. Come back in 1h to kick off 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 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 a free space (do not delete it!).
  3. In place of the Butcher, build an Amphitheater.
  4. Collect 4x Roof Tile Houses and then delete it.
  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).

Third 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 a free space (do not delete it!).
  7. In place of the deleted Butcher 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 (DO NOT SPEED UP construction with Shards)
  3. Build a Triumphal Arch in the corner of the settlement.
  4. Build 4x Roof Tile Houses
  5. In the corner (in place of the Butcher in the picture) build a Ballista Camp.
  6. Connect the buildings with the roads you moved during harvesting.
  7. Wait an hour and produce troops with everything you have (probably 2×10 units)
  8. Once the training is complete, remove the military building and build a Butcher in its place

Fourth 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. Build 3x Roof Tile Houses.
  2. Build a Villa (DO NOT SPEED UP construction with Shards)

Fifth harvest

  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 and Houses, build the 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 (DO NOT SPEED UP construction with Shards)
  5. Build a Triumphal Arch next to the previous one.
  6. Build two Roof Tile Houses.

Sixth collection

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 construction with Shards)

Seventh harvest

  1. Collect all buildings.
  2. Delete 2 Baths, 2 Butchers, 3 roads and 1 Roof Tile House.
  1. Do a little rearranging in the settlement.
  2. Build a Goat Farm and a Villa (DO NOT SPEED UP 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 it will provide euphoria, i.e. a harvest of 150%.

If you want to continue developing the settlement, you can find the continuation in this guide. CLICK

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