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Showing posts from July, 2020

Troop Special Ability

Troop Special Ability Front Row Tank - Bulletproof - When taking damage, have a 31% chance to block 50% of the damage Infantry - Home Guard - In denfesive battles, a Damage reduction is triggered every 8 seconds. Damage taken is reduced by 50% for 4 seconds. Shredder - Defensive Stance - When battling, a damage reduction is triggered every 8 seconds. Damage taken is reduced by 34% for 4 seconds. Armored Infantry - Reflective Armor - When taking damage, have a 35% chance to reflect 20% of the damage. Zombie - None Middle Row Gunner - Fire Surpression - Every 5 attacks will enter quick shot status, increasing attack speed by 50% for 3 seconds (In PVE battles, increases by 120%) Bike - Speed Racer - In the first ten seconds after a battle starts, increase the attack speed by 60%. (Duration is 30 seconds in PVE situations) Trooper - Electromagnetic Conduction - Every 3 attacks will cast lighting chain, dealing damage to up to 3 units. Attacks the back row of the enemy first. (damage to a s...

Fleet Theory

Fleet Theory Credits (Copied from these peoples work) MASTER SERGEANT Dragonchow from #30 MASTER SERGEANT DestroyerOne from #30 TUR Oizon from #113 TUR JustJosh #113 TUR Ultraplex #113 Good fleet strategy needs to be based on a few different variables. All of them must be assessed before you can know the best way to build a fleet. The purpose of the fleet must be considered first and foremost. Combat bonuses and troop special abilities are often dependent on if you are attacking or defending and the type of battle you need to fight. For the purpose of this guide those two variables will be simplified to “offense or defense” and “monsters or armies.” The second consideration needs to be your officer skills and research levels. If you have large bonuses on specific troops (melee/mid range/long range) then you will want to favor those troops in building a fleet. Improving these bonuses can make a big difference in overall strength so it’s wise to continue developing them. The final variab...

Tips for RSS Conservation and Troop defense during Kill Events

These steps should make the Alliance look like they are not worth targeting. RSS Conservation: (Trust is important for this) Designate a single farm that has the resources to remain Shielded for the entire event as the Farm Alliance Bank.  All alliance members that cannot remain shielded or fogged with their main city should allow the Farm Bank to loot and store RSS for Event.  No Mining during KE events only passive collection. Hiding Troops: Strongest Troops full fleets are reinforcing Alliance Fort.  This building is shielded as long as the Alliance Hall is alive.    Randomly Select Alliance Flags to hide reinforcing troops Do not leave troops unattended within your city.  

Farm Part 3 - Build Priorities to C13

Priority Order:  Raise City to C13 as Quickly as possible Monitor City Hall for Requirements to help priorities.  Follow the Plan provided by Ginger.  Priority 1 Takes precedence over plan always build buildings required for city upgrade first.  (Following the Plan will provide much of the RSS needed for C13 build) Farm and Oil Buildings Build and upgrade as soon as land plots become available Take Advantage of all “Free” upgrades.  Most buildings under level 5 can be free upgraded.  Most Level 6 will be upgraded immediately with 3 or less Embassy helps.   Train Shredders Constantly and train Snipers to ensure that you have BP to open new land plots.   Open and Upgrade Houses to level 5 or 6 as soon as available.  Upgrade the Garage to Level 13 and Activate 3rd Fleet as soon as possible.   Upgrade Hospital to 13.  Upgrade all Farm and Oil Plots to 13.   Upgrade Medic Centers to increase hospital beds. ...

Farm Part 2 - Skill Trees

Commander Skill Tree: Stay on Development Path and get Harvest Skill as soon as possible and use this skill as soon as it becomes available every time.   After Harvest, Oil Output I 5/5, Food Production 5/5, Oil Gather I 5/5.   Continue down the tree with the same pattern do not put skills into Food Gather and do not go down the Recover Mobility branch.   Academe Skill Tree:   Stay on Resources tree unless the plan requires other research.   Put one skill point in each of the top 5 skills.   Then always prioritize Oil Output, Food Production and Load Boost in that order.   Points after first 5.   Max Oil Output 1 5/5, Food Production 1 5/5.   Load Boost 1 5/5.   Follow the priority down the try for the II Skills and priorities.   Only add 1 skill point to Depot to enable additional skill tree branches.  

Farm Part 1 - C13 Tips and tricks

Optimize the City on Passive Production so that gaining resources is not dependent on managing the farm and mining RSS.     When and if possible, put starting farm in Main Alliance as Embassy Alliance Help will significantly speed low level build.   Move to Farm alliance as soon as City Reaches C13.   This should only take a single day of concentrated building.   Use Hammer as soon as possible and be ready for next build as not to waist the extra build slot.   If you are not going to be available to use wait till you are. Name Farm City to designate ownership.   Example: Beagee01 Do Not Use Gold to speed up buildings or troop production.   Gold must only be used to buy Shields or Fog.   If you pay for Gold do what you want but this is wasteful and should be used only on your main city.   Recommended to only upgrade past C13 to C15 when upgrades complete and you have a second producing C13 Farm.  

First Post : Disclaimer

The purpose of this blog is to help out my personal Age of Z alliance members.  I also make no claims of perfection of any kind.  This is put together through my experience and use may vary.  Double check everything I post with your own experience and others advise.  Also some of the ideas in this blog are not my original ideas but good ideas I have collected from others.