Sunday, February 23, 2020

Last Shelter: Players Guide - Main Account

Last Shelter: Player's Guide 

Main Account

 

  Last Shelter Guides:

 

 Game Concepts

 

Your main base will need a source outside itself for resources.  Upgrading your base is easy up to level 15 then the cost of upgrades become ridiculously expensive in terms of money and resources.   They raise exponentially as you go up into the 20's.

Some players will purchase the extra resources while most will attack other players to gain extra resources in the first month of the state.   At first many people will start the game then get bored and leave.  This will leave abandoned bases through-out the state in various levels.    These accounts will eventually drop off the system for inactivity (2 weeks).

Most alliances will create a farm alliance under their protection and you will need farm accounts or a deep wallet.    Look at my post on creating farms. You need to create farms accounts in the first few months while there are other bases available for farming so they are ready when there's few bases available.  Most alliances will agree on some sort of Non-Aggression Pact (NAP) but this still leaves a lot of bases for farming.

Alliances

 

You should watch the rankings of the alliances in the state (Menu > Rankings > Alliance Power Ranking)  and what the NAP is.     Join a top alliance as soon as possible otherwise your base will probably be farmed by everyone on a daily basis.  It's good to develop friendship with other alliance members but it's more important to stay inside NAP so you can grow.

Once in the alliance, you should donate to alliance technology as often as possible.   However, don't throw all your diamonds at the donations.    If you have some extra then donate up to 10 times on each open alliance technology.     This will gain points you can redeem in the alliance store and alliance tech provides various boost.

Commander

The leader of the alliance.    They are responsible for mergers and make the final calls on rules and actions taken by the alliance.    They are usually the first point of contact for other alliances.  The burden of command is a terrible thing.    You must appear to always know the answer to problems (whether you do or not) and be fair to your members.    Your alliance members are the most important resource and you must demonstrate good leadership skills to gain the loyalty of your members.  Showing indecision or ignorance will not inspire leadership leading to your alliance having a quick turn over rate.

Guardian

This will usually be the strongest player in the alliance.   Their job is to protect the alliance from other alliances and players.   They are in charge of reinforcements and retaliations.

Recruiter

The job is the title.   This person should try to recruit new members and work on getting alliance mergers.  

Overseer

This person keeps alliance members in line with the rules of the alliance and state.   Often they handle all rank changes, announcements, and kicking of people for repeat violations.

Diplomat

This person handles all communications from other alliances.

Aditional R4

The remaining R4s assist the other appointed positions and serve as back up.


Micro Transactions 

 

This game is full of packages you can purchase.   Generally, the only packages that are worth buying are the Project Hero and Arms Supply.    Limit other purchases to small $5 or $10 packages and try to get them during state events if at all.   I recommend buying extra courage medals so you can finish the Zone Commemoration branch because the extra rewards gained will pay dividends during events.

Larger packages provide limited value compared to cost and will go quickly.

You can spend $800 for 100,000 diamonds and push a base from Level 3 up to Level 10 in a day.  You can achieve level 14 if you limit diamond use to complete upgrades when you have the resources for the upgrade.    Once above level 15, 100,000 diamonds won't be enough to complete one complete level of upgrades.   The purchases don't go far and that is why I don't recommend spending a large amount of money in the game unless you recently won the lottery.

Payers(Pay to Win)

 

This game is a pay to win.     Unfortunately, there is no amount of skill or strategy that will beat a player willing to swipe the card often.   It is nearly impossible to finish the zone com research or max heros without spending money.   It is even worse for the seasonal heros because the last 4 skills all require a duplicate medals.


In every state there are players (or payers) who will spend money to upgrade their base quickly and dominate the state.   Typically, these players will try to control the state since few can match their purchased might.    These plays spend thousands of dollars from $7,000 to $20,000 USD.    These accounts are a poor investment and are sold for less than $1000.

The game's rules and currency conversion is unfair.    The prices are based on the US dollar.  For example, If a currency is converted $1 to 7 Lira then people in Turkey will pay 40 Lira for something that cost $5 (4.50 UK Pound) in the USA.     However, the Yuan conversions are the opposite.    If something cost $5 then it will be 0.50 Yuan.      The game makes Chinese states (States for Mainline China players) that no one outside China can join or migrate to/from.    These become super states due to the artificially low prices and are matched against everyone else in events.   

 These states also get a head start of at least a minute on declaring in the Doomsday event.   This means you will have no choice if you are targeted by one of these super states.    These states also get cheats like being able to locate your base anywhere on the map even after using a random transport or dropping your shield.    The developers have denied the favoritism.   Many players have experienced these cheats and many people from these states have admitted to the abilities.

 

Building Upgrades

 

For bases below 10, concentrate on upgrading your base level and select Farmer class at level 7.    Keep your Research the first 7 technologies in the "Rapid Production" branch as soon as possible.    You can run rapid production on each resource plot each time it's upgraded.   This will give you a boost in resources.

Don't build anything you don't need. eg: Architecture building.  Buildings you don't need should be moved off grid (disconnected from the road) including the garages.     You can move buildings off that you aren't currently using like the training camps.    This way they don't consume electricity when you don't need them.

You should try to get to base 25 as soon as possible.   The event rewards increase with each base level and are best at level 25.

You must build:

Garrison (for 5 > 6)

Buildings that must match the base level:

3 > 4 - Windmill
5 > 6 - Bank
8 > 9 - Bunk
9 > 10 - Hospital
10 > 11 - Lumbermill
11 > 12 - Farm
12 > 13 - Lumbermill
13 > 14 - Shooting Range
14 > 15 - Bank
15 > 16 - Embassy
16 > 17 - Vehicle Factory/Garrison Hall
17 > 18 - Farm
18 > 19 - Power Plant
18 > 19 - Bank
19 > 21 - Water Filter

Unit Levels

Keep your Shooting Range and Vehicle factory up to your base level as you upgrade your base.    At certain levels a new unit is available, at these points you should upgrade all your units, resource structures, banks, and houses to your base level.

  • Level 10
  • Level 13
  • Level 16
  • Level 19
  • Level 22

 

Raider and Other Class types

 

I prefer to change to Raider at level 10 once I have upgrades all my units.  You can wait till level 13 if you prefer.   Farmer class generate a high level of resources and excel at gathering, but they do not generate a lot of money.    You can generally sell off extra resources for money so it's possible to stay as a farmer as long as you wish.      The problem is the farmer is not effective at combat due to penalties, but it does have a high resource protection level meaning raider can't take all of your resources.

After the first launch center, you could pick the builder class because it helps base upgrades.   It's similar to the trader without the special building.

The other class type is trader that doesn't have a combat penalty and generates a lot of money.    They don't generate a large amount of resources, but the trader can exchange money and diamonds for resources in the trading post similar to the commercial hub.

Raiding other bases or your own farm accounts is the only way to consistently have enough resources to upgrade outside of purchasing resources with micro-transaction.   Unlike the other classes, you can always find another base or add another farm.

Due to competition for resources, you will need to transport your base away from your alliance hive to raid successfully if you are not using farms.   The best place to raid is to be near several low lever alliances.    Most bases lower than level 9 are not worth the trip.   Always scout the base before you attack to make sure they have at least a full load of resources.

The class APC as a raider is the only thing able to take cash from the target base.    The amount of case you can take is about 2.5% of the total capacity of your APC.   The amount of cash taken can be boosted by researching the Load Improvement (Class APC), Transport Improvement (Vehicle Training), and Carrying Capacity (Zone Commemoration).

The APC barracks should be kept to your base level to maximize the unit capacity.    The more units you can put in an APC the more the capacity of the APC.   Other raider important buildings are the trap building and garrison (available at level 15).   These buildings should also be kept up to your base level.  The raider gets bonus from the trap building that others don't get making them more powerful on the map.


Power



Your power is determined in the following order:

  1. Technology
  2. Heros
  3. APC Parts
  4. Unit Level
  5. Buildings 
A base with superior technology an heros can defeat units 1 -2 levels above theirs.

    Research

     

    Technology is the most important thing in the game and you should never compromise researching technology for buildings or events.  Lower level units can defeat up to 2 tiers above with superior technology.  Save as many of your speed ups as possible for use on advancing your research but don't use them until a daily or state event.

    Keep your institute building level with your base up until level 15.    The building provides a research boost at level 15 (Fast Research 75%).  The next boost doesn't come till level 20 so once the institute is at level 15 you won't need to worry about it until your base is at level 20.

    Your research should focus on the following trees:
    1. Base Development
    2. Class APC
    3. APC I
    4. Vehicle Training
    5. Shooter Training
    6. Basic Military
    7. Medical Advancements
    Other important Technologies:
    • Zone Commemoration -  This tree should be researched as much as possible once it becomes available.   This will boost your points during State Events.
    • Rapid Production - Don't research past Paradigm Shift until you have completed the 7 branches. 
    • Basic Combat - Don't research past Recycle Resources until after the 7 branches.
    Technologies for State Events:
    • Zone Commemoration
    • Shooter Training 
    • Fighter Training
    Zone Commemoration (Zone Com) requires courage medals to do the research.   The only way to get courage medals is to kill zombies in the early game and events.    The prizes from the state events will provide the most medals you will need so it's important to get as many boxes as possible.    Zone Com will make it easier to achieve boxes.  You can also buy packages with courage medals.   If you plan to spend money in the game then these packages provide the most value for your money.

      Heros



      Heros are the second most important thing in the game.   You should keep the Hero Hall up to your base level because this gives better hero experience bonus.  The best heros are in this order:

      1. Orange
      2. Purple
      3. Blue 
      4. Green
      Many of the heros provide some kind of economical value.  They can be station in most of the buildings and some provide boost like Nora's "Touch of Midas" which will provide a rapid production of food every 24 hours.     You should station as many hero as possible.

      Unlock and upgrade skills as needed to complete daily task but keep most of your resources for hourly or state events.    Unlock and upgrade the skills for your hero APC as often as possible to increase your offensive and defensive abilities.   Additionally, all the purple and orange heros have an "Awakening" skill and your goal should be to unlock this skill as soon as possible. The awakening is the most difficult to unlock because it requires a medal of the same hero.

      The military blue and green heros don't provide much value and should be split in order to exchange for wisdom medals.    Orange heros are the best and should never be exchanged for medals.  You should limit the number of blue and purple hero medals you exchange for wisdom medals because they are required to unlock skills of other hero.

      First, concentrate on upgrading the first skill of each hero in your APC.   This skill increases the number of units on the row the hero is stationed.   This will boost your APC power quickly.

      Arranging heros properly in your APC is the most important factor.  Pay close attention to the hero skills as some are specific to a type of unit.  eg: Shooters, vehicles, and fighters.     The second important skill attribute is the range.     The range is how farm they can attack which is calculated from their position in the APC forward.     A hero on the third row with a range of three will only be able to attack the first row of the enemy APC.

      6 of the purple heros have a link ability which means they get additional bonus when in the same APC.   The best defensive configuration in your All Shooter APC is the "Gun for Hire: Selina", "Gonzalex: The Veteran", and "Bart the Professional".

      There are many factors the heros control in your APC.   Keep in mind this is a general outline and not all heros have the same type of skills.    You should read each skill when considering configuration.  Skills can affect the APC and Row.    The skills can be specific as to impact your (Friendly) APC or the enemy APC.

      APC parts affect all of the attributes which depends on the part level and the part types being applied. 

      • Troop Load - The primary skills are the first and sixth skill.   (Your barracks level also contributes)  This is used to calculate the damage done and a higher count will delay the formation collapsing due to low moral.
      • Might - This is the damage done by your APC.   The primary skills are 4, 6, and 7.   The war rooms impact this for APC with all the same type of units.  The trap house (Raider Class only) also affects this.
      • Resistance - This is affects the damage taken by your APC.  The primary skills: 3, 6, and 7. The war rooms impact this for APC with all the same type of units.  The trap house (Raider Class only) also affects this.
      • Tactical Might - This is the damage done by the hero skills. 
      • Tactical Resistance - This is affects the damage taken from the enemy hero skills.   The Garrison hall affects this value.
      • Hit Point (HP) - This is the amount of damage that can be taken by your APC.   Skills: 6 and 7
      • Combat Speed -  This determines who gets the first attack.
      • Marching Speed - This is how fast your APC travels in the world map.


      APC Parts

      You should produce parts specific for the purpose of the APC.    Ranger Parts for an all shooter APC, Phanton parts for an all vehicle APC, and Trail blazer parts for the APC while you are gathering.    

      Work on upgrading your parts factory to at least level 5 when it's available at base level 16.   You need to work on upgrading the factory and research parts technology with the goal to max both as soon as possible.  

      The quickest way to get orange and eventually gold parts without spending large amounts of money is to produce green "Common" materials (available by the part technology).    The method I use is to produce enough materials to make 16 blue parts.     This will require 16 green materials for each blue material needed to produce the target part.    Save all the materials and make the blue parts on the CoZ build event.    Finally, combine the completed parts from Blue to Purple to Orange.

      It is quicker to complete 16 blue parts even though the resource cost is about the same for making 16 blue materials or 1 gold material.   You will end up spending more diamonds for speed ups to make gold materials.   

      It takes 256 green materials to make one orange material and each green material cost 960 diamonds for an 8 hour speed up.   One blue part will cost 16 green materials and 700 diamonds (Finish Now) and about 800 energy cores.

      I always work on getting orange parts for my APC before working toward getting gold.   You can use "Any Speed up" hourly events to hurry material production and buy extra materials from the commercial hub and exchange for energy fragments.

       

      APCs

       

      Typically, your class APC should be full of vehicles and APC I should be full of shooters.  The reason for this is vehicles are faster and are able to carry more resources.  This will increase as you research the Vehicle branch.  Use the class APC when gathering or raiding other bases.   APC I should stay inside your base at all times unless you are shielded.    This is to defend your base against raids.

      Vehicles are weakest against shooters and most experienced players will use an APC full of vehicles to raid so an all shooter APC is the most logical choice.    APCs with the same type of unit will get bonuses at level 18 with the war rooms.

      At base 18 you will get a fourth APC.      The exact configuration depends on your situation and your enemies.   You can fill the other APCs with a mix or specific types.   At this point, you can train enough troops to fill the 4th APC with different configurations so you can respond to different situations.

      There is no reason to train vast amounts of troops over the capacity of your APC unless you want multiple configurations.  The general rule is have enough extra troops to replace the first row of your largest APC.    The more troops you train the more cost you will have to maintain those troops.  Don't worry about troop enhancements until you get to T7.

      Fill your APCS with T1 vehicles when gathering.    The T1 apcs are weak in battle but they can carry more, gather faster, and are cheaper to produce than more advanced vehicles.   Remember to swap them for more advanced units when you're done gathering.

      If you are going to participate in the battle for the launch center then you should fill one APC will all fighters.     Shooters are weakest against fighters and most experienced players will occupy the launch center with shooters.

       

      Gathering Station

       

      In the VIP shop (Level 2), you can get the gathering station.    This gives you a 5th APC used solely for gathering.    It's capacity is determined by the building level since it doesn't have units or heros.     You can equip it with Trail blazer parts which will increase it's capacity and gathering speed.

      This APC can't be used in combat and will be recalled if you transport your base.


      Friday, February 21, 2020

      Last Shelter: Player's Guide - Farms

      Farm Accounts

      Last Shelter Guides:


      In any state, your main base will need a source outside itself for resources.  Some will purchase the extra resources while most will attack other players to gain resources in the first month of the state.

      Many people will start the game then get bored and leave.  This will leave abandoned bases through-out the state in various levels.    These accounts will eventually drop off the system for inactivity (2 weeks for bases not in an alliance).   The drop off is a little longer if the base stays in an alliance.   After the first kill event there will be very few accounts for you to farm.

      Farm Concept

      A farm account is a base with the sole purpose of generating resources to be stolen by another account.

      You can create as many farm accounts as you want.    Generally, you will need a minimum of 4 farms to grow one base up to about level 18.    Beyond 18, you will need at least 2 additional farms for each level you go up.   This should allow you to level a base every week.   You can use the game on emulators like Memu and BlueStack which allow you to run multiple accounts at once on your PC. 

      The easiest method is to create a GMail account that is wordy.    ex: thisismyfarmemail@gmail.com     Google ignores periods and everything after a plus sign.     This allows you to create endless email accounts to bind to the account with one email address.

      These accounts will all be delivered to the original email:

      this.is.my.farm.email@gmail.com
      thisis.my.farm.email@gmail.com
      this.ismy.farm.email@gmail.com
      this.is.my.farmemail@gmail.com
      thisismyfarmemail+1@gmail.com

      You should level up the farm base as quickly as possible and ignore any buildings not specifically needed for generating resources.    Some buildings are required to upgrade the base level and can be moved off grid later (moving the building so it's not connected to a road) .

      All upgrades require the ration truck and one house to match the base level.     In addition, many building upgrades will require a specific population level which means you should keep the houses up to base level and the ration truck full.   I recommend upgrading all the banks as well since you will need money to keep the upgrade pace.


      You must build:

      Garrison (for 5 > 6)


      Buildings that must match the base level:

      3 > 4 - Windmill
      5 > 6 - Bank
      8 > 9 - Bunk
      9 > 10 - Hospital
      10 > 11 - Lumbermill
      11 > 12 - Farm
      12 > 13 - Lumbermill
      13 > 14 - Shooting Range
      14 > 15 - Bank

      After you start the account, do the minimum builds and upgrades to get to base level 6 as quick as possible.  You will be able to choose a class when you finish the base upgrade to level 6.   After the first launch center battle you can select the builder class.  You will need to send an apc to the national quest for at least a couple days.  (The apc only needs one unit to be functional and can have all T1) You want to max out the "Lifting Devices1" in the class manual.   This will give you free upgrades up to level 7 for most buildings.    You can get a base leveled to Base 7 in about 2 days with about an hour of work.   Most of those two days will be waiting for national quests and for resources to accumulate.

      Many people recommend using the farmer class for farms.     The only advantage is if you upgrade the production center to base level and log in every day to run the bountiful harvest.   The farmer is the best at gathering but it also has a high protection cap and doesn't generate money quickly.   The builder class reduces the resource needed for upgrades and provides free speed ups without the draw backs of the farmer.

      You should keep the farms, lumbermill, oil well, refinery, and wind mill upgraded with your base level.    You can slide on some of the levels while pushing base upgrades but you will need to level everything to base level eventually.

      It's not worth upgrading past level 15 on a farm in my opinion.    The cost of upgrades and maintenance are high and will reduce the amount of resources the base produces.   The time needed to finish the upgrades also  increases exponentially the higher you go.

      Don't place more than one building each for the hospital, bunk, barrack, and power station.   Once you reach level 7, you can move most of the unneeded buildings off the grid.  This includes the garrison, barracks, fighter camp, garages, and radar.  The more you can move off grid the less electricity you will need.

      Level 15

      Switch your class to trader and build the trading post once you reach base level 15.  You can supplement your resources by trading at the commercial hub and trading post using money and water.   Most people rarely log into their farm account, but you will need to log in at least once every week or two so the system doesn't drop the account due to inactivity.

      Make sure all the resource buildings (farms, lumbermill, oil well, refinery, and wind mill) and the Hero Hall match your base level.  You will also need to upgrade the institute to level 8 and fighter camp to level 2 to complete research trees.    You can place the warehouse II and 4th garage.

      You can upgrade the warehouse II buildings so the farm can store more resources.   This is useful once the kill event starts and your farm stays shielded.  

      Gathering


      You can upgrade your barracks and produce units to fill them if you intend to gather.   Don't worry about producing any units outside of T1 vehicles because they are faster and carry more. Don't build any units until you reach base level 15.  Farm gathering is somewhat useful to bulk up on specific resources for your main account.     If you don't gather then move the barracks, bunk, and hospital off the grid. 

      Personally, I don't find gathering in a farm account worth while.   The problem with gathering is you will need to spend a lot of resources upgrading barracks and producing units to be effective.  There will also be a lot of injured units every time your main base attacks which means you will also need to upgrade the hospitals.

      You can get extra resources from the Commercial Hub, Trading Post, and Rapid Production without the hassle of keeping your APC's full.


      Off Grid


      You can also move the ration truck off the grid.    This will reduce the population of the base.  This will result in a cash generation penalty.  The population is only needed for upgrading and the money production penalty won't impact the farm since you won't be building anything.

      It is important to make sure the farm has a constant supply of power. Resource generation gets a production penalty if the electricity falls to zero.  You can move enough buildings off grid so the windmill can supply all the power otherwise keep your power station going to supply extra power.

      Research

      The only research you will need in the beginning is the first 7 technologies in rapid production.   You can use rapid production to supplement your resources to keep the upgrades moving.

      Once you are done with your upgrades, complete the "base development" technology branch since it increases your storage capacity and resource production speed.      If you intend to gather, then research the "Load Improvement" and "Gathering speed" on each of your APCs.    You can finish the "Rapid production" branch if you  intend to do the rapid production daily.

      The other technologies won't provide much benefit for a farm.

      Heros


      You can place resource specific heros using the Station Management building.    There are several that will increase the production of certain resources.    This includes Pioneer: Nora, Lt. Joshua, The Sheriff: Gilbert, Resisteance Leader: Tony, Carpentar: Tony, The alchemist, and Accountant: Taylor.    You will have to upgrade the station management building to station heros.    In addition, most of them will need the skills unlocked and upgraded to provide any benefit.
       

      State Events


      The farm can easily participate in the hero development event. You can split all unused heros, especially combat heros, then use the medals for upgrading stationed hero skills.  

      You can use extra wisdom medals and split heros to max your score on Hero Development day.  Remember, you only get 80% of your resources (Money/Wisdom Medals) back from a split hero.   You can use this event to get diamonds for transports and shields.   You need about 700 wisdom medals to get third event box with splitting green heros.

      I only recommend doing this on your farms because the lost hero medals are not worth the diamonds in your main. 

      Here's a video on how to do the hero split and maximize your prizes:


      Use the Farm


      Uncheck all the APCs in the garrison so you don't lose units when you hit the farm with your main account.   However, attacks on the farm still puts units in the hospital.    I recommend attacking your farm to get resources and not simply try to trade.   Most alliances set up a separate alliance for farms which means you can't trade anyway.  I wouldn't bother trading since it requires you to upgrade the trading post and you will lose resources to the tax rate.

      Fill your attacking APC with T1 vehicles when you attack the farm.   Your heros and technology should compensate for the units being the same level.   You will be able to carry more and do less damage to the farm's durability.