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.

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