Saturday, May 9, 2020

Last Shelter: Players Guide - Events

State Events

  Last Shelter Guides:

 

 State Events

 

The state events run every week for 4 weeks then a break for a week with a warm up event.  The first state wide events start in about a month beginning with the launch center battle. The exact timing of the events often changes at the developer whims.  Its important for all the alliances in the state to come together to compete against the other states. The states that don't come together for the state versus state (SVS) event will lose the events and end up missing out on a lot of free resources.


Event Schedule





The best method is to figure out which hourly event works best for you then activate a bonus ticket and work on the CoZ event.    The 3rd, 6th, and 9th CoZ event boxes provide the best rewards.    You should stop at each of those points if you don't have enough to get to the next and save your resources for the next week.   You're unlikely to make the next box if you can't max out your points in the 30 minute duration of the bonus ticket.  It's common for people to use up all their bonus tickets chasing the 3rd or 6th box.

On the "warm up" event week, there isn't an event on Monday and no kill event on the weekends.  The warm up event also doesn't give points for promoting troops on training day.

The Clash of the Zones (COZ) events start a month after SVS and require more corporation since other state players will be able to come to your state to attack on the weekends.    This requires coordination between the alliances to defend your state and attack the other.

If the state doesn't get it's act together by the dooms day (DD) event then you should start looking for a state to immigrate too or start a new game.    DD includes all the previous activities but adds additional events for tiles and war.

Completing the Zone Commemoration technology branch is the only way to do well in the state events, but researching this branch will require large amounts of courage medals.

If your alliance does well in the event then the alliance prizes will provide bonus tickets.   The 50% tickets can be combined to 100% in a 4:1 ratio.    If you time your events right you can use the ticket to maximize your score.

You can win events by saving up resources, speed ups, and items for the specific event.   Completing an hourly event provide additional speed ups.    If possible stop after maxing out the score for the hourly event and continue once another hourly event starts.



    Monday: Gathering 


    The points are earned by gathering from resource plots on the world map.   You can also earn points by purchasing diamonds and spending VIP Points.   The resources have different gathering speeds so they all earn the same amount of points.   You should get a gathering bonus from the alliance store.   Diamond gathering is extremely slow and doesn't benefit from gathering bonus so you get less points than the other 4 resources.

    There's always a chance someone will "tile hit" if you are gathering for free development.  You should gather at least 100K away from your base and away from any other bases.  

    Tuesday: Building


    Points are earned by upgrading buildings, purchasing diamonds, crafting APC parts, or consuming energy cores.  You get points for every level you upgrade.   For example, upgrading a building from level 5 to 6 will give you 6X the points in the event.   It is best to plan major upgrades to finish after the event starts (Like your base) then complete smaller ones during the event.  Don't focus on upgrading warehouses if you are above level 10 since you get less points due to the level.

    Wednesday: Research


    This event points are earned by researching technology or purchasing diamonds. The points are also awarded based on the location in the tree and level.   Again, start research before the event starts so that it will finish after the event starts.

    Thursday: Hero Development


    This event points are from gaining hero experience, Exchanging/Spending Wisdom Medals, Unlocking Skills, Using Recruitment Tickets, and killing zombies on the world map.   Start the event by using your recruitment tickets then split and exchange all the green heros.     You can split blue and purple heros you don't need.  Don't exchange the medals for purple or blue because you will need these to unlock hero skills.

    It is possible to use hero splitting to maximize your rewards.   This usually involves a green or blue hero.  First, you upgrade the first skill to max then split the hero.     You will lose about 20% of your wisdom medals and money with each split.  It usually takes 3-4 heros to obtain the third box.   Don't use this method because wisdom medals are more valuable than rewards you get.  It is better to use your wisdom medals to upgrade hero skills.

    This is the best event for your farm alliance to boost your state score.

    Friday: Training


    The event points are from training, promoting, or enhancing troops.   The higher the level units and count the faster you will earn points.   You get more points from training new troops than promoting or enhancing.

    During COZ, it's ok to to train vast amounts of troops.    Eventually, their consumption will outpace your ability to keep the ration truck full.   This is not a big problem but it will impact your cash generation ability.   The major goal is most of these troops will be killed during the kill event which will balance your base.

    You can get a jump on the event by training units the day before and not collecting them till the start of the training event with an active COZ bonus.

    Saturday: Kill Event


    The kill event is the most dreaded and expensive event.    You should only attack lower level bases to minimize your casualties and watch out for bigger players.   If you have good technology then you can attack bases with the same level as you.   Points are given from units level and number killed whether they die as a result of an attack or defense.

    You will lose more than you gain if you end up healing the majority of your units.  This is also true of "Camp hitting".  Sometimes other alliance members will offer to trade hits on camps to complete the event.    This will end up being more costly than gains from the rewards.

    The event requirements are high and you will need a large supply of transports to find enemies.  Before the event starts, stock up on advanced/random transports, shields, attack/defense bonus, and anti-scouts.  You should also start as many upgrades, research, and refill buildings before you start to minimize losses if you are attacked.

    Transport to the mud (brown) around the launch center to drop your shield without the cool down if you are shielded.  Find a location to put your base with the most obstacles around it to minimize an enemy from transporting adjacent to your base.    If you see the flash of a base transport you should immediately transport 15-30k away to avoid being hit.

    Keep an eye on the state chat and news flashes for your name.   Some will attack those who appear in the news feed or shared coordinates.    The best strategy is to send all your APC to attack once you port in then use a random or advance teleport to move to another spot.   The random teleport can't be used if you have APC or scouts out.   It also can't be used if your base is currently under attack.

    Be extra cautious when you see a small base attacking.    People use their farms as bait and they attack unshielded bases.   Many will port in to attack the smaller base thinking it will be easy points then suddenly you have a B25 next to you after your APCs return from the first hit.   One of the signs of this is the small base will not run when you port next to them.     You can use an advance teleport while your APCs are out of your base so if they stick around then it's probably a trap.

    Dodging Attacks

    You can dodge an enemy attack by transporting your base to another location.    Always watch state chat for someone sharing your cords and spaces around your base where someone might transport.   When your position is compromised then quickly move at least 30k away and transport your base to that space.    You're APCs will be recalled and transported with your base.    You can only use an advance teleport to do this.    A random teleport can not be used when you are scouting, being attacked, or attacking someone.    Your destination could be a bookmark, back home, or just a random spot away from the attacker.

    If the attacking base is similar in power then optionally transport to a different tile next to their base and launch a fresh attack against them.   The goal is to hit them while all their troops are out.

    Try to find locations where there is no space for someone to port next to you when looking for a place to attack.     The farther away they are the more warning you will have of their attack.    It's nearly impossible to dodge an attack when they are right next to your base.

    Baiting

    You can use a farm account as bait.    Attack bases and wait for their members to port in.    Then you port in with your main base and attack them.      This is very effective as a farm probably won't attract the large base 25's.   It's a little hard to accomplish because it requires good timing.     You need to port in just as their troops are turning so they will be in the base as your APC reach their base.

    You can also use your main base as bait.    First, port into a large hive and attack all the bases around you with your two weakest APC.    Eventually someone will port in next to you to defend the hive.   At that point, you're largest APCs will still be in your base to defend.     Once their APCs are returning then you can launch a counter attack.   This is a risky move because the attacker could have more powerful APC than you.

    Sunday: Free Development 


    This allows you to select a repeat of the previous events.   I usually opt for gathering but this can be dangerous when the kill events are going on.   You should select which ever will benefit you the most.


    Bad Kill Event Strategies

     

    One common strategies is a "purge" prior to the kill event.    This is bad for moral and team cohesion even if ordered by the state president.  (Bad for power ranking too)     Think of a player who has spent the last month helping build the alliance.     A command to shield is given but due to life events, lack of diamond, etc they do not shield.    If they are kicked (and often zero'd by their own alliance) they will log in feeling betrayed and a grudge towards the alliance.    Their friends will see or even participate in the attack which makes the betrayal worse and leaving everyone wondering who will be next.  They usually join a different alliance afterwards.   Remember, people put in a lot of time and money into this game so everything in the game becomes a personal attack.  The one doing the purge will also have great expenses in diamonds and advanced transports which means less for the kill event.    They will also pay a lot in units and resources if they are not several levels above the one being purged.    Why do you have low level players in your alliance anyway?   The purge isn't even done during the kill event where it would provide points for your state.

    In my first state, the president decreed that every alliance kick and purge members who didn't shield on Thursday before KE. (24 hours before the event)   The president would zero alliances who didn't comply with the order.    Under this threat, I participated in the purge of my alliance.     It was extremely costly to our members and prevented us from participating in KE.    After the purge, the victims of the purge felt betrayed.  Some quit the game or joined other alliances even though those alliances also performed the purge.    Our alliance had a drastic drop in rank and were unable to participate in KE.   All it accomplished was firmly setting the top 3 alliances in their rank since we all did their dirty work for them.   The top 3 benefited from the purge because they all were more advanced.

    In the end, the many of the alliances began to collaborate with enemy states to destroy the president's alliance.   It was entertaining to watch but we lost every event afterwards from a combination of collaboration, quits, or boycott.

    The state became a ghost town from the number of people who quit or immigrated out.  Even after a year, the state is still mostly empty.   I eventually immigrated my base to my second state.   When I left, there was only one partial alliance left who lost every event.

    I started over in another state.   Again, the new president's alliance ran a purge prior to KE.   Like before, this destroyed the moral of the state.    Most alliances couldn't or refused to participate in events afterwards.   I eventually quit the game as well.    I came back after an 8 month hiatus hoping the game had been balanced by the developers.  There have been some improvements but the game is still pay-to-win.

    It should be common sense but I have seen these strategies used in every state I've played.    The opposition is always silenced and the strategies are implemented.   These failed strategies are stopped after the massive losses are realized; often too late.


    The reason why a purge doesn't work is because you would have to kill 100% of their units to prevent the enemy from getting points from attacks.   The purge may put most of their troops in the hospital but it still leaves plenty available for points.     Even if all the troops are in the hospital, an attack will gain points until all the units are dead.    It also depletes the resources of everyone making the state weaker. Bases are often zero'd because people are trying to maximize their points.   During KE, unprotected bases get hit repeatedly after their durability recovers.

    Most enemy points are from people who participate in KE and get hit by a bigger player.    Everyone who has done a KE has attacked a hive when a Base 25 ports next to them and wipes out all their units.    It's simple math.    An inactive B16 with 30K T5's won't give as many points as an over confident B19 with 100K T7 units and gets zerod 4 times by bigger players.     The majority of state points are not lost to unshielded bases.    The way to win KE is to attack bases where there's no question of victory and never being hit by someone bigger than you.  In my experience, people who don't shield for a kill event are usually not very active with under developed bases.

    The purge is always justified by saying it's "free points" for the enemy.   If you lose a KE event then the other state was either more powerful or your strategy was horrible.  Everything else is an excuse to avoid blame for the loss.    These events require coordination and team work.

    Good Kill Event Strategies


    Some players should stay in your state and defend other members.  This should be the biggest members.   You could even leave some members or farms unprotected as bait.  

    In all the KE events I participated in the most effective defensive strategies was where any attack  resulted in the location being shared on state chat.    A large base would transport next to the attacker and wipe out the base.    The only counter move is to quickly port somewhere else the moment you see the transport.

    Some say that sharing coordinates on state chat announces free points to the enemy.    How valuable is a base to the enemy that has been attacked multiple times?  Wasn't the purge supposed to eliminate those free points?

    The fact is that the enemy has been searching your state for the past week bookmarking every hive and solitary base.    The enemy will start hitting remote bases in all corners of the map after the first 12 hours of the event when most hives have been depleted.    I have personally spent hours searching over the map looking for bases to finish out my rewards.

    There should be two teams.     The offense team goes to the enemy state to attack.  The defensive team stays in the home state and should be ready to teleport anywhere in the state where the enemy is attacking.    Everyone else is further divided into two groups.   The first group announces locations of enemies in the home state in the state/alliance chat.   The second group should watch the enemy state and announce locations of targets in the enemy state.      The most important is someone should be responsible for coordinating across the alliances through an outside app like Line or discord.

    Another good strategy, is for everyone to wait in their home state and attack any enemies who port in.    This will deplete the enemy of durability, resources, and units.   When the attacks slow down then most players go to the enemy state to wage war.    This was actually used against a state I was in.    We all thought the state was inactive because no one was porting to our state.   Nearly everyone went to the enemy state for the free resources only to find they were active and waiting for us.     

    SVS

     

    It's best to have a rotating presidency between the alliances so the rewards are shared between everyone and a counsel to make rules for the state.    Sharing power means more alliances are likely to participate in events and reduces the burden for everyone.    The president should also give out the support packages to players who are active not just the biggest bases.

    Every state always seems end up with a dictator with every perk going to the ruling class.  The president always gives the perks (buffs) to their friends and/or the biggest players.  The president can also give (debuffs) which give a penalty to the players for a week.   
     

    Launch Center Battle


    The kill event opens with the launch center battle.   The area surrounding the launch center forces the APCs to move extremely slow and APC casualties simply die instead of going to the hospital. The biggest players are usually closest to the launch center.    The shield will drop on anyone who ports to the mud.  

    The enemy state can occupy your launch center when the CoZ event starts which means your state will not have the perks of the presidency or national quest.   They can also assign the debuffs to players in your state.

    The battle for the launch center outcome is mainly decided by APC power.    Some states will try to use farms to fill the mud area around the launch center.    The problem is these bases can be hit with missiles or zerod.    Under powered players will also quickly be zerod or run from the bigger players.  This opens gaps in the defense for enemy bases to port in.    The grid then becomes a liability for your defense to attack the enemy base.

    The best defense is for players to garrison the launch center while their alliance members on the green shield and reinforce those players.   

    Appointed Officials


    After the Launch Center battle, the winning alliance will appoint officials to eight positions.   The positions have different buffs and are associated with different departments of the national quest.    Appointed positions can't send an APC to work the national quest instead they get national quest experience from other state members working at their building.     Your experience gains is based on how many work at your building.

    Each appointed position should place cards at their building as soon as the new work day starts.  The cards are to attract players to your building. 

    The first two cards are placed from your personal cards for free.    Two additional cards can be placed by opening the card he wolf pendant.    These can be purchased from the stored with diamonds.    Each pendant cost 500 diamonds.     The first card will cost 1 pendant and the second card cost 3 pendants.     Officers will spend 2000 diamonds each day of the week.

    COZ Strategy

     

    The SVS strategy applies to COZ with the addition of cross state attacks.     Anyone who is not participating in the kill events should shield for the duration of the event.   Most presidents will negotiate some basic rules for the kill event such as no hitting gathering apcs or farms, but you shouldn't count on this.   Keep in mind that the enemy can see conversations in the state chat.   Newbies will try to flood state chat with meaningless chatter to prevent communication.

    The kill event begins 30 minutes after the launch center.   This is where players can teleport to the other state to attack the others launch center.        A "Ghost base" is left in your home state when you teleport to the enemy.    This base can be hit by missles.

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