The sea island wonders building upgrading program, which describes how sea island wonders can upgrade the building sequence. How can you upgrade the building? I hope the kaishima wonder building will be upgraded to help the players who are playing kaishima wonderland
Part i: overall planning
The order in which the building is upgraded must be top priority, followed by the institute (the combat college)。
Big ben is a prerequisite for all other buildings, and the institute determines your level of technology. Technology levels directly determine your offensive power。
Then there was gunboat and the landing boat. Sufficient energy is always necessary, regardless of the combination. As for the landing craft, because it's too expensive, we can only say keep up。
The last big piece is left with the statue factory and radar. The higher the statues, the better, the less urgent for radar。
It's hard to hit a resource island with radar. For example, 11 would have opened two iron islands with 10 class bc, and i would have recommended 12,13 additional levels of radar。
The rest is defense architecture. Rational planning of your defense building can increase your earnings to a certain extent。
There's nothing to talk about。
Part ii: defense buildings
The following is a detailed description of how defense buildings are planned:
First of all, you have to be clear about your purpose of upgrading defense buildings. If the defence upgrades are merely for the sake of experience, then you can choose an average upgrade。
Why average upgrade? I've done a data analysis of construction experience and construction time, and i've found that the lower level buildings give more experience in unit time. Which means you upgrade the lower-level buildings, the faster you get experience. Also, the average upgrade of buildings would be largely resource-free。
If it is intended to guard against certain specific types of troops, the following will explain。
It is believed that the worst thing for a low-level player is how to defend a tank. 11 previously anti-tanks were largely impossible. But if you don't like it, try to upgrade the arrow tower。
Prior to the 12 bc, the main building that hit the tank was an arrow tower. Small canon is strong, but because of the short range, the average tank party would choose to blow up in half. But no one will blow up the tower because the price is too low。
And at 11, you can raise the 11th stage tower, and at this point, the arrow tower has a huge impact on low-level tanks. The tank hurts when the base is surrounded by four。
As for the wildlings, it's a problem. It's a low-level, low-level, low-level security. Wilders rely mainly on rockets and fire towers. This senior player knows everything。
Fat-proof girls have the same mind as tanks. Priority is given to raising the single-capture tower, and then to killing the fat one。
The number of defensive buildings is important when it's low. And the higher it gets, the higher it gets. So a 50-grade player, if his towers are all averaged at 7, 8, his defense is vulnerable。
On the contrary, the rocket fire towers of bc (explosion of cannons, commonly known as grand canon) are filled by extreme routes and can protect many people。
I push a lot of 50-to-60 players every day with a fat girl. Some of the 54-grade bcs are 8,9 and it's enough that he's basically seven fat. But some 52-grade bc is full, and i beat him to death。
The gap between the levels of defence buildings also facilitates resource planning. Like i now have a level 1 arrow tower and a level 13 bc, which, regardless of the resources available in the vault, will ensure that the farmers keep working. But some of the players have gone up to the lower towers all the time, and the cheapest buildings are 1 million, and they're going to break down in many cases。
The arrow towers are almost useless when 20 of them are heavily guarded. The machine guns were largely useless, in addition to taking a little blood from the savages。
The most expensive mortars are in the defence building (total resources at level 20, 290w), but the greatest use of mortars is to bomb infantry and millimeters in a strange corner, as well as to shoot when wildlings attack. The value for money is low and there may be exceptional effects at critical times。
The most useful defensive buildings are bc, rockets and flame towers. A full-scale little canon attack is similar to that of big canon. In addition, the mines are upgraded quickly and the infantry and wildlings are good。
I'm sorry, i'm sorry
The kaishima wonders are updated in december
Update summary
Bomber data
Bomber video
Refresh mechanism
Kaishima circus academy
The wildlings
Infantry current sea
The fat girl's pushing
Dr. Tan's gone
Kaishima's new recruit
It's common problems for starters
Game-specific noun
New recruits
Hexagon crystal position
Order of building upgrades
Low-intensity development path
What about the blind zone
The new team recommended
Qijima kaishima high-level strategy
The statue data
Npc island
Dr. Horror
Commander hamerman
Resource island
Attack tactics
Leisure gardening
Major developments
Oceanic quetsan task force
Play law school
Common errors
Team management
Fight




