
Let me talk about the conclusion first. If you want to play this game comfortably, the core is just four words: resource snowballing. Whether it's a monthly card party or a zero-krypton party, as long as you don't step into the trap at the beginning, it is not a dream to open up the gap between others in a week in three days.
The first thing at the beginning is not to rush to draw cards and smash all the ingots into it. First, upgrade the main city to level seven and open the third queue. The priority of infrastructure is always higher than that of drawing cards. The purple general in this game is completely sufficient for the transition. Sun Ce, Gan Ning, and Zhang Liao are all good for the first recharge or event. What really determines the upper limit is the barracks level and technology, not the orange card.
Let's talk about physical strength distribution. You can buy physical strength three times a day. This is the most cost-effective level, and you can basically make your money back through output. In the early stage of brushing the dungeon, give priority to brushing the Samsung equipment map, and do not brush the experience book, because in the early stage, your output is not the level. A set of purple equipment is given to the main C, which is much more useful than five levels higher than the level. When buying equipment, be careful. A three-piece set will trigger a qualitative change in attributes, while a five-piece set will be less cost-effective. Mixing two sets of three plus three will yield the most stable returns.
In terms of urban construction, in the early stage, farmland and lumberyards were mainly upgraded, and iron ore was plundered. The most easily overlooked thing in this game is the forge. You spend 20,000 to upgrade the resources of a first-level barracks and spend 10,000 to upgrade a two-level forge. The latter can increase the damage to the team much higher. The same goes for the gem system. Don't be reluctant to give up that little bit of military merit. Give all the attack gems to the main C. It's more cost-effective than waiting for the purple general.
The alliance must add, and do so on the first day. It's not about mixing rewards, the key is that you can use the land to gather, and you can avoid half of the detours when fighting high-level bandits and wild mines. Clear all alliance tasks every day and contribute in exchange for gem boxes. This benefit far exceeds the energy you spend on the county. Even a mixed team can participate in the weekend alliance dungeon. The general soul fragments that can be exchanged for purple generals to rise to stars in the early stage are too high.
The general conclusion is straight away: a main C, a tank and an auxiliary, and the rest are all siege troops. The main C uses a gun general or archer with high combos, the tank uses a shield general with high blocking, and the auxiliary uses healing or attack skills. Don't train six generals at the beginning. The resources will be scattered and it will be useless. Raise three in the early stage. The combat power will be inflated and useless. It will not be as good as other elite teams for city defense. If you want to be efficient, check the opponent's units before each expedition. Guns can defeat cavalry, cavalry can defeat shields, shields can defeat bows, and bows can defeat guns. This restraint multiplier is very exaggerated in the early stage. Often, even if your combat power is lower than 10,000, you can rely on attribute restraint to overturn the situation.
Finally, let's talk about the timeline of the land reclamation period. On the first day, the main line is completed and the second build queue is opened. On the second day, the barracks and technology are supplemented to level 4. On the third and fourth days, all resource areas around the main city are replaced with level 6 or above. On the fifth to seventh days, you should have two main teams in hand. At this time, you can go to the sidelines to find the income of single-player players flying into the city. Remember one sentence: In the early stage, everything is for lower troop losses, and in the later stage, everything is for faster recruiting. This game is never about who is stronger and who wins, who can bear the consumption of others.
I'm not going to brag about it. It's true that the early stages of Three Kingdoms 2017 are not that smooth, but as long as the resources are at the right pace, you can experience the excitement of a national war with tens of thousands of people in three or four days. I also wrote this post because there are always people in the emotional literature field posting posters for people to attract people. Today, I came up with this idea to please myself. Let's chat while doing so. 😏