So, we’re in day 19 of Elvenar Sorcerers & Dragons chapter (see previous day at Elvenar Sorcerers & Dragons – Day 18). Today we have finished our magic dust tournament – one of the most difficult out there. After the smoke cleared, how did we do? Did we continue a streak of terrible performances in the difficult tournaments, or did we do better this time? Let’s find out…
City changes
We keep on upgrading workshops – now 4 out of 6 are at max L25, and 2 need to be brought up there from L23. I have also kicked in the max upgrade for the Main Hall – also L25. This chapter’s upgrade sequence is a bit weird. Usually, the first to go are residences, and Main Hall and workshops are dead last as the benefits they provide are not crucial.
But this time around it is almost the opposite – while we have done some residence upgrades, now this project is on ice until further notice. And Main Hall and workshops will be completed ahead of everything else. We’re riding the extra pop from the event buildings and the Fire Phoenix. I like it 😉
In other news, we have upgraded Dwarven Bulwark AW to L2. More training size, more light melee troops, more better!
Elvenar Sorcerers & Dragons progress
The tournament is finally over, so I went in an activated Squad Size Upgrade 33. Now, I can start piling KPs to the Training Grounds upgrade – and I already have enough research goods to unlock this research. So this is how research tree currently looks like:
After Training Grounds we will have two more techs open, and this would likely be it. After that, all our production will be able to do is to reduce amount of Portal Profits that we will have to deploy. So far, we have deployed 65% worth of PP – mostly preemptively, there was only one instance where it was done to prevent techlock. Well, this is going to change 😉
We’re going to have a few slow KP days after the tournament, but then we will get back to the race!
Magic Dust Tournament – 5* and 6* day
And so the dust tournament is over. All in all, it turned out to be OK – all things considering. This is the second-most difficult tournament out there after scrolls, and we did manage to finish all the stages fighting. Even 6* stage, even though the number of defeats skyrocketed. In the future, I will probably autocater all encounters with 2+ counterunits in 6* stage of this tournament, as we were defeated in vast majority of them.
Outside of defeats, 3+ counterunits caterings seem to be converging to the same 1:6 ratio we’ve seen in the previous tournament. Defeats were significantly worse though. Bottom line is, the total losses were about 250 squads, meaning with 150 starting squads and ~20 squads recovery between tournaments we barely had enough troops for finish the tournament.
Sounds good, right? Well, yes and no. In the stable state that would be good, as we can certainly find some time to build out light melee troops at the expense of easier tournaments where we don’t lose nearly as much (last tournament we’ve lost literally only half as much). But we are not in a stable state. In fact, there are 3 (!) squad size upgrades that I will have to take in this chapter. On the other hand, I will not get any production increase (that’s for next chapter). This means that it will make it considerably more difficult to hit the same troop reserves. And catering will be noticeably more expensive. So we’ll have to see how squad size upgrades will impact our ability to catch up with troop production for more difficult tournaments. Shouldn’t be a big issue for the easy ones…