@Parsifal
I will try to answer your questions.
> The thing is: what you posted as strategy is not really a strategy.
The strategy is written explicitly in my following thread.
https://www.warzone.com/Forum/567678-estimate-remaining-time-levelHere is the quote from the thread: "Once we have an accurate estimate on remaining time of a level, we can determine the optimal action (such as upgrading) at any given time by comparing the remaining time before the action and after the action." But, it seems that not a lot of players care about following my strategy.
> I understand that your artifacts of choice are Speedy Crafters, Time Warp and Craft Double.
That is my ideal combination of artifacts. Due to the lack of mercs on almost all levels, I need to use Legendary Triple Strike instead of Time Warp.
> On what grade?
I do keep track of all my artifacts on almost all levels, but it would be tedious to post all of them. Below are my current artifacts with rarity at least Rare, ordered by how important they are to me.
* Epic Speedy Crafters
* Rare Craft Double
* Rare Item Values
* Rare Mercenary Discount
* Rare Hospital Boost
* Legendary Triple Strike
* Epic Resource Cache from WZI Battle
> where do you get the armies from with only 25% mercenaries? Army camps alone, even upgraded can't be enough to finish a level.
Not 25% mercenaries. I had +90% additional mercenaries when I ML the last four regular levels. With the calculation, I know at any moment on a level whether I would have enough mercs or not. If I did not, then I upgrade hospitals. The techs "Medicine Refinement", "Tell your workers that it's cash", "Hire Actual Doctors" are also very crucial.
> how do you support crafters production at an early stage of a level when there are no crafters around?
On a large level, I would use SAC x 2 + FC x 2 at the very beginning. Then, just wait several hours until I conquer the first crafter to kickstart the economy.
> how do you get so fast to a point you have multiple crafters working for you?
Even one crafter is good enough. Below are multiplicative modifiers that matter.
* Crafter speed: 20% (ad)
* Crafter speed: 35% (epic artifact)
* Crafter speed: 50% (advancement)
* Crafter production: at least 6% (rare artifact)
* Item Value: at least 16% (rare artifact) + 10% (clan reward)
* Mercenary cost: 8% (rare artifact)
* Mercenary cost: 50% (advancement)
* Mercenary cost: 10% (clan reward)
These amount to 12.4 times mercs per unit time compared with that without modifiers.
It will get better as we get more techs.
* Crafter speed: 20% (ad)
* Crafter speed: 35% (epic artifact)
* Crafter speed: 50% (advancement)
* Crafter speed: 10% (tech) + 10% (tech)
* Crafter production: at least 6% (rare artifact) + 10% (tech)
* Item Value: at least 16% (rare artifact) + 10% (clan reward) + 15% (tech) + 15% (tech)
* Mercenary cost: 8% (rare artifact)
* Mercenary cost: 50% (advancement)
* Mercenary cost: 10% (clan reward)
* Mercenary cost: 10% (tech) + 15% (tech) + 15% (tech) + 15% (tech)
These amount to at least 46.7 times mercs per unit time compared with that without modifiers.
Note that item value and craft production increase the revenue by a certain percentage. They are better than increasing the profit by the same percentage.
> where do you get all the resources from? You can't really beat the late maps sitting only on tin cans....
On revision 16 levels, I usually craft Explosive Bolts. On revision 17 levels, I craft Magnet, Relay, Microchip, Resistor, Lense, and cash in the overpowered markets.
> A lot of questions....
You can post more.
@Shin
I never said I used 2000 coins at that moment. I only said I purchased about 2000 coins. More precisely, I purchased the supercamp + 2500 coins. My current coin count is 2011.
Edit: fix some miscalculations, missing modifiers and typos.
Edited 9/2/2021 10:24:31