I am pretty close to being able to super again, pushing it like a "mad lad" but damn it's so exhausting and like last time I question why the hell do I bother. Again seriously thinking of going full achievement whoring more and forgetting about any more supering.
Gotta love those phase 4 things, massive clam requests, 100 percent Army Cache better hospitals etc. Pretty much can ignore the tech tree on all levels except for Trisk and probably the last 3 hardened [plus super levels which seem near impossible to get anyway.] and can pretty much ignore hospitals or at most do one level. Life is good.
About 18.5K to max out additional mercs, +100 for army camps, triple strike and max out money cache Say 10.5 for maxed out AV, discounted mercs and AP bonus on level 2 13.2 to max out skip levels 42.2 total to get there, he is close.
But he gets 30X AP on every level, At that point he could do a level that has a base of about 100 AP and he is there, another level perhaps and do some hardened to super and he is done son. With all those AP and artifacts he should be able to rip through levels pretty fast.
Or... don't max out additional mercs all the way right away, get the 10 skip levels, do a level or two, then max it out AM then hit hardeneds.
I guess by this point he has enough that more +100 APs won't make an actual difference in terms of speeding through levels. Until he can hit maxed out army cache and improved hospitals.
I guess the big push now is to start with enough AP to super right away, it's been done. That seems to be the big end goal.
I start with skip 6. After the tutorial that gets me to Peloponnesian War. Skip 10 would get to Copper Creek Castle, but that is a much slower level, and I only need to make it to Far Land to be done with normal levels. Then I don't need skip10 till after Hardened Old Town.
Tutorial x 3 (while spending start ap) Peloponnesian War 0.10 hr Far Land 0.40 hr Hardened Far Land 0.52 hr Hardened Old Town 0.45 hr Hardened Rise and Fall of the Roman Empire 0.28 hr
Next bump in speed will be enough start ap to skip Hardened Far Land (9000 more).
New bonus: +1 slot Kept: Legendary AV, TW, SAC, A$B, ACampB, and CB, Rare HB, Uncommon SC (Speedy Crafters). Bonuses: +6 slots, +50% AP
Slow played this one. That wasn't intentional at first, I forgot to activate the CW bonuses before activating my SAC/TW artifacts multiple times and then I decided to just not bother and instead lean more heavily on my (new at the time) Epic CB and generally not use SAC/TW (although once I picked up 4th boy, TW got regular use). Despite the aforementioned slow play, it didn't make too much of a difference in the time to hit the AP required for SA (21 days here vs 17 days in the previous SA with heavy SAC + TW usage and CW bonus).
Digging was a big bottleneck this time around, I needed another 13 days of autodigging at the end to complete the 3rd new Epic fodder to start the Legendary CB upgrade. However, this problem and the chucking Epics problem should both be solved now, at least for the time being. I'm rolling into SA9 with a bonus Rare and Uncommon, will take 3 Epic fodders into SA10 (with +1 slot again) and then make another Legendary and take probably 2 fodder Rares for SA11 (with +25% AP), alternating +1 slot and +25% AP for awhile, until I make my first Insane. This essentially spreads the dig for a new Epic out over two SAs, which makes it dramatically more practical at this point, especially because you get to claim two free Rares that way instead of just one.