Tired of the neighborhood bully spanking you mercilessly day after day after day and then plundering your goods and forge points for 14 days straight? I was. So, I did something about it. Now, I have a city that produces all the goods, supplies and forge points I need and has a 0% chance of being plundered by neighborhood bullies. That's right, my city cannot be plundered after being attacked. Yours can too, if you follow this guide. You can't eliminate your chance of being attacked, nor can you eliminate your chance of losing the battle. The game heavily favors the attacker. But, you can do something after the attack: you can eliminate your chance of being plundered. This is a foolproof guide to reduce your chance of being plundered to 0%. No more being plundered. EVER. What you are about to read will seem radical and counter-intuitive at first. But, if you give it a try, it WILL work, guaranteed. And, it won't impact or alter the normal functioning of your city. Since I implemented this strategy, I was attacked for a week straight by the neighborhood bully, lost every battle and was NEVER plundered, while he/she lost 15 rouges over the course of 7 days. 15 rouges for no spoils of war. Ouch, that's gotta suck! So, what did I do to guarantee that I would never to be plundered ever again? Easy. I eliminated all plunderable goods & forge point producing buildings in my city and left only goods and forge point producing buildings that CAN'T BE PLUNDERED. In other words, the only goods and forge point producing buildings in my city are Great Buildings (can't be plundered) and goods and forge point producing buildings that CANNOT BE PLUNDERED WHEN MOTIVATED. I did leave plunderable supply producing buildings in my city because certain game quests require you to produce X amount of 5 minute, 15 minute, 4 hour, etc. productions. BUT, I only run production for the duration of the quest objective AND I only use Blacksmith's because they take up the least amount of space (2X2) and produce the least amount of supplies (thereby making them undesirable for plunder). I also left 16 housing units standing because a Daily, Seasonal or Story Quest sometimes requires you to construct certain types of buildings or produce something from certain types of buildings, which you can't do by eliminating all of your houses. 16 houses is a nice buffer that allows you to fulfill quests without compromising space in your city. Again, I realize this may seem counter-intuitive and counterproductive to you, but if you take a look at the forge point and goods production numbers AFTER eliminating plunderable buildings from your city, you'll quickly realize that this is a valid strategy. I'm going to use my city on the U.S. server as an example. On that server, I'm in Colonial Age, and EVERYDAY I receive the following that CANNOT BE PLUNDERED: 19 forge points from 2 Great Buildings and 9 buildings that can't be plundered when motivated. 55 Colonial Age goods and 5 High Middle Age goods from 3 Great Buildings and 4 buildings that can't be plundered when motivated. 5100 supplies from 1 building that can't be plundered when motivated. In addition, I have the following non-plunderable production: 12 Victory Towers that produce a total of 216 medals per week. 1 Wishing Well that occasionally coughs up supplies, coins, 10 Colonial Age goods or a couple of forge points per day. On top of that: I'm a neighborhood bully (rolls eyes innocently) who plunders 50-100 goods per day from careless hoodies. 10-50 goods, 5-10k supplies and an occasional 2-10 forge points per day from the Treasure Hunt; 10-100 goods, 5-100k supplies and 2-20 forge points per week from Guild Expedition. The Daily Challenge sometimes gives me 50-800 medals, 1-10k supplies or 10-50 forge point rewards. City incidents net me 2-10 forge points, 2-25 goods, 3-10k supplies and 10-75 medals per week. During the course of a week, I've netted over 1000 goods, 100-200 forge points and 100k or more supplies THAT CANNOT BE PLUNDERED. With numbers like that, tell me, why do I need a plunderable coffee, salt, herb, copper, limestone, etc., building in my city? Tell me, why do I need a plunderable tobacco plantation, farm or perfume distillery producing supplies. I've eliminated these types of buildings from my city, I NEVER get plundered, and it doesn't adversely affect the functioning of my city's production output or progress. In fact, I laugh every time I get attacked by 1 unattached unit and 7 rogues from a neighborhood bully thinking they're gonna make an easy score. The joke's on them! They get zilch every time. ADDITIONAL BENEFITS: By eliminating all the plunderable supply and goods buildings, you free an amazing amount of space in your city for Great Buildings and non-plunderable buildings. Goods and supply producing buildings require support buildings such as houses, cultural buildings, decorations and roads in order to function properly. Eliminate the plunderable buildings and you eliminate the need for a support system. I gained about 40% more extra space in my city by eliminating all the plunderable buildings and their support items. I also eliminated all military unit producing buildings from my city EXCEPT for Rogue Hideouts (I have 4). I get ALL my other current age military units (unattached) from the Treasure Hunt or Guild Expedition. CAUTIONS: Implementing this strategy has a downside. However, with careful thought and planning, that downside can be overcome easily. Occasionaly, you'll receive a Daily Quest or Seasonal Quest saying something like: "Collect 250 goods", or, "Collect 25,000 supplies." You have no "traditional" (plunderable) buildings producing goods and are only producing supplies using Blacksmiths. Receiving goods and supplies from City Incidents, Treasure Hunt, Daily Quests & Guild Expedition is random; sometimes you get them, sometimes you don't. Fulfilling these type of quest quotas can be problematic, especially for supplies. In the example above, fulfilling a 250 goods quest quota is easy to do without resorting to plunderable buildings. A) Buy goods in the marketplace (check guild members first and save a forge point). B) Sell goods in the marketplace. Offer a fair deal. It's slow, but it can save you forge points. C) Spank your neighbors, take their stuff. This is my preferred method of acquisition. Don't get picky. If a Lumber Mill is the only thing that can be plundered, be like Nike: JUST DO IT. Don't turn your nose up at free stuff that helps fulfill a quest quota. However, if the Lumber Mill is the only thing that can be plundered and you DON'T need it to fulfill a goods quota, then, yeah, flip your neighbor the bird and move on. Fulfilling a 25,000 supplies quota is a lot tougher, especially when you only have 8-12 blacksmiths in your city. But, this obstacle can be overcome, too. A) Build higher producing supply buildings in your city. HOWEVER, doing so opens up the risk of being plundered. As a neighborhood bully (rolls eyes innocently), if I can't plunder goods from hoodies and the collection timer is about to expire, I'll plunder high-output supply buildings to satisfy my ego. Also, building high output supply buildings may require the requisite support system of roads, cultural buildings and houses to accommodate them. This, in turn, reduces the available free space in your city for non-plunderable buildings. It all boils down to: how important is that quest goal? B) Pray you receive enough goods from Treasure Hunt, City Incidents, Story Quest & Guild Expedition. Sometimes it happens, sometimes it doesn't. C) Spank your neighbors, take their stuff. This is my preferred method of acquisition. Most of the time hoodies make collecting from supply buildings a low priority and they leave them hanging around for YOU to plunder. There's nothing wrong with plundering a supply building, especially if you need to fill a 25,000 supply quest quota. God, I love those lengthy farm productions. UPGRADING OUTDATED BUILDINGS Another downside to this strategy occurs when you move into the next era or age. Those "can't be plundered when motivated" goods buildings don't automatically upgrade their output to your new current era/age and therefore will still produce goods from the age you just exited. Wishing Wells, Victory Towers and Great Buildings do upgrade their goods output to your current age, so no worries there. Fortunately, the Forge of Empires programmers have provided you with 2 wonderful tools to upgrade obsolete goods producing buildings; they're your One-Up and Renovation Kits. Used properly, these 2 tools will make transitioning obsolete goods producing buildings into the next era/age quick, easy and painless. A) Only upgrade obsolete buildings that are unique and can't be replaced through normal gameplay. These are buildings acquired from Seasonal events and include: The Black Tower, Pillar of Heroes, Royal Cascade, Athlete Living Quarters, etc. B) DO NOT upgrade buildings such as Tribal Square, Oasis and Fishing Hut; these are buildings you can acquire through the Daily Challenge and Guild Expedition. Be patient. There's more from where that came from. Replace these obsolete buildings when you win new ones in the Daily Challenge and Guild Expedition. IMPLEMENTING THE 0% PLUNDER STRATEGY If you really are tired of being owned by the neighborhood bully and want to convert your city to 0% chance of being plundered, you MUST do the following: Participate in the Daily Challenge. Construct a Temple of Relics. Participate in Guild Expedition at least through level 2. Become a neighborhood bully (payback, baby!) when a quest requires more goods or supplies than you can produce during the duration of the quest. Become a neighborhood bully for the added perks: extra goods, forge points and supplies. Be a plunderer, not a plunderee. Cha-ching! Eliminate ALL plunderable goods and forge point buildings, and their requisite support system of roads, cultural buildings, houses, etc. Only construct goods and forge point producing buildings that CAN'T BE PLUNDERED WHEN MOTIVATED. Unmotivated, these type of buildings don't produce their forge points or goods, so it doesn't matter if they get plundered when unmotivated. Maintain 8-12 Blacksmiths and 16 houses from your current era. Disconnect your houses from the road leading to your town hall. When disconnected, they can't be plundered and, at the time of this writing, you don't lose the population each house gives you when they are disconnected. Of course, you can only build NEW houses when they are connect to roads leading to your town hall. COLLECT THE SUPPLIES FROM YOUR SUPPLY BUILDINGS ON TIME. That doesn't mean check back 4 hours after production is complete. It means check back NO LATER than 5 minutes after production is complete. Pretend you're going to work. Do you show up 4 hours late, or do you show up 15 minutes early? Let the metaphor be your guide. If something comes up, and you can't be around to collect a time-consuming production, disconnect the buildings from the town hall. Production stops, the buildings can't be plundered and the timer stops when they're disconnected from the town hall. The timer doesn't reset to 0 or make you restart from the beginning when you disconnect from the town hall. When you reconnect, the timer restarts from where it left off before you disconnected. So, if you disconnect, make sure to reconnect when you can collect in the time remaining for the production. If you don't follow all the above guidelines, you'll continue to be the neighborhood bully's spankbait and they will plunder you time after time after time after time... Flip the neighborhood bully the bird: follow these guidelines and become a plunder-free city. I did, and haven't been plundered since. Rock on with those two Spearman defenses!