COMPLETELY ELIMINATE YOUR CHANCE OF BEING PLUNDERED- IT CAN BE DONE!

Discussion in 'Guides' started by Sailwind, Feb 10, 2018.

  1. Sailwind

    Sailwind Private

    Joined:
    Nov 19, 2017
    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!
     
  2. elfish lad

    elfish lad Master Corporal

    Joined:
    Nov 11, 2017
    Interesting read. Clearly you’ve been quite worked up, gave this considerable thought, and put in some serious time on this one.

    Here are my thoughts (well, they aren’t MINE per se since they have been repeated here many, many times):

    A. Players who, following the rules, choose to attack and plunder each 24 hours for 14 straight days aren’t bullies but players who choose an aggressive style. To call such players bullies is inflammatory and immature in my opinion.

    B. Clearly this game favours the attacker. But the owners/managers have given opportunity to each player to collect their goods, FPs, BPs, etc. when it suits them. I get hit everyday. My goods are rarely stolen because I clear them off the map quickly once a day.

    C. There’s always Candy Land for those who get stressed out. :-)

    As much as I appreciate where you are coming from your approach is way to stifling for me.

    Take care. Be well.

    E.
     
  3. Test Ament

    Test Ament Emperor

    Joined:
    Aug 8, 2013
    that is stupid

    unconnected houses = 0 coins
    that would be equally to the worst case scenario: all houses plundered

    so as long as not all houses are plundered daily disconnecting is worse than being plundered
    (assuming those are 24h houses. in 1 hour houses all productions can never be plundered)

    and even if all are plundered there is a positive side effect: people who plundered houses can't plunder something else
     
  4. ih8regin

    ih8regin Tsar

    Joined:
    Oct 16, 2017
    Hmm. I like CR's approach a lil better. But, the valid points here are present, and are worthy in combination to eventually implement.

    What I am using from here:
    - NO buildings that can't be motivated and can be plundered. Safety first.
    - Use buildings that give you more than just double coins when motivated. Pillar of heroes, back tower, SoKs, tribal squares, what have you, and what you desire to build.
    - Use great buildings to high extent. (Gonna put that Cape actually, once I get goods)

    What I use that's not listed here:
    - I run daily productions from current age supply buildings. They get motivated, voila, non-plunderable supplies.
    -I tolerate getting plundered for houses, if they are actually capable of winning vs my defence. Let them get those 110 coins (280, whatever) at the potential expense of losing a unit or two.
    - I still run goods production - not exactly a zero-plunder configuration, but a real help in getting through GE4 to get them diamonds, as well as an indirect source of ritual flames (read less chance of getting plundered at all). Probably I will eventually drop goods production in order to get me more RQ fodder, will need to compensate with previous age's tribal squares, tho.
    - I aid my hood normally, this has better potential to make more aids to my houses, thus less chance to actually get plundered. And I normally take revenge if I'm getting attacked to make them feel their medicine. And since they normally have something to plunder, I take profit in immediate rewards as well as lessening chances of them trying this again.
     
  5. Sailwind

    Sailwind Private

    Joined:
    Nov 19, 2017
    No, it isn't stupid. A) Disconnected houses CAN'T be plundered. B) I get more coins aiding neighbors and friends than I do from houses. So, there is NO reason to keep houses connected to roads leading to your town hall.
     
  6. Test Ament

    Test Ament Emperor

    Joined:
    Aug 8, 2013
    it is

    disconnected houses also can't be collected

    think again

    even if: aiding > houses
    then still: aiding + houses > aiding

    because
    disconnected houses give less coins than houses which get plundered from time to time (because there aren't always all houses plundered)
     
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  7. DarthKiller

    DarthKiller Private

    Joined:
    Feb 12, 2016
    Statistically speaking, you lose 99 times out of 100 with this overzealous impossible task. It may play in your favor in an odd time, probably more because of luck than anything else. It is IMPOSSIBLE to get ahead or in a better shape if you disconnect. Doesn't take a mathematician to figure that one out. If you are in Korch, can I get to know your player name so if we are in the same hood one day I will show you a plunder or two and prove you wrong? People who play this game for the attack aspect dont give a darn about loosing 20 rogue a day even if the plunder is only 10 coins from a hut. A plunder is still a kick in the butt at the opponent and it makes people who go out of their way to avoid a plunder go nuts, which I am ready to loose 100 rogue a day for :) Gotta love the nasty messages that comes after the plunder, that is worth the loss of a lotta rogues!
    I won't hide it, the whole Plunderer-Plunderee hot debate is always soooo much fun, as fun as actually playing the game LOL.

    - "I am the bully your mom warned you about :)"
     
  8. Agent327

    Agent327 Tsar

    Joined:
    Nov 13, 2017
    Great argument. That's telling him!


    Since he does not want to collect them I don't think he really cares about that

    Read again.

    You are making a comparison he has ruled out and in his comparison he can be right in his situation.


    @Sailwind If you wanty to play that way fine, but you are using only about 50% of your capacity. Another possibility is to produce at full capacity and take the loss of being plundered. If you do that you will make much more than you do now.
     
  9. Test Ament

    Test Ament Emperor

    Joined:
    Aug 8, 2013
  10. Sailwind

    Sailwind Private

    Joined:
    Nov 19, 2017
    Agreed, the proper term for this style of play is "aggressive." However, I chose to use the word "bully" because it is a more powerful word, and it conveys a visual image more clearly than "aggressive," IMO. "Aggressive" is little too vague for the point I wanted to get across.

    Agreed. I just wanted to share this idea because it is possible to eliminate plundering issues and is an additional (and passive) way of making the heavily favored attacker "take their medicine" as ih8regin so eloquently put it. Get revenge, deny them access to the spoils of war. Double whammy.

    No worries, I'm really not that stressed out. Just writing for entertainment and dramatic effect. 8-) Also, I thought it was an interesting idea.

    No offense, but that's a "counter-intuitive" mindset misconception. It really isn't stifling at all. I have no want for forge points, goods, supplies and coins using this guideline.

    You take care and be well, also. Thanks for sharing your thoughts.
     
    elfish lad likes this.
  11. Sailwind

    Sailwind Private

    Joined:
    Nov 19, 2017
    Wrong. Disconnected houses from the roads leading to the town hall doesn't stifle your ability to get ahead. I have 13.4 million coins and haven't collected from a house since Iron Age. Collecting from houses is pointless. Keeping houses connecting opens you up to plundering. This is a post about eliminating your chances of plundering. Disconnect your houses.
     
  12. Sailwind

    Sailwind Private

    Joined:
    Nov 19, 2017
    Lose what? (Note the lack of tangible proof and credible reference to back up the claim) The task isn't impossible, I've implemented it and have clearly shown it is EASY to do.

    You are EXACTLY the type of player this strategy is designed for. Deny plunder, deny the ego gratification. Defender gets the ego gratification. Defender wins.
     
    Vesiger likes this.
  13. Sailwind

    Sailwind Private

    Joined:
    Nov 19, 2017
    You can't plunder a person who implements this strategy. Your point is invalid.
     
  14. Sailwind

    Sailwind Private

    Joined:
    Nov 19, 2017
    No offense, but only a fool defending an untenable position would make a statement like that. I'm a neighborhood bully, too, and I HATE losing 1 rouge per day let alone 20 per day. I can't afford, and do not tolerate, losses on that scale. Sustaining losses on that scale shows a lack of intelligence on the part of the attacker. It takes a day (give or take) to train a new rogue, and if you lose 20 attached rouges, chances are you don't have 20 Rogue Hideouts to replace the losses in a day (give or take). Chances are you've lost multiple rouges from the same hideout and replacing them all will take several days. It doesn't take a mathematician to figure that out. And, if you lose 20 unattached rouges per day, you're not an idiot; you're a moron. Attack smart, minimize losses. If you lose 2-4 rouges per day attacking me and get nothing in return for 14 days, you deserve what you do and do not get from me.

    When you make a statement such as "even if the plunder is only 10 coins from a hut," I call that a "rage plunder." Only a sore loser...er, winner... makes that type of plunder. Accept the fact that you lost 20 rouges for the week and got nothing in return. Move on. Be a man, not a spre winner.

    When people such as yourself can't see the beauty and validity of this strategy and then vehemently deny the beauty and validity of the strategy with retalitory rage posts, I read between the lines and see only one thing:

    WAHHHHHHHHH, someone finally figured out how to prevent me from plundering them. WAHHHHHHHHH!!!!!

    Egos are such beautiful things to see being deflated.
     
  15. elfish lad

    elfish lad Master Corporal

    Joined:
    Nov 11, 2017
    Neither do I NOT following your recreation of the game as envisioned and designed. I'm 2/3 through LMA, usually in the first 10 in the neighbourhood, and rarely loose a nickel. Or even get attacked for that matter.

    ~shrugs~

    But I know where you are coming from. Some weeks I attack everyone 24/7 when I'm off work for a couple of weeks. I love the challenge of having enough useful troops (since I don't have an Alcatraz) and the reward of taking your stuff. Especially if an opponent hasn't synced up their productions. Fun.

    It's even MORE fun to hit a player who has disconnected all their houses, not built any goods or supply huts (and yes, I've seen that a time or two) but have laid down something like a Pillar of Heroes that they may have won in a special quest. And they forget to collect it. And I hit it for the goods, the forge points, the cash and the hammers. Sweet.

    ~evil grin~

    It's even More-MORE fun to then get a PM from that player with a creative whine-brag about how righteous a player THEY are and how evil and immoral I am. It's awesome. I've saved some of the best ones on my iPad. Hehe...

    E.
     
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  16. DarthKiller

    DarthKiller Private

    Joined:
    Feb 12, 2016
    And I love you too Sailwind.
    Predators like me me feed on the fear all of us can smell between each sentences of your post here. I sense much fear in you and enjoy your palpable torment. We can almost hear the tremor in your voice while you try so hard to convince yourself here. Would you kindly tell me your player name and word you play in? Probably not but I ask anyway. See, I would pay premium diamonds as a bribe to Inno to get to be in the same hood as you. The satisfaction I would get from crushing your two spearmen with my stone throwers would be quite orgasmic. LOL
    Damn I love this game LOL
     
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  17. patrucio

    patrucio Corporal

    Joined:
    May 2, 2017
    Man, this is a weird thread. I'm a fighter and a plunderer. I play in 3 worlds and average 7 or 8 fight campaigns across each world each fortnight. Disconnecting houses would have no effect on my strategy because I don't usually plunder coin producers, or supply producers or special buildings for that matter because my worlds produce all the coins and supplies I need. I plunder goods almost exclusively. I have a success rate of about 1 in 3 attacks and plunder about 3500 goods per fortnight and if the game tightened up half of that total would still be satisfactory.
    As I see it the only way to keep me out is to spend silver on a city shield or have a city made entirely of GBs.

    On the other hand this piece of advice is excellent.

    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.

    Being organised and planning your productions to minimise any delays to collections is, I think, the best way to avoid being plundered. I'm just happy that most players don't heed this advice!!!
     
    Last edited: Feb 13, 2018
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  18. Agent327

    Agent327 Tsar

    Joined:
    Nov 13, 2017
    Only fool here is you with your argument. I only use unattached rogues and have 3509 at the moment. With Alcatraz it only becomes more not less. I do not care to lose 50 or more a day.

    Your styrategy is not well thought off, cause it is all based on your situation and your way of playng. There are much better ways and one is to simply accept you can be plundered and don't bother about it.
     
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  19. Test Ament

    Test Ament Emperor

    Joined:
    Aug 8, 2013
    still best way to get not plundered: collect in time

    I love those morons who are so desperate that they need to plunder a blacksmith (running for event or daily challenge) in oceanic future because they don't find something else
    :blush:

    actually it is minimizing the time to battle

    you only need that your Alcatraz is higher than your daily losses :blush:
     
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  20. Snarko

    Snarko Private

    Joined:
    Jan 7, 2018
    So buy some (lots of) FP, connect your houses and make sure they are motivated. You can have it both ways!
    Only use houses that take a long time to finish production and only collect if enough of your city is motivated that you know the houses will be motivated again before they finish. You increase your coin income AND nobody can plunder your houses. Win-win.

    I don't see the point of using this strategy but if you want to maximize it then your houses should be connected. Just be smart about when you collect from them and how many of them you collect from.
     
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