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Compound development

TajKyH

Member
Joined
May 16, 2017
Messages
58
Any thoughts and reccomendation about compound development after lvl50? We (my cartel) dont care much about defence and build only storages which means we have orderly maxed finca and capos club.

I wonder if this tactic is good or we should pay more attention to defence and slow down with capos and researches?
 

Muhammad Bakr

Member
Joined
May 25, 2017
Messages
16
My two cents is that you should stop all upgrades in the compound and only do important research until there's so little xp points till your compound levels up. Because unless your crew are really strong whales, your compound will outgrow your players, then you'll start getting impossible wars, and as you lose wars, your best players will start leaving one by one and the cartel you spent thousands of gold on will eventually die.
 

Julio

Well-Known Member
Joined
Apr 13, 2017
Messages
633
Idk, we have a level 56 compound and have focused 60% effort on compound development and 40% on research. There is always a research going on, but we rarely speed them up since we can only research as fast as we accumulate cash. Material donations are usually sufficient to speed up a building or weapon and start the next construction/upgrade. Our weapons are moderately strong which usually means a couple of attacks to take the compound down, which helps in winning a war. Our war record is 120/175, so there is some validity to this approach. We are currently maxing all storages (almost complete) in anticipation of performing three or four finca/capo club upgrades back to back. We have decent research completed with 8% superior fortification, rpgs almost maxed, fuegos/flacos/gordos maxed, etc.
 

MrBakoBullyz

Active Member
Joined
Sep 7, 2017
Messages
242
Idk, we have a level 56 compound and have focused 60% effort on compound development and 40% on research. There is always a research going on, but we rarely speed them up since we can only research as fast as we accumulate cash. Material donations are usually sufficient to speed up a building or weapon and start the next construction/upgrade. Our weapons are moderately strong which usually means a couple of attacks to take the compound down, which helps in winning a war. Our war record is 120/175, so there is some validity to this approach. We are currently maxing all storages (almost complete) in anticipation of performing three or four finca/capo club upgrades back to back. We have decent research completed with 8% superior fortification, rpgs almost maxed, fuegos/flacos/gordos maxed, etc.
Whice cartel?
 

TajKyH

Member
Joined
May 16, 2017
Messages
58
We have +8 fortification 48lvl. Thats what im talking about...not sure if this is right way. Rl, ng, pc...all on first level cause different in dmg is sad among them.
 

Julio

Well-Known Member
Joined
Apr 13, 2017
Messages
633
We have +8 fortification 48lvl. Thats what im talking about...not sure if this is right way. Rl, ng, pc...all on first level cause different in dmg is sad among them.
It's nice having superior fortification at +8%. We have it and should have +10% soon. Here are some insights on why upgrading weapons is effective.

First, as you point out, the incremental increase in weapon health and damage are fairly insignificant. However, the cartel sics are multipliers of these changes. As an example, if you upgrade your RL and receive a 4% increase in health and damage and collectively have 300% sic talent health and damage bonuses, then that 4% increase is effectively a 16% increase.

Second, some weapons become more effective as you upgrade them. The RL for example goes from 2 tubes to 3 at Level 5.

Third, I've seen other cartels waste a lot of attacks trying to destroy the compound. Sometimes it's their strongest player who uses up all of their attacks on the compound and doesn't have any leftover for player attacks. Our last war, while a bit extreme, had the opposing cartel make 7 attacks without destroying the compound. Guess who won the war?
 

TajKyH

Member
Joined
May 16, 2017
Messages
58
Thanks for sharing your example. Everything leads to question what is better: slowing finca-capos-researches or having weaker defence.

One more issue...if you (people who do that) could attack your own compound, how many attacks you need for that? We need two for our base (nobody destroy us in 1 attack) and if we won't be able to destroy opponents base at the most 2 att, maybe that will be time for changing strategy.
 

Julio

Well-Known Member
Joined
Apr 13, 2017
Messages
633
I have a perfect attack squad and a lot of experience attacking compounds, so I could kill it in 2 attacks. Not everyone has a great offensive compound setup or the experience to make effective attacks. Most cartels take 3 attacks on ours, often using doped up fuegos... Some take 2 attacks. Our opponents are always killed in one or 2 (usually) attacks with the second attack ranging from a weak to medium strong offense.
 
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