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Discussion Stop this of automatically increasing the IQ level at midnight

What do you think about the automatic increase in IQ levels every day at midnight?


  • Total voters
    49

Kommodor

Squire
Those boost are overrated. If you have a lot of them you might get 10% more supplies (or coin).
But if you exchange 2 Butcher with 1 Goat Farm you get 100% boost!
With 9 villa, 4 goat farm and 2 Tailors a qi settlement produces more than 300k coin and supply every collection if you have 2x Euphoria.

I suppose Kommodor, is selling most of those Roof tile Houses before collecting villas and Goat Farms.
As long as you do not reduce your efficiency to 20% (even 60% will work) a Roof tile house produces more that is cost even if you demolish it after 1 collection to bring efficiency back up.

At 60% efficiency a Roof Tile House produces 3750 coins. Cost 2500 to build and give back 25% when sold. Net is +1 875 coin!
Same is true for butcher, but there the cost is in coin and the collection is supply. This transforms an net investment of 1 875 coin into 3750 supplies.
At 20% efficiency a Roof Tile House produces only 1250 coins. For a net loss of 625 coin if you sell it after one collection (and if you keep it for multiple collection the collection of other building is reduced too!).
the calculations are good, but NO!!
Quantum_0017.jpg
 

Kommodor

Squire
And by doing that, he allows other players do final levels instead of just not showing screenshots to keep people not doing those levels, which means less difficulty to achieve a good ranking spot. .
To see from a certain point the result of what someone has done does not mean that it is possible to reproduce the entire move ...
 

Dessire

Emperor
To see from a certain point the result of what someone has done does not mean that it is possible to reproduce the entire move ...
Just keep most players ignorant about how to fight in last levels so it easy for us have a good spot in rankings.
 
Just keep most players ignorant about how to fight in last levels so it easy for us have a good spot in rankings.
Thank you for revealing your true character. :rolleyes:

Btw, if I wanted to pad my ranking I'd donate a few hundred thousand goods to the treasury or knock out a couple thousand fights in GBG. QI is a drop in the bucket.
 
Last edited:

Dessire

Emperor
Thank you for revealing your true character. :rolleyes:

Btw, if I wanted to pad my ranking I'd donate a few hundred thousand goods to the treasury or knock out a couple thousand fights in GBG. QI is a drop in the bucket.
Yeah, for sure I do not want earn good rewards, and becasue I do not want that, I will allow all players where I play how to earn enough attack % to fight in the last days of QI xD
 

Thunderdome

Emperor
Wait, are you telling me you unlock any expansion? Pls xD you are supposed to only unlock expansions without any rock xD and put there all decorations and cultural buildings and if you can connect direct road to one of them, use that expansion for more production buildings xD

Believe me, I never, never never neeever unlock a single expansion if it has a rock on it.
Sure if you like a game of checkers by doing so. Myself, I open and clear in a row.
 
I'm more curious to see screenshots of layouts throughout the QI: starter layout (day 0), post starter layout, early intermediate phase (day 1-3), intermediate phase (day 4-7), late phase (day 8+). Only seeing screenshots of advanced phases and loose snippets and claims from QI-masters isn't really convincing or getting the point across. It's nice and all to see what some can manage but for all I know it could've been bought up just as well as it could've been done through f2p.
The common claims with reliance on placing 2+ forgotten temples and temporary levels on event buildings isn't really convincing either. At least not for a long term sustainable strategy. I could argue 200+ attrition is in any age achievable by spamming daunting towers (50% att./tower for 1d) but it's equally isn't holding ground for sustainable achieving the claimed 200+ attrition. So, my point is rather: we got the point. Maxed out settlement reward buildings as a foundation reinforced with 1 forgotten temple (can consistently be refreshed through weekly GE completion).

Regarding the context of what I'm looking for to be convinced of: the existence of a proven and reproducible formulated sustainable f2p QI strategy. The sustainability by default disqualifies all temporary levels and temporary buildings that can't be reliably and consistently be replaced for a fresh one. Hope one of the QI masters is able to post a day by day progression log + day by day screenshot in 1 post w/o the reliance on a bunch of temporary buildings (maximum 1 forgotten temple + tournaments grounds, no temporary levels).
 
I'm more curious to see screenshots of layouts throughout the QI: starter layout (day 0), post starter layout, early intermediate phase (day 1-3), intermediate phase (day 4-7), late phase (day 8+). Only seeing screenshots of advanced phases and loose snippets and claims from QI-masters isn't really convincing or getting the point across. It's nice and all to see what some can manage but for all I know it could've been bought up just as well as it could've been done through f2p.
The common claims with reliance on placing 2+ forgotten temples and temporary levels on event buildings isn't really convincing either. At least not for a long term sustainable strategy. I could argue 200+ attrition is in any age achievable by spamming daunting towers (50% att./tower for 1d) but it's equally isn't holding ground for sustainable achieving the claimed 200+ attrition. So, my point is rather: we got the point. Maxed out settlement reward buildings as a foundation reinforced with 1 forgotten temple (can consistently be refreshed through weekly GE completion).

Regarding the context of what I'm looking for to be convinced of: the existence of a proven and reproducible formulated sustainable f2p QI strategy. The sustainability by default disqualifies all temporary levels and temporary buildings that can't be reliably and consistently be replaced for a fresh one. Hope one of the QI masters is able to post a day by day progression log + day by day screenshot in 1 post w/o the reliance on a bunch of temporary buildings (maximum 1 forgotten temple + tournaments grounds, no temporary levels).
Why try to develop a strategy that does not include limited buildings (e.g. Jolly Oinks or Royal Carriages)? From recent experience, it is clear that these buildings, and their upgrades, will be available in the Events. Sometimes, in large quantities. I get it that a strategy dependent on more than 1 FT is not sustainable but one dependent on a few limited ascended buildings probably is. At least that's what I am banking on.
 
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