王之凝视 (The King is Watching)

王之凝视 (The King is Watching)

王之凝视 (The King is Watching)

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Quick Tips, Farming Town Denarii, and Tier Lists Quick Tips - Right clicking on the square allows you to rotate your gaze in early gaze (doesn't work at max level square shape!) - Shift + Dragging allows you to move your structures. There is a small penalty however in production after it is moved. - You can choose to have your units deployed or stay in the barracks, and can manually move units in and out - Picking flour or metal as a resource reward can give you a lot more gold selling in the market than straight up picking gold - Regular wells have no penalty for moving it Not really quick tips but not a tier list either - my go-to picks for barracks units: Levy Barracks: Swordsmen: Mainly as tanks for the ranged units Archery: If you find the 2 second stun upgrade, that is extremely powerful Veteran Barracks: Longbowmen Academy of Fire Elite Barracks: Academy of Lightning Ballista factory Catapult factory White unicorn field Of course pick ranged damage, ranged health, warrior health in that order for the upgrades. Other tips as I can think of it will be added later. Farming Town Denarii I highly recommend doing this after you've cleared at least difficulty 2 or 3 in the Swamp. Doing this without Sophy requires a bit more luck but if you do this with Sophy already unlocked, it would make it a lot easier and more lucrative. Play Village on difficulty 2, as it is the easiest difficulty with the third boss which gives you the length of game required to more successfully execute this as well as making it more lucrative per run. You should be able to average between 100-250 town denarii per run using this method. I haven't tested yet whether playing it on difficulty 3 (with the free resources for clearing the vines) or Swamp (with slight boost in town denarii due to Ankh rewards) - but I think the increase in difficulty probably makes it less worth it and reliable. To do this you must rush a forge + carpenter (to make furniture), and funiture shop to sell furniture for town denarii. This is the best way to make an uncapped amount of denarii outside the run ending amount or denarii you can get from Ankh trades in the swamp. Easier method with Sophy: Rush research table so you can grab all the Established production (Sawmill and Iron Mine), as well as Forge + Carpentry + Furniture store (all in Advanced production) so you can get started as soon as possible. Wheat Fields and Gold mines might be necessary early so that you can sustain your troop levels & constantly upgrade your gaze. After you have most of what you need, you can work on getting a Fuel Pump so that you can get enough Fuel to fill your full 6 cell gaze with Legendary tile enhancers, which will need to be researched in Kingdom Infrastructure 6 times, or if you are lucky you can find it as a prophecy reward. I wouldn't spend more than 1 or 2 rerolls each time however as it can waste a lot of denarii that you might need to use to buy things that may help in the actual shop. If you don't roll the legendary tile enhancer, the Epic one, or King's statue is a decent pick too. Late game you might need to use the table to pick up some Elite barracks to make sure you don't lose. My advisor setup is: Julian, Fancy Beard, Zeus, Flunkey, Ember, Sophy Without Sophy: Picking the advanced production as much as you can during prophecies so that you can roll for the required buildings where possible. It is unlikely you will be able to maximize efficiency with tile enhancers. Tier Lists Advisors: S Tier: Sophy (More options to research table): Too strong. Removes a lot of RNG elements that can kill a run because now you can keep fishing for the buildings you want. No more basic production, no more hoping that prophecy choices give you what you want/need. Probably will be nerfed - research times are the same no matter what kind of building you are researching. Makes farming town denarii much easier. A Tier: Flunky (+ 10 denarii per wave): Gives you pretty much all the denarii you need to shop each time without having to worry too much about skipping an upgrade or artifact over denarii. Zeus (1k damage to an enemy per wave): Extremely strong in early levels. If you select the prophecies accordingly, 1 enemy killed instantly can be as much as half the wave if you choose fewer stronger enemies rather than a ton of weaker ones. Ember (+2 musketeers at start): Pretty good to keep you focused on production early instead of having weak soldiers, can carry you a few early waves Fancy Beard (Troops 20% cheaper and 20% production speed bonus): Helps throughout the game, especially when you need to quickly replenish troops e.g. during the dragon boss. Adds up a lot. Gustav (5% increase in production): Initial unlock - great consistent help throughout the entire game Julian (Celebration to boost production) Cheap way to constantly boost production, spam when it is up B Tier: Twins (+Basic construction): Decent in the beginning when you don't have much unlocked Silkweaver (Random tile improved): Also good in the beginning but doesn't scale well Felix: (Choose an artifact from start): Could be potentially OP depending on RNG with what artifact you get. Otherwise would be too unreliable. C Tier: Wise Tree (Removes wood, adds killing artifacts): Fun experiment but no wood (for some reason Sawmill works - perhaps this might work with Sophy) really becomes a bottleneck late. Good for the achievement Accountant (+100 Denarii): IMO Flunkey is superior. Also essentially doesn't help until you reach the shop. Phoenix (7% chance of unit revive): Percentage feels a bit too low IMO, so it is not reliable as it really is RNG. Might be a decent combo with the undying king or something. Jacques (20% discount on resources and buildings at the trader): At first I thought this was good / similar to Flunky but Flunky seems to be the surperior option. The problem here is that it only works on resources and buildings (not artifacts and upgrades) which is mediocre. I think over time Flunky is better as you might get more denarii from it than what you would save on only buing resources and buildings (which for resources is low cost anyway (-2?) and buildings most of the time you can ignore. Lyanna (+2 militia and giant militia(?) to start): Haven't tested this one in particular but I imagine this is weaker than Ember with the two musketeers. Could be a B or A tier. Ether (+20% Spell production speed): Seems decent if you're going the spell production route. Else a complete skip. Angry Eye (+50% spell damage): See above. I imagine you would take these together as you would need lots of spells to make the 50% increase in damage pay off. Unicorn (+3 spell slots): See above Wise Guy (3 spells at start): I haven't tested this one to see what the chances are of getting legendaries at the start, but as this is possibly very RNG based, you might be stuck with some "weaker" spells that are one time use. Mushroom King (Temporary summon 3 mushroom warriors for 50 crystal): Cooldown is pretty long, but my biggest problem here is that they are temporary. Maybe would be better if you had the artifact that allows temporary units to stay longer. Manager (Increase base unit limit by 2): Minor difference that likely won't make or break the game. D Tier: Jester (+2 Wheel of Fortune): Too much with RNG and the problem is they only work in gaze. Automaton (+5 Tree and Small Wheat Fields): Poor scaling - you eventually want to stop using the basic production buildings anyway, or if you are still using them you should be able to get enough over the course of the game to tide you over. Golem (10% cheaper buildings): The only buildings you realistically have to keep building are production buildings that run out, and 10% of those is very small. Perhaps someone else can crunch the math and convince me otherwise. It might be too small in the beginning to matter but you might have already too many resources for it to matter late game also. Panther: (10% unit level-up bonuses): Seems weak? I haven't tried this one but it reads as if the +15% hp or +15% damage upgrades are now 16.5%? Or perhaps if it is the flat +10 and it goes from 15 to 25 that would be decent, and make this a C tier. Betty: (Removes wheat production buildings, but gives 40 denarii per wave ): Since many units and gaze upgrades require wheat, may be pretty difficult to adjust around it. If not you would need to get incredibly lucky with getting wheat in the store with the denarii you have saved up. F Tier: Branamir (+100 Castle HP): unless there's a strange combo with this and getting gold for castle damage, it isn't worth a slot. Court Harpy (See upcoming bosses): Most definitely the most useless. I don't think it really helps at all to know what's next, definitely needs a buff like a re-roll or something. Unlock Priority: S Tier: Tile seals More building upgrades Banish the nobles (Removes 3 noble palaces) King's Quests Advisor Slots Run start bonus A Tier: Tile enchanter Extra troop limit upgrades Extra research table Extra troop limit B Tier: n/a C Tier: n/a D Tier: Playable kings (if it suits your playstyle) F Tier: Troop damage and troop HP upgrades (end game since it costs crystals) Other advisors that don't take you toward a advisor slot upgrade Spell damage Archmage & magic ball buildings

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以下是我在游玩过程中总结的一些技巧: 预言中的可选波次很重要,但要注意。如果你高估自己部队的能力,很容易被过多的敌人波次压垮,所以在游戏过程中,找到可选波次的良好平衡是你需要做出的重要决策之一。我的建议是,第一个预言最多选择一个可选波次,然后在 boss 出现前只选择必要的波次,这样你就有更多时间补充部队。 尽快获取高级生产。许多二阶和三阶部队需要铁锭、燃料等材料。所以,当你遇到奖励为高级生产的可选波次时,考虑优先选择这些。尽早设置高级生产,你将能更轻松地过渡到二阶和三阶部队。此外,留意商店里的高级生产,通常优先获取它们比获取 artifacts(遗物)更好(除非是非常强力的遗物)。 魔法学院其实比你想象的更有用。 建造这两个设施确实需要一定投入,但由于法术在战场上能产生巨大效果,如果你有足够的水晶,这绝对是值得的投资;如果能升级设施以自选法术,那就更划算了。为什么这么说呢?当法术完成一个循环后,它会作为奖励保留在侧边供你选择,因此理论上你可以准备超过6个法术来全力应对 Boss,或者让预言波次变得更容易。(我曾经在侧边有9个法术奖励,Boss 确实毫无胜算)。 如果你拥有【鹅骑士】神器,这里有个巧妙的技巧。 其中一个传说神器会在每次波次到来时生成临时的【鹅骑士】。临时部队仍算作你的部队,所以如果你恰好拥有鹅九头蛇巢穴,并且有获取肉类的方法,那么你就能获得一些几乎免费的大鸭子(至少在鹅骑士冲出去送死之前是这样。不过别担心,如果鹅骑士在训练完成前死亡,这个循环就会停止,所以下次它们生成时,你就能得到那只鹅九头蛇了)。 我讨厌那个红色减益地格。 每次游戏你都会在自己的王国中随机遇到一个红色减益地格,你不讨厌吗?反正我讨厌,所以我用初始的地格附魔师把它覆盖掉了。 目前就这些了,如果之后发现更多技巧,我会更新这篇帖子。祝你好运,陛下。

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没错,真的就是个电子表格。你还能指望什么? 电子表格? 由于游戏不允许在游玩时打开内置百科,所以我做了这个,方便查询信息,更好地提前规划。 目前还未完成,因为我还没遇到或解锁某些建筑,无法得知它们的属性。 欢迎指出错误、提出改进建议,以及补充缺失的建筑及其属性(最好附带截图)。 祝你玩得开心!

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我想分享一下我是如何做到的,因为目前还没有太多进阶指南。我绝不是什么专家,也没有真正通过分析和比较来制定最佳策略,所以如果你对我所做的有任何改进建议,欢迎在评论中分享! 顾问 费利克斯 从一开始就获得一件神器是巨大的优势。最好的神器是匕首(每当你的部队死亡时对敌人造成50点伤害)和号角(能提供150份肉),因为萨拉丁有一个技能,可以用5份肉召唤一支精英部队。在我获胜的那一局中,我同时获得了这两件神器。 黑豹威胁等级10策略的基础是:专注于1、2支队伍,或者(在游戏后期!击败第二个 boss 之后!)3支队伍,然后全力升级并大幅强化它们。进一步的增益效果很不错。 Accountant 额外100第纳尔真的很有用。我们需要升级,需要强化,需要一些那些 artifacts,有时还需要特定建筑的资源。所以。 Fancy Beard如果你曾尝试过10级威胁等级,可能会有不少次因为部队生产速度不够快,或者资源耗尽而导致游戏失败。虽然你仍需谨慎管理资源,但这个角色能在这方面提供帮助。 布拉尼米尔 实际上我不推荐使用这个角色。如果你的游戏进程顺利,你不会需要额外的100点生命值。 莉安娜这些额外的部队可以在你收集资源和(希望能)建造你想要的建筑时,应对早期的波次。 让我们开始吧! 对于初始增益包,我通常会选择能提供更多部队和/或更多金币的那个。 记住要: - 出售魔法学院蓝图。我们要100%专注于部队,所以不会有时间研究法术。而且升级会占用宝贵的空间,这些空间本可以用来建造我们实际需要的东西。 - 专注于你需要的资源。如果没有部队需要魔法水晶,就不要仅仅因为有就生产魔法水晶。 - 国王的第一个技能。在游戏初期,你需要依靠它来获取所需的部队。 -将此开关更改为【生成部队至上限】。我很晚才知道这个功能,真是有点尴尬。当战场上的部队阵亡后,你可以点击该选项右侧的按钮来派出兵营中的部队。 部队方面:除非你想和随机数生成器较劲,否则别考虑海盗。建造兵营通常没时间,因为你既需要40单位的葡萄酒,还需要不少铁。不过,如果你很早就获得了产酒的 artifacts(原词),那就可以尝试建造兵营。也别指望什么基础兵种了,它们根本不行。我只留着农民,让他们送死,然后把前面说的匕首扔到敌人身上。 在我获胜的那一局里,我用了长弓手营地来提供远程输出;这不是最优选择,因为每个长弓手需要24金币才能招募,但我们只能用随机之神给的东西。而为了让坦克把敌人挡在输出长弓手之外,我用了猎鹰营地。它们需要一些生命值加成才能真正胜任坦克的角色,但一旦你投入资源,它们就非常好用。这两个选择确实非常不错,因为尽管建造它们的兵营需要金属,但部队本身的生产并不需要金属,所以你只需从银币商店的资源包中获取所需的金属,然后就可以开始行动了。 不过,如果你很早就建造了锻造厂,那么选择弩炮或投石机也是个不错的主意(不过这适用于游戏中期到后期。在游戏初期,你无法生产出所需数量的金属)。 不推荐的部队:需要多种资源才能生产的部队。没错,我用长弓兵赢了,但我非常小心,而且由于它们是远程单位,我不需要经常替换它们。使用蘑菇兵这类单位简直是自找麻烦,很容易忘记生产足够的葡萄或魔法水晶,一旦耗尽就会输掉。 蜜蜂的生产速度有点慢,对于我们的需求来说有点弱,而且生产葡萄非常消耗资源,所以…… 南瓜兵一开始确实很吸引人,因为它们只需要水,但它们很弱,而且速度非常慢,即使升级后也是如此。离它们远点。 是的。 我想我能想到的差不多就是这些了。不幸的是,没有匕首 artifact 的话,我没有其他国王的策略,因为我最近才用萨拉丁首次达到10级威胁。持续强化你选择的那些小家伙,胜利就会是你的。

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无限元货币 主要内容 我不太喜欢纯粹重复刷关。时间就是金钱。未测试是否影响成就(通常情况下,应该不会影响) 1. 导航至 用户目录下的AppData Local The_king_is_watching_steam Release 或 %UserProfile% AppData Local The_king_is_watching_steam Release 2. 备份savedata.dat文件 3. 用文本编辑器(如记事本、写字板等)打开savedata.dat 4. 货币数值位于 "meta_resources":{ "star":XX.0, "meta_crystal":YY.0 你可以将XX.0、YY.0替换为想要的资源数量 5. 保存文件 你也可以对挑战和元进度进行同样操作(它们都位于同一文件夹中)

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A list of things I've been thinking about the game as I pursue consistent Threat 10 wins Intro Hi all, I've been wanting to write a guide as I climb the ranks and watch some YouTube videos. I haven't managed to consistently beat Threat Level 10 yet, but I have some thoughts I want to put down on paper to share with others. Kings One of the main mechanics is playing to the strengths of your selected king. Each king gets a set of 3 active abilities, and a set of 3 "quests". The quests are conditions that, when met, give you an instantaneous boost in resources and power. Since one of the main gameplay mechanics here is tempo -- when are you strong, when are you investing in future strength, and when are you just struggling to survive? -- these quests can become lynchpin moments in your strategy. Or, sometimes, you more or less ignore them, or they're passive bonuses. It depends on the king, and it all becomes something you plan around when you start a run. Some kings' abilities require or produce certain resources. Meanwhile, certain unit types also require those resources. As a result, certain kings lean naturally into certain unit types, since you're already more or less required to invest your economy into making that. Take a look at what resources your abilities require, and prioritize gameplans that work around them. Baldwin Baldwin is the economic king. His abilities generate additional resources, accelerating you along the curve that leads from low production and trash units to power. His quests aren't too important... One of them nets you a 400 bonus wood if you manage to destroy 15 trees (which is awkward to achieve... requires Tornado / Deforestation / Fissure spells). The other 2 grab you artifacts, with variable random bonuses, after beating bosses. Baldwin is a comfortable, all-rounder king. He can complement most strategies. The ability to create a constant drip-feed of peasants has niche uses in Grunt builds and as meat shields for a strong backline, but don't forget, 3 Peasants is always a 3% boost to all production. Leonid Leonid is built around Meat and Wine. With 15 Wine he can activate every tile on the board, which is quite powerful at the beginning of a high-threat-level run when the board is covered in junk tiles. (Those junk tiles are more or less half of a basic production tile each... If you manage to clear them all rapidly at the start, by say comboing Leonid's ability with the Julian advisor, it can rapidly accelerate your early economy.) His Meat ability provides +100 max and current HP to all your units on the board, and his passive provides a chance for units to spawn with double HP. At first glance you might think this complements a selection of high-HP units, like Bumblebees (which his 3rd quest produces an instant army of), or Militia. At lower threat levels this works great... At higher threat levels, I think the play is rather to go for high damage units, and let the HP production he can supply counteract the squishiness. I've had runs with Leonid where I literally had 3 simultaneous waves of enemies on the board, because my units just wouldn't die, but neither would the enemies. At Threat Level 10, look to invest in strong sources of damage, and let the HP bonus cover your weakness, not amplify a strength. Leonid has snowball potential with his Meat ability, but it's a hard road to winning Threat Level 10 with him. It all comes down to Tempo... When do his quests trigger? When do you get your "final" army that you can continue to heal, and amplify with Meat? Or what do you consider expendable in your army, and when? He's a tricky one to play well. There's also the issue of the 2-tile starting Gaze, which sucks but is offset by his +15% production bonus. He may be intended as a complement to Baldiwn, as the default "military" king vs. Baldwin as the "economy" king, but in practice... I find him hard to make shine. Leo No need to dwell on Leo, because many YouTubers have covered his strengths well. He was considerably OP during the launch of the game and won a nerf... It boils down to his ability to snowball rapidly past the early game by generating resources from Blueprints, which are a plentiful resource early-game and a scarce one late-game. He basically trades this early-game plentiful resource for permanent power & scarce resources. Playing him nowadays is all about keeping a steady supply of Blueprints without bottoming out on strength... The Research Tables are particularly important for him. For other kings, a junk roll on a Research table means either +5 or -5 Denarii, depending on whether you opt for a reroll. For Leo, that becomes permanent damage, production, and boost of resources. Keep those Morale boosts flowing, and Leo snowballs into good strength fairly easily. Brezhnev Brezhnev is the healer king. I think of him as like what King Leonid wants to be... His first ability is a large heal for the cost of water, and his first quest nets him two hospitals. I think he'll do well in the Graveyard, like when the acid rain strikes, and also under conditions in which your army size gets severely limited (like the 6x ghosts at the end of the graveyard). His third ability is the "bomb"... You place it on 2 units, and if those units die they go out with a bang. The damage of the bang escalates over about 5 seconds, so it's wasted on a unit that's about to die, but works well on front-line expendable units. Brezhnev is a very comfortable, all-rounder king who'll do well at high difficulties. Spellus Spellus is an oddball. His starter gaze has only 2 tiles, but he passively generates Crystals over time. Meanwhile his skills and quests revolve around making and expending spells. When I first tried him I thought of Spellus as one of the weakest kings, because spells have certain weaknesses. For one, they're generally poor against single tough enemies -- they shine when wiping out a large mob. For two, they fall off in endgame... A single spell can wipe an early wave, but it'll barely dent a 3rd boss one. That's when I learned about really mastering the use of each spell. A quick AoE like a Chain Lightning is a #1 pick on early waves, and a spell like Stun or Sheep might not do very much. But the 4-5 seconds that Stun spell buys you can be HUGE on a boss who one-shots each of your units, giving you the extra 5 seconds of DPS needed to finish him before your army dwindles to nothing. There are tricks to stockpiling spells, like using the College buildings with the upgrade that turns it into a spell choice. Then, as long as you're only holding 5 spells, you can save up the spell choices. There are also tricks on the Graveyard to casting lots of spells quickly, e.g. from the bonfire building the dirtbag first boss gives you. This can let you rapid-accelerate your first quest (80 of every resource), which will then let you rapid-accelerate the rest of the game. Finally, there's excellent utility in the unit-creation space to all the Crystals you'll be accumulating. If you don't want to spend them on a spell-making building, throw them to the Mushroom King advisor (HUGE to survive early game, and still useful at the end), or go for early Unicorns. Spellus went from "meh, seems quite weak" to probably my favorite king. Kings Ctd. Alucard There's just one thing you need to understand about Alucard. His most important ability is the one that upgrades Undead units. But it's only useful when you're pushing high level undead units higher. Meanwhile, the area of effect on it is just a circle, and your undead units are typically mixed together in an ugly mob. Take a second and use your mouse to get the circle over just your strongest undead units. Done correctly, you leap-frog the strengths and tiers of units you should have the field at any point of the game. Done poorly, your basic skellies turn into slightly-less-basic skellies, quickly die, and the ability was wasted. Do it right and Alucard snowballs hard... Do it wrong and you'll wonder what his abilities are even there for, even when playing on the Graveyard and shooting for Relics. Don't forget the free Wine you can get out of placing his first ability on a big mob of corpses. There are several Veteran Barracks buildings that require a chunk of wine to build, then make units with basic resources (Musketeers, Owl Druids for 2). Alucard is really happy with these units. Saladin Saladin is a little tricky to figure out at first, but once you get the pattern, he's straightforward. Having a large variety of one-off units = more power. To achieve this, you need unit capacity, but once you achieve it you get boosts in unit capacity, plus Wood which is what is spent to get more unit capacity. Focus on Barracks buildings with a small number of units, like Assassins, Bear Druids, and the like. Let your abilities fill in the remaining slots. You'll need to play with a very flexible, diverse economy to potentially support all those different units. But in exchange, the power boosts you'll get from having them, plus the sudden injection of strong units you get from your ability can lead to a comfortable game. Advisors There's a certain alchemy between picking your advisors and picking your king. There are some advisors I play pretty much every game regardless of the king, and there are some advisors that really shine on particular kings. Some advisors are there to smooth your early game, which is a critical time. The less stress you're under in the first few waves, the faster you get through the flattest part of your power curve and into the exponential growth portion. Some advisors are there to rocket you along the exponential growth portion. I like to try to pick a balance of advisors that help me in the early game and ones that help in the late. Here's a few that I find especially interesting. Ember Two Musketeers from Wave 1 is hard to pass up... I almost always take this guy. Unlike other early power spikes (like 3x Spells, or 3x Militia), you can keep these Musketeers alive well into the lategame. That's a constant stream of DPS against every single wave... Plus they'll singlehandedly carry the first wave or two for you. Keep 'em alive and the value of this advisor doesn't fade for a good long while. Phoenix 7% chance for a unit to rez after death is one of my favorite things to take on Leonid. Leonid's first ability involves pumping extra HP into your troops, but the day always comes when those troops you've been pumping up for 5 waves meet their match, and all that effort and Meat is wasted. When Phoenix procs in those moments, she really shines. Panther Panther enables a whole gameplan, which is getting the building which turns Wood into troop upgrades. Meanwhile focus on one unit type, or all unit types from a particular family (e.g. all Warriors or all Arcane), and you gain a way to acquire lots of power that doesn't require a large unit capacity. This is one of my favorite ways to counter the 6x Wandering Ghosts in the graveyard that are otherwise so painful. I like Panther a lot, but he's valueless in the early game, and also valueless if you don't plan your unit composition. Spinner Spinner puts a +35% boost on a random tile. The reason I sometimes like this is when the early game is going to be painful, like with the 2 Kings that start with just 2 squares in their Gaze. I typically design my castles with a set of tiles focused on production (often in the center), and a set of tiles focused on military, sometimes with a hybrid set of tiles with boosts for combat like Arenas or Hospitals. If that 35% tile shows up near the 2x 20%s you start with, great, you have a supercharged early economy. If it shows up far away, I plan my military complex around it. You don't realize how painful the -20% tiles that cover your castle are, and this guy really provides some relief for that. Flunkey Flunkey's more or less a must-take... 10 Denarii per wave adds up to a huge amount of value over the course of the game, and it's almost never wasted. If you don't see any upgrades or tiles you want, you can always just spend it on resources. Best of all, it's up to you, and padded against a certain amount of RNG. Sophie Speaking of padding against RNG... It's tough to play without Sophie once you unlock her. It can still be interesting sometimes to go without the slot and roll with the punches of the game, picking up some other advisor's boost in the process. But Sophie's great. Zeus I've gotten good use out of Zeus in the Graveyard. Graveyard has some waves that appear before the first boss with a single, extremely beefy unit like a Wretch. Zeus counters those nicely, which can otherwise be run-ending, especially if you're playing, say, Spellus. He can become value-less later and is generally value-less against a wave with a large number of enemies, but when he's useful, he's REALLY useful. Often worth the pick for one of your "Help me in the early game" advisors. Other scattered thoughts about surviving Threat 10 Like a lot of roguelikes and roguelites, this game is all about the growth of your power curve vs. the growth of the enemies power curve. There are things you can do to invest in your own future power, but if you dip too hard into that bucket and neglect current power, an unlucky wave can lose you the game. Vice versa -- if you focus on safety in the early game, you can be rapidly outscaled and overwhelmed even as early as the first boss. Threat 10 isn't really fair, so you have to either be relentless, lucky, or somewhat unfair yourself. Prioritize the first 2 Gaze upgrades, and let Advisors cover the early wave. Prioritize covering your entire production area with Blue tile upgrades. Don't spread things around... Try to work in a narrow area which you're upgrading, and only place down what you need to achieve the next objective. That means you have to be setting the next objective, all while watching the growth of enemy strength and determining whether you should be investing in growth or defense. To some extent you get the ability to modify the enemy's strength by selecting your waves, but to some extent that's an illusion of choice... Go too long without taking strong waves and you're likely to get outscaled later. Prioritze the establishment of a military somewhere shortly after the first shop, e.g. Wave 4-5. You might be able to get by on early spells and advisor boosts before then. However, on Threat 10, there's seldom a Levy Barracks-based military that won't be anything other than a death trap for you. Levy Barracks militaries can get you TO the 1st boss OK but seldom past it on Threat 10. So you typically need to leap-frog up to Veterans before the 1st boss, and likewise up to Elite before the 2nd. In order to achieve that, everything has to be maximally efficient. The runs I've lost, I usually look at my resources and find that I'm sitting on piles of something like Clay I never managed to use. Everything you earn needs to be invested into either survival or earning more... Nothing can be stockpiled, unless it's critical resources to make units (like Wheat typically) leading up to a boss, where you know you'll need to replace units. Finally, there's the choice of building around a planned army composition and forcing it with Sophie, vs. rolling with the punches to some extent of what the game hands you. I find the 2nd more fun, but I try to formulate some kind of plan (for what my economy will focus on, plus what my army will be) as I progress toward the 1st boss. Please share any tips you have to win consistently on Threat 10 if you've been able to achieve this! (Unless it's a narrow formula that's boring, like "play as King Leo, use these exact 6 advisors, and follow these exact 10 steps and pursue this exact army composition".)

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