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QI Settlement

  • Writer: Kuniggsbog
    Kuniggsbog
  • Feb 27
  • 3 min read

Howdy Nexus,


I thought of sharing my thoughs and playbook on the QI, now that a few rounds have passed and we can discuss some of the improvements for the Alchemist 2, or perhaps alternative ideas.


I'll start with some data about my set-up when QI starts!


My QI is focused on Blue att/def and at the moment I've got 1,075 attack and 870 defence. It varies a bit every round, depending on new buildings and/or ascended ones. I start with 5,500 actions/hour from the main city. Yours will be different.


I start each round with the following ascended buildings to help out:

3 x Koi Ponds -- + 10 goods + 5 units

2 x Skuddeholm Stead -- + 10 goods + 5 units

3 x Blueberry Fields -- + 5 units

3 x Usagi Bonbori -- + 20K Supplies + 20K Coins + 4% QI Coins/Supply production

2 x Jolly Oinks -- + 10 goods + 20K Supplies + 4% QI Supplies production

1 x Royal Carriage -- + 5 units + 20K Coins + 4% QI Coins production


There are plenty of ascended buildings out there so these can be matched by using a different combo!


I start by following the Alchemist2 guide, with the addition that I buy an extra expansion using the extra goods obtain from the ascended builindgs above. On that extra extension I build 4 extra Multistorey Houses. Helps with the coins long term. Before the collection, you need to sell these extra houses until your euphoria is maxed and then you collect the rest of the settlement.


After you build the Ropery as per guide says, you will always have enough coins/supplies to stay ahed with one expansion. So you can always get those extra coins or supplies if you need them.


I end up buying one extra extension using goods. So instead of 10 (3 for shards and 7 for goods) I buy 11.


Units wise, I start with 22? catapults which are all right for the first 3 levels at least. On day 3-1 when the guide says build Ballista Camp and train 20 units, Thanks to extra resources I train 50 and never train those again. These 50 + rest from start would last you well into level 7-8 (based on my att/def). I never build or train Trebuchets. Just play it out on ballistas.


Day 6-2 instead of deleting those 6 Estate Houses, I use the extra expansion and build 6-8 pillories.

Day 7-1 I delete 4-6 Estate houses and replace with Pillories.

Day 7-2 I delete some more Estate Houses and build 4 Pillories.


At this point I never follow the guide. I alway do one more collection before replacing all the buildings with Hospitals and Pillories.


So day 7-2 Collect.


Day 8-1 Collect all again, delete all Breweries, Alchemists, Estate Houses remaining. You should be able to build now 12-15 Hospitals, depending on expansion locations, etc. Also build Cannons.


Day 8-2, collect from remaining 6 Frame Houses, 4 Clapboards and 3 Bakeries. After this collection you would probably have 5-6mil coins and over 3 mil supplies.

At this point delete everything except one Clapboard and Cannons.

Build the rest of hospitals/pillories as space allows.


Train 280-300 cannons, delete Cannon building and last Clapboard.


After all this you should have 3mil coins left, can be used in infinite donation node, and 1 mil supplies. Build up all remaining free squares with hospitals/pillories.


Now based on your starting actions/hour and the above built hospitals/pillories i now get 20,060 actions/hour, very similar to old numbers before thay nerfed the pillories. However, all in hospitals are way more efficient to build, cheaper.


Below you can see a layout of my current settlement. 22 x Hospitals and 32 x Pillories = 9,560 actions/hour.

So from Friday Morning until Monday Morning when the round is over you have roughly 58 hours @20k/hour so 1,160,000 mil actions, or 331 fights! This means 3,310 progress on top of all progress made until day 8, so it should put anyone around 8-9K progress every round.


All of the above allows for some leaway, you don't have to collect at a set hour, just collect twice a day and figure it out around your availability.




 
 
 

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