Eras Zombie Invasion Guide to Britain
Written by Lightsword
Version: 6.208
Britain (Non-border nation)
- Special attributes: All structures are constructed 30% faster. Cost of city planning increased by 15%.
- Special ability: Increase progress to the next era by 5%.
- Special unit: Longbow Ranger, Army Ranger, Patriot.
Build Order
Era One
- Do the usual, 10 feudalism, max peasants, build 3 towns: 1 in front of Barracks, 1 at forest near market, and 1 south of northern British capital (none should be in Ireland)
- Build 12 marketplaces (all of them) before going to Amsterdam (nearest neutral capital) to get the 16th market and 4th lumber mill (the capital increases your income by 100 - 200 of both resources over time)
- Research Economic Theory and hit the Capital Ability every 5 minutes
- Once Economic Theory is complete, 15 economics then 8 education before continuing economics
- When you have 15 economics, you should have about +12.5k wood which is thrown to making International Markets
- Once you reach that point (at around the 12 min mark) research the price reduction for education (University), let it research and finish before going to 12
- Once that’s done, continue levelling economics
- The way Era 1 Britain is built varies by difficulty and player count. On Nightmare+, get Level 11 weapons when you get Level 12 Economics.
- When you reach 90% progression, save up gold and get the rest of the Era 1 unique upgrades. Every. Single. One. Of. Them.
Era Two
- Entering Era 2, upgrade International Markets to max and make sure economics reaches 25, then build oils
- All 5 oil refineries should be built before 35% era progression to Era 3
- Once this is done, research Steam Engine and Banking before putting everything to education lvl 25
- Assuming you repelled rebellion and outbreaks with no problem, upgrade structure hp and damage to 12
- Make sure Lumber Mills are built before 65% era progression to Era 3 and max them out before before hitting Era 3
Era Three
- Research Capitalization then upgrade Markets and Lumber Mills while you build 8 barracks for Patriots
- Make sure Patriots hit 20/20 on upgrades before they reach the front lines then make them patrol to clear tumors and zombies until they're behind the zombie oils at the start of the game so that borders can rebuild (take over Russia or Sweden, depending on which has nothing left)
- You should then continue to upgrade economy buildings to max, get 35 education AND economics
- Make sure to do 30 education, then economics, then raise the level by 5 repeating the order while upgrading to Robotic
- After reaching 35-35, assuming its done correctly, reach Era 4 with +500k resources of BOTH with 30 upgrades for Units and Structures (both HP and Damage), 25 Feudalism, and 20 City Planning with everything but Radio Technology researched.
Era Four
- Once you reach Era 4, assuming you patrolled all era long along the borderline oil-defense in zombie land, keep it as usual while building two satellites, then straight to the space station. This will give you an income increase of 55k regardless of whether you are first
- Max out eco structures, 40-45 education and 40 economics
- Upgrades are solid for this Era if they are at 30, even if zombies evolve to Tier 4
- This era gives you a "break" while your defenses defend you from airdrops, outbreaks, AND seismic events
- Just focus on your own base while your army is defending. If patriots are getting murdered, make Army Rangers and sit at the back of your wall, chilling.
Era Five
- You should reach Era 5 before 53mins
- Once you reach Era 5, suicide Army Rangers and Barracks and create 10 Airbases and start bombing spore towers with manual control
Macro bindings
1 = Technology Center
2 = Barracks
3 = Economy
4 = Capital
5 = Orbital Command Center
Units by Era
Era 1: Longbow Archers at start, switch to wizards if the longbows are too weak when zombies hit Era 2. Use Berserkers sparingly in emergencies
Era 2: Longbows to Era 3
Era 3: Patriot spam
Era 4: Army Ranger border support spam, Patriots to push
Era 5: Heavy Bombers
Upgrades by Era
Weapon Technology - Military Discipline - Structure Durability - Fortifications - Education - Economics - Feudalism - City Planning
Era 1:
8 / 11 - 0 - 0 - 0 - 12 - 15 - 10 - 0
Era 2:
15 - 15 - 12 - 12 - 25 - 25 - 15 - 10
Era 3:
(20 - 25) - (20 - 25) - 25 - 25 - 35 - 35 - 25 - 20
Era 4:
30 - 30 - 30 - 30 - 45 - 35 (before Space Station) then 45 (after) - Max - 25
Era 5:
40 - 40 - 40 - 40 - 45 - Max - Max - Max
Era 5, 1hr 20mins:
50 - 50 - 50 - 50 - 50 - Max - Max - Max
Upgrade references
Orbital Command Center order:
Satellite - Moon - Satellite - Space Station - Mars x2 - Moon - Satellite (Optimal) x3
Prices by order (Wood/Gold):
3,500/4,500 - 350,000/450,000 - 3,500/4,500 - 2,000,000/2,000,000 - 1,500,000/1,500,000 - 2,000,000/2,000,000 - 1,000,000/1,000,000 - 3,500/4,500 x3
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