Trimps Helium
Added a few hacks to the Trimps database. I figured income is always more fun than direct resource sets, because it requires a bit less babysitting during gameplay. Of course, for gems, there is not an in game income generator other than direct acquisition. I was impressed with how this game adjusts if you try to speedhack it.
So you thought Cookie Clicker was bad?I give you. (been three whole days and I've been running this game on there all that time, ongoing. And I've only seemed to breach the surface. It's one LONG game and seems to have a LOT of content. Even after three whole days I'm seeing new content unlock. It's a very interesting and intriguing game.
I'd liken it to A Dark Room, if you like that one.only bigger and on a more massive scale.Actually, I can't take credit for finding this one. Zyanthia mentioned it in my Cookie Clicker topic (I clicked on it, started.and I haven't been able to stop since. So you thought Cookie Clicker was bad?I give you. (been three whole days and I've been running this game on there all that time, ongoing. And I've only seemed to breach the surface. It's one LONG game and seems to have a LOT of content.
Even after three whole days I'm seeing new content unlock. It's a very interesting and intriguing game. I'd liken it to A Dark Room, if you like that one.only bigger and on a more massive scale.Actually, I can't take credit for finding this one. Zyanthia mentioned it in my Cookie Clicker topic (I clicked on it, started.and I haven't been able to stop since.I wonder if a famous person started calling it Drimpfs would that name catch on? Ohmigod the Trimps.
They've got me too! And I have to say I think they ARE worse than the cookies. There are just so many little ways it can draw you back in when you are honestly trying to go do your work, or switch over the laundry, or get to the bathroom in time.But, wait! Only 37 seconds until I can buy this aggerdagger upgrade and then I'll be able to - well, just thirty seconds more and then I can get buy my Trimps a Super-agger-dagger before I go so they don't all die while I'm. This is taking way too long, I've got to build a house and put more Trimps on mining detail. And it looks like the loggers need help too but.These idle games remind me of a quote from C.S. Lewis, in 'The Screwtape Letters.'
He's teaching his young apprentice how to slowly draw a human 'patient' off his course and down to Hell. This is how he knows when it's working:.you will find that anything or nothing is sufficient to attract his wandering attention. You no longer need a good book, which he really likes, to keep him from his prayers or his work or his sleep; a column of advertisements in yesterday's paper will do.
You can make him waste his time not only in conversation he enjoys with people whom he likes, but also in conversations with those he cares nothing about, on subjects that bore him. You can make him do nothing at all for long periods. You can keep him up late at night, not roistering, but staring at a dead fire in a cold room. All the healthy and outgoing activities which we want him to avoid can be inhibited and nothing given in return, so that at last he may say.'
I now see that I spent most my life doing in doing neither what I ought nor what I liked.”― C.S. Lewis, The Screwtape LettersYep, Wormwood's got me all right.:smack.
Not really my favorite. I kind of dislike how incremental games sort of slowly devolved into glorified versions of Progress Quest after Cookie Clicker got big.I really prefer A Dark Room (and Crank (Also some of the old ones like Candy Box (2).Cookie Clicker was neat, and I like how it slowly got more insane, but I really appreciated the earlier incremental games because of how they expanded their systems.Admittedly I didn't get too far in trimps, but after getting a few maps in on the battle thing I felt like it was just unlocking meters to get more meters to get a line of text a few hours down the line. So I want to get more gems, so I need to clear levels faster, which means I need more attack equipment, but I'm not making metal fast enough, which means I don't have enough workers, and to get more workers I need more resorts, which I can't fookin build because I don't have enough fookin gems.I'm not hooked on this thing, mind, I'm just academically looking at the game mechanics and wondering how one would solve this hideous trap.You will also, eventually, unlock an building that will collect gems for you.
Build tons of Gyms and put trimps on the Trainer job when you unlock both. I think those both contribute huge toward blocking.Also, once you get level three shield or higher, it only gives you higher and higher blocking skill, IIRC. It can get pretty high if/when you have a level six shield.Yeah, Gyms, Trainers and upgrading the shield are about all I can do. I'll just have to prioritize buying more. I learned the hard way not to upgrade the shield too much though. I had it up to close to lvl 10 and when I bought the next prestige my block dropped in half. I try not to upgrade it past lvl 5 now.I'm lvl 15, but I haven't found Helium or Portals yet.I eventually got the ability to make Trimp Explorers.
They generate Fragments for you so you can make tons more maps. You only need a couple. Then you can find more books and upgrade like cah-razy.You'll get one of those special red maps at lvl 20, Dimension of Anger. Complete it, and you'll get access to the portal & He. That map is hard though, I finished lvls 21 & 22 and then went back to it.
I'm lvl 15, but I haven't found Helium or Portals yet.I eventually got the ability to make Trimp Explorers. They generate Fragments for you so you can make tons more maps.
You only need a couple. Then you can find more books and upgrade like cah-razy.I also found the Auto-trap feature. It automatically generates traps when you're not building anything else, then stops building traps when you send the order to buid something else, then resumes making traps. I went to lunch for a half hour and trapped over 2K Trimps! When you're behind on equipment, just keep zerging Trimps until you run low. Yeah, I have auto-trap on. I meant which button to leave your personal production on.
Last night I left it on build to help out the foremen making the autotraps, but now I have such a large amount of traps I might just leave it on trapping in order to keep them pushing through with auto-fight.How do you build up foremen? Is that something at higher levels? I get one new foreman per zone.I read somewhere to leave the scientist button on because 'you' do a lot more science than the scientists do. You don't really need many scientists.
This time I didn't click the Portal and kept on with the regular world map. I got through level 25, then it repeated. I guess I have no choice. Guess I'll spend the Helium now.Weird, I thought you could just keep going and going.
Never heard you had to stop at any point until it just gets too time consuming to get to a new level.It was addicting the first run-through, but now on my second run-through it's not so much. I can just build up my storage and come back the next day and spend on lots of upgrades, burn through a couple levels and leave it again 'til the next day. It seems to be requiring more Trimps now though.I have to keep my playtime short anyway, or my laptop overheats and shuts down.
Like Cookie Clicker, no way I can just leave it running. Yeah, zone 36 has been like a brick wall for me so far since I can't keep up with Coordination research. Last game I even focused on Trumps and housing and was still short a good 2,500 trimps when I got there.I'm doing the Size challenge and it hurts even more than I had expected because with the work force halved you still need the same amount of trainers to block effectively.What's even worse is that the new housing unit you unlock at zone 37 (wormholes) are basically unusable, because they cost helium to build, and it's not worth it to spend any of such a precious resource on them until much later (I just bought one wormhole last run to get the achievement, and portaled shortly after).
According to the Wiki, this is the only housing structure that uses helium, and the next level of housing doesn't require it. But it also doesn't come until zone 50.Makes for an extremely tough bottleneck since as you observe, it's not possible to build enough housing to keep up with Coordination. One thing that helped was to make maps with metal and run through them a few times for the bonus and to be able to afford weapon upgrades.That's what I wound up doing, and I finally completed the run. Now it's my strategy for the next run. I used to have 3 times as many miners as farmers and carpenters. Now half my Trimps are farmers, 1/3 are carpenters, and I have more trainers than miners.
I choose Mountains for maps to get my metal & gems. I otherwise build to increase block rating, which means wood for gyms and food for trainers.I mainly have been using helium to increase productivity, and traded my first 50 bones for Whipimps, which increase productivity when defeated. I bought the The Artisan/Heirloom feature after completing the No Miner option, and the purple tag shows up, but I haven't seen any further development from that.When do we get to go past zone 25? Looting is definitely the go to early perk. It affects the helium you gather in each zone (except the zone 20 Blimp, that's a constant value of 45 helium).I've always been a fan of Trumps, especially when doing the size challenge.Power and toughness are also good to have.Congrats on getting to 32 on your first portal though!
OK, I've been playing this for about a week and have portaled twice. Sorry if I'm missing something obvious here, but what exactly does 'respec' mean? The game doesn't tell you, and the wiki doesn't either. It seems like it just assumes the player knows, but as far as I can tell from context, it means resetting your perks to zero.
But why would I want to do that? Perks are more powerful; what good would it do me to reduce them?You get all your helium points back to spend again, if you do this while portalling, you also get your accumulated points from this run.
You can do this once per portal. I hadn't thought you would get the helium back, and as I mentioned, neither the game nor the wiki tells you. Though I also posted about this on Reddit, and someone who maintains the wiki updated the article, so now it does tell you.The assumption I had from what I had gathered was that you got all your helium back, but you could only do it once, ever, as it said 'per run' and everything else that talked about a soft reset said 'per portal.' I was incorrect in this assumption, and lost out on many respeccing opportunities in my first few runs.If you haven't respecced yet on a run, you may want to towards the end to try to tweak out a couple more zones.
You should gain enough helium to put back anything that speeds things up in the early zones. On zone 49 today, pushing for zone 50 in order to hit Collectors (have portaled 5 times so far). Even with 8 ranks of Carpentry and 20 Wormholes, stopped being able to keep up with Coordination a few zones ago and slogged through by beefing up my block as much as possible. Carpentry is definitely essential to getting higher.And beat my first Void Map and got an heirloom shield that gives +4% block multiplier, so that's cool.Also I've bought Whipimps and Tauntimps and am happy with both (at zone 49, I'm getting +51.1% production speed from the Whipimps and 6K of my 120K Trimps are from Tauntimps). Not sure what to buy next from the Bone Trader though. A permanent upgrade seems better than a one-time deal, but the other imps don't seem too impressive. Maybe buy another heirloom for 30 bones?
I don't know. I don't get it.
How does that get you extra storage of food and wood? All that gets you is a bunch of extra traps. Is there a way to convert them back into food and wood?Assuming the foremen haven't completed the order when you return, you can cancel whatever is remaining in the build queue for a refund on the resource cost of whatever's left (this goes for any buildings in the build queue).Personally though I just try to plan for enough forges/sheds/barns to hold production overnight or whatever, if possible. It's a little irritating that there is an Auto-Storage upgrade apparently, but you have to progress extremely far in the game before that unlocks (complete a Void Map on zone 150+). Wow, you must be a lot more patient than me, I get to about zone 45 and then progress slows to a crawl because my army gets instakilled by snimps most of the time and I restart.
It's a bit scary that Trimptopia has a casualty rate of about 15,000% of the population, too.Are you getting the Gymystic on zone 45? Keep in mind that you get one every 5 levels up through 55, and those + as many gyms you can buy is absolutely crucial for maxing out your block (it becomes much more important than the shield. In fact - shield starts becoming pretty useless compared to gyms). Through most of the 50s, enemies weren't doing any damage to me at all because my block was higher than their entire attack range. It still took a long time to chip away at their massive health pools compared to my meager attack value, but it was doable.Also, prioritize food production and tributes, because gems become your most important and limited resource later when you need to build Collectors (they cost a ton of gems). And even moreso later for Warpstations, I'm learning now.
One thing I've been curious about on these types of games, is there a mathematical formula that you can use to optimize your workforce? Is it more optimal to have 10K miners and 1K farmers to keep your gear up to date, or is it more optimal to have 10K farmers and 1K miners so you can have more trimps faster?(I know, I left wood out but I was trying to keep it simple and 2 variables is easier than 3).There are just way too many variables for one clean formula. And the state of the game changes significantly at certain key points, so it's best to focus on those:Early zones: a roughly equal ratio of all 3 resources is fine.Late 30s through 59: prioritize food production (not for 'having more Trimps faster' though, but so you can buy as many tributes as possible to increase your gem production). You will need the gems in order to buy as many Collectors as possible from 50-59. But also make sure you have enough wood to buy enough gyms to keep your block higher than the enemy's attack (this isn't that hard when you hit the key Gymystic levels: 40/45/50/55).
As long as you meet that requirement, you don't need any more wood.Metal is not as important during these levels, because the cost of higher tier equipment becomes prohibitively high and you don't need it if your block meets the minimum standard explained above. As long as you have at least 700 Qa combined health and block (and it will be almost entirely block), you can make it through 59 and stop purchasing any equipment upgrades.60+: After breaking the planet at zone 60, all the equipment costs are reduced by 90%, and at this point metal becomes extremely important and should be prioritized. Not only for that reason, but also because Warpstations cost a massive amount of metal in addition to gems. My ratio of farmers/lumberjacks/miners now is roughly 2:1:4. I've found it's important to have about half farmers in the first 20-30 levels, because food is usually the biggest component of housing structures, followed closely by wood. Also, food costs for trainers get high really quick. Wood of course is essential for blocking shields and gyms.
The problem with metal is that you don't need much of it when weapons & armor are levels I-IV, but at higher levels you do, and lots of it. I usually wind up with a crapload of Weapon and Armor Upgrades I can't afford, and when I do buy them, I have to wait forever till I can make actual items. Using perks that increase trimp productivity helps considerably.I also thought I didn't need that many Explorers, 4-5 at most.
But when Gateways become unlocked, now I need hundreds.:-). I got through the 'size' challenge last night. I really barely noticed it. There are fewer of them, but they accomplish more, so it pretty much balances out.
The Trimp bonus at the end of the Anger map was delicious, though.Folks keep talking about maxing out 'Trumps'. I've never bought that one, it seems pretty useless, really. All that helium for an extra 8 or 9 Trimps per level? It seems to me that carpentry and motivation will get you a lot more for a lot less, although I haven't done the math.
Folks keep talking about maxing out 'Trumps'. I've never bought that one, it seems pretty useless, really. All that helium for an extra 8 or 9 Trimps per level? It seems to me that carpentry and motivation will get you a lot more for a lot less, although I haven't done the math.Carpentry works on Trumps too, which makes every territory expansion give about 20 trimps after some upgrades. It's somewhat less useful at higher zones when housing is better, but it's nice not to have to build a lot of houses at the start.
I've only gotten up to about zone 37. But so far I've found that keeping the upgrade setting on 'Equip' allows me to get the best possible points for the least resources. I only buy shield, dagger, and occasionally boots. By keeping it on Equip these are always upgraded first, and so I never have to pay the high price of swords and breastplates to have the highest available damage and health. I never even buy the upgrades for the other equipment.When I get stuck, I run a metal map, on repeat forever. This can triple or more your metal production.Also makes sure you are current on all your upgrades.
Folks keep talking about maxing out 'Trumps'. I've never bought that one, it seems pretty useless, really. All that helium for an extra 8 or 9 Trimps per level? It seems to me that carpentry and motivation will get you a lot more for a lot less, although I haven't done the math.No, you're correct - Trumps is a garbage perk. Carpentry is by far the most important perk for pushing higher levels, which is huge as once you break the planet you're getting 500+ He per zone (that's also with some Looting tacked on). It's definitely worth pushing for that once you are able to reach zone 50 (and if you can reach 37 and buy Wormholes, you can probably reach 50) - see my previous posts for some tips on getting there. Broke the planet finally!
Had portaled 6 times, and was running this build (Was really relying on my high block though since I was so far behind in Coordination. Now that enemies on 60+ have that block-piercing ability, it's quite tough.
But on the bright side, the 90% reduction in equipment costs makes it possible to actually catch up a bit in that department. I want to see if I can get a bit further, but will likely be portaling again soon.Can someone explain (to someone who's not yet gone beyond Zone 30) why people refer to not being able to catch up in Coordination? Does its expense start to increase that much? I always buy coordination as soon as I start a new zone.Also, where the game shows me helium per hour, does that mean I'm passively accumulating helium while just sitting there like the other resources, or is that just the amount I've earned by defeating blimps divided by the number of hours I've been playing? Can someone explain (to someone who's not yet gone beyond Zone 30) why people refer to not being able to catch up in Coordination?
Does its expense start to increase that much? I always buy coordination as soon as I start a new zone.It's not the expense of the upgrade. It's because there's a certain minimum max Trimps that are required in order to be able to send your fighting group into battle. According to the Wiki the requirement is that Max. Trimps available = (Current fighting group size.
3). And since that fighting group is expanding by 25% compounding every single zone, it quickly gets to the point that it's no longer possible to build enough housing to support the max Trimps you need in order to purchase the upgrade. Which is why Carpentry (the perk you get from completing the Size challenge) is so crucial, as it allows you to have a much higher number of max Trimps.Also, where the game shows me helium per hour, does that mean I'm passively accumulating helium while just sitting there like the other resources, or is that just the amount I've earned by defeating blimps divided by the number of hours I've been playing?The latter. Basically just an indicator of how well you're doing on He for that particular run (it adjusts itself when you end up spending He on Wormholes, or gain bonus He from challenges such as Balance). It's not the expense of the upgrade. It's because there's a certain minimum max Trimps that are required in order to be able to send your fighting group into battle.
According to the Wiki the requirement is that Max. Trimps available = (Current fighting group size. 3). And since that fighting group is expanding by 25% compounding every single zone, it quickly gets to the point that it's no longer possible to build enough housing to support the max Trimps you need in order to purchase the upgrade.So, what happens when you get to that point-does the game grey out the Coordination upgrade and prevent you from purchasing it, or do you purchase it and find that you're stuck because you can't afford the massive amount of housing needed to build up a new fighting group? So, what happens when you get to that point-does the game grey out the Coordination upgrade and prevent you from purchasing it, or do you purchase it and find that you're stuck because you can't afford the massive amount of housing needed to build up a new fighting group?You're playing along not paying attention to the cost of Coordination, then suddenly it's greyed out and you hover over it and find you're short 500 Trimps. Next zone suddenly you're short 700, then 1400, and it gets crazier. So yeah, you need to start piling on massive amounts of housing.Finished up Size this morning.
Another level or two and I'll portal again. That's it for challenges until I hit zone 40.ETA: I used the 'Equip' option under the map section but I haven't noticed anything different. I still get the upgrades in the same order. First Shield, then the weapons and health stuff.
Void maps scale to the level you're on, so early on you definitely want to do them on one of the levels that you get gymystic on (25, 30, 35, 40, 45, 50, 55) after learning the gymystic for that level. You know how everything gets really easy just after learning gymystic? That works on Void maps too.
Ideally wait until least 45 because the loot gets better there. Levels 30-59 you should be concentrating on block rather than armor IMO, at least until you have enough helium to get large boosts from the artisanistry, toughness, and resilience perks. Because block doesn't scale with perks, it's disproportionally good for lower-perked players.Once you reach level 40, the balance challenge is simultaneously faster than an unchallenged run and more helium, at least once you adjust to it. Repeatable and highly recommended, though I've basically been doing other challenges each run, once I run out of those I plan to repeat that a few times.As far as I can tell, the ability to power through maps sort of smoothly scales, with a bit of a blip at 37 one way or the other depending if you buy wormholes.
As you double your helium spent in perks, levels for you will slow down maybe 5 levels later. At least so far- I'm not all that much ahead, for me things slow down in the 40s then briefly speed up again when Collectors become available at 50.
The last couple of runs I've made it into the 60s, but things really slow down after breaking the planet. I'm trying out the Dagger/Boots strat. The wiki (says they're the most cost-effective. So far, it's working. There's no metal wasted on the other upgrades, so the click-everything tactic is out. Before, I felt like I had to click every upgrade possible, but it eventually led me into a production pit that I could never climb out of because I could never keep up with the upgrades.
Now I've learned patience is key in this game.Well, as the wiki says they're most cost-effective at the same prestige level.I read this and thought it might be useful. Right now I'm considering the two upgrades Greatersword 9 or Dagadder 10. Ignoring prestige level, Greatsword is the worst and dagger is the best, right?Greatersword 9 with my current level of artisanistry costs 7.09 Qa metal for a 70.9B weapon. Dagadder 10 is 15.3 Qa metal for a 151B weapon. The numbers here happen to be very close to a nice even factor of 10000 different, so it's easy to see that the lower tier Greatersword is a very sightly a better deal than the higher tier Dagger. For completeness I should mention that the replaced sword is 7.39B and the tier higher replaced dagger would be 15.8B and everything is level 1.I don't know if that's true for every tier level, but I don't think that generalizing to only buy pants and dagger is a good plan, because each new tier is somewhat less cost-effective than the one before. Like Coordination, I'm nowhere near caught up to buying all available upgrades.
I'm working through the balance challenge. It's not too bad.
Shield/Dagger is still working for me, but I may add Mace if it doesn't speed up soon. This particular challenge is block-heavy, so boots are a waste of money.Like I said, I haven't done the math, but when you do, be sure to factor in the savings on not buying the other upgrades. A whole lot of metal is wasted on all those different pieces.Also, my rhythm may be very different than yours, because my games grinds in a map through most of each day and night, and I just drop in for an hour on and off in the morning and again after dinner. I'm not actively 'playing' the way some of you are.
I'll have 50 bones soon. Any recommendations which imp-ort I should buy?I'm thinking the 0.3 percent production speed is the most useful.That's what I bought. I also bought Heirlooms. Unequipped Heirlooms become recycled into 10 Nulifium when you Portal or when you find better Heirlooms and want to get rid of the extra, but you can save up 40 Nul and buy extra Heirloom slots.I'm trying out the Meditate challenge, which doubles the strength and health of the monster imps, and increases your imps' gathering by 25%.
The buffed monster imps aren't so bad until zone 25. The dagger/boot strat kind of goes out the door then because you need all the increased attack and health you can get because blockage isn't enough, even after getting Gymtastic.
I'll have 50 bones soon. Any recommendations which imp-ort I should buy?I'm thinking the 0.3 percent production speed is the most useful.What does '45 seconds of production' actually do? How much production in that time?Whipimps first, followed closely by Tauntimps.
Extra population is very very nice, it in effect gives production and breeding speed directly and allows more coordination buys as you become population limited for that. Venimps are also nice but a tier down in my opinion, those three are what I've bought so far. I will probably buy Magnimps next.45 seconds of production is pretty much what it says, as I understand it. If it randomly selects metal, for example, and your current production is 10k metal/sec, then 45 x 10k = 450k metal will appear in your inventory immediately. Then it's over until you kill another Jestimp.
That's what I bought. I also bought Heirlooms. Unequipped Heirlooms become recycled into 10 Nulifium when you Portal or when you find better Heirlooms and want to get rid of the extra, but you can save up 40 Nul and buy extra Heirloom slots.I'm trying out the Meditate challenge, which doubles the strength and health of the monster imps, and increases your imps' gathering by 25%.
The buffed monster imps aren't so bad until zone 25. The dagger/boot strat kind of goes out the door then because you need all the increased attack and health you can get because blockage isn't enough, even after getting Gymtastic.I'm not planning on buying anything other than Im-ports until I have all of them. Well, maybe not Goblimp. The amount of Nullifium you get from a recycled heirloom isn't a flat 10, it scales with rarity: 5 for common, 10 for uncommon, etc.Meditate is sort of like Balance lite, with imps not quite as buffed but your production also not as buffed. As to dagger/boot, it's important to realize that each new tier is roughly half as cost-effective as the previous one. Always buy lower tier first if available regardless of type- those relative efficiency numbers are only relevant when comparing options within the same tier.
Once you've bought all, say, the tier 3 weapons, then I would agree with buying tier 4 dagger next. As far as I can tell, the ability to power through maps sort of smoothly scales, with a bit of a blip at 37 one way or the other depending if you buy wormholes. As you double your helium spent in perks, levels for you will slow down maybe 5 levels later. At least so far- I'm not all that much ahead, for me things slow down in the 40s then briefly speed up again when Collectors become available at 50. The last couple of runs I've made it into the 60s, but things really slow down after breaking the planet.I'm on 37 now. Things have gotten tough, but I did just unlock Wormhole. I'd like to power through to zone 40 and unlock my next challenge.
Boy, those Coordinations get demanding, though. My damage and health have gotten pretty useless.Someone upthread said to only buy one Wormhole? I'm on 37 now. Things have gotten tough, but I did just unlock Wormhole. I'd like to power through to zone 40 and unlock my next challenge. Boy, those Coordinations get demanding, though.
My damage and health have gotten pretty useless.Someone upthread said to only buy one Wormhole?Well, in addition to just being a building, the very first ever Wormhole you buy gives you an Achievement for +1% damage. Which is more than a 10 helium value at that point.The primary advice I would say about Wormholes is: however many you're going to buy on the run, buy them all on level 37 where they'll do you the most good. Don't be tempted to buy them in the 40s when it slows down more.If you're planning to stop at or shortly after 40, then buying one for the small boost and achievement seems like a decent plan.The first time I decided to push on to level 50 I bought 10 in a row during level 37. (due to a quirk in rounding rules, it's better to buy Wormholes individually rather than in multiples.) Once I got to level 50 I made it clear to 60- Collectors are great once you get that far, though I should point out that this run took multiple days that first time.I don't buy Wormholes any more, but they seem reasonable to buy the first few times you plan to push to 50. I don't really get what feyimps do.
'Drops 15X gems' I assume means that they give out 15 times normal gem loot, but there is no gem loot on the zone map. Do they add gem loot there also?In other news, I'm trying out a run with healthshield and it actually works out quite well on the higher zones, since 20% of monster damage passes through block anyway past level 60 and it's easier to afford upgrading to the next level of shields than the metal health boosts because of warpstations.I don't have them either, as I read the code it's 15x what the normal gem loot would be on the same level's map square that had the gem icon.The nifty thing about feyimps, as I understand it, is that they let you get gems before level 6. This is particularly helpful if you've completed the Scientist II challenge and have tier 2 equipment upgrades unlocked at the start. I'm at the point where I'm getting void maps, and man are these things tough. (My last run I had only gotten 1 before portaling. This run, I have 2.) I'm following the advice I read somewhere on the reddit to do them right after you get a Gymystic.
So I got my Zone 35 Gymystic and am now attempting to slog through the 2 void maps. It takes forever, and twice now I've had to abandon the one I'm on when I get stuck on an enemy which strikes first and has more minimum damage than my combined shield and block, to go farm metal for hours so I can upgrade my equipment. And this map has a difficulty level of 150%. The next one is 250%. I feel like I'm missing something. Is there an easier way?
Void maps are always a lot harder than the current zone, so pretty much whenever you do them they'll take extra time. For a level 35 map I wouldn't recommend farming metal, rather farm wood for gyms.
(With a side order of food for trainers.)Still, it might take hours. Doing it right after getting gymystic makes it easier.
Not easy.Gateways are nifty right after you get them but get too expensive to be worth it fairly quickly. Explorers scale up in price quickly, too. Supposedly at high levels the amount dropped is pretty significant, for whatever that's worth, but I'm not there yet. I don't yet have flutimp. Whipimps first, followed closely by Tauntimps.
Extra population is very very nice, it in effect gives production and breeding speed directly and allows more coordination buys as you become population limited for that. Venimps are also nice but a tier down in my opinion, those three are what I've bought so far. I will probably buy Magnimps next.The nifty thing about feyimps, as I understand it, is that they let you get gems before level 6. This is particularly helpful if you've completed the Scientist II challenge and have tier 2 equipment upgrades unlocked at the start.Yes, the Feyimps are great for that - having gems and T2 equipment unlocked immediately means you can absolutely fly through the early zones after portaling.But they're also good because from 50-60 and onwards, gems become your absolute most important resource (followed by gems + metal 60+).
Collectors start off expensive (500B for the first one), which is why I stress food production and maxing out your tributes as you are on the way to 50, or you won't be able to buy any right away. The Feyimps don't provide a ton of gems, but since gems are so precious at this point in the game, every bit counts.Also, breed speed is not really important at all pre-broken planet. But it becomes much more important after breaking the planet, because your breed speed gets reduced by 90% at that point. There's also a new balancing act that comes up once you hit zone 70, which I just got to - it unlocks the Geneticist job (which synergizes with the Anticipation perk from the Trapper challenge that also unlocks at that point.For those of you who are still struggling in the late 30s and 40s (which seems to be a lot of you), you have to decide when you are going to push for breaking the planet. If you are not pushing, you don't want to waste a lot of helium yet on Wormholes. But if you are ready to push, I agree with the strategy that's been mentioned of spending all helium earned up to zone 37 on them (buy them one at a time, as someone mentioned, as it ends up cheaper than buying in bulk), and then spending no further helium on them later. This is when you set your sights on 50 and gem production so you can buy Collectors for the final push to 60.I did my first run to 60 after 5 portals, with a build I posted upthread, but I understand this is a little on the early side for most (and that run did take several days).
If you have in that neighborhood of 5-7 portals under your belt though, you should really be thinking about making the push soon. The amount of helium you will make once you start breaking the planet increases massively, and is critical for your long-term progress. I'm now at 10 portals with 5 broken planets and 33.2K He earned total. I did my first run to 60 after 5 portals, with a build I posted upthread, but I understand this is a little on the early side for most (and that run did take several days). If you have in that neighborhood of 5-7 portals under your belt though, you should really be thinking about making the push soon. The amount of helium you will make once you start breaking the planet increases massively, and is critical for your long-term progress. I'm now at 10 portals with 5 broken planets and 33.2K He earned total.I agree that gems are important, but I can't speak to how significant feyimps would be because I don't have them.
I wasn't expecting them to be much in comparison to how much you're pumping up the Dragimp, but like I said I don't really know. I bought Venimps after breaking the planet, which is partly why they seemed like a good idea. I did grab magnimps as my fourth Imp-ort.I'm at about the same progress that you are, coincidentally I also have 10 and 5 portals and broken planets, though with 59k I'm a bit ahead on helium. I'm trying to push to level 100 this run, which will take a while, but the reward from Frugal seems so amazing that I just have to shoot for it.
Sounds like you're probably pushing to slightly higher zones than I have been, which is surely worth it He/hr-wise but I just get impatient when the zones start taking a few hours each and portal. I'm getting Venimps next, and saving the Trapper challenge until I have enough spare He to put some points into Anticipation.I think I'm going to start running the Balance challenges on any run when I'm not doing another challenge (so far I've only completed it once, and have also completed all other available challenges except Decay and Trapper). The downside isn't too great that I can't power through fairly easily, and get some bonus He to boot. It's sort of the reverse - I think the best helium/hour for me would be from chaining 2ish hour balance challenges, but that requires me to be at keys the whole time. On my current run the best helium/hour was 1189, Z:44. I'm a few hours into day two now and am down to 423/hr at zone 70.Balance is in all ways better than no challenge, both faster to complete and better helium. You should have enough perks that balance's bonus production is a larger advantage for you than the buffed enemies is a disadvantage.
Just do straight block for the 30s levels, and with +250% production those gyms won't take too long to build. It's not too bad (I haven't done Scientist II yet) - you need to focus on having just enough block/health to survive, and realize that loot accumulation is completely unimportant. There's a guide on the wiki, but if you don't want to do that, I'd at least look up the science costs of Coordination, and work backwards.Yeah, I should have read the wiki.
I'm just wasting tons of metal on upgrading my baby gear and trying to build up my food & wood for Trainers and Gyms. Sloooow going. I've already started plowing through The Block so I ain't quitting now, even if it takes all day and maybe tomorrow. Read this guide (when you do Scientist II, and it's fairly easy.(When Science III and IV unlock, those seem much more limiting since they only grant 1500 and 70 science, respectively. However at that point in the game, you're basically relying on perks to carry you through)As it is I don't think anyone here has even entered the mid-game yet. There's a nice long, looong arc to this game's storyline with plenty of new features and stuff to unlock along the way. I broke the world on my last playthrough (I'm currently slogging through the last map upgrades on lvl 59 before doing it again).
What a massive wall to hit that is. Managed to get to lvl 65, and had to portal since it was so slow.How'd you do it? I'm thinking I should try on my next run, but things keep getting so slow. Challenges I've done so far are Discipline, Metal, Size, and Scientist I.
I'm currently on my Scientist I run and am on Zone 39. My highest Zone reached was 40, on my last run. I was thinking this run I'd push through till 45. But with each zone progress gets exponentially slower, and to think I'd have 15 more zones to go beyond that to reach 60. Housing gets so expensive unless you spend helium on Wormholes, and it's even hard to buy many Gateways since fragments accumulate so slowly. What's the trick?
The guide is being regularly rewritten and updated as shown in the version numbers, and suggestions are welcomeTrimps Room2 Guide (by non!) V5.2.2.First run. Focus first on unlocking new things. Battle (bottom right) unlocks most new things. Prioritize upgrades and housing.
Be sure to occasionally upgrade your equipment as you hit walls against progress. Your goal this run is to make it past z20, and run the map “Dimension of Anger”, as this unlocks portals, and gives Helium, the resource that makes you stronger long term with perks. Completing DoA for the first time ever allows you to start earning helium, so be sure to complete it before beating z21. On subsequent runs, beating DoA simply unlocks the Portal option, so it can be completed whenever. If DoA is too hard, farm maps (read below). Maps (unlocked in z6) occasionally drop new features (new housing, gear prestige, others). Run maps every zone first run to unlock new things.
As you progress in game you can switch to maps every other or third zone. If you are low on resources, farming maps will increase your resource gain. The further you get the more dramatic this gain is.
For fragments prioritize maxing the difficulty slider first. If you can spare the frags max all 3 sliders.Balance this against increased farming power in higher zones. Once you can push a new zone you should since your farming will become more effective in higher zones.
Farm the Highest level map where you can 1shot the enemies. If it takes 2 hits, it takes literally twice as long to kill. You will get more resources farming lower level maps you can 1shot than from max level maps. This becomes even more important once you have chrono and jest exotic imps. 1shotting to maximize chrono and jest imps will dramatically increase loot/sec. Each level below max gives 20% compounding loot penalty.
Despite this you will get more 1shotting a lower map than a max level map. Early game balance farmer, lumberjack and miner. You should have fewer scientists.
Get as many trainers as you can manage. Much later (z30+) you may start prioritizing metal.
Coordination has minimum trimp requirements. Buy housing whenever possible to allow higher levels of coordination.
Coordination makes you much stronger and is a key to beating higher zones. First portal should be at z24 (choose discipline challenge!). z24ish is probably optimal for progression. Plus or minus 2 zones won’t hurt anything.
z30 with under 60 He gives an achievement. If you have the patience this is good, but will add a few days to your first run (with barely any reward). It is mentioned as a few people like it, but Non recommends coming back to the achievement when you have Scientist 5, much later, and just focusing on progression for now.Second run AKA Discipline. Spend your He (Helium).
Bait, Motivation, Power, Toughness, Looting, Range and Agility are important early game. Have twice as much in these as you do in the others. Carpentry and coordination when you unlock them are your top tier.
A few points in all is usually better than focusing everything on 1 perk. There are calculators to help spend He, but they are a bit wonky below z40, when you only have a bit of He to spend. Perk section is far below, including calculator links. When you portal at end of first run, select the ‘discipline’ challenge. Complete it. It is slightly more random, and will take slightly longer, but is no harder than first run. Use the same strategies you did the first time.
Be sure to push to at.least. zone 25 before portaling (to unlock next challenge). Shield block!. Shield block drops from ‘the block’. It makes your shield give block instead of health. Very strong early game. Use it!.
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It scales VERY poorly. By z40 it makes up less than.1% of your block, while the health version scales well. Stop using it (or even running the block) by z60. If you purchase it, you are stuck with it for the whole run, so do not buy it if you can make it to z60+. It may still sometimes be worth it to pick up shieldblock even if going past z40. Compare time saved by shieldblock early vs time saved by healthblock later. This guide gives quite bad advices for low helium ranges.For first few runs bait is the key perk, a point in it gives best increase in your damage output for same cost as trimp downtime is major bottleneck.
Thats when you stockpile traps for first 1/2 of run and use them in second half. Its stops being useful with carpentry as you easily go trougth early game and carp combined with pheromones gives better breeding rate.For shieldblock its often repeated half-truth to tell only that it scales poorly. You should compare time saved by shieldblock early versus time saved by healthblock later.
For example if sb saves you 20 minutes and hb gives 10% more health then you need to spend 3 hours in endgame to break even.z40 to z80 as described quite slow progress.Instead its about getting 50k he or so then getting decay. It gives best he/hr for long time as you could stockpile several hours of gems/metal by farming maps for 5m from z45 to z55 which considerably speeds up rest of run. Eletricity becomes better for some time but it gives only 30% more he/hr in best case and you should switch to decay again once you could get to z100ish easily. @Leheibrog, garee & del282: Thanks for the feedback. Non will try to incorporate these suggestions over the next few days (as schedule allows). The guide has been modified quite a few times based on other player feedback. Non's goal is to make an in-depth guide for all players, and have not seen a better one as of yet.@del you don't seem a fan of Truth's preset, which would you use in it's place?
When non tested ZXV(new) allowed a much higher max zone, but truth got there much faster, producing more He/Hr.Non has partially incorporated all the suggestions you three mentioned, including shieldblock, making note about some challenges being better for a more idle playstyle, some perks (like bait) being much stronger in early game, and about only selecting He/hr for extremely active playstyle vs 'ease of completion' for a more idle playstyle. Non will probably need more feedback to get those sections up to par on exactly which challenges are best for idle play, but thanks you for you help. Using respec. This mainly affects early game, you could save several hours by respecing after completing carpentry challenge and pushing deeper with it instead of portaling. This applies to lesser extend for other perk giving challenges.Even-odd respec. This strategy needs two respecs so its done in two runs.
Do first run is as normal, except to respec before portaling and put around 1/4 of total he from carpentry/coordination into looting. In second run when you slow down put helium from looting back to carpentry/coord and finish it with more helium. For long challenges you could make first run last only to z20.Originally posted by.robot2(/forums/11406/topics/668449?page=1#10754031).:.
@molokot AT isnt the same as editing your save. Instead of having your computer running AT with AutoPortal and all other Settings flicked on, some people use it to stockpile storage and buy buildings while running a gardens map. Plus trimps isnt like clicker heroes or other idle games using similar constructs where you can speed up a lot of the gameplay by clicking or active play, in trimps the game is going to go through more or less the same path with slightly increasing speed each portal.I agree with molokot that autotrimps sorta defeats purpose of game as they should watch youtube trimps videos instead which will give them same experience.I disagree about idle/active play until you get watch. Left unattended zone progress function is logarithm of time spend idle. To finish a run you need almost constant number of check-ins spaced 5 minutes or more to run-10 a map and buy a gigastation as idling more doesn't bring you much.Comment about same path is false as with scripting I could double he/hr compared to what I get with my relatively active play.
Playing close to optimum requires excessive micromanagement that I don't do to save my time. This is about minimizing downtime caused by running maps and one caused by not-oneshooting in zones.From start of run scripting could improve.1. Auto-combat: I lose few minutes by not using manual combat when trimps wait to fill population bar caused by building new population buliding/territorial expanse.2. Dagger climbing. In that phase I lose around 100s each ten zones to avoid second check-in to leave map after doing it twice.3. Gem economy bootstrap, bad management could give extra hour of your run.
Early game bottleneck is a gap between collectors and warpstations. This makes active play decay a best he/hr challenge until you get crushed as bit of gem farming at zones 50-55 allows you to instantly buy warpstations with few gigastation levels. This show compound interest and frequent babysitting pays of as you want most of your trimps farmers then each zone run garden map to get more collectors/tributes to hire more farmers. Neglecting this will bite you later when you couldn't get coordinations and need to spend extra time on maps to bootstrap collectors there without getting extra damage bonus.4. Running map as necessary for ohko. Its same problem as 2 but worse as you should run maps only until your damage from weapons+bonus matches end of zone hp. Manual strategy to run 10x map each few zones is upto 50% worse as you switch to CHKO mode where you need 1.5 attacks to kill enemy.
Could somebody do math when one should switch from OHKO in zones to CHKO in zones which requires 5 times less damage?5. Dominance formation and downtime. From level 70 dominance formation with 30s breed time looks optimal low babysitting one(pre-scrying). When group is killed in less than 30s then with constant babysitting one could get better progress by switching to normal and heap formations which give you extra hp until 30s when you kill group and start again with D formation.6. Alternatively with enough block one could turn downtime into time spend on maps. You always click to maps with wait-to-travel option.
Then you could instantly run map as you have full population. You spend around 13s on map refilling population, then exit to zone and spend remaining 17s+ there and repeat cycle.7. Precise geneticists. With groups living longer than 30s its optimal to buy genetists to reach full population moment the group dies. This here is spend time on maps, for example run 10 map without dying thanks to block takes 120s that gives double hp for next group.8. Vacations for miners.
Once you start doing maps each zone they give you majority of resources. When you leave maps fire all farmers/lumberjacks/miners to improve breed time/hp from genetists. Its better than keeping them there as in worst case you will get more resources by running map in time you saved by firing miners+co.9. Turkimp management. With turkimp one should fire all farmers/miners/lumberjacks, then putting them into one profession and fire all to switch into another profession as you need resources. Non is not debating the use of AT, whether it is fun, cheating, or otherwise.
Non strongly recommended not using it til much later, if at all. If it is cheating, it harms no one since the game has no PvP or multiplayer mechanics.It is a fact though that a significant portion of the userbase does use AT though, so a guide which seeks to educate users on the game should mention it. Non figured answering questions about it (at the very end) allows any given player to make their own choices. If they want to use it or not, totally up to them.