As building and research project levels get higher, resource requirements keep growing, not to mention about training troops and traps. For those resource requirement there is an alternative for buying packs, which is to create dedicated Farm Account that produce resources for the further development of your main account, and of those main accounts of your alliance buddies.
Important: Before doing anything make sure that in the game in More – EW Account you have linked your main account to an e-mail. This is a good idea anyway, you do not want to lose the account you have invested time and money in just because your device gets corrupted, but essential for being able to set up other accounts on the same device.
You will find that the resource production of your main account is quite limited, even if you max out all your resource buildings, research in Economics and set all your Commander Skill points on the various research production projects. The most problematic is that the resource production stops as soon as max capacity is reached and at this stage there is no way to increase this max capacity besides building and upgrading the buildings. Another is that a very important way to increase production is the Commander Skill Points and there simply aren't enough, even at Commander Level 50, to max out the production rate for multiple resources. A third factor, less relevant at this stage since there is no or very limited gear to increase Iron, Stone or Oil production, is that your Commander Gear, another way to boost resource, at least Food and Coin, can only be focused on one resource. Above points causes that without farm accounts you are dependent on excessive resource gathering, the willingness of your alliance members to donate resources to you (which can be arranged via Hyper Farming), or buying packs.
Another way (not mutually exclusive) to tackle the resource problem is Hyper Farming. With Hyper Farming every player in an Alliance sets up his main to produce one specific resource, focusses buildings, research, commander skill points, gear as much as possible on that resource. Especially because of the Commander Skill Points restriction 4 different players who use the Hyper Farming approach each for one resource will always produce significantly more resources together than 4 players focusing on an equal mix of the resources. We will handle the details of this approach in a separate article.
Conceptually it is simply building accounts dedicated to the resource you need. Since I typically expect to run short of everything, I tend to build four farm accounts, one for each resource and maxing out on Coin production where possible as well.
Once you have decided how much farm accounts you are going to make, you will need to make e-mail accounts for those, and while you are at it, you might consider creating facebook accounts as well and make them friends of your main's facebook account. This way, if you invite the farms to join via the Facebook Referrals in the More menu of your main, your main will get some gifts as the farms join and upgrade to certain headquarters levels.
You need to log out of your main via the More – EW Account option (do not forget to link it to an e-mail first!). If you have used the Facebook Refferals method, you should open facebook with the farm account details and click on the invite to start the game. I am not completely sure if there is a way to still get the referral credits if you start a new game in any other way. Once the game starts you click through the tutorial and start building your account.
I will briefly discuss some of the items of our Beginner's Guide and indicate what you should do for each step for your farm accounts.
It might be that the alliance of your main has a dedicated farm alliance in which case it is a good idea to join this. Drawback is that it is likely not going to be very active when it comes to Helps and Gifts, but other alliances will very likely kick you when they find out you are a Farm Account and the more active an alliance is, the faster this will happen. Grouping farm accounts together has as benefit that they will not be unintentionally attacked, although it might lead to some intentional attacks, i.e. players who are not strong enough to hit your mains hitting your farms instead.
Use your beginner's teleport to find a suitable location, discuss with your alliance, but the closer to your main the better. I prefer a setup with my main and four farms in the four adjacent squares, to minimize time to transfer resources. Obviously this will not always be possible in a hive, but the close the better. Gold and Alliance Loyalty is not so easy to come by on Farm accounts, so make sure you use the beginner's teleport (before you upgrade to headquarters 6).
Leveling up your Commander will be very important and you need to grab every opportunity you get. Use the Quick Power guide to get some fast XP. When Assigning the Commander Skill points I suggest just to do Construction I and II (skip on Research I and II, as the research you need to do is not that much) and focus on your resource production for the rest. It is worthwhile to, after maxing Construction II, go to the III level of your resource right away and not max I and II first. With III you can assign more points and get a lot higher resource production boost.
The Daily, Alliance and VIP Missions are a good way to get some Commander Experience. Make sure you start and collect ones as much as possible. Also make sure you have the Hall of Heroes maxed each time as soon as possible.
Before choosing your final building configuration use the quick power tip with 10 of each from our Quick Power Guide to complete some missions and get XP.
Outside the wall you only build one of each and the rest your dedicated resource. Inside the wall just one of each, forgot about the Embassy, Prison, Death Row and War Room, and fill the rest with Banks.
There are three possible targets for the level of your farm accounts (although in reality it can also be that at a certain moment you just stop building them as it becomes too time consuming and/or boring). The first is stop at HQ 9, because at 10 commanders can be caught and your resource production goes way down without the skill points and gear of your commander. Second is stop at HQ 14 because at HQ 15 your commander can be executed, which is both annoying and expensive in itself, but likely also means your farm will become more of a target. Third is to build until HQ 21. There is not really one best choice, and could depend on external factors (how aggressive is your state) or your own playing style. I tend to at least go for HQ 14, as I find it very difficult to get a decent production rate at HQ 9 and capacity is also very low.
In theory you can just look at the building prerequisite requirements for the HQ level you want to achieve and not upgrade other buildings unnecessarily high. I still tend to upgrade most buildings as it is a way of getting Commander XP, which is hard on Farm Accounts.
Once you have reached your desired HQ level, if you are quite sure you are not going to upgrade further anytime soon, you could consider destroying buildings within the walls and replacing them by Banks to further increase your Coin Production. In theory everything within the Walls can be destroyed.
I do not like gathering resources with my farm account because working on farm accounts is already time consuming as it is, and the troops are kind of troublesome if you want to transfer resources by attacking the farms with your main. Still, they are a way of getting extra resources into your farm accounts, and you could choose to transfer resources via trade or put your troops outside before you attack. Added benefit of gathering is that you have a chance of getting some materials.
There are two ways to get the resources from a Farm account to your main, you attack the farm account with your main, or you transfer resources via the Trading Post from your farm to your main.
If you use the Trading Post the accounts need to both be in the same alliance, if it is possible for your farm to temporarily be in the alliance of your main, this is fine, as you will not have to leave your alliance with your main, which could lead to missing important mails, Helps, Gifts etc. Make sure when you do have to leave with your main it is really worth it. With a Trading Post the trade in resources is taxed at a level depending on the level of your Trading Post, ranging from 30% to 8%.
If you use attack to transfer resources, your Main and Farm account need to be in different alliance (which they normally are) and your Main (and Farm) cannot have an active Peace Shield. Although it is not made explicit anywhere, when attacking an account there is actually a 30% tax (independent of any building level) on the transferred resources (just check between what is disappearing from your farm and what is getting into your main).
Both ways have their pros and cons, I tend to start out with attacking as it is less cumbersome and the tax difference is not so much. As the Trading Post level and amount of resources increase I make a switch to transferring resources. If I am allowed to bring my farms into the main alliance on a daily basis, I tend to choose for Trade transfer.
That is it on Farm Accounts, if you have other tips or questions, please share!
Contributed by: GamesGuide on February 25, 2016