Trade Empire (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{Strategy needed}} | {{Strategy needed}} | ||
Trade Empire cannot properly be compared to either of the other Tier 5 upgrades for Monkey Buccaneer, both of which are much more combat-focused. Trade Empire instead forms the capstone of the Merchantman economy web, and should never be acquired unless the player already has a fleet of Merchantmen and Favored Trade(r)s for it to buff. If the player does, however, it is extremely powerful. | |||
As a unit on its own, Trade Empire differs barely at all from the Favored Trades that precedes it; its damage only goes up if pathed 0-2-5, and while its income-per-round of 800 is impressive, at a gain of only 300 per-round over Favored Trades at an upgrade cost of at least 23,000, it will basically never pay itself off. The potency of Trade Empire is in, well, its trade empire. | |||
Trade Empire allows every Merchantman or Favored Trades n the field to make an additional 10 dollars per round for ''each other Merchantman'', and an additional 20 for each other Favored Trades (and Trade Empire itself). So: | |||
* A Merchantman makes 200 a round on its own | |||
* A Merchantman with Trade Empire out makes 210 a round (plus 800 for Trade Empire) | |||
* Two Merchantmen with Trade Empire out make 220 a round each for a total of 440 (plus 800) | |||
This continues up to the first 20 Merchantmen or Favored Trade(r)s that are out alongside Trade Empire; any further ones provide no more bonus and also don't gain the bonus, soft-capping the number of Merchantmen per map at 21. If all of them are out, however, this means that a full set of 20 Merchantmen goes from 4000 gold a round to 8800 a round with Trade Empire, and a full set of Favored Trade(r)s from 10,000 to a whopping 18,800. | |||
This can be further boosted by the Central Marketplace, the 0-0-4 Banana Farm upgrade. Each Central Marketplace increases Merchantman (and upgrade) income by 10%, which stacks up to ten times for 100%. Including their own income, this optimal situation -- ten Central Marketplaces without other upgrades, twenty Favored Trades, and Trade Empire -- can pull in ''40,800 money per round.'' | |||
Monkey Banks can, in fact, produce comparable income, but even without Marketplaces involved, there is also another advantage to Trade Empire's generation method -- space and utility. Trade Empire's merchantmen can be placed on water, and have a much smaller footprint than a Banana Farm -- getting double-digit Merchantmen on any map with a decent amount of water is much easier than cramming equivalent numbers of Banana Farms in to the edges of most maps. Merchantmen are also totally hands-off, while Banana Plantations and some forms of Monkey Bank require player attention. | |||
Finally, of course, there is the damage. Banana Farms only produce income, and contribute nothing directly to the actual game objective of stopping Bloons from getting through your defense. By contrast, Trade Empire's income comes attached to as many as twenty-one combat towers, all of which it gives an additional +1 damage to, along with an even further +1 against MOABs and Ceramic. If upgraded with Hot Shot, these are also towers that can hit every Bloon type, thanks to the camo-detecting Crow's Nest prerequisite. This represents a huge amount of combat power, and combat power that can be spread out across a map to cover a huge amount of track rather than concentrated on a single point to boot. The Carrier Flagship and the Pirate Lord are flashier towers that provide more individual damage, and Banana Farms offer more potent direct income, but Trade Empire's swarm of guns can be even more intimidating, and the defense that the income it generates enables will be grand indeed. | |||
==Update history== | ==Update history== | ||