Bank

What is a Guild's bank?

A guild bank is a support player developed to be food positive and to have an infinite amount of permanent shields for free (it means advanced treasure trove development). The bank will receive, protect, and store the resources produced and gathered by hyperfarms or other players in the guild. When requested, the bank spreads the resources requested by the guild members. This strategy allows the guild to protect its resources in case of an attack, and it is useful to never make the members lose their ways to grow. Also, it reduces the possibility of permanent attacks by resource thieves. 

Banks are not hyperfarms. However, if you want your bank to function as a hyperfarm, the best choice is a (food + gold) hyperfarm. That said, remember that banks and hyperfarms serve different purposes, even though they work closely together and have distinct strategies. A hyperfarm focuses on infinite production, constantly generating large amounts of a single resource. In contrast, a bank prioritizes gathering, storage, and supply rather than production.

Banks must keep their storage full at all times to ensure resources are always available for distribution. If a bank operates as a hyperfarm, it won't function efficiently. It will probably waste all its resources' production potential. Since banks need constant storage capacity, relying on a hyperfarm model would disrupt resource flow. Instead, banks should produce a bit of everything to replenish storage whenever resources are depleted. It's very recommended that the Guild Bank uses each 7 days the "Reduce Upkeep (25% or 50%)" turf boosts, so it can keep as food positive, and still have a few more troops.

Talent Points

Max Load I, Max Load II, Gathering I, Gathering II, Food Production I, Food Production II, Food Production III

Familiars to develop to elder stage

Jaziek (Pact 1A)- increases vault storage by 10%

Beastmaster (Pact 1B)- increases supply troops speed by 25%

Yeti (Pact 1B)- increases gathering troops speed by 25%

Evil Weevil (Pact 2A)- gives freely, the amount of resources produced in the turf in 4h

Totempest (Pact 2A)- refreshes cargo ship immediately for storing resources in bags

Noceros (Pact 3)- completes immediately a random gathering

Gemming Gremlin (Pact 3)- gives free gems

Goblin (Pact 3)- gives extra gold

Snow Beast (Pact 4)- increases supply capacity 

Researches to maximize

Economy-Food Production, Metal Production, Timber Porduction, Stone Production, Ore Production, Vault Management, Weight Training I, Resource Harvesting I

Army Leadership- Weight Training II, Resource Harvesting II, Ratio Run, Gold Storage, Gold Harvesting, Max Deposit, Bigger Bags, Tax Break, Forced March, More Gatheres, Bigger Army III

Military Command- Excess Supplies, Food Storage, Stone Storage, Timber Storage, Ore Storage, Gold Storage II, Max Deposit II

Familiars- Food Harvesting II, Stone Harvesting II, Timber Harvesting II, Metal Harvesting II, Gold Harvesting II

Sigils- Resource Harvesting III, Weight Training III, Ratio Run II

Upgrade Military- Gathering Priority, Bigger Army I, Bigger Army II

Wonder Battles- Ratio Run III, Bigger Bags II, Forced March II,

Gear- Ratio Run IV, Forced March III, Bigger Bags III

Gears

Gathering/ Food Production/ Army Capacity Gears

Electric Lance (increases gathering speed 45% at mythic grade )

Gryphon's Talon (increases army capacity 35% at mythic grade )

(3 x) Lunar Flute (increases food production by 53,2% at mythic grade)

Gryphon walkers (increases food production by 140% at mythic grade)

Cavalry mail (increases food production by 43,4% at mythic grade)

To Wanderer's hood (increases food production by 44,8% at mythic grade)

Buildings to maximize

6 Farms

4 Lumber Mills

4 Quarries

4 Mines

15 Manors

1 Infirmary

Trading Post

Treasure Trove

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