Tehya1
Well-Known Member
A lot of time is lost when using time boosters that ae too big for a given task. For example, if I feed my brown bear, I will use time boosters to make the most of the extra troop numbers that it provides per recruit q. Another example is the need to produce supplies or goods quickly for events, spire, or the upcoming FA. If I have 5, 5 hour time boosters on qs that add up to 4 hours, which is usually the case for recruiting, at least at my level, I am losing 5 hours, or the equivalent of one 5 hr booster. My suggestion is that any time left after the use of a time booster be left in the q (rercuiting, crafting, goods, etc) for the next task. I know that this can be done as it is the norm in all of the other builder/strategy games that I play.
The one area where this might be problematic is the spire, but even there, if a booster is used to get past a barrier and the booster is bigger than the timer, the extra time left over could be applied to the next barrier or cool down spot.
Losing the emainder of a time booster spell is kind of a big deal for newer players like myself who don't have as many resources for acquiring the boosters. the time lost when you have a 4 hr job and you only have a 5 hr booster is significant.
The one area where this might be problematic is the spire, but even there, if a booster is used to get past a barrier and the booster is bigger than the timer, the extra time left over could be applied to the next barrier or cool down spot.
Losing the emainder of a time booster spell is kind of a big deal for newer players like myself who don't have as many resources for acquiring the boosters. the time lost when you have a 4 hr job and you only have a 5 hr booster is significant.