Doomsday Guide

Right now this page is simply a collection of random tips and thoughts on Doomsday. It will eventually evolve into a true DD guide. So check back frequently for new content.

Doomsday Defense
Doomsday defense is primarily based on blocking strategies to encumber invaders - to force them to exhaust their collective durability before they can reach your Alliance Center [AC] - and defensive tactics - both reinforcing Honor Buildings and actively blocking with them.

Tile Blocking
For an effective DD defense, it's important to understand how different terrain tiles effect invaders. The table below indicates where invader elements are disallowed - the information it contains is required for developing a successful defensive formation around the AC.

1 Comfirmed: Rally Point cannot be located in a zone closer to Launch Center than the defending AC.

2 Not yet confirmed, but expected: Rally Point cannot be located in a zone further from Launch Center than the defending AC.

3 War must be declared against this other occupying alliance, then the tile must be defeated.

4 Doomday Missiles are designed to remove Player Bases from the invaders' path.

Honor Building Formation around the AC
The question everyone wants to know the answer to... "What is the best defensive formation to protect my AC?"

And of course, the answer is that there is no "best" formation. The best formation is the one that best fits your alliance - the formation that best leverages your alliance's strengths and minimizes your weaknesses.

Two classes of defensive formations are generally used around an Alliance Center: the Solid-Buildings formation and the Alternating-Buildings. All other AC defensive formations are derived from these two basic classes.

Solid-Buildings
Theoretically, the strongest solid-building defense would be inner rings of Garrison Fortresses [GFs], then rings of Attack Fortresses [AFs], then rings of intermixed Processing Plants [PPs] and Virus Research Facilites [VRFs]. However, this theoretical layout is only strongest if those GFs and AFs were all at least as strong as the PPs and VRFs. Though GFs and AFs offer better stats for defending your AC, if they're not high-level, a high-level PP or VRF can be a more effective defensive block.

[It's not yet clear to this author, how much better a GF defends than an AF, or PP, or VRF. For example, is a GF4 stronger than a PP6? I do not yet know.]

Players will naturally upgrade their PPs and VRFs. If you can coerse players into upgrading their GFs and AFs, they defend better than PPs and VRFs. Your AC should be surrounded by concentric rings of Honor Buildings, with the strongest buildings closest to the AC; use the strongest buildings closest to the AC, regardless of their type.

In the figure below, the strongest theoretical solid mass of buildings [assuming you can convince your alliance members to maintain their GFs and AFs at strengths higher than their PPs and VRF], is GFs in rings 1, 2, and 3 [72 total], AFs in rings 4 and 5 [88 total], with all remaining Honor Buildings ringed outside.

As stated before, for real alliances, where players never keep their GFs and VRFs upgraded, the best passive strategy is to place your strongest Honor Buildings, regardless of type, in the inner most rings.



[Note: With 70 alliance members participating, their 280 buildings will fully populate rings 1 thru 7. With 88 active members, their 352 buildings will enable the addition of Ring8. Ring9 cannot be filled, even with 100 particpating members.]

Alternating-Buildings
There are a couple of different defense strategies that involve alternating rings of Honor Buildings: "Interlaced Alliances" and "Active Blocking".

Interlaced Alliances
Generally, Interlaced Alliances are only used with alternating rings of Honor Buildings and open tiles. In the case of Interlaced Alliances, the open tiles are occupied by another alliance, generally a farm alliance. If in the figure above, every green ring is a ring of your Honor Buildings, then for example if Ring2 is a ring of tiles occupied by your farm alliance, then an when invader reachs Ring2, they must also declare war on your farm alliance to conquer any of those Ring2 tiles. And if you have multiple farm alliances, and each one occupies another tan ring, the invaders must declare war on each of those farm alliances. In most cases, having a farm alliance join the war will not likely alter the outcome, but each declaration of war costs the invaders - stones, time, confusion, etcetera - so each additional farm alliance that invaders must declare war against, delays their assault by a few minutes. Those delays may give you enough time to organize a successful defense.

Active Blocking
As with Interlaced Alliances, Active Blocking can only be used if the Honor Building formation around the AC allows it; it requires alternating rings of Honor Buildings and open tiles - either unoccupied, or occupied by member of your own alliance. If in the figure above, every tan ring is a ring of Honor Buildings, and every green ring is a ring of open tiles without buildings [may be occupied (better) or unoccupied], then the open tiles present an opportunity to interactively block invaders, by "relocating" Honor Buildings into the path just ahead of them.



For example, in the figure above [again, tan rings are full of Honor Buildings, and green rings are open tiles] imagine invaders attack Ring10 on the south side. While the invaders are busy attacking the Ring10 building, buildings on the north side of Ring10 are free to relocate to Ring9 into the path of the invaders. Three relocated buildings are required to defend Ring9 - one relocated directly in the path of the invaders, plus one on either flank. The invaders may choose to attack either of the flanking Ring9 buildings; if they do, another flanking building will need to be relocated from the opposite side of Ring10 into Ring9. When the invaders finally commit to attack a Ring8 location, three Ring8 buildings from the north side can relocate to Ring7, and the process is repeated.

Though relocated Honor Buildings only defend at half strength, using 10 rings yields 5 rings at full strength plus 5 rings at half strength, which is equivalent to 7.5 rings of defending Honor Buildings - less than the 8 solid rings that can be built with All-Honor-Buldings. However, the advantage of Active Blocking is that, if your players are available to interactively block, you can force your invaders to face your most formidable Honor Buildings.

[Note: With 70 alliance members participating, their 280 buildings will fully populate rings 2, 4, 6, 8, and 10. With 96 active members, their 384 buildings will enable the addition of Ring12.]

Ring Counts
To assist in planning your AC formations, the table below indicates the total number of tiles in each ring [see the figure above], and cummulative tiles counts for all rings, only the odd numbered rings, and only the even numbered rings.

More content coming soon...

 * Getting Started...


 * Occupied tiles
 * Weakest element in Doomsday Defense - your base. Keep it out of the field surrounding the AC.
 * Bases may be attacked during some DD events, yet are off limits in others.
 * Any base of tactical value, below B19, will be nuked to gain a foothold.
 * Offensive Strategies
 * Weakest attackers first
 * Virus Research Facility - infection immunity
 * Links
 * https://toblave.com/psycotiks-last-shelter-survival-doomsday-guide/


 * YouTube Doomsday video
 * What does a Doomday Invasion look like?
 * A Successful Invasion


 * Must defeat Alliance Centers in sequence.
 * Heroes - no prep time / poisoning / defeat in one round
 * 2 or more attack skills per hero / 2 or more attacks per skill / no more than 25% poison / All-vehicles /
 * Not full APCs
 * Occupying Territories
 * Alliance Ettiquette
 * Abandoning tiles
 * Specialty Tab / Construction Specialty / Processing Queue 1 [to the left]
 * Honor Points - build structures /