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I'm excited to see how ascensions will be used to exploit the low CpS from starting a new run for Prestige level grinding or other strategies during endgame.
Also, my full Wrinkler CpS nearly doubled when I refreshed to the newly released beta. Thoughts as to how it would change so much?
On the other hand, if you unlock every seed (including the aforementioned one), then wipe your garden entirely, you'll get 13 lumps (plus the 1 you got from the aforementioned plant).
Which is the better strategy for getting sugar lumps?
Keep in mind that there are six cookies that can only be obtained by harvesting certain mature plants, so if you wipe your garden you've got to get those plants back to get those cookies again (in future runs).
You do have to wipe your garden once in order to get that achievement.
Personally, I'm inclined to just wipe once for the achievement, then regularly gun for the sugar plant.
In the Info for the latest update it says "reverted (sic) the nerf the buildnig CpS...", so that might explain the change you are seeing.
I have stopped trying to keep my spreadsheet up to date with changes in the beta. I consider the live game my "serious" play, and I play the beta just to see what's in it and for trying things out.
That's what I was thinking at first, but there is also the nerf to the last two kitten upgrades. Could the building production nerf/unnerf have really been that severe?
https://imgur.com/a/j6RDd
2 Baker's Wheat can also give you a Thumb Corn, and between Thumb Corn and Baker's Wheat you can get Crone Rice. That does have a nice effect, although its slow to mature.
But early and mid-game, no, it doesn't really do much for CPS.
Some plants are an absolute b*tch to get, though.
Plus there's an achievement for filling your garden, which requires Level 9 Farms.
For example, plants like Baker's Wheat actually leaves you with less cookies than before you plant it, making its only purpose to unlock other seeds.
I think that lower level plants need a buff, even just a small one, so that we aren't in the red for playing a minigame. Either make them more powerful or give a standard seed planting cost refund to every plant.
other addons I haven't found any use (no idea if there are achievements) but this I apparently have to use..
Also, there are only two immortal plants, Elderwort and Everdaisy, and the latter only gives benefits within the minigame. If you want to treat the Garden as fire-and-forget, you'll have to get all the achievements and cookies (they remain unlocked on all future runs), then just plant Elderwort (I recommenand let it sit there for the entire run.
The Garden finally gives a reason to slot Dotjeiess.
Build up your bank.
Wait for a Clot or a building debuff
(Optional: Swap your Aura for Earth Shatterer so you get 85% of the price back when you sell a building))
Sell a raft of buildings to drop your CPS (making the seeds less expensive.)
Buy your seeds.
***
Slot Dotjeiess into the Diamond slot. Your replacement buildings are now 7% cheaper.
When you're done buying back what you sold, swap him back out (removing a spirit doesn't use a swap.)
If you plan ahead, you can do this with only two swaps, so you don't have to wait 16 hours to recharge or use a sugar lump)
If you are going to sell anything, grandmas might be the best. Grandmas affect CpS out of proportion to what they cost, because the Grandma Types boost all the other buildings according to how many grannies you have. Nevertheless, precisely because of that fact, you probably have a lot more grandmas than anything else if your distribution is anything like balanced, so the top few are going to be very costly. (Compare the price of your next grandma with that of your next cursor or next farm.) I'd still want to do the maths.
Given that the seeds are all based on minutes of CPS, they're kind of going to be cost losses. But figuring out how to minimize that loss while you're in the game stage that you are still trying to get mutations and the various plant-linked upgrades and achievements seems to be worthwhile.
And I think it's worth looking at selling Mines, as well as Grannies or cursors. The synergies make them disproportionately indirectly-productive.
Why? Because if you have a balanced distribution of buildings, then by definition each building type gives about the same increase of CpS for the same outlay of cookies. Conversely, selling buildings to reduce CpS by a given amount will nett you roughly the same, and cost the same to replace, irrespective of which building(s) you choose.
I realised this while drifting off to sleep last night.
And there's another step I just realized needs to be in there: Slot Cyclius in a negative slot. That's part of the timing issue -- you want him doing the most damage you can get when you buy the seeds. That does mean that it's almost certainly at least a two-swap maneuver...
EDIT: Though I think my strategy's going to be to try to get four Juicy queenbeets growing (you can do it with a 5x5 plot), and surround them with Elderwort to age them faster. Hit to CpS, sure, but sugar lumps are way more valuable IMO.