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Farm build order and the Town Center cap

A farm's build order inverts a main's: cap the Town Center at 18, keep your Storehouse at level 1, and upgrade troop training and Embassy alongside Academy. The why behind each rule.

A farm’s build order has two counterintuitive rules that catch nearly every new farm player off-guard:

  1. Stop at Town Center 18 — there is no good reason to go higher.
  2. Keep your Storehouse at level 1 — never upgrade it.

Everything else follows from those two. Both feel wrong because they violate the instinct trained by your main account, where “upgrade everything” is the right answer. On a farm, the math inverts.

TL;DR

Notes for spenders

Packs and speed-ups compress the setup window from 1–2 weeks to a couple of days, but they don’t change the optimal shape. TC 18 is the cap because Command Tactics III is the last farm-relevant unlock, not because resources are scarce.

Don’t speed-up upgrade past TC 18 “just because you can” — every level past 18 burns resources that should be reaching your main. The output gain from going higher is zero; the cost is real.

Spending on the farm itself burns resources that would otherwise reach the main. Use speed-ups to fast-forward the boring setup phase, then run the farm exactly the way an F2P player would. The daily routine is where spend matters, not the build.

Why TC 18 is the cap

Town Center upgrades gate building tiers and Academy tiers, but they don’t give march slots directly. Marches come from Academy research (Command Tactics I/II/III) and from VIP rank. The three meaningful breakpoints for a farm are:

That’s the entire reason to upgrade past TC 13. Once Command Tactics III is researched, further TC upgrades unlock nothing the farm uses — late-game buildings, advanced combat research, higher troop tiers, and bigger Storehouse capacity are all things the farm actively doesn’t want.

TC 18 is the final goal. Stop there.

The two valid stopping points

CapWhat you getWhen to stop here
TC 13Academy 13 → Command Tactics II → 3 marches. Cheapest functional farm; minimal investment.Ultra-lightweight farms, stepping-stone progress, or when you want a working farm fast and can revisit later.
TC 18Academy 18 → Command Tactics III → 4 marches. The full farm.The recommended target. With VIP 6 added later (5th march), supports the standard 4 gather + 1 auto-rally loadout.

There is no good reason to stop between 13 and 18. Either you’ve decided the farm is worth the full investment (go to 18) or you haven’t (stop at 13 and come back later). Stopping at 14, 15, 16, or 17 just delays without unlocking anything.

Anything past TC 18 burns resources for zero return on the farm’s job.

Why the Storehouse stays at level 1

The Storehouse protects resources from being plundered. On your main, this is critical — losing a stockpile to an enemy raid is painful.

On a farm, you want to be plundered, because the plundering is being done by your main. Every resource the Storehouse protects is a resource your main can’t take.

The plunder method for transferring large amounts of resources (covered in Moving resources from farm to main) works by having your main attack the farm and loot whatever isn’t behind the Storehouse cap. A level 1 Storehouse protects almost nothing. A level 30 Storehouse protects a fortune — locked away from your own main.

Keep it at level 1. It feels wrong. It is correct.

Upgrade priority on a farm

Build everything to the minimum needed to unlock march slots and gathering throughput, and no more:

PriorityBuildingTarget levelWhy
1Town Center18 (or 13 if stopping early)Gates Academy 18 → Command Tactics III
1AcademyMatch TC (18 at TC 18)Gates Command Tactics II/III and gathering speed research
1EmbassyMatch TCRequired prerequisite for every TC upgrade. Don’t fight this — it always upgrades with TC.
2Barracks / Archery Range / Lancer Camp13Unlocks T5 troops. Costs a few million total; pays for itself in gathering capacity.
2Farms / Sawmills / Quarries / Iron MinesMatch TCBuilding-produced resources are secured — they can’t be plundered, even by your main. Small steady drip on top of gathering.
3WatchtowerMinimum to unlock alliance Help / basic toolsIntel Missions are optional on a farm — skip if managing them feels like extra work
SkipWall1A high Wall makes you harder to plunder. Bad.
SkipHospital past basic5–10Your troops shouldn’t be dying often
SkipStorehouse1See above — protected resources are resources your main can’t take

Why T5 troops, not T1

Older farm guides recommend T1 troops only — cheap, fast, expendable. The math has shifted.

T5 troops (unlocked at troop-building level 13) carry significantly more resources per soldier than T1. That means:

The cost to get troop buildings to level 13 is a few million resources total — small compared to the gathering throughput gain over the farm’s lifetime. Train T5 troops in bulk.

Skip T6+ — those tiers cost orders of magnitude more for a marginal capacity gain, and the farm doesn’t need them.

Research that matters

Inside the Academy, two trees matter on a farm:

  1. Growth → Command Tactics I, II, III — unlocks the 2nd, 3rd, and 4th march slots. Command Tactics III (Academy 18) is the final one, and the reason for the TC 18 cap.
  2. Economy → Gathering speed nodes for each resource type — direct multipliers on farm output. See Daily farm routine for resource priority.

Everything else — combat research, building-output research, defensive research — is skipped entirely on a farm. Output research in particular is a common trap: it boosts passive building production but does nothing for map gathering, which is where the farm’s actual income comes from.

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