If you are willing to spend some bucks on it, first upgrade all your gold mines until there's no more upgrade you can make, then buy a short-span shield (1 day, 3 days) and boost all of your mines (gems required). This could help you achieve a huge amount of gold in a short time.
Clans compete in weekly Qualifiers to earn Qualification Points towards the Playoffs. After three Open Qualifiers, the top 4 clans in Qualification Points will receive an automatic invite to the Playoffs. The next 4 clans in Qualification Points (Placed 5th-8th) will be entered into the Play-In portion of the Last Chance Qualifier. Speaking of the Last Chance Qualifier, those familiar with previous seasons of ClashMSTRS will notice that the Last Chance Qualifier has been completely revamped for ClashMSTRS: Gold Edition.
The Last Chance Qualifier is now broken into two separate stages. First, the Bracket Stage, where clans will be able to register and participate in a double elimination tournament. The top four clans from the Bracket Stage will qualify for the Play-In stage, where they will be paired against one of the four other Play-In clans, for a winner-takes-all showdown for a spot in the Playoffs.
Finally, the eight clans that qualified for playoffs will be placed into two groups of 4. Each group will play through a double elimination bracket with two clans from each group advancing to the third and final day. On day 3, a final single elimination tournament will take place, with these final matches being played in a Bo2 format.
The price for the Gold Pass has not YET changed in the store. If you want to save money on future Gold Passes, you can stack up gold passes (up to 8 per account) NOW. You can buy them on multiple accounts after logging in with your Supercell ID.
When you join our fun tournaments, we rank and score you against other clashers worldwide. What is more, you earn Champ Bucks while doing something you love, Clashing! In short Champ Bucks is our way of giving back to the community.
In fact, you can use your Champ Bucks on various items and gift cards in the Rewards Store. Furthermore, you could use your Champ Bucks to enter our weekly Clash Raffles for awesome prizes.
This means you can efficiently use your excess resources without sacrificing a builder and start Capital Peak upgrades. The extra Forge Slot is particularly beneficial for clans, as it enables them to upgrade their Capital Peak more easily.
After seeing the price increase I will not continue to ever buy the gold pass. I hope they will suffer from this decision and decide to go back to what it once was. I have been playing this game for way to long and honestly was already upset with the gold pass in the first place because it was so expensive. But if players are ok with the 7$ now then what will change them in the future of making it 10$. Not worth my money and I am very disappointed. Do better Epic Games
Not all the troops shown above were used in each raid, and typical consumption was about 50 archers and 50 goblins. This motivated to fill two barracks with archers and two with goblins when starting the opponent search. Usually, I was back from the raid before 50 archers and 50 goblins were ready, and if the rest of troops was consumed I started to train them, otherwise just was waiting for goblins and archers and continued to farm. I did not track troops consumption for each raid, but approximate GPS can be estimated using i) average looted gold (164k), ii) average cost of opponent search (25 attempts * 0.75k per attempt with TH 9 = 19k), and iii) consumed troops of 50 archers and 50 goblins: g is 164k, c is 19k, and t = 50*(25 + 30) / 4 (where 50 is the amount of archers/goblins, 25 and 30 are their training times in seconds, and 4 is the amount barracks), resulting in GPS = 211 (0.211k of gold per troops second) or about 760k gold per hour. I did not include training time of dark barrack troops (minions) because their consumption was very low (to save dark elixir), and often was between 0 and 5 minions in the case of presence of Barbarian King or buildings not protected by air-shooting defence. This also means that the indicated troops choice can be improved replacing some troops with dark ones, to equalize the training times between normal and dark barracks (and therefore reduce training time in normal barracks).
The collection of data was done in February and March 2014, covers the time span of about five weeks, and includes statistics for 2236 attacks (360 million of farmed gold). All the farming was done with Town Hall level 9. The trophy range was chosen near 1520 trophies (Gold III league) as the lowest suitable for TH 9 from my previous experience. I tried to keep trophy range approximately fixed to reduce complexity of the analysis and fixing at least one key parameter (attacker trophy count). During farming the following data was collected:
The data were collected after change in the loot system in December 2013 but before clan wars (CW) update (April 2014); the latter added resource storage ability to the clan castle building (CC). However, during two-month farming experience after CW update I find that CC stores very little resources available for looting (well, very often it is just zero) and therefore has almost no impact on farming as well as on the quantitative analysis below. The analysis is based only on mines and storages, with up to 1k gold stored in town hall considered as storage.
Figure 3 reveals that at the low trophy values (1450 and less) the slope of the line is much higher than at higher ones, and the slope decreases with the increase of average attacker trophies, becoming approximately horizontal for the highest considered trophy range (Tatt > 1610). This suggests that my original trophy choice close to 1520 was not optimal in a sense that on average I attacked more stronger opponents than the weaker ones. This non-uniformity may originate in, for example, larger amount of attempts to find a suitable opponent or in the average looted gold. Unfortunately, I did not find confirmation of these assumptions in the collected data, however analysis of the town hall distribution (next section) will support the idea that the 1520 trophy range may be not optimal.
Figure 5 shows the distributions of available Gavl and looted gold Gltd gold per attack. Both distributions are relatively close to each other, and the ratio between average looted (164k) and average available gold (192k) is about 85%. Regular raids on TH8 villages with filled gold storages but empty mines result in a small peak on the looted gold distribution located near Gavl=270k, which is maximum available gold for looting from storages for TH8 (300k) penalized by 10% due to raids with TH9. Figure 5a reveals that main farming source are the villages with moderate (300k) appeared quite rarely, in 5% of all the attacks. Separate contributions of villages with fixed TH level demonstrate that loots coming from TH7 (penalized by 50%) give much smaller average value (99k) than from TH8, TH9, and TH10 (170k, 181k, and 206k, respectively). The collected data allow to simulate the situation when the same attacks would have done not with TH9 but with TH8 or TH10, by recalculation of the corresponding loot penalties for each attack (Figure 5b).
Figure 5b shows that the estimated distributions for TH8 and TH9 are quite similar while the one for TH10 stays apart, shifting towards smaller values. Estimated outcome of TH10 attacks shows strong differentiation in the mean values of each attack set on fixed TH level (red dashed lines in Figure 5b), while gold looted with TH8 oppositely shows very similar values for all considered TH levels (green dashed lines). This points out crucial impact of the penalty on available loot, demonstrating that in the case of zero/low loot penalty even TH7 could provide high average loots (its mean value for estimated TH8 loot is 178k).
According to my current two-month experience with TH10, the average looted gold is higher than the estimated value of 110k. However, troops consumption is much higher too due to attacking mainly TH9 and TH10, which finally reduces GPS. The estimated TH10 distribution in Figure 5b (red circles) can be seen as indication of the overall difficulty in farming with TH10, which is significantly higher compared to TH8 orTH9.
Collecting time stamps for each raid, or, more precisely, the time when each opponent search was started, gives possibility to visualize the time dependency of the collected loot. (Here I address only looted gold, without subtraction of the opponent search cost.) Figure 13 shows looted gold as the function of time with minute accuracy (dots in each panel of Figure 13). The timestamps were recorded using Central European (Summer) Time due to my location in Germany. For the analysis I chosen a) each weekday, and b) loots combined for working days and weekend.
Analysis of the looted gold distribution as well as its estimates for the same attacks done with loot penalties of TH8 and TH10 (Figure 5) shows that penalty due to the difference in TH level is the main farming obstacle, and without it attacking even TH7 opponents could result in high gold loots. Combining this conclusion with the previous paragraph it follows that in general for optimal gold farming the choice of trophy range can be based on the rate of occurrence of opponents with target TH level: from below these are THs with at most one level below of the attacker TH (i.e., defender TH8 for attacker TH9). The upper trophy boundary can also be determined based on the occurrence of opponents TH, which should be close to the attacker TH, otherwise while attacking strong THs like 9 and 10 the attacker will be forced to consume a lot of troops resulting in reduced GPS.
The Gold Pass is your golden ticket to a bunch of fantastic benefits in Clash of Clans. It's more than just an in-game purchase; it's your key to enhancing your Clash experience. With the Gold Pass, you can expect the following perks:
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