Why systems beat cards

A single card has one number. A run has six multipliers stacked on the same handful of cards. Whoever stacks 3–5 of them by year 15 wins; single-card strength only matters as "can this card carry a multiplier".

real power ≈ base × ①levels × ②units × ③adjacent buildings × ④policies × ⑤perk triggers × ⑥enemy structure
What is hard data here. Zones ①–④ use client fields extracted from the local install. Zone ⑤ is community consensus: the four rainbow perks use value placeholders in the game data, so their multiplier is not a number we can state. Zone ⑥ is community practice. No number on this page was invented to fill a gap.

The six zones

①

Level growth

cardFields MHPBoost / MAttackStrengthBoost / MAttackDelayBoost applied per level; unit count also x level.

Check: Is the carry level 3 by year 5? Is there a way to buy levels (Shrine/Concabulator)?

②

Unit count

DPS = per-unit DPS x unit count. Farm adds +1 adjacent unit per year; Populate adds more per placement (value unmeasured).

Check: Is unit count rising every year, or frozen at the card face value?

③

Adjacent support buildings

Farm unitsPerEffect = 1; Blacksmith strengthPercentage = 1.02; Beacon speedBoost = 1.02; Quarry damageBoost = 1.02; Trebuchet +1 projectile per building.

Check: Count how many support buildings actually touch your carry. Zero means this zone is 0% of your power.

④

Policies

Repeatable / RepeatableTimes decide stacking (Empower, Resilience, Exploration up to 20). Multiplicative beats additive.

Check: How many of your policies multiply, rather than add a flat percentage?

⑤

Perk triggers

The perk board is a 5x3 grid; rainbow perks retrigger adjacent/vertical/left perks. Max level is 3, and rainbow perks can boost each other.

Check: Is any rainbow perk placed next to the perks you actually want doubled?

⑥

Enemy structure

Enemy waves are fixed formations that scale with year. The same unit is bad vs Greed (back-line dive) and core vs Blood.

Check: Did you change positioning for this king, or are you replaying one comp against everything?

Three chains you can recompute

Chain A: imp 48.75 → 707.9 (reproducing the current site)

  1. L1: 5 attack / 1.4s = 3.571 per unit; crit expectation 1 + 0.05 x (2 − 1) = 1.05; 3.571 x 13 units x 1.05 = 48.75 DPS.
  2. L3: units 13 x 3 = 39; attack 5 x 2^2 = 20; interval 1.4 / 1.1^2 = 1.1570s; 20 / 1.1570 = 17.286 per unit.
  3. Total: 17.286 x 39 x 1.05 = 707.8 (the page shows 707.9 after rounding).

Takeaway: The arithmetic is right; the problem is that the input stops at level 3. Everything above is a multiplier the site does not model.

Chain B: gold → Dispenser attack speed (greed engine)

  1. Vault currencyPerLevel = 3; level-99 vault produces 3 x 99 = 297 gold/year (base income is 9).
  2. Six vaults ≈ 1,782 gold/year; Dispenser boostPerCoin = 1.005.
  3. 1.005^1782 = e^(1782 x 0.0049875) ≈ e^8.89 ≈ 7,240x attack speed.

Takeaway: This is an estimate: the game clamps attack speed (one community post reports a 99,999/s cap), so the real number is lower. The point stands: gold stock is a multiplier, and a per-gold ROI page counts it backwards.

Chain C: Catharsis returns differ 11x

  1. Catharsis sets every troop to the damage of your highest-damage troop; value = unit count x (top damage − own per-unit damage).
  2. 39 imps (17.3 per unit) aligned to a 100-DPS wizard: 39 x (100 − 17.3) ≈ 3,225 extra DPS.
  3. 3 paladins (2.1 per unit) aligned to the same wizard: 3 x 97.9 ≈ 294 extra DPS.

Takeaway: Same policy, 11x difference — decided only by unit count. This is why a single-card tier list cannot rank policies or builds.

What a tier list cannot answer