
General and Builder have it even rougher at high pollution though, they really need better economy cards and fast, and they don't have access to a lot that are great early, Budgeting(generic/shared) is probably the best they can get early, or farms/granaries. Originally posted by Cuthawolf:Is it just me or does it feel like the Navigator is more vulnerable to bad luck than other classes? Probably a bit more RNG swingy. General cards that give you Danger cards(such as Rescue, Aggro, Operation, etc) also synergizes with pawnshops, kidnap, trade ships(merchant, barge, observation, and I forget the unit one), etc. You'll be doing a lot of discarding(which also speeds up your draw cycle thanks to the Navigator starting advisor).Īlso there's some advanced tactics depending on what cards you get, like using Subsume(Merchant population growth), or Save(Merchant economy card) to save expensive cards you can't play right now(like high notoriety units) before playing Kidnap. Also Barn from Merchant that gives you gold when you discard cards is a great passive source of gold. Farm can be ok, especially upgraded and with Granary support, but I also really like stacking up several Pawnshops, they give you gold when you "acquire" cards, which includes ephemeral cards from fishing, fishery, etc(makes Hire, Merchant card, a very good economy card! Grab it if you see it! Also synergizes well with Kidnap) 20 gold base, 30 upgraded, per card acquired, but when you have like 3-4 of them it really stacks up. Oh, almost forgot: for economy you can also go with buildings.

Many are less useful without the rest of the leader's cards(like growth units) but there's quite a few stand-out gems. This can be units like Plague Doctor, any of the warmachine buildings(scorpions, mangonels, flame tanks), and so on(I'm especially a big fan of grabbing Design Studio, I think it's called, that gives you attack buildings from builder).

Which brings us to: you're not limited by the cards of the Navigator leader, be on the lookout for strong cards from any leader, with smuggling/black market/ships. But you can also grab whatever good ones you're offered from other leaders, like Land Tax from builder, Talisman/Sacred Crab/Marionettes from Shaman, etc. You'll want improved economy cards too, and there's several ways to go, some of the strongest are Auction, Tulip, Tourism, and Budgeting(Navigator tends to deck bloat somewhat, especially once ships/smuggling gets involved). Also any other leader's population growing cards.
#Ratropolis resolution upgrade#
Breed, immigration, and kidnap all work, though kidnap without fishing/fishery/other ephemeral card generation will quickly deplete the cards you have to feed it, and it kinda sucks to buy cards just to feed them to kidnap(but do buy cheap cards for it if you have it, ambush for 12 gold? sold! cheap 2-3 ratizens), and at a pinch Warren(especially multiples) can be ok, also lvl2 demolition(use it to upgrade your houses). You'll want some form of population scaling too.

Smuggling, fishing, market, black market, and fishery all great too, you'll need at least one of them fairly early. If you see Paddling before you see Keep, pick that up, for the same reason, but it's a stock card so you'll need some way to resupply it(besides leader ability) or it'll become a dead card pretty soon. This lets you buy and play cards at a good rate.

Keep effectively increases your card draw by 4, almost doubling your card economy, and really improves your cheese and pottery cards in the early game. Handgunners are decent if you can get their stock up high, but they'll never compete with Treasure Hunter.Įarly game you NEED a new unit, the starters aren't going to cut it, Bandit is actually pretty ok early on because it also gives you economy(gives you money when it attacks) but it slows down draw, which is great if you pick up Auction for economy, not so much otherwise.īest early card to get you going is Keep. Second best is mortarrats, third is probably blackbeards but they need some form of healing or your scaled blackbeards are going to die and thus lose all the scaling. This is further improved by cards that give you more chests(treasure ship, salvage, etc). They get obscene amount of attack if you get them early(those in play scale every time you open a chest).
