However, once the production time has passed, the monster will stay in your hatchery until there is enough room in housing, effectively blocking the monster production queue in that hatchery. Tip: Build a Hatchery control center to control all of your hatcheries from a single building. Click on the red X that appears in the upper right corner of the picture of the monster you want to cancel.
In order for the X to appear, mouse over the monster in the queue. This refunds all of the Goo needed to create the monster. To get a refund on a monster that has been produced, send it to the Monster Juicer. There are three main types of defense structures: guns, walls, and traps. Guns, such as the Sniper Tower or the Rail Gun, will attack enemy units when they walk into range.
Walls will require enemies to break through or walk around. Traps will damage or kill an enemy as they walk on it, but will remain invisible until they are triggered. Arranging your defenses is a critical task. More tips will be found later in the guide. From there, you can watch a replay, check out a battle log, or choose to repay the favor and attack back.
The single player campaign is a linear series of battles that gets progressively harder; these battles cost no resources to initiate, but offer a significantly smaller reward than the multiplayer mode. Provided you have the available goo, you can keep swapping through enemy bases until you find one to your liking. The battle process is simple. By that point wild monsters should stop being a problem, and higher than that it gets prohibitively expensive. Defensive towers are inactive while being upgraded.
To minimize damage from wild monster attacks, avoid loading the camp while the worker is working - idle outpost workers are visible from the map. If you must look, move the towers to the back of the camp before you start.
Wild monsters usually but not always attack either from the bottom right or bottom left, rarely from the top. For a more general purpose outpost, also build the housing for the extra monsters storage space, and maybe a hatchery or two for the extra speed at monster-making.
That is, five hatcheries in your main means you can make five DAVEs in an hour, while an extra two hatcheries in an outpost means seven DAVEs in the same hour. When you destroy and take over a wild monster yard, the outpost you get starts with one outpost hall and nothing else. When you take over a player outpost, however, you inherit everything they had there - including all upgrades to buildings and any monsters queued in the hatcheries.
You also inherit their base layout, which can be a pain to rearrange to your own tastes without a yard planner. Nearly all Facebook games limit how long you can sit around playing in any one session. Either your avatar runs out of energy to do stuff examples: Gardens of Time , Ravenwood Fair , Bush Whacker , or you have to wait for countdown timers on your farm game crops, restaurant food , etc. When you start the game, you have a 7-day grace period when no other players can attack you.
Your top priority should be your resource buildings: harvesters and silos. The harvesters are: twig snappers, pebble shiners, putty squishers, and goo factories - in that order of importance. Twigs and pebbles are used to build everything else, with slightly more twigs than pebbles needed.
Work on upgrading those first. Putty is used to build and upgrade offense and defense buildings Putty unlocks and upgrades your monsters. You can also catapult putty to boost your monsters while attacking other backyards. Early on, you ideally want enough putty on hand at any time to always keep either the monster locker or academy busy. Which brings us to silos. This means it all has to fit in your silos.
The only use for goo is to make monsters. You can slack on upgrading your goo factories.
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