The economy is a pipeline, not a single gold-per-minute number. This guide merges the mining, gold, and gem strategies into one model so you can spend on the stage that is actually limiting the run.
1. Measure the pipeline before buying
Think in four stages: extraction → pickup → transport → conversion.
| What you see | Likely bottleneck | First response |
|---|---|---|
| Empty ground, slow mountain progress | Extraction / damage | Improve the main damage source |
| Large piles near the mountain | Pickup / transport | Runner capacity, uptime, then speed |
| Ore near the Maw but slow collection | Conversion radius / positioning | Move loot, improve suction, shorten routes |
| Plenty of deliveries, unaffordable expansion | Housing or upgrade cost | Scientists, discounts, focused spending |
Do not buy mining damage to solve a transport problem. It increases inventory without increasing completed deliveries.

2. Fix Runner throughput in the right order
Carrying capacity is usually the first logistics upgrade because it raises value per trip. Speed becomes stronger after each trip already carries a useful load. Survivability is also an economy stat: a stunned Runner has zero throughput.
A practical order is:
- enough capacity to prevent constant single-item trips;
- enough Runners to stop persistent piles;
- speed to shorten the now-efficient route;
- dodge, stun reduction, and defenses where calamities interrupt delivery;
- passive suction or collection tools when distances become large.
Recheck after every major purchase. Once the floor clears, another Runner may be worse than investing in production.
3. Treat housing as capital allocation
Every new unit carries two costs: its purchase price and the housing that makes it possible. Before expanding, ask whether an upgrade to existing units produces more throughput than another body.
Use new housing for the role that limits the pipeline. In an ore backlog that is usually a Runner; with an empty floor it may be a damage unit; near a research breakpoint it may be a Scientist. Discounts have compounding value because they affect every later expansion, but delaying a critical role just to wait for a discount can cost more time than it saves.
4. Build the gem loop after logistics works
Gem upgrades are powerful because several effects reinforce each other:
- pickup effects convert or discover more gems;
- gem deliveries can trigger Runner speed bonuses;
- faster Runners complete more pickups;
- gem value upgrades increase the payout of every successful cycle;
- later Laser and Scientist synergies add gem generation without abandoning damage.
This is a multiplier on a working delivery line. If ore is already stuck, generating more valuable items can make the queue worse.

5. Give Miners a clear job
Miners are useful when their attacks reach relevant parts of the mountain and release resources at a rate the economy can absorb. Throwing force and velocity can matter because they affect which veins or Dens are reachable, not only the displayed damage number.
Upgrade Miners when:
- the ground is being cleared quickly;
- important wall targets are outside current firing lines;
- a Miner upgrade also improves ore quality or a cross-system bonus;
- your chosen build gains a specific Miner synergy.
Do not assume that more Miners are always the best source of either damage or gold.
6. Budget Mithril before spending it
Mithril gates multiple systems, so an impulse purchase can delay the next major breakpoint. Keep a short budget with three buckets:
- stability: Runner protection and upgrades that keep the delivery line operating;
- scaling: Forge, runes, key weapon upgrades, or research that multiplies future income;
- tactical reserve: enough for a boss tool, critical target, or upgrade you expect soon.
Always clear visible Mithril targets before ending the mountain. A small short-term damage gain is rarely worth losing a guaranteed scarce-resource drop.

7. Time the Forge by payback, not by mountain number
The Great Forge is worthwhile when its first useful upgrades immediately serve your current bottleneck. Runner gear can stabilize transport; pickaxe and rune paths can improve production; later cross-unit upgrades can deepen a focused build.
Build it when you can afford both the building and the first meaningful follow-up. An empty Forge bought too early is dead capital; a Forge delayed after you already have the resources leaves compounding bonuses unused.
8. Use a phase plan, then adapt it
Opening
- Establish stable ore flow.
- Raise Runner capacity before chasing small damage gains.
- Buy housing for a named role.
Growth
- Start the gem chain after delivery is stable.
- Add Scientists when they unlock a concrete breakpoint.
- Secure Dens and Mithril targets before finishing each mountain.
Scaling
- Convert Mithril into the run’s chosen multipliers.
- Add passive collection only when distance makes it valuable.
- Keep one main damage engine funded so the economy does not outgrow boss DPS.
Economy mistakes to avoid
- Reading ore production as income before it is delivered.
- Buying speed while each Runner still carries too little.
- Expanding housing without deciding which bottleneck the new unit solves.
- Starting a gem build on top of a blocked transport line.
- Spending the last Mithril immediately before a boss or major unlock.
- Copying fixed mountain timings from another run instead of checking your own pipeline.
經濟系統不是一個簡單的“每分鐘金幣”數值,而是一條流水線。這篇攻略把採礦、金幣和寶石三份重疊內容合併成同一個模型,幫助你把資源花在真正限制當前運行的環節。
1. 購買前先測量整條流水線
把經濟拆成四段:產出 → 拾取 → 運輸 → 結算。
| 畫面現象 | 可能的瓶頸 | 第一處理方式 |
|---|---|---|
| 地面很空,山體推進慢 | 產出 / 傷害 | 強化主傷害來源 |
| 山腳堆積大量礦石 | 拾取 / 運輸 | 先補負重與在線率,再補速度 |
| 礦已靠近巨口,但入賬慢 | 結算範圍 / 站位 | 推動礦堆、加強吸取、縮短路線 |
| 交付穩定,卻買不起擴張 | 住房或升級成本 | 科學家、折扣與集中投資 |
不要用挖礦傷害解決運輸問題。它只會增加庫存,不會增加已經完成的交付。

2. 按正確順序修復搬運工吞吐量
負重通常是物流的第一優先,因為它直接提高每次往返的價值。當單次運輸已經足夠有效後,速度才會變得更強。生存能力也是經濟屬性:昏迷的搬運工吞吐量為零。
可以按以下順序調整:
- 負重足以避免持續單件運輸;
- 搬運工數量足以消除長期堆積;
- 用速度縮短已經高效的路線;
- 災厄頻繁中斷時補閃避、抗昏迷和防禦;
- 距離拉長後再加入被動吸取或收集工具。
每次大額購買後都重新檢查。地面一旦清空,再加搬運工可能就不如補產出。
3. 把住房視為資本配置
每個新單位都有兩層成本:單位本身,以及容納它的住房。擴張前先比較:強化現有單位,是否比增加一個新單位更能提高吞吐量。
新住房應交給當前最慢的環節。礦石積壓時通常是搬運工;地面很空時可能是傷害單位;臨近研究節點時則可能是科學家。住房折扣會影響此後的每次擴張,具有複利價值,但為了等待折扣而錯過關鍵職責,也可能損失更多時間。
4. 物流正常後再啟動寶石循環
寶石路線強大,是因為多個效果會相互強化:
- 拾取效果轉化或發現更多寶石;
- 寶石交付觸發搬運工加速;
- 更快的搬運工完成更多拾取;
- 寶石價值升級提高每輪結算;
- 後期激光炮與科學家協同,在不放棄傷害的同時增加寶石產出。
但它只能放大一條已經能運轉的運輸線。如果礦石本來就堵著,更高價值的掉落反而會讓隊列更糟。

5. 給礦工一個明確職責
當礦工的攻擊能覆蓋關鍵山體區域,而且產出速度沒有超過物流能力時,它們才真正有效。投擲力量與速度的價值不只體現在面板傷害,還會影響能否打到更高位置的礦脈或巢穴。
適合強化礦工的情形包括:
- 地面資源能被迅速清空;
- 關鍵牆面目標超出當前火力覆蓋;
- 礦工升級同時改善礦石品質或跨系統增益;
- 當前構築存在明確的礦工協同。
不要默認增加礦工永遠是最高的傷害或金幣收益。
6. 花秘銀前先做預算
秘銀同時卡住多個系統,一次衝動消費可能推遲下一個關鍵節點。建議把預算分成三類:
- 穩定: 搬運工防護,以及維持運輸線的升級;
- 成長: 偉大熔爐、符文、關鍵武器升級或能放大未來收入的研究;
- 戰術儲備: 為首領戰工具、關鍵目標或即將解鎖的升級留出餘量。
結束山體前一定要清除可見秘銀目標。短期的小傷害提升,通常不值得換掉一份確定的稀缺資源。

7. 按回本速度決定偉大熔爐時機
偉大熔爐是否值得建,取決於它的第一批升級能否立刻解決當前瓶頸。搬運工裝備可以穩定物流,鎬與符文提高產出,後續跨兵種升級則可以深化主構築。
只有當你能同時承擔建築成本和第一項有意義的後續升級時再建。太早買下卻無力升級,是閒置資本;資源已經足夠卻遲遲不建,則會浪費複利時間。
8. 用階段計劃起步,再根據現場調整
開局
- 建立穩定的礦物流動。
- 在追小額傷害前先提高搬運工負重。
- 每個住房位置都要有明確用途。
成長期
- 物流穩定後啟動寶石循環。
- 科學家只在能解鎖明確節點時擴充。
- 每座山結束前清理巢穴與秘銀目標。
成型期
- 把秘銀投入當前構築的核心倍率。
- 只有距離真正變成問題時,才擴充被動收集。
- 持續供養一個主傷害引擎,避免經濟成長超過首領戰輸出能力。
常見經濟誤區
- 礦石尚未交付,就把產量當成收入。
- 單次負重仍很低時,優先購買速度。
- 擴建住房卻沒有決定新單位解決什麼問題。
- 在堵塞的運輸線上繼續疊寶石產出。
- 首領戰或大升級前花掉最後一點秘銀。
- 照抄其他運行的固定山數,而不檢查自己的流水線。