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IMPORTANT – READ THIS FIRST
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What Is a Farm Account?
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Why Farm Accounts Are So Important
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How Many Farm Accounts Should You Have?
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Rush HQ to the “Useful” Tier
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Optimize for Production ONLY
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Farm Account Daily Routine (5–10 Minutes)
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How to Transfer Resources Safely
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Common Farm Account Mistakes
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Top States Create Farm-Only Alliances
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Account Management
Document Sections
IMPORTANT – READ THIS FIRST
Farm accounts must be created during Season 1 and in the same state as your main account.
Once your state enters Season 2, you can no longer create new accounts in that state, making new farms unusable.
If you wait until Season 2:
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You can’t create a farm in your state
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You can’t transfer resources to your main
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The account is useless as a farm
Create all farm accounts early in Season 1, even if you don’t plan to use them right away.
Do not leave farm accounts completely inactive.
Accounts that are not logged into for extended periods may be removed.
You don’t need to actively play them — just log in occasionally to keep them active until you’re ready to use them.
If you didn’t create farms in Season 1, you missed the window. There is no workaround.
What Is a Farm Account?
A farm account is a secondary account created only to produce and store resources (RSS) that can be transferred to your main account when needed.
Think of it as:
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A personal supply depot
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A buffer against bad event weeks
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A way to progress without swiping
Farm accounts are not meant to fight, rank, or compete. Their job is simple:
Produce → Stockpile → Transfer → Repeat
Why Farm Accounts Are So Important
Late-game progression isn’t blocked by strategy — it’s blocked by:
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Food
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Wood
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Steel
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Fuel
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Time
Your HQ doesn’t care how good you are. It cares how fed it is.
Farm accounts remove the biggest bottleneck in the game: resources.
How Many Farm Accounts Should You Have?
Rule of thumb:
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Casual players: 1 farm
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Active F2P / Dolphin: 2–3 farms
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Fully self-sustaining: 4 farms
More than that becomes difficult to manage unless you’re extremely organized.
Rush HQ to the “Useful” Tier
Do not overbuild your farm.
Target milestones:
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HQ 12–15 → early RSS viability
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HQ 18–20 → solid production
I do not recommend leveling a farm beyond HQ 20–21.
It’s unnecessary and only increases power with little return.
Skip entirely:
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Combat tech
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PvP heroes
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Anything that doesn’t increase RSS or speed
Optimize for Production ONLY
Your farm build priorities:
Buildings
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All RSS production buildings
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Construction / Research speed buildings
Technology
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Economy tree first
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Gathering bonuses
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Production boosts
Heroes
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Any hero that boosts:
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Gathering speed
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Production %
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Load capacity
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Ignore combat stats entirely.
Farm Account Daily Routine (5–10 Minutes)
Daily checklist:
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Collect all RSS
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Send all marches to gather
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Claim daily rewards
That’s it. No PvP. No drama.
How to Transfer Resources Safely
Best Methods (Low Risk → High Risk)
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Alliance Help / Alliance Mechanics
Safest if your alliance supports internal transfers. -
Planned Hits
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Get all troop marches outside of your HQ
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Attack farm with main
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Take only what you need
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Heal later if needed
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Timed Gather Dumps
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Gather near main base
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Recall when ready
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Transfer instantly
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Never over-loot in hostile states or during SVS unless planned. Make sure you shield during Saturdays for Enemy Buster so other states aren’t farming your account.
Common Farm Account Mistakes
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Turning farms into “mini mains”
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Letting farms get zeroed
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Not labeling farms clearly
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Parking farms outside alliance protection
Top States Create Farm-Only Alliances
Farm accounts do not belong in combat alliances.
Farm alliances:
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Are excluded from PvP expectations
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Are usually protected by NAP rules
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Rarely get scouted or hit
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Hold massive, invisible RSS stockpiles
If a farm gets hit:
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It doesn’t weaken frontline BP
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It doesn’t tilt Alliance Duel matchmaking
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It doesn’t hurt SVS momentum
Typical setup:
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1–2 dedicated farm alliances
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Controlled by trusted R4/R5 alt accounts
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Clear naming, such as:
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FARM1 -
RSS -
SUPPLY -
ALLIANCE-FARM1
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Farm Alliance Rules (Simple but Strict)
Top states keep these rules boring and enforced.
Allowed
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Tile gathering
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Internal transfers for the farm owner
Not Allowed
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PvP hits
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(by the farm itself, or by anyone other than the farm owner)
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Event pushing
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Power flexing
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Drawing outside aggression
This keeps the alliance:
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Low profile
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Low risk
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High output
When a State Is “Ready” for Farm Alliances
A state usually flips this switch when:
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HQ 22–25+ becomes common
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Alliance Duel matchmaking tightens
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SVS losses start hurting progression
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Leadership plans seasons, not days
If your state isn’t there yet, it’s not behind — it’s just earlier in its lifecycle.
Account Management
Instead of logging in and out of multiple accounts, you can run multiple versions of Last-Z with the following Apps:
Android: Parallel Space
Apple: Parallel Space
PC: BlueStacks
Important:
Never rely on guest logins long-term.
Bind every account to an email.
You can easily create additional emails using:
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Google
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Microsoft
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Yahoo