Thursday, 1 August 2013

Python's Funny Gallery






Mona Lisa by Terry Gilliam - Monty Python



T.V. Is Bad For You by Terry Gilliam - Monty Python


Harvest Time for Crunchy Frogs by Terry Gilliam - Monty Python



If you think these Butterflies are titilating wait until you experience the centipede by Terry Gilliam - Monty Python



Here, Fishy, Fishy by Terry Gilliam - Monty Python


Aaaargh! Holy Grail Monster by Terry Gilliam - Monty Python


Terry Gilliam artwork showing a man reading a Pythonesque version of Alice in Wonderland. Full title: "Alice stood stunned as Tweedle Dum and Tweedle Dee recited 370 slang terms for genitals."


Monty Python and the Holy Grail by Terry Gilliam


Something Foul - Bird Man flying by Terry Gilliam - Monty Python


Ah! Raspberry Soda on a Sunny Sunday by Terry Gilliam - Monty Python


Portrait of George Washington and family while their teeth are out being polished by Terry Gilliam - Monty Python


Hello, Big Boy - flashing policeman, with women's breasts by Terry Gilliam - Monty Python



Squish! - Python foot, on stage by Terry Gilliam - Monty Python


Out, Damn Spot! - The Prince and his deadly spot by Terry Gilliam - Monty Python



Yummy! - gopher hole artwork by Terry Gilliam - Monty Python


Boing! Ooh! - Large nude woman by Terry Gilliam - Monty Python


Mom! Just Thinking of you by Terry Gilliam - Monty Python


MONTY PYTHON logo - secretary drowning in a Communist invasion by Terry Gilliam


Make Animated Man - shows portions of an actual Terry Gilliam cut-out animation, unassembled - Monty Python


Women in the buff by Terry Gilliam - Monty Python



Cupid's foot, as used by Monty Python's Flying Circus


Birdman


Dancing Teeth


What goes on here ?




























Wizards


"What an eccentric performance"




Wizard lvl1Wizard lvl3Wizard lvl4Wizard lvl5
Level 1 & 2Level 3Level 4Level 5

  • Summary
    • The Wizard is a magical unit that wears a hooded cloak, a leather belt with golden buckle and matching boots.
    • The Wizard is very similar to the Archer in that he uses a ranged attack and can shoot over Walls. He shoots fireballs that do high damage, but requires support as he has relatively low hitpoints and can easily be killed by point defenses. Wizards are commonly used in large groups for fire support or as a force multiplier (similar to Archers), but they can also be effective in smaller numbers, especially at lower levels.

  • Offensive Strategy
    • Wizards have high enough health to survive a few splash damage attacks, but point defenses can present a significant problem. Due to their inability to withstand sustained fire, Wizards are primarily used behind more durable troops such as Giants or P.E.K.K.As (or supported with Healer(s)).
    • Their ability to attack over Walls make them very useful for attacking from the outside of Walls, or attacking from a distance without the danger of being caught in a Mortar or Wizard Tower blast.
    • Barbarians can be used as a meat shield to support Wizards, but be careful, as Wizards can still be affected by Mortars and Wizard Towers due to their AI.
    • Wizards can be very effective at taking out defenses; their very high damage makes turret hit points no match for them. However, to maximize their effectiveness, it is generally considered a good idea to deploy them in decent-sized groups, along with a few P.E.K.K.As or Giants as a good distraction.
    • Wizards are amazing at clearing out an enemy's Clan Castle Troops. Their ability to do high amounts splash damage allows them to kill a lot of Troops at once. Deploying a Wizard or two after the Clan Castle Troops have engaged you can be a good alternative to a Lightning Spell.
    • A strong technique is to use 2 Healers to support a large group of Wizards. This way, the point-defenses would have to target one Wizard at a time to kill it (i.e. 3 Cannons shooting at the same Wizard) which is very unlikely; splash damage cannot kill the wizards since they simply cannot out-damage the twoHealers, especially at lower levels.
  • Defensive Strategy
    • Wizards are excellent defensive Troops, as they can attack enemy Troops from behind Walls. If attacking Troops notice a Wizard emerging from the Clan Castle they will turn to attack it, even if they have to destroy a Wall segment to reach it.
    • As of the 12 March 2013 update, the Wizard's attack now has a splash component. This increases their effectiveness against lower-health Troops such as GoblinsArchers and Barbarians as Clan CastleTroops.

  • Upgrade Differences
    • Level 1-3 Wizards shoot fireballs, while level 4-5 Wizards shoot lightning.
    • At level 3, the Wizard's cloak changes from light blue to purple. His boots become bright purple as well.
    • At level 5, his cloak changes to dark blue, and his boots darken to nearly black.

  • Trivia
    • Wizards are often used by high-level players in place of Archers because of their high damage and relatively high health (when compared to Archers that will be killed in a single hit by most high leveldefensive buildings).
    • You can have a maximum of 60 Wizards at one time with the maximum number of fully upgraded Army Camps. The number increases to 67 if you include the 7 you can fit in a fully upgraded Clan Castle.
    • On top of the Wizard Tower is also a Wizard, but it has a different way of attacking. It is not necessary to train, or even unlock, a Wizard in the Barracks in order to place the Wizard Tower.
    • Because you get Wizards in the tutorial, they are the first unit that you deploy but NOT the first unlocked for general use.
    • Along with the level 5 Wall Breaker, the Wizard is the only unit in the game capable of one-shot killing itself.
    • The Wizard is a common favorite among fellow Clashers.
    • On a per-housing space basis, the Wizard has the highest damage of any Troop by a fair margin (42.5 damage per housing space at level 5, far ahead of the second-place level 6 Balloon at 32.6)


              




Loot Explained

                


(This information was taken off the forum)

Guide to Calculating Loot

Gold/Elixir Loot:

The percentage of gold/elixir that can be stolen from storages is 25% and is capped at 198k. This means that if more than 792k is being held in storages, it is subject to the cap.

The percentage of gold/elixir that can be stolen from mines/collectors is 50% and is capped only by the storage capacity of the mine/collector.

There is an additional 1k of each resource that can be stolen inside the Town Hall.

Therefore, calculated loot = (25% x stored resources, up to 198k) + (50% x amount in mines/collectors) + 1k.

This means that the maximum calculated loot, for each resource, that can be stolen from 1 opponent (with maxxed mines/collectors and full storages) is: 198k + (6 x 75k) + 1k= 649k.

These figures are BEFORE the multiplier is applied. The multiplier is what is behind the loot “penalty” and the loot “bonus”. The amount of AVAILABLE loot= calculated loot x multiplier. The multiplier is determined as follows: 

5% for attacking someone with a TH 4+ levels lower than the attackers.
25% for attacking someone with a TH 3 levels lower than the attackers.
50% for attacking someone with a TH 2 levels lower than the attackers.
90% for attacking someone with a TH 1 level lower than the attackers.
100% for attacking someone with a TH level equivalent to the attackers.
110% for attacking someone with a TH 1 level higher than the attackers.
150% for attacking someone with a TH 2 levels higher than the attackers.
200% for attacking someone with a TH 3+ levels higher than the attackers.


Maximum loot after the multiplier is applied is [(200%) x (198k + 6 x 75k)]+1k = 1.297 million of either gold or elixir. This is almost impossible for someone to actually raid, though.

The comprehensive formula for finding available loot is:

(multiplier percentage) x [(25% x storage amount, capped at 198k) +(50% x mine/collector amount) + 1k]=loot

NOTE: The 1k that the TH stores is subject to the PENALTY, but not the BONUS, as 1k is the most it can ever store.



Dark Elixir Loots:

Dark elixir storages have 5% available for raiding and dark elixir drills have 75% available for raiding. The cap for raiding from the storage is 2k, while the drills are raidable according to (75% of uncollected DE) x (loot multiplier) or the maximum capacity of the drill, whichever is lower.

The formula for dark elixir loots is:

(multiplier percentage) x [(5% x storage amount) + (75% x amount in drill(s))]= loot

Notes:

The multiplier data is from here: http://forum.supercell.net/showthrea…ot-has-changed

The wiki page with multiplier data is:
http://clashofclans.wikia.com/wiki/Town_Hall#Town_Hall_and_Match_Making

Wiki page on raiding: http://clashofclans.wikia.com/wiki/Raids#Loot

Here is a web calculator based on these formulas: http://www.cocarmyplanner.net78.net/armyPlanner.html

If anyone finds a mistake in the data or has additonal information to add, please leave a comment. I still may need to edit this because of the update, so if anything appears wrong please let me know.

Last edited by zachUVA; 3/19/2013 at 12:56 PM. Reason: clarifyed DE drill info



Farming 101





(This was taken from the layout designer site)

Farming: Before the Battle Begins


by: neggs (Bamboozled)


2013-02-01 23:23:52



Im going to take you through my beginning stages of battle. Though this may sound un-exciting, Ive found that its the most crucial part of farming effectively so I thought it was a good introductory Clash of Clans guide.


1. Troop Selection and Creation


As already stated, this guide is about farming. Being that were farming we want to do so efficiently, which means low elixir cost for high resource gain. So that being said, this setup has worked extremely well for me (and Ive tried a few).


(Out of 220 maximum troops)

Barbarians x120

Archers x 40

Goblins x40

Wall Breakers x8-20 (really a variable here)


These totals are very much ballpark because I just queue up my Barracks and whatever troops I end up receiving is what I run with. The Wall Breakers are a costly bunch but you cant put too much of a price on a quick entry which would have cost 30 Barbarians and 30 seconds of time to make. It is worthy to note that I pretty much only create more Wall Breakers when I get down below 8 or so. So lets say I have 8Wall Breakers after a battle, Ill reset my Barracks and put 3 Wall Breakers in the front of the queue and the rest Barbarians, and the next Barracks would have 3 Wall Breakers in the front and the rest Archers, so on, so forth. Essentially, one Barracks is for Archer, one is for Goblins and two are for Barbarians. Youre looking around 50k in elixir per battle but it could be more like 30k, due to lessoned Wall Breakers usage.


2. Spell Creation


As far as spells go, since were going for an all out zerg here (mindlessly tossing mass numbers of troops at an enemy), we will get the most benefit from the Rage Spell. So if weve got 80 lil buggers in one place and they are all doing 30% more damage (low level Rage Spell), that damage output is gonna be a damn bit better than what lightning can do. Not to mention Lightning Spell doesnt scale with more troops, Rage does. So the more you increase your army, the more beneficial a well placed Rage Spell will do.


Im obviously not implying were going to use a Rage Spell in every battle but sometimes you come across a really nice setup and that extra bonus to damage will give you substantially more than 40k in resources (price of Rage Spell).


3. Clan Castle


Also, dont forget to check your Clan Castle to see what youre working with. If you have BarbariansandArchers, its not a big deal but if you have Giants or a Dragon, it will change how and where you deploy your troops. Just be aware of what youre working with.


4. Finding a Victim


Finding a victim is often far more challenging than taking their resources. Ive blown over 70k gold trying to find a good victim at times before realizing that during that time of day, at my cup level, I have to go for a low resource victim because the majority of big resource victims have already been ransacked. So theres obviously randomness to the selection process, which can be an infuriating thing.


Furthermore you cant just find any base with high resources and expect the above troop formula to work. There are certain base types that stop this setup dead in its tracks. Since choosing the base you will attack is as important as finding the resources you want, lets go into the pitfalls of this troop deployment:


Separated Storages: We want to have our Barbarians and Archers open a path for our Goblins to come in and steal all the resources but in bases with separated storages the Goblins little death run will get stalled by Walls. The life expectancy of Goblins is so low anyway, we dont have time to have them eating throughWalls to get another storage container.


Barbed Bases: What I mean here is bases with a centralized core that create barbs every few wall units that are around 3-5 wall units in length. They do this to stop Wall Breakers because they get mixed up on the barbs rather than going straight into the area you want them to break. Useless Wall Breakers are not a waste of time but they are a waste of resources as well.


Close Crossbows vs Wall Breakers: Whenever you find a base that you want to ransack and the wall segment that needs breaking is near a Crossbow, you may want to rethink its selection. Crossbows generally target on the closest attacker and if your Wall Breaker runs past all of your other guys to break the wall (as it usually does), the Crossbow will kill him in a few hits. Since youre committed youll keep sending Wall Breakers in to your death and eventually youll want to kick a baby panda in the face.


Level 6 Wizard Towers and Crossbows: They one shot max level Archers and Goblins in packs. Yea… that kind of negates my strategy entirely. Crossbows arent as dangerous as one might think but they will accumulate high loses. The good thing is when youre farming at the 1000 – 1500 cup range, there wont be all that many Crossbows or Double Crossbows to deal with.


5. Prep Work


So lets say youve found a victim that looks like a pushover, now we start the real work. Lets look at the resources your victim has. If you are a high level player and you see 200k gold / 200k elixir up for grabs, its most likely in their storage units. If you see 250k gold / 300k elixir, its gonna be an easy fight. You see the game currently only allows 200k resources (of each) to be stolen, per attack from storages. If the person has more than that, the bulk of their resources are most likely coming from their pumps and Gold Mines. Ive seen as much as 950k resources (combined) up for the taking of a single victim. 200k of each resource in storages, the rest in pumps and mines (can someone say Rage Spell).


Now lets quickly zoom out. This is such an easy step to do and I often forget it due to the lust of obtaining tons of resources. Zooming out lets you see things like is their Town Hall over in the corner so that three of my Archers can pick up easy cups while i go for their resources? It can show you how easy it will be to get your 50% star (if you care) with single Archers around the perimeter of the base. It will let you see if Heroes are around and how easy it will be to lure them out into the open. It basically allows you to plot your educated path before you begin.


Probing is kind of like opening a christmas present and you should always do it before a battle. Send a single barb or Archer to an isolated Gold Mine or pump and watch their resources. If their resources go down 100 or 200, the bulk of their resources probably arent stored in the pumps or mines. If they go down 500-1000, it is so on!


If you know the bulk of their resources are in pumps and mines then the map just got a great deal easier! The thing is, people dont defend their pumps or mines so its usually on the outskirts of their base. That makes things much easier for us. At this point your Goblins are crucial if the mines or pumps are on the inside of the base and you can basically just jab their pumps and mines until you get the resources and then surrender before expending the rest of your troops.


Let the battle begin!


Attacking a base is out of the scope of this particular guide but Ill write a guide for that soon enough. The goal here was to figure out what to look for before an attack (which I find to be far more crucial than the actual battle).


As a rule of thumb if i see anything with 500k+ resources, no matter what the base layout, I attack. Its just too good to pass up. Being that I dont see that as often as Id like, I prefer to methodically figure out what the most efficient approach is and thats knowing the limitation of your troops and the usage of the resources available to you.


Once you get rolling you should be able to do 300-600k an hour of a given both resource as a higher levelplayer and so long as you push that back into strengthening your offense youll gaining even more soon enough.

Farming at a Master Level (from the cocstrategy pages)

Riding 101

(This article was taken from Forum)

Introduction:
Raiding is ALWAYS a problem to our fello clashers, yet, I am here to lend my hand to them. 
Table of Contents:
1. The Why
2. The How
3. The Ranges of Farming
4. Goals
5. My New Idea
 (BE SURE TO READ THIS!!!—>MTG)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~
1. The Why
I met thousands of players, yes thousands, and they always question and whine about low/inefficient raids. Most of thw questions are:
- How do you get much loots?
- What army combos do you use?
- What range are you in?
- And most importantly, How much do you get per hour?
Well, i am here, to help and revive the hope of the hopeless players worldwide. I was a no0b player, worst than you reader, and here is my village before I read PedroLee‘s Farming 101 thread. Big Shout to him, I am sure you, Pedro, will see this 

But now, thanks god, I grew well.. Currently level 81 in clan named Bonbee is a cat.
So, lets get to business.

2. The How
a. Army Combinations:
Army Combinations differ from each player to player, depends on the space of his camps, level of his troops, and of course, his personal taste and skills.
Players in CoC are usually classified in 2 categories, and each category breaks to smaller branches. Here, I will be going throw every army combination I know, or I used.
- The Trophy Hunter
-> Trophy hunting is supposed to be the soul purpose of Clash of clans, and most of they players, till now, do trophy hunt. Most of the famous combos are:

1. P.E.K.K.As: The attack depends on P.E.K.K.As and wizards, and 10-14 wizards. Light spells are a must, yet other spells depend on personal taste. This style is often used by high hitters ( 3300+ ). And of course, it isn’t efficient.
2. Dragons: The attack is made by 10-11 dragons, and some archers. Light spells are a must, and other spells depend on personal taste. Usually used by people with 2300+ trophies. Not efficient.
3. Healer-Giant Combo: Made up of one or two healers, 25-30 giants and the rest archers. It isn’t really efficient, but if you aim for loot, more than you spent on the attack, you will do good in it.
4. Arch-Gaint-Barb-Wallbreaker Combo: Made of a ratio depending on the personal taste of the player. My style is 40 barbs, 12 gaints, 8 wallbreakers and the rest archers. This arttack doesn’t cost much, i use it in the 1700+ range.
5. Barb-Archer Combo: I use it, to get in trpohies fast. i assign 2 barracks to make barbs, and the other 2 barracks to make archers. I usually end up with 110 barbs, and 90 archers. This style is the most effiecient of all, the army is fast to make, and so cheap, yet, affective. There are some people at 2600+ using this combo. Believe it or not.

- The Farmer
-> Farming is the process of neglecting trophies and looking only for loots. Most of the army combinations are cheap, and they aim to steal the resources ONLY. They should always look for MORE than 100 k hits. Most of the famous combos are:
1. Goblin-Wallbreak: Usually used by hardcore farmers, they carry 15-20 wallbreakers and the rest of his army is made up of goblins. They aim to the ‘core’ of the attacked village, steal all the loot and surrender on less than 40% damage.
2. Arch-Goblin-Wallbreaker: Used by normal or casual farmers, usually 125 archers, 15 wallbreakers and the rest is made up of goblins. They aim for villages with normal defense. They send in couple goblins and archers behind. Then use the wallbreakers to bust throw walls
3. Barb-Arch: Most efficient of all farming methods, and I use it. The army is cheap, and the income is huge. It’s a win.  Barbs are spread out first, then archers behind. Wait till the troops clear out the buildings out side the walls, then send barbs in groups of 25s, behind them of course, archers.
4. Arch-Giant-Wallbreaker: One of the most famous combos, can mainly steal the loot of any trophy base/farming base. Send couple giants first, wallbreakers behind and archers to take out the buildings. Aim the giants to hit the mortars and wizard towers if you can, since they are the most affective defenses against Melee troops.
5. Goblin only: This method is used by farmers, with townhall 8 or bellow, farming in sub 200. They aim for minimum 1k per goblin. Most of the people stopped using it now, since it became clogged by hardcore farmers. Once you sleep, you should always expect a trophy push to 400+.

3. The Ranges of Farming
The point, that the farmers are always talking about, are the ranges. Each farmer should find his own cozy seat to farm in. One of the famous ranges for:
- TH9:
-Sub 200: You need to be online, each battle is 200 k, yet, you expect to be farmed after you sleep or get offline. You have to be continuously online, other wise, you will lose the range.
-1400-1600: This range is full of loots, you have to tap next 7-15 times, you need a full army though.
- TH8:
-Sub 200: Same as before, you have to be continuously online, other wise you would lose or range. You would find some open banks, but they are drying up day by day.
-1200-1400: Great place for loots that I use. I can basically steal any base with the barb-arch combo mentioned above.
- TH7:
-Sub 200: A lot of open banks, with the need to drop to sub 75 always. Refer to the goblin combo above.
-1000-1200: A place wonderful, full of villages with full collectors.
-1400+: You can find 200k+ loots, and with dark elixir.
- TH6-5:
-Sub 900: Since the loot penalty on those low town hall levels, loots are great….

4. Goals
Every thing created in life got its goals, and my goal here, as mentioned above, is to help my fellow clashers and farmers. Goals in farming include:
1. Maxing walls faster
2. Maxing the defense, walls, troops, camps and barracks of the player before moving to the next town hal leve.
3. And of course, enjoying the game as much as possible.

5. My New Idea
I was donating dragons to my clan-mates, but one left without taking his order. so the drag stayed in my camps. During that period, the dragon was ‘capping’ my troop capacity limit. For example, the dragon takes 20 spots, and me, as a TH8er, max camp capacity is 200, so instead of using my whole 200 troops, i used only 180. Using this method, the dragon is always a trump card, always. It would stop me from overkilling my attacks, and raid faster.

Beginners Guide

(This article was taken from Forum)



Do not rush your TH - This is the number one rule that will keep you out of trouble and I cannot stress it enough, dont do it! Max out as much as you possibly can each TH before upgrading to the next, because with each TH upgrade, there will be less gold out there for you to get. The bare minimum you should have before advancing is all of your defenses maxed and all of Army Camps and troops upgraded the the max. Walls are tedious and boring to farm, everyone understands that. Upgrade them as much as you can possibly withstand before upgrading because there will be less loot at your next TH level. Why you may ask? Because of the loot penalties, this is the percentages of the total loot that you can receive from an enemy.


- 5% for attacking someone with a TH 4+ levels lower than you.

- 25% for attacking someone with a TH 3 levels lower than you.
- 50% for attacking someone with a TH 2 levels lower than you.
- 90% for attacking someone with a TH 1 level lower than you.
- 100% for attacking someone with a TH level the same as you.
- 110% for attacking someone with a TH 1 level above you.
- 150% for attacking someone with a TH 2 levels above you.
- 200% for attacking someone with a TH 3 levels above you.


Learn the AI for every troop - While this seems very simple and straight forward, it can be quite demanding. As you probably know by now, once the troops are deployed, you cannot control them any further but knowing how they will react will allow you to strategically place them so that you can control them. Here is a brief description of how the beginning troop AI’s work and experimenting will only get you more accustomed to it.


Barbarians - They are dummies. They attack whatever is closest to it without having to go through walls.


Archers - They are dummies with range. They attack whatever is closest to them period since they can shoot over walls that are 2 or less layers thick. They cannot shoot over walls that are 3 layers thick.


Goblins - They are a “farmers” dream troop. They go straight for every resource building starting with what is closest to them without having to go through walls AND do 2x damage to resources. Do note that even if you know all the gold is in the collectors and none in the storage, they will still attack the storage even if it is bone dry.


Giants - They are big meat shields that attack defenses. They go straight for defenses, and prioritize the ones closer to them that are not inside walls. They are fairly useful though because of the fact that they prioritize defenses which is what you want to focus on because as soon as all the defenses are gone, your only enemy is the clock.


Wall Breakers - These are used to bust holes in your enemies walls. They only attack walls unless there are none to attack. Their damage is multiplied by 40x against walls. These are the toughest to learn the AI. I myself am still getting accustomed to the newest change in their AI, but you can learn more here. Once you understand them, you will over time get accustomed to it and learn how to manipulate them.


The rest of the troops are for more advanced players and I will consider adding them later if popular demand requires it. Here is also a bit more of detail on the subject by flammy5 on the CoC wiki.


Save for Builders - The #1 use for gems is to purchase additional builders. If you are planning to spend money on the game at any time, do it now to get Builders for the max return on investment. The sooner you get them the better because they allow you to upgrade more things at once. If you do not plan on spending any money, then save your gems that you get from achievements. You can earn up to 4 of the 5 buildesr if you save up all of your gems from achievements (I know it gets tempting to spend the gems when they are there to finish that upgrade or buy that little amount of gold you need for the upgrade but don’t!)


Protect Storage’s not Town Hall - While the game introduces the fact that protecting your TH is the most important thing to do, it is not. Protect your storage’s that have all of your precious money in it and ignore the TH. If someone destroys your TH, sure you lose a couple trophies but it gives you a free 12 Hour shield in which nobody can attack you! That is priceless. Of course later on if you want to focus on trophy hunting, then all power to you to do so in which case this would not be effective for you.


Take Advantage of Your Shields - If someone attacks you and gives you a shield, take advantage of it! If you however have the whole night or day ahead of you to farm, then go ahead and attack. It’s of course up to you and only you make your own decisions so it’s ultimately up to you. Remember that even when you have a shield up, you can still do the single player missions without ridding your shield.


Upgrade Resource Collectors - While this is a controversial topic, it is surely useful if you are not a very active player. Upgrading your gold mines and elixir collectors will provide you with free gold and elixir. The times for them begin to get fairly long especially if you only have 2-3 builders. If you’re going to be a very active player and farm all the time, then this can probably hold off in the beginning though it’s never a bad idea to upgrade them. Remember that the sooner you upgrade them, the higher the return on investment is for them.


Keep One Builder Free if Possible - While you may feel like your not getting the most out of it if not all of your builders are working, it is more effective to keep one free. If you know that you won’t be on for awhile then go ahead and assign them all. But, if you have 4 builders and assign them all to 3 day jobs, that’s 3 days where your going to be out of the game. You can farm but the more you have, the more you can lose when you are raided so keep one builder free to spend on wall upgrades before you logout and what not. It is okay to logout with resources in your storage’s especially if you are confident with your base but try to keep it to a minimum. Also, a side note is that keeping one builder free at all time allows you to clear out any bushes and trees that may pop up for the possibility of 1-3 gems.