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Trimps Room2 Guide (by non!) V5.2.2
**First run**
* Focus first on unlocking new things. Battle (bottom right) unlocks most new things.
* Prioritize upgrades and housing. Be sure to occasionally upgrade your equipment as you hit walls against progress
* Your goal this run is to make it past z20, and run the map “Dimension of Anger”, as this unlocks portals, and gives Helium, the resource that makes you stronger long term with perks.
* * Completing DoA for the first time ever allows you to start earning helium, so be sure to complete it before beating z21. On subsequent runs, beating DoA simply unlocks the Portal option, so it can be completed whenever.
* * If DoA is too hard, farm maps (read below)
* Maps (unlocked in z6) occasionally drop new features (new housing, gear prestige, others). Run maps every zone first run to unlock new things. As you progress in game you can switch to maps every other or third zone.
* * If you are low on resources, farming maps will increase your resource gain. The further you get the more dramatic this gain is. For fragments prioritize maxing the difficulty slider first. If you can spare the frags max all 3 sliders.
Balance this against increased farming power in higher zones. Once you can push a new zone you should since your farming will become more effective in higher zones.
* * Farm the Highest level map where you can 1shot the enemies. If it takes 2 hits, it takes literally twice as long to kill. You will get more resources farming lower level maps you can 1shot than from max level maps.
* * * This becomes even more important once you have chrono and jest exotic imps. 1shotting to maximize chrono and jest imps will dramatically increase loot/sec.
* * * Each level below max gives 20% compounding loot penalty. Despite this you will get more 1shotting a lower map than a max level map.
* Early game balance farmer, lumberjack and miner. You should have fewer scientists. Get as many trainers as you can manage. Much later (z30+) you may start prioritizing metal.
* Coordination has minimum trimp requirements. Buy housing whenever possible to allow higher levels of coordination. Coordination makes you much stronger and is a key to beating higher zones.
* First portal should be at z24 (choose discipline challenge!)
* * z24ish is probably optimal for progression. Plus or minus 2 zones won’t hurt anything.
* * z30 with under 60 He gives an achievement. If you have the patience this is good, but will add a few days to your first run (with barely any reward). It is mentioned as a few people like it, but Non recommends coming back to the achievement when you have Scientist 5, much later, and just focusing on progression for now * * *
**Second run AKA Discipline**
* Spend your He (Helium). Bait, Motivation, Power, Toughness, Looting, Range and Agility are important early game. Have twice as much in these as you do in the others. Carpentry and coordination when you unlock them are your top tier.
* * A few points in all is usually better than focusing everything on 1 perk.
* * There are calculators to help spend He, but they are a bit wonky below z40, when you only have a bit of He to spend. Perk section is far below, including calculator links
* When you portal at end of first run, select the ‘discipline’ challenge. Complete it.
* It is slightly more random, and will take slightly longer, but is no harder than first run. Use the same strategies you did the first time
* Be sure to push to at *least* zone 25 before portaling (to unlock next challenge)
**** Shield block! ****
* Shield block drops from ‘the block’. It makes your shield give block instead of health. Very strong early game. Use it!
* It scales VERY poorly. By z40 it makes up less than .1% of your block, while the health version scales well. Stop using it (or even running the block) by z60. If you purchase it, you are stuck with it for the whole run, so do not buy it if you can make it to z60+
* * It may still sometimes be worth it to pick up shieldblock even if going past z40. Compare time saved by shieldblock early vs time saved by healthblock later. (credit to leheibrog for pointing this out)
* * Shieldblock is also helpful in unlock challenges that end early (scientist, trimp, trapper, etc)
* There is a setting to make it ‘confirm’ each time you buy to prevent accidentally buying.
**** To z40 unlocks ****
* Complete the metal Challenge, while reaching z35 to unlock size
* Complete the Size challenge, while reaching z40 to unlock Scientist
* Complete the Scientist challenge
* You may find it necessary to do a ‘farming’ run to gain a little He before running one of these challenges, depending on how optimized your perks, and how attentive you are to game
* Do not purchase wormholes if you unlock them, portal at z40 instead
**Void Maps!** Start dropping after 5 portals. They drop heirlooms and He equal to the zone they are done
* Better heirloom drop cutoffs occur at zones 5, 41, 60, 80, 100, 125, 146, 166, 181 &201
* Doing a void map on the last level of an He challenge will get the He drop from the voids multiplied by the challenge reward. With 5-7 void maps this can be a HUGE boost in He/Hour. To do this they must be done *before* the challenge completes.
* Void maps scale with the zone they are completed, so it can be rather hard to do them at your ‘max’ zone. Consider doing them 5-15 zones behind your current ‘max’. The closer to ‘max’ zone they are done, the more work will have to be put into farming before completing them.
* It is YOUR choice whether to focus on heirloom drop cutoffs (and increased Nu from better drops recycled), super He doing them at the end of He challenge, or at lower level for ease of completion. Non prefers Challenge/He, but it is a personal choice.
**EVERY run from now on should be a challenge**
* Prioritize ‘unlock’ 1-time challenges first (that give new perks)
* If not on an unlock challenge, run a repeatable challenge for bonus He
* Never ever select none at portal. Ever. Not even once.
**z40 to z80**
* Balance challenge will provide you with greatly boosted He/hr compared to no challenge.
* After each Balance run, check to see if there is an unlock challenge available, if there is, then run it. If not select Balance
* This is the point at which you should strongly consider optimizing perks with a calculator (see section below)
* Once you reach z40 ‘easily’, you will be ready for the push to 60
* * This runthrough purchase 25 wormholes. This will be enough of a boost to carry you to at LEAST 60, and provides a healthy boost in He.
* * * You will easily get back the He you spend on this, because you will make z60+. Do not purchase less, go all in. Worth it.
* * By the time non completed all the newly unlocked challenges (from hitting z60), non was able to push to 80 unlocking….
**Warps and Gigas**
* Beginning with z60, the new housing is the Warpstation. This housing can be prestiged with the ‘gigastation’ upgrade.
* * Each time you purchase a giga, the warpstations reset to 1, but are stronger, and cost more to build. You do *NOT* lose any population you gained with previous warps
* * Through extensive testing, the current Meta is ‘base+delta’. This means buy a certain amount, then giga, and the next time buy a few more before you giga.
* * * 4+2 means Buy 4, giga, then buy 6 and giga, then buy 8 and giga
* * * 20+4 means buy 20 and giga, then buy 24 and giga, etc
* * Your goal is to use up your last giga *right* as you end a run, while also not starting too high that it delays your run
* * * When you first unlock warpstations, a normal delta is between 5+2 and 10+2
* * * Nom runs well with 33+3 to ~160 (credit to Kilgore)
* * * Crushed was recommended at 25+3
* * * Corruption run z190 is usually around 20+4 (non uses that)
* * * Take All delta suggestions as ‘suggestions’, including what you hear in chat, you will likely need to experiment to find what works best for you, and your He levels.
* * If you notice you run out of Giga well before completing your run, then increase the base or delta you use for the next run. If you notice a run stalling while you farm more warp, then decrease your delta. It will take a bit of trial and error (or asking tips in chat) to master this.
* * Stalling runs (delta too high) hurts your He/Hour, while running out of Giga early hurts your max zone. Balancing these two can be tricky.
* * Base + delta calculator. Non is not sure who gets credit for it**
* * * https://docs.google.com/spreadsheets/d/1ST0oHgWQAjObH5L7efLJ8BeqCDrVa0IDYMqnQKuHgH0/edit#gid=0
**Dailies**
* Dailies will unlock at z100 and are mentioned in the below strategy for z80+
* Dailies make various aspects harder (tougher enemies, slower respawn, weaker stats, weaker buildings, etc) but multiply your He earned when you EXIT the daily
Portaling also ends the daily. You can exit manually if you want to push after the run
* Unlike other repeatable challenges, you can choose what level to apply the He Multiplier to (probably near the end of the run)
* Once unlocked, Dailies should be use in place of other repeatable runs (except toxic) whenever they are available. They usually (but not always) give better rewards, and you can end them at whatever your current max zone is.
* * If you notice a particular challenge is giving more He/Hr than a daily, then by all means run that one.
* * Dailies get the ‘most’ when they allow you to finish at a higher zone than a ‘normal’ challenge, and may be less effective if they finish at the same zone as a ‘normal’ challenge
* * Running the daily ‘too far’ (A push run, where advancing slows down heavily) will reduce the He/hr gains. If it is taking you more than an hour a zone, you should probably end the daily and advance ‘normally’ if you still need to push for unlocks.
* If you did *NOT* run a daily the previous day, you can do yesterday’s challenge and do two dailies in one day
**Helium/hour vs total helium**
* Helium/hour is more efficient, but only relevant for extremely active players (constant buying/active play). If you are the type of player who comes back to check on it every few hours, or even days, then 'ease of completion' will become more important than the helium efficiency per hour. If this second choice describes your playstyle, then you will want to avoid certain challenges that require a lot more intervention. The daily is still (probably) best choice for farming, but challenges like Watch become more attractive, while challenges like lead may become less attractive.
* * Non is still trying to get a list of what challenges are best/worst for less active players, so that is not spelled out below. If you are a more Idle player, then feel free to reply below and help update the guide to make it better for other players!
**z80 to 190**
* You will fall into a pattern with 3 types of runs
* * Run ‘unlock perk’ challenges once when they become available
* * * Highest priority! Always do this if available
* * Do some Farm runs
* * * If Daily is available, pick it for your farm, it will give best He/hr, and is often easier for idle runs
* * * If daily is not available, run the highest repeatable available as mentioned below
* * * Run at least 3x repeatables (daily or normal) before considering a ‘push’ run. They will slow your He/Hr and a failed push run will greatly slow you down. The further you get the more farm runs will be needed between each push run
* * Do a Push run. For this you will continue as far as you can go to unlock new content. This is FAR less He/Hr (unless using daily for push) so should only be run once in a while to check if you are ready to move up.
* * * Dailies (new) have no ‘max’ level, so you can use a daily *as* your push run, and get excellent He rewards. You may be able to push a few zones further after you exit the daily, since you will no longer have the penalties the daily applies
* * * ‘Normal’ repeatable challenges should only be used if daily is not available
** EDITORS NOTE Non needs the He levels required for each run from someone still at that zone. If you ‘comment’ you can note down what He totals you had when you completed a particular challenge and help non update the guide!**
* Switch to Electricity at XXXX He or when you can push a max zone of 85
* * Remember to run any 1time challenges as they unlock. You should all be able to complete them as soon as they unlock, though you might consider farming 1 or 2 more farm runs first to make them easy to breeze through
* * You will need a LOT of electricity runs to make the jump to crushed.
* * Continue to use the ‘push run every 3 farm runs’ strategy.
* Switch to Crushed near 2-4mil He or when you can push a max zone of 130.
* Switch to Nom at (8-9mil? Needs confirm) He or when you can push a max zone of 150
* * At z170, The Devastation challenge unlocks Overkill, one of the best perks in game (cuts leveling AND farm time in half!). Unfortunately the Exploding star is a hard map, so you will need to be able to not just make it to 170, but then beat the map. Recommend running 1 toxic before attempting, or being able to push z175.
* Switch to Toxic at around 20mil (needs confirm) He or when you can push a max zone of 170.
* * Toxic is one of the best Challenges for He. Farm this longer than necessary, at least 10 runs, probably closer to 20. Mix with dailies when they are available.
* * It is usually stronger than the daily, though you might run a few dailies just to break up the tedium
* * If you have in excess of 300 bones AND all exotic imps, consider running OCDoxic, strategy listed below
* Run Watch once when you can manage it (XXXX He or max zone 185), but do not farm it for He, Toxic is more efficient for Helium. You can even skip watch if you really want.
* * While watch has crummy He/hr, it is the ‘fastest’ challenge allowing you to skip nearly all maps, and can actually reach 185 faster than ‘none’. This makes it a great choice for idle style gameplay.
* Run Lead after watch, but watch your He/hr. It is not better than toxic for a while after you unlock it in terms of He/Hr.
* * Toxic will remain more efficient until you can manage a max zone of 190ish or around XXXX He. There is only a very short window where lead is more efficient than toxic before corrupted becomes more efficient than both.
* Do not run Corrupted when it unlocks. It will not be more efficient than Toxic until XXXX He, about when you can hit z200. AFTER it becomes more efficient, it will stay the most He/hr for the rest of the game (until new content comes out)
* * Once you can farm Corrupted, consider running early spire (mentioned below) at the end of your corrupted run. You will need to farm corrupted for a while before you attempt a full spire run.
**More Coming Soon. Editors please mention if you know recommended He levels for any specific challenge**
** Scientist **
* For most Sci challenges, focus all your science on Coordination and speedminer. Also pick up autobattle.
* If you struggle with a Sci challenge, farm up more He then come back to it. The additional perks will make a huge difference
* Sci 5 also provides a HUGE boost to Helium, so do this one ASAP
** OCDoxic **
* OCDoxic is a special version of the ‘toxic’ challenge, designed to maximize bone portals
* OCDoxic takes 10x as long (or more), but pulls double or triple the He. This is done by maxing the toxic stacks (1500) every single zone.
* This should NOT be done unless you have 400+ bones to spend *and* have already purchased every imp. It is terrible He/hour and is only worth if you have bone portals to purchase.
* Run it as a Toxic challenge, but max each zone before moving to next zone, as each toxic stack increases loot & He gains
* AT has a setting for this.
* After the run, spend your bones on portals. Portals give He equal to ‘highest run ever’ (excluding dailies), so you will now get each portal with the bonus He from your OCDoxic
* This strategy loses effectiveness after Corrupted, as you may be able to get more He from long high-level ‘push’ runs than from Toxic.
** Spire **
* The spire is a special zone that occurs at z200. It unlocks ALL the level 2 perks
* You are limited to 10 deaths, then it kicks you out. For this reason, you will want to have the absolute maximum health you can pull off to do spire
* Around 200mil He you can easily pull off “early spire” which is clearing the first 3 or 4 rows to unlock some level 2 perks early.
* New perks unlock at the end of cells 10, 30, 50, 80 & 100. All of them are pretty good. If you can manage to finish one of these, then do so!
* Non has *heard* that spire is theoretically beatable at 500mil with a 2day+ run.
* Around 800mil He it is normal (but hard without heavy farming) to complete spire. This may require hours or more preparing at z199-200. Even if you fail, you could still unlock the z50/80 perks, so still may be worth it.
* Around 1.2bil He you should be able to complete spire without too much difficulty. Non chose this level and beat it in 1 month 11 days (current record!)
* * You will want to farm for at least an hour to max your equips
* * Using genetecists, you can set breed time to 10 mins, 30 mins, or even an hour for HUGE HP boosts. For 600mil early, non used 1 hour breed timer (no respec) and pulled off 4.5 rows (but only used 1 death, not 10x 1 hour)
* * Firing all your workers after farming will increase your breed timer more, allowing more genetecists
* * Respec into everything health and damage related, skipping all resource perks
* You can skip spire by simply dying 10 times, or using the Exit Spire button, continuing to normal z200 and beyond
* If you are advancing that far anyway, even once you have perks tt is still worth clearing a few rows of spire for the bonus bones, heirlooms, He, resources, etc. Extreme lategame players may be able to clear without geneticist or respec silliness.
** Masteries **
* This section is still under construction
* Masteries unlock with Dark Essence. This drops from using ‘S (Scry) stance in zones 180+.
* It is possible to get first tier masteries (which are almost useless) pre-spire, but you will really need to consistently getting to z200+ to farm enough for tier 2-4
* Tier 1-3 are… Okish. Tier 4 has some crazy good stuff. You will not get the T4 stuff til well after z240 is on farm.
* * Tier 1 pick turkimp tamer 1st. The others save you 1-2 maps each, which you will probably run anyway for equipment.
* * Tier 2 headstart is OK, foremany is useful if you do not run AT
* * Tier 3 Map reducer is surprisingly good, maybe headstart
* * Tier 4 Hyperspeed is SUPER good, Blacksmither a close 2nd. The others are OK
** Exotic Imp-orts and bones **
* Buy *ALL* imps before considering spending bones on anything else. 100% of imps bought.
* * Whipimp, Magnimp, Jestimp, ChronoImp, Tauntimp, Titimp are the important ones. Ven is strong VERY lategame. The others are kinda weak. Non’s order is as listed, but there is vocal disagreement amongst players on what order is optimum.
* * Every imp you buy has a 3/100 spawn chance, so 5 in 1 category means 15/100 chance of it NOT being a Snimp or something equally bad. Buy them all
* * * There is much debate on Jestimp vs Chrono. Jest is stronger, 50% stronger, all the time, even in the short run. This has been demonstrated mathematically, and with Testing. In the test, Jest pulled ahead in EVERY category within 2 minutes.
* After all Impies are purchased (will probably not happen until near Spire z200 if you never purchase) bones are best spent on ‘portals’. This gives He equal to your best run ever (excluding dailies).
* If you enjoy this game enough to play it for hours, days, even months…. Consider buying a small bones purchase to support the dev, so that game will continue to update.
** Heirlooms **
* Heirlooms will unlock after your 5th portal
* Selling heirlooms gives a new currency Nullifium (Nu)
* Low level heirlooms get very tiny stats, and should not be upgraded
* Instead of ‘swapping’ stats, simply replace heirlooms as better ones drop
* The level of the heirlooms dropped depends on the level you run your void maps at
* * Minimums for each rarity: rare-41, epic-80, legendary 100, Magnificent-125, ethereal-146.
* * Because of low drop rates, you will most likely get your ethereals during corruption runs (max zone 190)
* It is recommended to not upgrade any heirlooms below legendary, do not upgrade magnificent (by then hold out for ethereal, mag is super expensive to upgrade and will be replaced) and not spend much on any below ethereal
* * For shields, prioritize Trimp Attack, crit damage, crit attack, and void chance
* * For staff, prioritize mining efficiency, metal drop, then either farm/wood efficiency and dragimp
* * Customizing for your playstyle is fine, but Trimp Attack, and mining, and metal should wind up on your final heirloom setup
* Non remembers it was extremely frustrating not upgrading any heirlooms until VERY late game, but it is truly the best long term strategy. Just use whatever the best drop is til then.
* * Your Nu gains will increase dramatically at higher level (up to 76 Nu per map at 201+, non averages 500 Nu/run), so while it is less than optimum, you will be fine if you give in and upgrade/customize a lower level heirloom, just as long as you realize you will replace it later.
** Perks **
* Non arranges perks into perk Tiers:
* * Tier 1: Coordinated, Carpentry, (bait). After lead, “looting” moves up to tier 1
* * Tier 2: Looting, Resourceful, Resilience, Motivation, Toughness, Power, Artisanry
* * Tier 3: Pheromones
* * Maxable: Siphonology, anticipation, Meditation, Relentlessness, Range, agility
* * Static: Bait, Trumps, Packrat
* * * Anything_II (spire perks) work differently (linear) and should be done using a perk calculator
* Non recommends keeping tier 1 at least double the He spent (not level, He spent) as tier 2, which is double the tier 3
* * You will notice MOST perks fall into tier2. This means upgrade MOST perks fairly evenly.
* Max the maxables. They are mostly tier 2, and should be given emphasis in early game. Agility, Range, and anticipation could be considered tier 1.
* Statics should wind up with only tiny amounts of your He, and not leveled past the mid 20s. They play a critical role in early game, but will be less significant past z100. Treat them as tier 2 until they reach levels in the mid-20s, with bait being tier 1 in early game (pre-60)
* These recommendations are a VERY rough estimate. For more precise and optimized perks, use a calculator to respec. Consult it every 20-50% increase in He and respec back to optimized
* * Non recommends http://zxv.nero.run/
* * * Preset ZXV (new) is great for leveling, and truth is great for endgame in an active playstyle
* * * ZXV let non push further, but truth got to high levels quicker. ZXV may be be better for a more idle playstyle. Non is seeking feedback from other players on other presets, and what works best for early/midgame. Comment below if you have something that worked well for you!
** AT **
* Autotrimps is a controversial addon/script that will automate many (most) tasks in trimps. Some consider it to be cheating. It plays the game for you based on your settings.
* AT will take most of the learning and discovery out of earlygame, but eases much of the repetitiveness needed for lategame. It is STRONGLY recommended you do not use AT until at least z80, or the game will probably become boring for you.
* AT will *also* give you graphing modules that give you a LOT of insight into how each run compares/improves, and He/hr
* Googling autotrimps will get you the old (zinzin) version. The new version is the genBTC version (and hard to find on the web)
* * https://github.com/genbtc/AutoTrimps
* You must reach z80 for AT to unlock the ‘autoportal’ feature
* If in doubt, turn on everything in the core modules. (except shield block) and except for the bottom row in core1 and core2 (these are optional lines mostly used for specific challenges)
* * Screenshot of non’s AT settings, mind you they are tuned for z190ish. http://prntscr.com/cczvbv
* In general, set AT to run whatever challenge you are up to and let it farm, with occasional ‘directions’. Using the graphs you can determine when it is ready to move on to the next one
* Some one-time challenges may require a bit of manual over-ride
* Completely optimizing AT is beyond the scope of this guide, consult chat rooms for more advanced tips\\
* * The AT gurus hang out in the discord channel: https://discord.gg/0VbWe0dxB9kIfV2C
This guide gives quite bad advices for low helium ranges.
For first few runs bait is the key perk, a point in it gives best increase in your damage output for same cost as trimp downtime is major bottleneck. Thats when you stockpile traps for first 1/2 of run and use them in second half. Its stops being useful with carpentry as you easily go trougth early game and carp combined with pheromones gives better breeding rate.
For shieldblock its often repeated half-truth to tell only that it scales poorly. You should compare time saved by shieldblock early versus time saved by healthblock later. For example if sb saves you 20 minutes and hb gives 10% more health then you need to spend 3 hours in endgame to break even.
z40 to z80 as described quite slow progress.
Instead its about getting 50k he or so then getting decay. It gives best he/hr for long time as you could stockpile several hours of gems/metal by farming maps for 5m from z45 to z55 which considerably speeds up rest of run. Eletricity becomes better for some time but it gives only 30% more he/hr in best case and you should switch to decay again once you could get to z100ish easily
Things like "meditation is garbage" and determining which he challenge to run based on he/hr is exactly the wrong advice to give less active non-AT users. If you're making an AT guide, label it as an AT guide.
@Leheibrog, garee & del282: Thanks for the feedback. Non will try to incorporate these suggestions over the next few days (as schedule allows). The guide has been modified quite a few times based on other player feedback. Non's goal is to make an in-depth guide for all players, and have not seen a better one as of yet.
@del you don't seem a fan of Truth's preset, which would you use in it's place? When non tested ZXV(new) allowed a much higher max zone, but truth got there much faster, producing more He/Hr.
Non has partially incorporated all the suggestions you three mentioned, including shieldblock, making note about some challenges being better for a more idle playstyle, some perks (like bait) being much stronger in early game, and about only selecting He/hr for extremely active playstyle vs 'ease of completion' for a more idle playstyle. Non will probably need more feedback to get those sections up to par on exactly which challenges are best for idle play, but thanks you for you help.
Autotrimps isnt "controversial" its CHEATING. Plain and simple. Moreover it is retarded kind of cheating, because smart cheater will simply edit his save and add himself whatever amount of helium/nulifium/dark matter he wants.
on what basis are you refering lead to only be optimal for a small window o.O
Imo lead is optimal once you have 80m helium and doesnt really fall off untill 3B helium if used to its best potential
More tricks. Using respec. This mainly affects early game, you could save several hours by respecing after completing carpentry challenge and pushing deeper with it instead of portaling. This applies to lesser extend for other perk giving challenges.
Even-odd respec. This strategy needs two respecs so its done in two runs. Do first run is as normal, except to respec before portaling and put around 1/4 of total he from carpentry/coordination into looting. In second run when you slow down put helium from looting back to carpentry/coord and finish it with more helium. For long challenges you could make first run last only to z20
@molokot AT isnt the same as editing your save. Instead of having your computer running AT with AutoPortal and all other Settings flicked on, some people use it to stockpile storage and buy buildings while running a gardens map. Plus trimps isnt like clicker heroes or other idle games using similar constructs where you can speed up a lot of the gameplay by clicking or active play, in trimps the game is going to go through more or less the same path with slightly increasing speed each portal.
> *Originally posted by **[robot2](/forums/11406/topics/668449?page=1#10754031)**:*
> @molokot AT isnt the same as editing your save. Instead of having your computer running AT with AutoPortal and all other Settings flicked on, some people use it to stockpile storage and buy buildings while running a gardens map. Plus trimps isnt like clicker heroes or other idle games using similar constructs where you can speed up a lot of the gameplay by clicking or active play, in trimps the game is going to go through more or less the same path with slightly increasing speed each portal.
I agree with molokot that autotrimps sorta defeats purpose of game as they should watch youtube trimps videos instead which will give them same experience.
I disagree about idle/active play until you get watch. Left unattended zone progress function is logarithm of time spend idle. To finish a run you need almost constant number of check-ins spaced 5 minutes or more to run-10 a map and buy a gigastation as idling more doesn't bring you much.
Comment about same path is false as with scripting I could double he/hr compared to what I get with my relatively active play. Playing close to optimum requires excessive micromanagement that I don't do to save my time. This is about minimizing downtime caused by running maps and one caused by not-oneshooting in zones.
From start of run scripting could improve.
1. Auto-combat: I lose few minutes by not using manual combat when trimps wait to fill population bar caused by building new population buliding/territorial expanse.
2. Dagger climbing. In that phase I lose around 100s each ten zones to avoid second check-in to leave map after doing it twice.
3. Gem economy bootstrap, bad management could give extra hour of your run. Early game bottleneck is a gap between collectors and warpstations. This makes active play decay a best he/hr challenge until you get crushed as bit of gem farming at zones 50-55 allows you to instantly buy warpstations with few gigastation levels. This show compound interest and frequent babysitting pays of as you want most of your trimps farmers then each zone run garden map to get more collectors/tributes to hire more farmers. Neglecting this will bite you later when you couldn't get coordinations and need to spend extra time on maps to bootstrap collectors there without getting extra damage bonus...
4. Running map as necessary for ohko. Its same problem as 2 but worse as you should run maps only until your damage from weapons+bonus matches end of zone hp. Manual strategy to run 10x map each few zones is upto 50% worse as you switch to CHKO mode where you need 1.5 attacks to kill enemy. Could somebody do math when one should switch from OHKO in zones to CHKO in zones which requires 5 times less damage?
5. Dominance formation and downtime. From level 70 dominance formation with 30s breed time looks optimal low babysitting one(pre-scrying). When group is killed in less than 30s then with constant babysitting one could get better progress by switching to normal and heap formations which give you extra hp until 30s when you kill group and start again with D formation.
6. No downtime. Alternatively with enough block one could turn downtime into time spend on maps. You always click to maps with wait-to-travel option. Then you could instantly run map as you have full population. You spend around 13s on map refilling population, then exit to zone and spend remaining 17s+ there and repeat cycle.
7. Precise geneticists. With groups living longer than 30s its optimal to buy genetists to reach full population moment the group dies. This here is spend time on maps, for example run 10 map without dying thanks to block takes 120s that gives double hp for next group.
8. Vacations for miners. Once you start doing maps each zone they give you majority of resources. When you leave maps fire all farmers/lumberjacks/miners to improve breed time/hp from genetists. Its better than keeping them there as in worst case you will get more resources by running map in time you saved by firing miners+co.
9. Turkimp management. With turkimp one should fire all farmers/miners/lumberjacks, then putting them into one profession and fire all to switch into another profession as you need resources.
non is not debating the use of AT, whether it is fun, cheating, or otherwise. Non strongly recommended not using it til much later, if at all. If it is cheating, it harms no one since the game has no PvP or multiplayer mechanics.
It is a fact though that a significant portion of the userbase does use AT though, so a guide which seeks to educate users on the game should mention it. Non figured answering questions about it (at the very end) allows any given player to make their own choices. If they want to use it or not, totally up to them.
Reaching zone 30 from zone 24 (which would be optimal according to the guide) on the first run took me exactly 1 day so it wouldn't be that long a wait as the guide says and it may be worth the extra time :D
If you can you should just beat zone 30 on the first run because you get 2 achievements, clear zone 30 and reach zone 30 with 60 or less he & achievements directly translate to power
spire is beatable much sooner, took me ~1 day at ~500M he, corrupted will become more effective then tox at ~250M he imo (need verification). Also it will be nice to mention to always farm stacks before doing vms in tox - it helps he/h a lot.