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This guide gives tips about the main game of AdVenture Communist based on which rank you are in motherland, such as what researchers to focus on and upcoming walls and difficult missions.

Tutorial - Ranks 1-19[]

The game starts at Rank 1, which contains the first part of the tutorial. The game will prompt you to manually run Farmers to produce Potatoes. Once you have 10 Potatoes, you will be able to buy another farmer. Unlike most other idle games such as AdVenture Capitalist, the price of generators does not increase as you buy more of them. Instead, purchases are limited by not only resources but Comrades which are produced at a linear rate starting at 1 per second. Once the quantity of a generator reaches a certain threshold, the next generator of the industry is unlocked, Communes in this case. This generator costs more Potatoes and also the previous generator but instead of producing more Potatoes, it produces the previous generator. Upon unlocking Communes, missions will start appearing, which are goals that you need to complete in order to rank up.

Upon completing 3 missions, the game will prompt you to rank up to Rank 2, which resets your resources, generators, and comrades. In exchange, you will be granted a Silver Capsule that contains some science and your first Researcher, Ringo Ringlet, who automates Farmers, meaning you do not have to tap on them anymore, and also increases their speed. Upon completing the first mission of Rank 2, you will earn a wood capsule which contains more science and another copy of Ringo Ringlet. You will then be prompted to spend 50 science to upgrade him to level 2 which speeds up farmers by another 2x. Upon completing the third mission, the game will then ask you to make your first Trade to increase your comrades per second.

The Silver Capsule awarded for ranking up to Rank 3 contains your first rare researcher, Mactuber, who increases the power of all potato industries. Rank 3 introduces the science reward for reaching a power of 10 of a generator, as well as unlocking the Land Industry. Rank 4 allows you to have two missions active at a time, while Rank 5 will teach you that you can spend gold on time warps, and provides a time warp to use for free. Rank 5 also requires you to unlock the third industry, the Ore Industry. Rank 6 unlocks Special Operations which provides tasks you can complete to earn more rewards, and unlocks a third mission slot. At Rank 8, Events are unlocked, which are limited-time games similar to the main game that provide lucrative rewards based on how far you progress in the event. Even if you don't spend any gold or money you will typically be able to get far enough in the event to earn over 10k science and several epic researchers, allowing you to progress through the early ranks quickly. Rank 10 introduces the fourth industry, the Military Industry, and Rank 17 introduces the fifth and final industry, the Placebo Industry.

During the first ranks, you will often be required to spend comrades on a generator that is not the deepest generator, such as when the deepest generator is not automated and produces a small amount of the above generator, compared to the amount you need to complete a mission. However, in later ranks, you will find that you will either have plenty of that generator from the amount needed to unlock the next or be able to produce many times more from manually running that generator than you could gain by buying them with comrades. Once that happens, it is recommended to not buy generators that are not your deepest generator.

Starting from Rank 5, you will notice that there are still missions to complete when you have the option to rank up. Every rank starting from Rank 7 will have optional bonus missions that you can either choose to complete for extra capsules or skip and rank up immediately. Whichever choice you make is based on personal preference, but generally if a bonus mission does not take much longer to complete than reaching the end of the rank you should do it, otherwise feel free to skip it if it looks like it will take too long. These missions also give you options on which goals to complete in case one mission is too difficult for your current cards, though you are unlikely to run into walls this early in the game, especially since there are missions prompting you to upgrade your researchers.

By Rank 20, you should have amassed a decent collection of researchers and science, perhaps most commons at level 5-6, rares at level 3-5, and epics at level 1-2. If you managed to find a supreme researcher this early in the game, consider yourself very lucky, congratulations!

Early Ranks - Ranks 20-34[]

At this point, you should still be progressing through the ranks fairly quickly (a few days per rank), but you'll notice ranks gradually getting more difficult. You can spend your science on researcher upgrades to speed up progress, but keep in mind missions appear almost every rank requiring you to spend science or upgrade cards. You don't need to worry too much about saving for those missions because you constantly get more science from mission capsules, Free Capsules, and science bubbles from your generators, but it's still a good idea to save some science for these missions, say 1,000 science, increasing to a few thousand by the end of this section.

During these ranks, the most difficult missions will typically be the most recently introduced generators, starting with Deep Bores at Rank 20, then a re-appearance of Trains at Rank 21. Pharmacies are not very difficult to allow you time to build up your placebo researchers, but Barges starting at Rank 27, Tanks starting at Rank 29, Oil Rigs starting at Rank 31, and Harbours starting at Rank 34 will all prove to be challenging, especially if you are too conservative with science and upgrading cards. These new generators also will require significant comrade investments to unlock, so be sure to be upgrading your trade rares, especially Salvadorville, Adrian X. Vultor, and Sir Lance Egon.

At Rank 34, a new type of rare researchers start to unlock. However, these rare researchers, while providing a respectable boost the first time you get them, only boost one generator 2x each level after that. This means they are only as powerful as a single common researcher, and you should only be willing to spend the same amount of science on them. For example, if your commons are level 7, Magdonut should be level 5.

If you play events actively and/or got some lucky supreme researchers (that provide a boost to every industry), you might not spend very long in this section. Nonetheless, try to have level 5-6 commons, level 6-7 comrade rares and power rares, and level 3-4 bonus epics by Rank 35, which is about when you will want to start saving for supreme researchers.

Supreme Researchers - Ranks 35-49[]

Rank 35 or so is the point where you will want to think about acquiring your first supreme researchers. You may have lucked out and gotten them randomly in capsules. If not, you will need to buy them in the shop. They cost 40k science each and only appear for science in the bottom middle slot 12% of the time, or 2.4% of a specific supreme. This means, on average, a supreme appears in the science slot every 2.78 days, and a specific supreme appears every 13.89 days, though if you're unlucky you could be waiting 2 months for it to show up. As for the supremes themselves, Earth Wyrm Jym (comrades) and Alf Stark (crit bonus) are top tier, Ratchemus Prime (power) and Mega Tron (discount) are mid-tier, and Dr. Shortstack (luck chance) is the worst supreme and should not be bought in the shop. Of the first two, it is debatable which one to go for first, but as the 40s ramp up production significantly it is recommended to go for Alf Stark first if you don't already have him, though there are arguments for buying Earth Wyrm Jym first or buying whichever one appears first. Regardless, you should start saving science, which means limiting spending to when a mission requires it or when you get stuck on a Wall (such as Rank 44).

During this section, there are two outlier production missions that you may want to skip. The first is 55 YY Potatoes at Rank 37, which is about 20 times more difficult than the hardest mission of the previous rank, and there is not a harder mission until Rank 43. The other outlier is Rank 47's 90 UU Placebos, a ~16x jump in difficulty from the previous rank, without a harder mission appearing until Rank 55. However, if you play events actively, even these missions won't be too much of a challenge, especially if you have managed to get 32k bonus (Alf Stark 2 + Bonus Epics 5).

In addition, there are some ranks that will prove challenging to players that skip the difficult missions. Rank 39 requires either 128 Blood Banks ( 10 MM Placebos each before discount), 2 VV Land, or 33 MM Placebos to complete. But Rank 44 is one of the most infamous walls in the early game. While Rank 43 let you get away with 677 OO Placebos if you could not get 1.4 QQ Bullets, many players with weak production researchers will get stuck on 300 YY Land, 23 Artilleries (each costing 1 RR Bullets with 10k discount), and 8.2 VV Ore. This wall may not be a big deal for those who have at least one copy of Alf Stark or play events actively, but can still come as a surprise for those used to comrade missions taking the longest.

Your goal before the 50s is to have at least one copy (preferably 2) of each Alf Stark and Earth Wyrm Jym, comrade rares at least level 7, and bonus epics at least level 4.


The Comrade Era - Ranks 50-69[]

In the 50s comrade requirements increase rather quickly while the most difficult production missions remain stagnant (though you are more likely to run into walls if you skip missions). From this point until Rank 116, it is safe to assume each rank will take about a week with "average" researchers. If your researchers are overleveled, you might spend a few days per rank, whereas if you are behind you might spend a few weeks per rank.

During this era you should get your first Earth Wyrm Jym if you haven't already, then try to get him to level 2. In addition, you will want to level up your comrade researchers to level 7, and eventually level 8. A reasonable goal is 200 k comrades per second for the 50s and 500 k for the 60s. Keep upgrading your production researchers as necessary as well. The most difficult production mission of the 50s is 13 DDD Ore at Rank 55. If you have trouble saving science for supremes, play actively in events and try not to spend science except for missions that require it and walls that would take too long without those upgrades (even better, look at the missions for upcoming ranks and plan your purchases to complete the spend science/upgrade card missions with upgrades that would help with upcoming challenges).

After you get Earth Wyrm Jym to level 2, your next goal is to get your second Alf Stark, as production difficulty starts increasing again in the 60s. After that, try to get Ratchemus Prime to level 2, then Mega Tron to level 2. Next, ignore Dr. Shortstack as his boost is insignificant for the price and instead work on getting Alf Stark and Earth Wyrm Jym to level 3. Because comrade rares will likely reach the cards for level 9 before bonus epics level 6, you should probably aim for Alf 3 first.

Starting at Rank 60, production difficulty increases as well as comrades, so try to have at least 32k bonus, 256 power, and level 7 commons. Of note, Airports, which first appear at Rank 67, cost in the range of KFC Land, which is close to expecting 131k bonus.

By Rank 70, try to have level 3 Alf Stark, progress towards level 3 Earth Wyrm Jym, and level 2 Ratchemus Prime and Mega Tron, along with level 8-9 comrade rares and level 5-6 bonus epics.


Level 3 Supremes - Ranks 70-89[]

Ranks starting with Rank 70 are balanced around active event play, which means if you skipped events up until this point and continue to do so, expect to struggle with these ranks. Both comrades and production continue to increase during these ranks, so it is recommended to have 1 M cps and 131k bonus for the 70s and 2 M cps and 524k bonus for the 80s. This means you will want level 3 Alf Stark and Earth Wyrm Jym, level 9 comrade rares, and level 6 bonus epics sometime during these ranks.

To complete each rank, you should look at the wiki page or mission tracker for that rank and anticipate (or calculate) the difficulty of each difficult production mission, and unlock the top generator for those industries first so that they can get to work on those missions while you go on to complete the comrade missions. The optimal order in which you unlock the generators will also depend on your researchers (for example, if you do not yet have Monsieur Frites at level 6, you will want to unlock Biodomes early in the ranks).

Each generator introduced in this stretch of ranks each come with their own challenges. Coast Guards are nearly 3 times more difficult than Airports which already were likely a struggle. Fortresses are a major jump in comrades from the previous five generators ( Crop Dusters thru Coast Guards require 40 B - 60 B each to unlock, but Fortresses thru Laboratories need 160 B - 250 B to unlock). Biodomes and Ozone Collectors are both significant jumps in production difficulty, and Tube Travels's Airports cost of 100 BB discount will prove challenging to afford.

The previous-tier cost of these generators start to become balanced around manual crits, which at this point should produce billions of the previous tier each. Biodomes cost 100 B Crop Dusters (half the unlock!) with 10 M discount, then Ozone Collectors cost 1 T Uranium Mines with 10 M discount and 100 B Uranium Mines with 100 M discount. Tube Travels are even worse, even with 100 M discount they cost 1 T Airports, making the pre-auto mission at Rank 87 notoriously difficult.

Continue to buy supremes in the shop and upgrade your other researchers during these ranks. Try to keep at least 80k science on hand at all times in case your desired supreme appears twice in a short span of time. Your goal by Rank 90 should be to get Alf Stark to level 4 and Ratchemus Prime to level 3, as production ramps up quickly in the 90s. Earth Wyrm Jym level 4 is lower priority, as the jump in comrades is at Rank 100 instead. In addition, you will want to start working towards bonus epics 7 and comrade rares 10. Starting at Rank 87, Epic Capsules contain 20 epic cards, and as once epic cards reach max level they provide 500 science per extra card, spending 10k science on these capsules will break even long-term, so consider buying them if you have extra science.

The Production Era - Ranks 90-99[]

The theme of the 90s is a rapid increase in production difficulty. In the span of just 10 ranks, production missions become about 16 times harder. While Rank 90 is pretty much the same as the last few ranks, Rank 91 has a 3.5 WWW Ore at the end, which is about 3 times more difficult than the KFC Placebos in previous ranks, but this is only the beginning.

Starting at Rank 92, Laboratories missions start appearing. While the unlock and previous tier cost should be manageable at this point, the placebo cost in the MMM's after discount mean 2 M bonus is basically required to afford them. Ranks 92-95 also each have a difficult potato mission, ranging from 7.3 CCCC Potatoes to 432 DDDD Potatoes, and Rank 94 additionally has 18 XXX Ore.

Even if you skip missions to rank up as soon as you can, expect to run into production walls. For example, Rank 93 has 20 Laboratories, 300 Laboratories, and 89 CCCC Potatoes, meaning you can be forced to complete a Laboratories mission as early as the first rank The Kill Me Nows become available. If your production researchers are lacking, you could spend 2 weeks to a month on walls like this.

Starting at Rank 97, Bombers make Laboratories look easy with the cost of 100 TTT Bullets and 10 T Fortresses with 100 M discount. The Fortresses cost can make the pre-auto mission at Rank 97 difficult even if you have 8 M bonus (which Bombers and the following generators are close to needing anyway). In addition, the ore missions reach YYY in Rank 97 and Rank 98, and Laboratories certainly have not gone away. Rank 98 and Rank 99 are very difficult for those who skip the most difficult missions, as Rank 98 has two Laboratories missions and a Bombers mission. and Rank 99 has 123 Laboratories, 42 Bombers, 2.6 RRR Placebos, and 74 UUU Bullets.

By the end of this section, you should aim to get both Alf Stark and Earth Wyrm Jym to level 4, Ratchemus Prime and Mega Tron to level 3, some comrade rares to level 10, and some bonus epics to level 7 (especially Ann Munition).

The Plateau - Ranks 100-115[]

Starting at rank 100, comrade requirements are about double that of the 90s, both with the missions and the unlocks of the next three generators. It is recommended to have at least 10 M comrades per second for these ranks. This means Earth Wyrm Jym at level 4 and comrade rares (at least ore, bullets, and placebos) at level 10.

Thankfully, production does not get too much harder than the late 90s here. In fact, the next two generators, Sky Farms and Laser Drills are similar in production difficulty to Bombers, only increasing in comrades to unlock and the previous tier cost, and the generator after that, Fusion Plants, is only about twice as difficult as bombers. However, the previous tier cost of these generators continue to increase from the 1 CC of Bombers to 10 CC for Sky Farms and 100 CC for both Laser Drills and Fusion Plants. This means the pre-auto missions for each of these generators will require discount upgrades to complete in a reasonable number of crits. Rank 102's Sky Farms mission expects at least 1 B discount (Pringlett level 6 and Mega Tron level 3) while Rank 107's Laser Drills and Rank 113's Fusion Plants need 10 B discount (either discount epic level 7 or Mega Tron level 4).

After the jump in comrade requirements, the difficulty increase is much more gradual. However, it is recommended to get 8 M bonus if you haven't already to make the production missions less painful, especially 12 AAAA ore at Rank 105 and 911 UUU placebos at Rank 115.

If you have been playing events actively, your rares should be getting close if not reaching max cards. This will provide you with extra science (each rare above max gets converted to 50 science, which adds up quickly), which will allow you to buy more supremes in the shop and better afford upgrades such as maxing your comrade rares which will be helpful in upcoming ranks. Ranks starting with 116 focus on placebos and comrades primarily, with one difficult bullet mission at Rank 117. Feel free to neglect researchers in the first three industries as missions increase very slowly for these.

Early Drunk Ranks - Ranks 116-130[]

Up until this point, ranks had a reasonable progression, neglecting one industry or comrades for too long would eventually get you stuck on a wall. However, the logic completely changes starting with Rank 116. Most production missions plateau while generator prices and comrade requirements vary wildly. This results in some missions that require much more than what ranks 100-115 needed, while other missions require little more than what 110-115 did.

This means the strategy for these ranks hugely depends on whether you complete all missions or only missions required to rank up. If you skip the outlier missions, you won't encounter a significant wall until Rank 135. However, if you insist on completing every mission, you will run into trouble as early as Rank 116 with its 50 T Sky Farms and Rank 117 with Trade 60 Military (needing 5 DDDD Bullets). To help, here is a list of the missions in this section that require much more than what 100-115 expected to complete within a week or so of starting the rank (12 M comrades per second and 8M/16k/512 or equivalent production):

All of these missions can be skipped if you do not have the researchers needed to complete them, as other missions do not get near as difficult as you would expect. For example, placebo missions only reach UUU-VVV, despite air rescues costing YYY, and Laser Drills and Fusion Plants do not reach the billions until the 130s despite 8 M bonus being sufficient to make them comrade limited. Of the non-outlier missions, potatoes and ore are the most difficult most frequently, so if you are skipping the outlier missions you may want to upgrade your potato and ore commons for the upgrade card missions. Rank 125's 74 AAAA Bullets will also be challenging for those with weak production researchers. Land, post-auto Cyborgs bullet, and non- Air Rescues placebo missions tend to be easy, even in the 130s.

To complete as many missions as you can for the fewest upgrades possible, focus on comrade and placebo researchers as difficult missions in these two areas are recurring. Only do the Trade 60 Military if you absolutely must complete every mission, because that is the only 33 M bonus territory bullet mission in the game currently ( Cyborgs only cost 10 YYY bullets with 10 B discount, which is far easier than Air Rescues's price due to being a 10th tier generator as opposed to a 9th tier generator).

One infamous rank that has tripped up many players is Rank 126, because that rank has Bombers missions in the AA's as well as a cyborg mission. The Bombers require manually running Cyborgs and buying more as you go until you gain enough Bombers in a crit to complete these missions. Upgrading Megacop will help speed these missions along, but will not be required once Locutus Freak is unlocked.

In addition, starting with Rank 120, each rank will have a collect card mission halfway through the rank and two collect science missions 1/4 and 3/4 through the rank. These missions can easily end up being the last missions you complete, especially in ranks without any difficult missions and later ranks because they increase much faster than missions in previous ranks. For the collect card mission, you may want to save event and Special Operations rewards to open on this mission. As for the collect science missions, save your science bubbles for the second mission and let mission capsules and free capsules take care of the first mission.

The next section will be similar to this section, except there will be a new generator, Magma Extractors, that has a high unlock and a high Laser Drills cost, so those that complete every mission will want to invest in maxing Minecraft Thrain and/or Mega Tron.


Late Drunk Ranks - Ranks 131-140[]

Similar to the previous 15 ranks, the missions go easy on all but a few areas. Here is a list of the difficult missions in this section, with ranks that require at least one of these missions in BOLD:

Of note, the pre-auto Magma Extractors missions of Rank 134 and Rank 135 are the most difficult production missions in the game due to the Laser Drills cost. These missions are pretty much impossible with 100 B discount or less. With 1 T discount, it is recommended to have 33 M bonus, if not 134 M and at least 32k power as well. With 10 T discount you can get away with less bonus and power if you are patient enough. Remember to set an alarm every 1h 8m to optimize completing these missions.

Speaking of Magma Extractors, the unlock requires 10.5 T Comrades, more than every previous generator combined, and even with all comrade cards maxed (~60 M cps), unlocking them can take up to 2 days. Thus, it is recommended to skip unlocking Magma Extractors whenever possible. For example, Rank 137 and Rank 139 do not have Magma Extractors missions and their ore missions only go up to hundred FFFF which can easily be completed with just Laser Drills, allowing you to put those comrades towards the Sky Farms missions instead. In addition, if you are skipping the hardest missions, keep in mind that two ranks require completing some difficult missions. Rank 135 requires completing either the 3 T Laser Drills ( 9 T Comrades) or 141,414 Air Rescues, while Rank 140 requires either both Air Rescues missions, the Magma Extractors mission, or 44,444 Air Rescues and 3 T Laser Drills.

Once you complete Rank 140, congratulations! You have reached the current max rank. You can either continue to play events to gain more science and cards, just log in to collect capsules and buy researchers from the shop, play Hyper Hippo's other games AdVenture Capitalist and AdVenture Ages (the latter of which is a reskin of AdVenture Communist), or just take a break until the next batch of ranks are added.

Though be warned - if you upgrade every researcher to max, you will not be able to complete the upgrade card or spend science missions once more ranks are released. To prevent this, save at least some upgrades for these missions (perhaps don't upgrade commons past level 11 and save event researchers and unnecessary discount epics). If the pattern of spend science and upgrade card missions continue, there will be 12 cards and 340k science worth of these missions by Rank 150, and 23 cards and 725k science worth by Rank 160.

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