1. Good physical and mental health, hard work and a frank and cooperative attitude
Natural persons having independent legal personality or greater economic power
3. Have some economic power and sufficient financial resources to start a business
4 the site is well-established and has a high level of passenger traffic that allows for field assessments at headquarters
Acquainted with markets and deep industry experience
6. There is a local human network and social relations
7. Unions with marketing channels and business experience in the industry have priority
Good credit and a certain level of business management capacity
9. Agree to accept the training plans prescribed by the headquarters of the union and complete all training courses at headquarters as required; and comply with the code of conduct for brand-related operations, management and operations
10. Recognize the concept of branding, love the cause of association and develop as a long-term career
A rational investment mentality that allows an objective view of the relationship between investment and return
12. Good social and business reputation; compliance with industry-related laws and regulations, and the right not to engage in activities that are contrary to the law or financial or moral integrity of society
13. Consciousness to provide quality services to customers and conscious maintenance of brand reputation
14. Have a branding awareness that will significantly expand local markets

The mad alliance is a game of tactical combat by televised in december 2013. In this game, players can continue to develop their home camps to carry out attacks and to organize fortifications。
Brief: the initial, intermediate and later stages of each level of base will make you aware of the time you are in and what you should do during this period, which is essential for your smooth and rapid development。
Initial: a number of new buildings have been unlocked and all buildings have been maintained at the level of the previous level。
What you need to do is to give priority to all new buildings and walls, to change to the formation of this level, and to upgrade new buildings to the same level as those of the same type. This process is called the early stages。
Medium-term: new buildings have been constructed and upgraded to the same level, but neither core nor core defence buildings have reached high levels。
What you need to do is to give priority to upgrading core unit buildings, such as laboratories, barracks, training camps, etc., upgrading of research laboratories, upgrading of reservoirs and core defence facilities to a high level, as reflected below in the sequence of specific upgrades, in the medium term。
Later: most of the core buildings have been upgraded to such a high level that there are still some relatively minor buildings and walls that are not full. What you need to do is, at this point, you'll basically be full of food, and you'll be able to use high-ranking soldiers to clean up the walls quickly and upgrade the rest of the building。
Building sequence after upgrade of base camp
(1) base camp (2) academy (3) camp (4) battalion (5) treasury (6) grain silo (7) howitzer
(8) forum (9) sky gun (10) arrow tower (11) artillery (12) gold mine (13) agricultural land
Game strategy
1. Good core elements of the formation
(1) the vaults shall be separated from the barns, each of which shall be walled out and shall not accumulate together
(2) placing of storage within the confines of the shrine, i. E., within the confines of the shrines, which are well placed to protect both howitzers and cannons together
(3) the wall that must be broken more than three times for the enemy to attack
(4) howitzers and skyscrapers need to be built inside and not close to each other, otherwise the triple lightning will destroy a core of your defences, which cannot be destroyed at will
(5) the whole formation is non-capable, the fire covers the whole array and the fire is not one-sided
(6) cross-fire cover for critical buildings and the closer to the fire force
(7) the zombies have a strong splatter capability and do not use double walls unless they have a special formation, as it is futile。
Ii. A combination of offensive soldiers
The mix of troops is very flexible and it is good to be able to seize resources. The difference is that some combinations can take most of the formations, while some pairs can only attack a particular formation. The following is a reference and only a discussion of the mix of some of the common uniformed categories。
Take, for example, 7 camps for the 200 population, and if the population does not reach the 200 population, ask for an appropriate adjustment:
(1) 100 fighters + 100 bows hands
The method of combat: concentration of fighters in attacking defensive buildings and attracting fire, resource or export injuries behind archers, high discharge requirements, good access to medical fluids or triple lightning to destroy mortars。
Characteristics: troop-building is fast, 10 minutes is one wave, and resources are low. A formation suitable for the low level of the aoe injury defence building or the low level of the wall, and for the cleaning of large fish seized by the outer collectors。
Shortcomings: if the other side's storage is separate and the interior is difficult, it can only be next, and it can't be done if the tower is better located。
(2) 16 butcher + 88 thief + 16 zombies
The way it was done: the butchers started to draw most of the fire, and people then opened up the walls, waiting for the walls of the reservoir to break, and the thieves went down to get the money. Characteristics: medium-speed, 25-minute wave, resource-intensive. The core of the formations suitable for a more centralized reservoir or collector is the zombie release technique, which makes money when the wall is broken。
Shortcomings: if the library is too built-in and the aoe group is too concentrated to be used, the thief will be in a second, and the medicine will not help. And with this combination, you can only rob money, and you lose。
3. More recent data tables on the upgrading of mad union buildings
It is well known that, in the game of mad alliances, our defence against the camp is based primarily on aggressive defensive structures, such as cannons, arrow towers, howitzers, shrines, skyscrapers, etc., all of which increase their power with class. It is therefore a good defence method to raise the level of these defensive buildings, where the upgrading of buildings is involved. Everyone knows how much time it takes to upgrade buildings, not just for resources, and how much time it takes to upgrade them. Here's a list of the gold coins and the time needed to upgrade buildings such as cannons, arrow towers, howitzers, shrines, skyscrapers, etc