← Back to Blog
MGE Strategy · Planning

MGE Day-by-Day: Maximum Points Per Resource Spent

MGE runs for 7 days — but not all days are created equal. If you treat every day the same way and spend resources randomly, you leave enormous amounts of score on the table. This guide breaks down every day's scoring formula, ranks them by efficiency for resource-limited players, and gives you a concrete weekly plan to maximise your total output.

💡 Core insight: Efficiency = points per resource or minute spent. Days where the formula directly rewards a scarce commodity (speedup minutes, power from tech) rank highest. Save your best consumables for those days — don't spend them on a low-rate day just because you can.

All 7 Days at a Glance

Here is every MGE day, its scoring formula, and a quick efficiency note:

Day I
Training
pts = troops trained × rate (varies by tier)
Points are awarded for every troop trained during the phase. Higher-tier troops give more points but cost significantly more food and other resources. Efficient only if you have queued training about to complete — don't start brand-new queues just for Day I unless you have overflow food.
Day II
Research
pts = tech levels completed × tech point value
Points trigger when a research completes. Like training, tech power feeds directly into Day V scoring — so research you complete today gives you double value: Day II points now, and power points on Day V.
Day III
Gathering + Wheel
Gathering: 100 resources = 1 pt · Wheel: 1,000 pts/spin
Two independent scoring streams. Gathering is low-rate (1 pt per 100 resources) but benefits enormously from pre-gathering marches. The Wheel is a flat 1,000 pts per spin — if you have free spins saved, every single one is pure points with zero cost. Use pre-gathering to get your Trip 1 return timed to the phase opening.
Day IV
Speedups
pts = ⌊minutes / 60⌋ × 30 per speedup minute used
Every 60 minutes of speedup used is worth 30 points. A 1-hour speedup = 30 pts; an 8-hour = 240 pts; a 24-hour = 720 pts. Speedups are among the most universally scarce resources in the game — reserve your stockpile for this day whenever possible, especially multi-hour and 24-hour packs.
Day V
Power Increase
Building: +30 pts/power · Tech: +60 pts/power · Troop: +30 pts/power
Every power point your account gains today is worth points — and tech power is worth double (60 pts per power point) compared to building or troop power (30 each). A single expensive research completion can grant thousands of power and therefore tens of thousands of points in one go. This is the highest-efficiency day for most mid-game players.
Day VI
Killing
pts = enemy troop power × 6 per troop killed
Points are based on the power of troops you kill, multiplied by 6. High value for players who actively PvP and have the hospital capacity to offset losses. Skippable for resource-limited or solo players — the troop cost of provoking fights often outweighs the points gained.
Day VII
All Categories (Lower Rates)
All Days I–VI categories reopen at reduced scoring rates
Every category from Days I–VI reopens simultaneously, but each at a lower rate than its dedicated day. This is your catch-up day — use it to score in whichever categories you missed or underperformed earlier in the week. Pre-gathering marches, free wheel spins, and any leftover training queues all score here.

Tier Ranking: Best Return for Resource-Limited Players

For players who cannot spend freely, the priority order is:

Tier Day Why
S Day V — Tech Power 60 pts per power point. One mid-game research can yield 5,000+ power = 300,000+ points. Double-dips with Day II if the research completes during Day II and you gain the power on Day V.
A Day IV — Speedups 30 pts per 60-minute speedup. Stockpile all speedups through Days I–III and release on Day IV for maximum output. 24h speedups = 720 pts each with zero resource cost.
B Day III — Wheel Spins 1,000 pts per free spin is excellent value. Pre-gathering adds low-cost bonus points on top. Save any free spin tokens specifically for Day III.
B Day I — Training Good if you have food surplus and near-complete training queues. Don't start expensive T4/T5 queues from zero just for Day I points unless you have the resources to sustain losses.
C Day II — Research Points are gated by research speed and gem cost. Best used for completing researches that were already near the finish line. The real value is the power gain that pays off on Day V.
C Day VI — Killing High risk, high variance. Requires large hospital capacity and coordinated alliance play to be worth it. Skip if you are a solo or resource-limited player.

How to Plan Your Week Around MGE

MGE and MEE often run on overlapping or adjacent schedules. Here is a concrete day-by-day action plan for the week:

  • Day I (Training): Queue high-tier troops only if food is plentiful. Start training early — troops that finish during the window score. Hold most speedups.
  • Day II (Research): Complete any research that is within reach with your existing speedups or gems. If a tech upgrade will yield large power, plan to gain that power on Day V — use Day II speedups only to finish it, not to start expensive new chains.
  • Day III (Gathering + Wheel): Send pre-gathering marches 6–8 hours before phase opens so Trip 1 returns in the first 30 minutes. Use every free spin token saved since the last MGE. Do not buy premium spins unless you are competing for top 3.
  • Day IV (Speedups): Release your full speedup stockpile today. Prioritise 24h and 8h speedups first — the floor(minutes/60) formula means partial hours are wasted, so always use whole-hour increments or round up.
  • Day V (Power): Use speedups to finish your highest-power-per-minute tech upgrade today. If you queued research on Day II and it finishes today, you get points on both days. Building upgrades are half the value of tech per power point — don't burn speedups on low-power building levels.
  • Day VI (Killing): If your alliance is coordinating rallies, participate — but only with troops you can afford to hospitalise. If not, skip and save troops for the next cycle.
  • Day VII (Catch-Up): Use any remaining free spins, send another pre-gathering wave, and complete any training or research that is still in progress. Rates are lower, but free-action points (wheel spins, gathering returns) cost you nothing and are always worth taking.

📅 Day VII is your safety net. Missed a pre-gathering wave on Day III? Send one now. Forgot to use your wheel spins? Use them today. Didn't finish a research on Day II? Complete it now and let the power score on Day VII's power category too. Every category is open — just at reduced rates.

MGE vs MEE: Scheduling Conflicts

MGE and MEE often overlap mid-week. The key rule is: don't double-spend. A speedup used on MGE Day IV cannot also help MEE. Prioritise whichever event gives more total points for your specific account size:

  • Large accounts (high power): MGE Day V tech and Day VI killing reward scale dramatically — prioritise MGE.
  • Mid-game accounts: MEE Day I gathering scores 10× faster than MGE gathering — if MEE overlaps with MGE Day III, your pre-gathering effort pays off much more in MEE.
  • Resource-limited accounts: Wheel spins and pre-gathering are the best zero-cost plays across both events. Prioritise free actions in both, and reserve paid resources (speedups, gems) for whichever event has a higher expected personal score.

Quick Reference Summary

  • Best day for scarce speedups: Day IV (30 pts/hour used)
  • Best day for tech upgrades: Day V (60 pts/power from tech)
  • Best free-action day: Day III wheel (1,000 pts/spin — zero cost)
  • Don't skip Day VII: Every free action still scores — wheel spins, gathering, and finishing queues all count at reduced rates but cost nothing
  • Double-dip strategy: Finish a tech upgrade on Day II with remaining speedups → gain the power on Day V for 60 pts/power bonus