Quote: midas73My current strategy is to use all of my balloons/airships to raise the level of my skylanders to 15. That does not generate the most efficient gold production, but I value the gems received from leveling ups as a worthy tradeoff. I'm currently sending leveling skylanders on either 3 or 7 hour missions (those are the 4 and 10 hour missions for folks without Flynn). Again, I understand these are not the most efficient missions for this purpose, but I really hate loading balloons/airships and don't want to do it every hour or less.
Once I'm done leveling, I will use my adventure airships and whatever other balloons are needed to send swappers on their special 3-hour missions overnight (and during the day, too, to the extent I'm not using them in sanctuaries as described below).
I have been using my "excess" swappers (i.e. where I have more than one of the same element, like the 3 wash bucklers) in the first and second positions in my elemental sanctuaries. With the 2x Gorm & Tuk bonuses, they are the best skylanders to use in the sanctuaries, generating roughly 56,000 in gold every time collected (roughly 40,000 in profits after energy costs). I always put the best gold generators in the first slots of the sanctuaries because the first slot is guaranteed a gold payout. In the 2nd and 3rd slots, you might get gems or stones instead, wasting the "value" of the high gold generating swappers.
I then stick whatever other bonused skylanders I have in the remaining slots in my sanctuaries. I try not to put "regular" skylanders in the sanctuaries since their non-bonused gold payouts, coupled with the occasional gem or stone payout, means that "regular" skylanders are not generally profitable in the sanctuaries (i.e. it costs more to buy the energy than you receive in average gold payouts). If you're happier with gems or stones and can spare the cash, this is less of a concern.
Of course, I make sure to fully load all Halls of Legends, Giant Houses and Alt Houses first. When I have the choice of putting a Giant or that Giant's mini equivalent (e.g. Tree Rex vs. Barkley) in a Giant house, I always put the mini in the house. This is because the houses do not get the 25% Gigantus bonus or the #1 fan bonuses, so putting such bonused Giants into houses is a waste if you have another perfectly good mini you could use. Having said that, the houses are the very best gold generators for giants (as they are energy cost free) so in the absence of a mini, I'm using the giants for those giant houses.
I have a dragon house, a cadet house, a scout house and a bird house. I'm using them for now to level up skylanders but I have no enthusiasm for them, certainly will not get more of them and may or may not continue to use them once I've got everyone leveled up to 15.
I don't think that the swap force house is the best way to generate gold from swappers. Maybe someone can confirm this, but I suspect you don't get a Gorm & Tuk bonus from the swap house. If that's true, and accounting for the variability in amounts as well as the relatively high possibility of getting either energy, kingdom xp (if you're less than level 40) or gems from them, your average profits per "run" in a swap house are probably less than 20,000 and with a six-hour timer, you're better putting your excess swappers in sanctuaries and non-excess ones overnight in balloons.
While sending swappers on their special 3-hour balloon missions are highly profitable (with Gorm & Tuk, especially), once I get Ermit tomorrow and shorten the sanctuary down to 5 hours, stuffing the excess swappers in sanctuaries (at least the first slot) is the clear winner from a profitability perspective (based on payouts, energy costs and likely number of times collected). It's more profitable to put a swapper on their special 3-hour mission in an adventure airship than to put a swapper in the second slot of a sanctuary, but it's a push if you're using regular balloons and not airships.
That's my 2 cents!
Help me out here. If you have Ermit, Cali, Flynn and Gorm & Tuck and a swapper.... It takes 5hours to end the sanctuaries for 5.000 every per slot. It takes 3hours to go to cloud mount break for only 980 energy. When you use a swapper in the first slot, this'll give you a payout (ignoring the elemental effect ) of 18.000 as a basis + extra 25% payout using a swapper 4.500 + gorm & tuck doubling 18.000 = 40.500 gold for 5.000 energy = 8,1 gold for 1 energy.
Using a swapper in an airship for the 3h mission, will give you a payout of 13.125 basis payout, 13.125 cali payout, 3.281 as extra 25% payout using a swapper + 13.125 doubling from & tuck = 42.656 gold for 980 energy = 43,5 gold for 1 energy.
Using a swapper in a balloon for the 3 hour mission, will give you a payout of 10.500 basis payout, 10.500 cali payout, 2.625 extra 25% payout using a swapper + 10.500 from G&T = 34.125 gold for 980 energy = 34,8 gold for 1 energy.
My conclusion: use swappers in airships first, then balloons and not in sanctuaries. I'd say to put in your giants and specials in the first slot of the sanctuaries. Personally I don't use all swappers as I don't want to miss out on bats too much. So I either send a couple them on short adventures or leave them free wondering around.
Or is my thinking not correct?