shaygitz wrote:
Got it. It didn't even occur to me that you could let felons pile up all day while playing the losing game until you mentioned it! This could actually wind up being pretty easy. Thanks again for your help
You're welcome.
I bought Wind Lad, Citizen Solar, Plopper and most recently The Scout Master so our experience clearing felon groups differ a lot.
At the start of the event I cleared every group instantly as well but as long as you're able to keep spawning felons without going over the 12 group (36 felons total) maximum, just apply the strategy and let the scraps wander around. Clear them at a later time; Personally, it helped me a lot.
You do get an additional amount of Crab Juice from Social Battles. I don't know how it's calculated but you didn't account for the bonus in a previous post, which is 40 per battle (120/day) for myself.
On topic since I didn't even comment on it; I feel the struggle of getting the roughly 8.000 Crab Juice required a day.
I have two feeder towns without any extra characters besides Dr. Colossus and The Collider. With a 10.000+ Juice head start in Act 3 (because I saved up my felons) the calendar is already closing in on me. I don't need Dr. Crab in those towns so I just gave up. Saves me a lot of time.
Good luck catching up!