Strategies

BUILD ORDERS (x1 resources):
Focus on the peasants you spawn in the early game (2 ; 3 ; 4)

We never spawn no peasant or 1 peasant to rush since there's almost no way you can win or get better value and it's better for spawning at least 2.

You only have a lot of food and wood in the early game, gold and metal is going to take a long time to get.

Archery Range (10 gold, 20 wood) cheapest, produce units from food and wood (BEST for early game)

Barracks (20 gold, 25 metal) is not a choice for you in the earliest stage of the game (GOOD for early game)

Stable (15 gold, 35 wood) costy, and you can get your first units out after about 30s (very slow) *you can still get it if you want* (OK for early game)

Workshop: (50 wood, 10 metal) costy, long to produce (siege weapons), easily get killed by units from other buildings. (BAD for early game)

College: create pretty weak healers only (not recommend to use at any stage unless you have free resources)

You should always start with archery range to play safe at the moment.

I order the buildings into tech from the price of units and buildings:

Tech 1: Archery Range

Tech 1.5: Barrack, Stable

Tech 2: Workshop, College, Shipyard

'''Always start with Tech 1 or Tech 1.5 first. But follow with 2-4 peasants:'''

4 peasants opener (full eco, not safe and worse than taking mines in the early game near your base -> bad for 100x100 map size):
You can either get more peasants for high economy and using these workers to defend incoming attack or get all the food you can and get about 15 workers then all-in with different stuff + do not lose more workers than them.

Other than that you can get workers and build:

a. Barrack: Get to all-in with mass spear and some sword + peasants. It is still hard to use this strat to face of against good players, even players using barrack.

b. Archery Range: You have less archers than your opponents some time so this might be bad to attack and either defend.

b. Stable: 1 knight (15 gold, 25 food) to harrass opponents and defend, but it is slower than (a) and (b) + risky facing (a)

3 peasants opener (high eco, some safety as scouting can be done):
- Should get a market (30 wood)


 * 1) Best to follow up with 1 archer (10 food, 15 wood)
 * 2) Continues adding army supply for defending since you have only 1 archer.

2 peasants opener (safe defense, rush mines, low eco at start but mines can get you a bigger advantage if they're near you or a big advantage in gold/stone spikes when the supply comes):
as of update 1.1.104 changes released ,importantly crossbowman price reduced 30 food -> 25 food, so this strats can be used also :
 * 1) Archery Range (10 gold, 20 wood + 3 archers (30 food, 45 wood)
 * 2) Get 2 more peasants by getting food from bushes
 * 3) Get archers and barracks for support, continues your creative build.

1 peasant opener (low eco, good for rush mines, harassments can be done much more easier ):
You can also start a knight to counter the above strat because of the mobility but you still need good micro or else - losing the only knight = ded
 * 1) Place Archery range asap (if you on pc  i recommend using shortcuts = S for archery range, don't forgot tapping at building tab to show).
 * 2) train 1 crossbowman and 2 archers.
 * 3) train your peasant and make it harvest bushes if available.
 * 4) Support your archers and assert dominance.

Mid-game (from 5 minutes)
Adding as much workers as you need for harvesting resources (usually reaches 25 workers in total: 10 for food resources, 15 for wood)

Go for tech 2 (At the moment, healing doesn't matter unless you mass them up heavily and supposed that you have 200 apm haha. Don't ever go college in a competitive game because they actually are hard to get value) This will help you to get siege out on the field and start getting better trades:

Shipyard:


 * 1) Fishing Boat: capture fish in the sea + reduce workers on farms and bushes
 * 2) Warship: Defend your land or attack enemy coast if the sea is big and competitive for fish (no need if it's a lake, or a sml stream)
 * 3) Transport ship: Transport units for surprise attack and/or counter attack

Workshop:


 * 1) Ballistas: Good for camping and dealing damage in attacking
 * 2) Catapult: Good for destroying static defense (walls, towers) and buildings in a far range
 * 3) Battering Ram: Good for tanking damage + destroying static defense and buildings in short range

Late game (when you get many buildings & supply or resources)
Control fights, never get supply blocked (Ex: 40/40 and you can't build anything), surprise your opponents, find the weakness of your enemies build, add-on more buildings to spawn units if resources are floating.

Information on possible strategies to adopt on the battlefield. For the multiplayer and the campaign
https://youtu.be/YhjfLbh3els

https://youtu.be/aq6avV5Wjok

https://youtu.be/s2X5YkX6naY