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):
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 10 workers then rush towards opponents to kill all their buildings and troops you can + do not lose more workers than them.

Other than that you can get workers and build:

a. Barrack: Get to defend incoming archers or 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, little safe 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 but harrassments can be done easier)

 * 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.

Mid-game (from 2 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, don't ever go college in a competitive game) if your opponents are staying back and defend:

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 smol stream)
 * 3) Transport ship: Transport units for suprise attack and/or counter attack

Workshop:


 * 1) Ballistas: Good for camping and supporting 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 % resources)
Control fights, never get supply blocked (Ex: 40/40 and you can't build anything), suprise 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