THE TROOPS
Phalanx
Your bread the phalanx is the cheapest def per resource unit in the game decent speed and fairly balanced stats.
Swordsmen
Your early game raider, robber camp clearer, and is good to notice has the same amount of inf def as a phalanx. (WHAT?)
Thunders
Your raider with ridiculous speed and good carry capacity. Expensive per power but why need power when you never fight?
Druid Riders
Your answer to heavy inf armies, think of it as your butter for your bread. Slightly more expensive then phalanx.
Haeds
They are jam to your favorite sandwich. Sniping enemy cav farmers. Very expensive, Very Late game, Very tasty.
How I play it out the first 2 weeks troop count wise.
· No real troops to speak of. Maybe 20 swords?
· Second village.
· 100 phalanx 100 swords
· Beginners protection ends.
· 250 phalanx 200 swords 50 thunders
· Get that level 10 emmisary? (fields should be at least 7)
· 500 phalanx 200 swords 50 thunders
· Go to city. (you should have 1 resource tile at 10 rest 8 and build the % bonus building to rank 3)
· Build fields in your lesser village to 5.
· 750 phalanx 200 swords 50 thunders
· Consider rushing a second emissary?
· 1k phalanx 200 swords 50 thunders.
· And that’s all folks!
Your troops should always be at an oasis at the begging on the game, with your main town and then cropper town you should have 2 oasis’s available to you (hopfuly) or at least 1
You use to swords and thunders to break the easy targets, you are not the kingdoms muscle, just the janitor.
Picking Village locations.
Coppers? But don’t go too far. Your best bet is a player who quits/inactive and his tile becomes available, keep an eye out every day by zooming out on the map displaying croppers on the map and then notice any tile without a box around it.
Oasis are your key to victory take a look at your kingdoms map, pick those tiles which are heavy a resource next to an oasis of that resource type or 50% CROP Oasis or better yet 2 very good oasis.
Keep in mind you have to beat the other players at that oasis. For control. Pick Oasis’s which have weak small in size players near it. Build as close as possible to both oases
Location is somewhat irrelevant as long as it’s within your kingdom.
A normal tile with a 50% crop oasis in your kingdom and another 25% crop oasis nearby is actually on par with a 9 cropper in crop production, and will also produce more resources to boot.
Once you have as many Oasis’s covered as possible, Build strong holds,
Cluster your villages, around your city, or by your treasuries or the wonder.
Why cities or why villages?
2 Village produce more for cheaper investment then 1 maxed out city
However there are reasons you go city
Your 3rd slot should always be city in your starter village because of the flat 500 culture it gives (instead of the normal 200 for none capital cities)
Go Cities if your kingdom is weak, it’s easier to defend 1 place then many. You can feed a larger army in 1 place passively and present a harder target
Spread out if your kingdom is strong, go as many villages as possible and get those oases!
In the late game you will always upgrade your 9 and 15 croppers to cities, flat out because a city cropper will produce more crop then a village cropper and a normal village (there’s only so many of those special tiles don’t you know)
How do you organize your villages?
There are 3 types of villages, You should have a ratio of 2-3 placeholders per Defensive stronghold
And your defensive strong holds should be your croppers
Placeholders which have 3 crannies and a trade route setup to transfer the resources out every hour to your strong holds, you never build smithy barracks or troops or anything really in the placeholder, just the fields. Think of them are your farm.
Defensive strong holds which have a bunch of troops posted, high walls, and good location (Defensively) this is where you max out your smithy and barracks to 20.
Your 1 and only robber camp clearer which will have 1k swords and Haeds and a single ram, this 1 village should always exist throughout the game, coming into the late game you stack Haeds in the village so it becomes a dual role village. You siege the robber camps with this village, and get value, Swords are cheaper per resource per power, but Haeds are duel role and are worthwhile for that reason. Your hero should be based in this town.
Interesting Tips,
If your in the mid game where you control about 4-5 villages and you actually start upgrading your smithy, there is a certain strategy I like to use as long as my opponent is not breathing down my neck and I have a lot of time to build my troops
I will build all of my troops in 1 location and send them to defend my other villages (also to just feed the buggers), but their place of origin is 1 place
You ask why?
Because you will only have to upgrade 1 smithy and 1 smithy only. To affect your entire army.
This strategy becomes a little cumbersome after a while, however it has merit, especially if you have time.
Gaul is the only faction which can produce defensive troops from both cav stables and inf barracks at the same time
This is why you keep druid riders in your back pocket, I personally suggest stacking phalanx and nothing but phalanx because you get much more bang for your buck from them
until you lose troops and are trying to recover troops as fast as possible, then you build both types.
Anticipate this and upgrade your stables for this reason ahead of time lvl 10 is a good starting point.
Druid riders are also your butter, and if your finishing off your army (crop consumption wise) build them at the very end as bread with butter tastes much better.
As for Jam, Jam is for those special dukes who have the income and nothing to do but sit around and wait to snipe cav attacks and boy are they good at sniping and defeating cav attacks.