Overview and analysis of the player’s six starting positions.
Basique
Structures: One house, one stockpile (with a few goodies)
Initial units: Four peasants: One carrying a sickle, one an axe and one a pick
No initial technologies
Initial Moves: Build a stone crafting workshop with 3 starting units; build a house with fourth
Nomade
No initial structures
Four peasants: One carrying a sickle, one an axe and one a pick
One warrior on a horse with bow and arrows
Small cart
Large cart pulled by ox and horse
Initial technologies: Hand Cart, Large Cart and Animal Domestication (Pâturage)
Most flexible of starting builds.
Assign two peasants to drive the carts. Si nécessaire, move to a more favorable location. The caravan is subject to attack by wild animals.
Unpack the large cart, detach all units and set its stockpile and armory to accept all resources and items. Before starting the scenario set to True the option Carts start permitting all. This will save you a few clicks.
Assign one peasant and the small cart to build two houses. Build a stone crafting workshop with the remaining units.
A player could have baked clay, hand cart, pâturage, farm and smelter researched in the first 12 minutes of a scenario so after that it’s just a matter choosing an animal domestication strategy and carefully managing gatherers and resources. Use two gatherers on starting horses to jump start wood gathering.
Remember to use your ox to transport resources to a building site.
Fortifié
The starting town is a square or a circular wooden fort surrounding a house and a stockpile.
Four peasants: One carrying a sickle, one an axe and one a pick
Initial technology is Wood Wall
This is probably the safest starting build. Just put 6-8 range units on the walls facing in general direction of the enemy and you’ll be safe for a while. When the player inevitably expands outside the fort’s walls the Wood Wall technology is available to put up some defensive structures.
Tours
Starting structures are a house, a stockpile and four stone towers spaced in a circle around the stockpile.
Four peasants: One carrying a sickle, one an axe and one a pick
Initial technology is Wood Wall and Stone Wall
Plays pretty much like Basic start. Four range units in each of the towers facing enemy’s position is a strong defense. Stone towers can’t be burned and units in a tower can’t be assaulted by enemy melee units unless walls are connected to it. Towers facing away from the enemy can be disassembled for 150 pierre.
Agrarian
Starting structures are a house, a stockpile, a farm and a pasture.
Four peasants: One carrying a sickle, one an axe and one a pick
Initial technology is Animal Domestication and Crop Farming
Assign your peasant with no tool to the farm.
It takes ten minutes for one peasant to plant a farm with berries. So consider adding another one or two in the first 5 minutes.
Access the pasture and lure the species per your strategy.
Build a house with one peasant and a stone crafting workshop with the others.
If a player is able to lure a horse quickly, this build has the greatest potential to support a cavalry army build. Plus having the majority of your craftsmen and gatherers riding horses significantly increases production. Research hand carts early so it’s easy to build additional farms and pastures.
Exploitation minière
Starting structures are a house, two small stockpiles, a mine and a smelter.
Four peasants: One carrying a sickle, one an axe and one a pick
Initial technology is Baked Clay, Copper Smelting, Wood Wall and Mines
This is potentially the most useful and powerful starting build. It has one downside: two stockpiles and the distance between them. If left unmanaged basic resources will be deposited in either stockpile. So if a basic resource needed by a craftsman or a smelter is locally depleted they will travel to the other stockpile to retrieve it.
The distribution of resources and the general direction of any enemy is controlling of course but it’s probably best for a player to deny all resources but food at the stockpile furthest from the smelter. You can eventually build your farms around this stockpile.
Use one starting peasant to build a house and the others to build a stone crafting workshop near the smelter
Research Copper Forging, Carts and Farming. Researching Animal Domestication (Pâturage) and luring a horse early is recommended since the travel distances by craftsmen and gatherers are usually longer than in other builds.
Keep an eye on wood consumption when you start assigning peasants to the smelter. Though the Charcoal technology will reduce the wood used in smelting.
A player will be short of every resource in the beginning so assign two peasants to the stone crafting workshop and at least never be short of tools. Move these craftsmen to blacksmith when it is built.
Tout’s a little ragged at the beginning of this starting position but it quickly evens out and at the 15 minute mark a player can be breeding horses and crafting copper tools.
C'est tout ce que nous partageons aujourd'hui pour cela Ruin or Victory guide. Ce guide a été initialement créé et rédigé par Lord Stosh. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.