Version 13 (modified by Niek, 9 years ago) ( diff )

Improve table readability by using abbreviations for costs

Strategy Guide

Basic economy

Food

There are 3 sources of food (excluding treasures):

  • fruit: most of the maps start with a nearby source of fruit. Women have a huge bonus reaping them.
  • grain: grain are produced by building a field. Women have a huge bonus reaping them. Fields can produce infinite food, so it's the more sustainable solution.
  • meat: the sources of meat are animals, either the one available at map start (and spawning from time to time), or you can bread them. Please note that cavalry has a huge bonus hunting animal.

Wood

Wood is the basic resource. Most of the buildings cost wood (at least in the first stage of the game).

Stone

Structures available in the second age often cost stone.

Metal

A lot of the best units (or the big structures like fortress or civic center) cost metal (the more you progress in the game, the more it's possible you need metal).

Population

The basic rule for developing your civilisation is "you should continually produce people", but for that you need to build housing for them, so don't forget to anticipate.

Basic Military

Type of units

There are several types of units:

  • Female Citizens, that cannot fight.
  • Regarding fighting units, you have infantry & cavalry, with both ranged units and melee units.

Cost of units

A detailed comparison of the units is available in Unit Summary Table.

Upgrades

Counter

Buildings

The tech tree of each civ can be seen here and contributed to in GitHub.

A detailed comparison of the buildings (extracted from templates):

Costs: Food = F, Wood = W, Metal = M, Stone = S, Build Time = T (seconds).

Building Health F W S M T Pop bonus Athens Brits Cart Gauls Ibers Mace Maurs Pers Ptol Romans Sele Spart
Civil Centre 3000 500 500 500 500 20
House 800 75 30 5 10 people, 1091 Health, Cost: 150W 53T 10 people, 1200 Health, Cost: 150W 60T 10 people, 1091 Health, Cost: 150W 53T 10 people, 1200 Health, Cost: 150W 60T Health 500 Cost: Free 80T 10 people, 1200 Health, Cost: 150W 60T 10 people, 1200 Health, Cost: 150W 60T 10 people, 1091 Health, Cost: 150W 53T
Temple 2000 300 200 5 Pop Bonus 7, Cost: 300W Cost: 400S Pop Bonus 7, Cost: 300W
Farmstead 900 100 45 Pop Bonus 2 Pop Bonus 2 Health 400, Cost: Free 80T
Market 1500 300 150 Pop Bonus 12 Pop Bonus 12
Storehouse 800 100 40 Pop Bonus 2 Pop Bonus 2 Health 400, Cost: Free 80T
Barracks 2000 300 150 Cost: 150S 150W Pop Bonus 4 Cost: 150S 100W Pop Bonus 4 Cost: 200S 100W Cost: 150S 150W Cost: 200S 200W Cost: 200S 100W Cost: 150S 150W Cost: 150S 150W
Blacksmith 2000 200 200 Pop Bonus 4 Pop Bonus 4
Dock 2500 200 150 5 Pop Bonus 2 Cost: 150W Pop Bonus 2
Fortress 4200 650 300 10 Pop Bonus 12 Pop Bonus 12 Pop Bonus 15, Health 6000, Cost: 800S 500T Cost: 500S 200T
Corral 500 100 50 Health 400, Cost: Free 60T
Other War dog training building 3 Embassies, Super Dock Tavern Siege Workshop Elephant Stable Apadana, Stables, War elephants, Mercenaries Mercenary Camp, Military Colony Army Camp, Tent Military Colony Gerousia, Syssitia

Civilizations

To identify your civilization on a random game, you can use the "diplomacy" button at the top of the UI.

A (really general) overview can be summed up as:

  • Strong civ phase 1 (early) --> Civ that have archers or slingers (britons, athenes, ptolemes, etc)
  • Strong civ phase 2 (mid) --> Civ that have access to sword cav / archer cav / chariot (Celts / athenes / Mauryan / Persians etc)
  • Strong civ phase 3 (late) --> I have no Idea yet but I'd say strong fortress, good siege, good champions --> Romans

We will list here the main characteristics of each civ.

Athenians

Carthaginians

Celts

Britons

Gauls

Iberians

Macedonians

Mauryans (Indians)

  • They have elephants, that can serve as mobile storehouse.

Persians

Ptolemies (Egyptians)

Romans (Republican)

  • Romans is the only civ with a Phase I hack unit.

Seleucids

Spartans

In-game strategy

Many things can be considered when starting a game (they can influence your build order / strategy):

  • what are the characteristics of the map
  • what are the characteristics of the civilization
  • to be continued

The map

  • What is the size of the map?
  • Is it naval or not?
  • How many resources do you have? (this will help you devise your build order)
    1. Are there many forests?
    2. Do you have access to many stone or not?
    3. Do you have access to many metal or not?
  • From where can the enemy attack you?

Advanced Economy

Tips for hunting

When do you transition to farms

Multiple deposit

Advanced Military

Micro management

Best mix of units

Harassing

Example of Build orders

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