
Let me first state that I am a numerical person who has been squatting in the training camp for a long time to test damage. All conclusions in this guide are based on the game's built-in combat replay and manual frame testing. If you also want to bulldoze the opposite castle at the minimum cost, it is recommended to open a new file after reading it.
Don't rush to build troops at the beginning, click on the first level miners. The default initial gold mine is 200, which produces 0.9 gold per second, but after you click on the first-level gold mine, the output per second becomes 1.35 gold, the income increases by 50%, and the cost is only 60 gold. It is the most cost-effective action among all investments. According to the actual measurement, within 0 to 1 minute and 30 seconds, rising to the gold mine early can save about 180 more gold than sending troops early, which is just enough to create an extra set of archers.
In terms of unit selection, many people make swordsmen without thinking, but the panel data of swordsmen is actually very bad. The swordsman costs 80 gold, has 150 health, and deals 12 damage per second; while the spearman costs 120 gold, has 200 health, and deals 14 damage per second. On the surface, the spearman is 40 gold more expensive, but its attack range is half a body more than that of the swordsman. In actual combat, it can kill the swordsman 3 to 4 times before it gets close. When converted into numerical value, it is equivalent to 48 more points of damage, which is almost equal to earning half a life in vain. If your opponent likes to use swordsmen in the early stage, just blast the spear soldiers to penetrate them.
Archers are the core in the later stage, but never exceed two in the early stage. The archer costs 180 gold and deals 8 damage per second. The price/performance ratio is lower than that of melee combat, but it can suppress the opponent's line of troops. In the early stage, when your spearmen or swordsmen rush to the opponent's tower, followed by an archer who fires bursts, this will make the opponent's tower's health drop faster. My rhythm is: after the gold mine reaches the second level (about 200 gold), first send out 4 militiamen to defend the first wave, then add an archer, then save money to upgrade the gold mine to the third level, and then blast 8 spearmen + 3 archers to push over.
There is a hard target for the economic rhythm: your gold coin income per second per minute cannot be less than 0.9 unit cost/troop creation time. For example, it takes an average of 3 seconds for a swordsman to create one. Then your income must reach at least 0.980/3=24 gold/second to ensure continuous soldiers. If you cannot reach it, you must stop your troops and upgrade your mines first, otherwise you will become poorer as you fight.
There is a mechanism that is most easily overlooked in the details: your soldiers will be focused on priority by the AI's long-range units. So when you see a red circle on the opposite mage or arrow tower, immediately select all the soldiers and pull back a position, and wait for the red circle to disappear before rushing. This can avoid about 30% of long-range damage. Especially in the late decisive battle, one pull can save three or four more soldiers.
Finally, let's talk about a sure-fire technique for defeating difficult AI: Create a magician at the beginning (costing 300 gold), and then keep sending out swordsmen and spearmen. When the first magician releases the stun skill, the line of soldiers is just under the opponent's tower. The three stuns control the tower for three seconds, and combined with the melee output, half of the health can be directly removed. I visually estimate that the success rate of this routine is over 80%, because the AI soldiers simply cannot withstand a round of concentrated fire in the early stage.
Okay, the above data are actual measurements of the test version 2.8.6. If there are adjustments in future versions, you are welcome to post them in the face. Start a game now and use these details to make your opponent cry 💥