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Stop talking nonsense and get straight to the practical stuff. This game's TapTap score of 9.3 is not for nothing. The numerical closed loop is very solid. It does not sell its combat power and does not force krypton. It is a real strategic ceiling. There are several pitfalls that friends who have just entered the pit will easily fall into. Let me help you go through them.
Let's start with the core rhythm of the first three days.
Day One Resource Priority: Stone > Wood > Iron Ore > Gold Coins. Don't build a collection site right away. First, build three lumberyards and two quarries around the base to ensure that basic building materials are kept in stock. Of the six workers given initially, two are dedicated to mining, and the remaining four work in shifts to cut trees. Why? Because the first wave of monsters invades at the 30th minute, you need to build at least two arrow towers and a stone wall. Stone walls consume huge amounts of stone. It will be too late when you wait until your base is demolished to replenish resource points.
Regarding the combination of troops, I tested more than a dozen of them, and the conclusion is: the early stage archer + shield soldier is extremely cost-effective. The archer's panel attack is 12, the range is 2 blocks, the shield soldier's defense is 10, and the HP is 160. The shield soldiers in the front can resist three or four attacks, and the archers in the back row can basically clear out the first wave of mobs. Don't be in a hurry to send out cavalry. The cavalry needs food and grass. The capacity of the granary in the early stage is only 500, which cannot be maintained. Wait until the second level granary is opened before considering it.
Starting from the second day, the technology tree must prioritize "Mining Efficiency" to level 3, and then "Construction Acceleration". Many novices click on "Magic Research" as a front-end, but as a result, there are not enough resources and the construction is slow, so they wait until the third day to open the second-level mine. I did some calculations: Mining efficiency level 3 can increase the quarrying speed by 25%, which is equivalent to the output of 180 more stones per mine per day, which is enough for you to build a second-level city wall half a day earlier. The prerequisite of magic research only gives 10% spell damage increase. Your magic units are not unlocked in the early stage, which is in vain.
In terms of defense layout, "pocket array" is recommended. Reduce the base entrance to two grids wide, build an arrow tower on each side, and leave a wooden door in the middle. Place a row of shield soldiers behind the wooden door, and behind the shield soldiers are archers and mages. The core logic of this formation is: the monsters will be blocked by the wooden door and can only come in one by one. The arrow tower and remote units will focus their fire and kill them instantly. According to actual tests, it can withstand all the mobs before 80 waves, and can even save a lot of wood for building walls.
After the DLC Steppe Khanate is launched, the new unit Archer is a big killer. In terms of attributes, cavalry archers move 30% faster than ordinary cavalry. Their attacks have a piercing effect and can penetrate the front row and hit the back row. But the shortcomings are also obvious: the defense is only 4, the HP is 80, and it is as brittle as paper. Therefore, the usage is not to charge head-on, but to fight guerrillas around the flanks. I recommend that when forming a formation, the horse archers should be pulled into a small team, and they can be manually entered from the side and behind, specifically to cut down the opposing mages and archers. Coupled with the cavalry's "everyone is a soldier" mechanism - every time a unit is killed, there is a 20% chance of spawning a civilian archer - this snowballing ability will allow you to fight more and more soldiers in the mid-to-late stage.
Adjust the order of scientific research: If you open the DLC, give priority to researching "saddle improvement" and "nomadic tactics" to increase the attack speed and spawn probability of cavalry respectively. It is actually measured that after two technology points reach level 3, the civilian archers generated by the archers last for 10 seconds, and the number can be stacked up to 7-8, which is equivalent to a team of cannon fodder for nothing, and is more cost-effective than building technology.
Finally, a word about magic. In the early stage, it is only recommended to create "Stoneskin Technique" and "Healing Wave" to save mana. A big move like "Meteor Rain" consumes 120 mana, but the upper limit of your mana amount in the early stage is only 200. If you use one, you will have an empty basket, and the CD is as long as 90 seconds. It is better to use two low-level spells to continuously suppress it. I usually keep the mana level at about 50%, leaving a mana level for Stoneskin to prevent monsters from breaking out and demolishing the tower.
To sum up, there are three steps for beginners: on the first day, pile up resources to build an arrow tower, on the second day, upgrade technology to produce a shield and bow, and on the third day, unlock the DLC and play Archer Roaming. According to this rhythm, the border defense line will be basically stable within three days. Later, it's up to you whether you want to expand territory or mine for scientific research. The data is all here, just follow it and don't overturn it.