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This is a very broad topic with some ambiguous points, but that's all secondary. I would like to recreate the Rampart template or something similar; it's up to you. So...
1) Town
Building Elves and Dwarves with Dryads costs a total of 5,000 gold and 15 wood. This is quite good, even with a poor starting location; the upgrade also doesn't cost much. With these three units, you can easily withstand both the enemy and methodically gain experience, artifacts, and resources for further Castle development for the first three weeks (which is the beginning and middle of the game). With the appearance of Pegasi (10 crystals, which can sometimes be difficult to find in the first week), life becomes more fun, and you can safely go on the offensive. As a rule, I manage to build them with Unicorns in the second week, along with the Citadel and Castle (depending on the starting location). Upgrading the creature production buildings to levels 4 and 6 requires relatively few resources (the main problem is rather the 15 crystals), as 15 Dragon Stones on green terrain are mainly obtained at "discos" (dancing boy, 5 Dragon Stones or 500 gold). But building Dragons is possible no earlier than weeks 3 or 4, and it's not a big problem, unlike their upgrade. But still, this is level 7, and I consider that normal among other level 7 units.
Conclusion... The Castle consumes the least energy up to level 7. Upgrading the creature production buildings requires little gold and resources, except for wood and crystals, but considering the terrain and the characteristics of the green terrain, this is not a big problem. Building the Grail in this Castle seems to be the most useless at first glance, but I have a different opinion (but that's another story). The total cost of all seven levels is 24,000 gold, which puts it among the three cheapest Castles!
2) Heroes
The most useful heroes are Warriors: Keir, Enova, and Ivor. They have good starting skills (archery, logistics) and Ivor is an extremely effective hero for rushing. They also tend to gain logistics as their 3rd or 4th skill and have a good movement rate. The other Warriors follow, but without any particular advantages (my opinion may be subjective). They mainly develop the defense parameter, which is an average indicator.
Among the Druids, we can highlight a few heroes: Malcolm, Ellezar, and Alagar, but in general, they are not very good mages.
3) Units
There's no need to talk about the special effectiveness of Elves in ranged attacks; also, the Kents and Dryads, which cover the rear, are always ready to have their say. The Ancients are also good for defending the Castle, and their resistance to magic contributes to this to a large extent. There are many Pegasi, but their parameters leave much to be desired (they are mainly used to gain the initiative in the early and mid-game) until Angels or level 7 units from the Castle appear. Unicorns are also good with their resistance to magic and the ability to blind the enemy, which can sometimes be very useful.
Conclusion... All units have good offensive potential, resistance to magic, and, as a result, are effective against weak Druid heroes. The Castle is very good on maps of any size (especially on S, M, L) and implies playing with an early attack.
That's it in general:smile02: