Recommendations on what not to do when playing as Humans
1. Take the skills of Sorcery, Summoning, and Chaos Magic.
2. Assemble a super-skill set.
3. Don't take Leadership and Attack.
4. Don't take magic at all.
5. Build a fort on the 1st week.
6. Immediately upgrade swordsmen and archers.
7. Build a Mage Guild of level 4 or 5 before building angels and knights.
8. Build training grounds early.
Let's go through the points:
1-2. These are simple and correct observations, but some people forget about them.
3. This is true for not all maps, as often the game is played with Machines, so without Leadership, Logistics and Magic can be decisive (if there is a place to buy spells). And there is also Education, Luck, and Protection (specifically for the race)... The combination of Attack + Leadership is a matter of taste and for достаточно высоких уровней, although, of course, it is quite effective.
4. Magic is not taken by knights on fast maps. Take it on Former Friends and see what happens if you need to be in the center on the first week. And it is very likely that you will have to fight enemies there.
5. +1
6. How wrong you are. Archers are definitely upgraded immediately, and swordsmen on a good half of the maps. Yes, it's very expensive in terms of resources, but the combination of archers + armored units is very cool. Archers deal significantly more damage, and armored units not only have 1.5 times more health, but also have a Large Shield, which is extremely useful against archers, who attack earlier than yours. Add a Tent to this group, and you are ready for work and defense. Therefore, you will recoup the money and resources. Of course, if the map is not too poor, then we do not upgrade swordsmen.
7. I agree. This guild can generally be left unfinished; it is better to look for spells on the map. If there are none, then you can finish it after the troops.
8. This is more of an exotic strategy, but it is quite acceptable on maps where you need to quickly break through something strong and grab the treasure.
Barbarians: Don't take Dark Magic.
Demons: Don't take Light Magic and Enthusiasm.
Knight: Take Rutger as the main hero.
Necromancer: Take Empathy and Dark Magic.
Ranger: Don't take Dodge (General), don't take Resistance.
Dwarves: Don't take fire resistance!!!
Warlock: Don't take Reflection and Resistance.
Mage: Don't take Light Magic, Leadership, and Luck.