Posts from Mistakes when playing as Humans.
2. Assemble a super ability.
4. Don't take magic at all.
6. Immediately upgrade swordsmen and archers.
8. Build training halls early.
Did I misunderstand something? Are these definitely mistakes?
Except the ones we've made
Recommendations on what not to do when playing as humans:
1. Take the Sorcery, Summoning Magic, and Chaos Magic skills.
6. Immediately upgrade swordsmen and archers.
Added 7 minutes later
Overall, these are very helpful tips, thank you.
Added after 13 minutes
Selenor, attack, leadership, light/dark magic, luck, and defense are always useful for a Knight. I take what's offered earlier. I always take magic. Regarding logistics, we can argue. On the one hand, it helps you develop faster, and on the other hand, it's not as useful in battle as the skills listed above. It depends a lot on the map.
I don't play short games.
Another mistake – not buying a heroine in the tavern who has peasants bringing in 2 gold per day.
1. Take the skills of Sorcery, Summoning, and Chaos Magic.
Take the Knight, Rutger, as the main hero.
6. Immediately upgrade swordsmen and archers.
+20% damage is great, but taking an entire extra skill for that isn't very efficient.
В слове ВОИН нет буквы Й.
Пять восклицательных знаков в конце каждого предложения - признак подростковых комплексов.
but in the beginning, the most important thing is money
It's better to train 7 additional archers, in my opinion. And of course, upgrade them.
And you can wander around and kill everyone. Yes, like this:)
The amount of gold spent on upgrades is insignificant compared to the benefit that archers can bring.
Except the ones we've made
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.
1. Leave archers unprotected or cover them with peasants, an old upgrade of griffins, knights, or angels.
2. Attack with a new upgrade of peasants against creatures that are 2-3 levels higher.
Attack with an old upgrade of peasants against creatures that are 2-3 levels higher, without soldier's luck.
3. Attack with an old upgrade of swordsmen.
4. Attack with a new upgrade of swordsmen against creatures that are 4-5 levels higher.
5. Do not take into account obstacles on the battlefield, as knights must reach the opponent without obstacles.
6. When playing as Axel, do not take inspiration (knights will be less effective).
7. When you have light magic, do not cast mass spells; use only resurrection and antimagic.
8. When facing a demon opponent, take a new upgrade of archers.
9. When you have a small number of monks, attack the enemy with them instead of using magic.
What other recommendations do you have?
1. Leave archers exposed or protect them with peasants, an older upgrade of griffins, knights, or angels.
2. Attack with the new upgrade of peasants against creatures of level 2-3.
Attack with the old upgrade of peasants against creatures of level 2-3, without soldier's luck.
3. Attack with the old upgrade of swordsmen.
4. Attack with the new upgrade of swordsmen against creatures of level 4-5.
7. If you have light magic, don't cast mass spells; only use resurrection and antimagic.
8. If your opponent is a demon, get the new upgrade for archers.
These training halls are very expensive to build.
Except the ones we've made

