That extra movement allows you to clear early game sites quicker, which means you can level up heroes faster and evolve cavalry into powerful T3 knights quicker! Faster movement also means you meet new independent cities faster, which means you can extend your territory and obtain new cities faster too via vassals or conquered cities. If you don't plan on attacking AI cities early though, it's a good advantage to have those extra move points. It can also be difficult to clear some treasure/neutral sites without priests or other sources of elemental damage. ![]() The main disadvantage of cavalry-only armies is that you have a harder time taking walled cities because you don't have any healers, ranged, or siege units (aside from heroes and spells). That means you can clear sites faster, reinforce faster, attack further, etc. T2 cavalry-only armies are usually better than T1 armies in open-field situations because they have the advantage of mobility. Golems are the next class unit and can replace your racial units as tanks since they are generally beefier (except in cases where they are facing shock or fire damage). They also need engineers to reload their guns. They're T2 and extremely powerful but need melee units to tank for them, so it is important you have some of your racial T1/T2 melee units around to tank for them. Musketeers are your first combat class units. Other than that, don't bother with many of these early on. With regards to building class units if you want, you can recruit 1-2 engineers early on to get them to gold (they can repair your machine stacks, which is useful later). golems, engineers, musketeers, and cannons). Build as many of these as needed however, as Dreadnought you should be transitioning to a machine army very soon (i.e. Spirit damage is also very useful against undead roaming units.Īt this stage you should be building these units plus musketeers and supporting engineers. Priests are also great units because they can heal your army/cavalry to keep them healthy. T2 cavalry are almost always better than T1 units because they are more mobile and stronger. Humans also have a racial governance that gives them more XP gain. The human cavalry unit has the "evolve" ability, which allows it to become a T3 knight on gold medal. With regards to T2 units, they are much stronger. The human T1 units that retain the most value past early game are the archers (ranged and deal spirit damage on gold) and pikemen (useful against cavalry and it's easy to find mystical city upgrades for them). You shouldn't build too many of them for mobile armies (units you'll be using to clear sites, fight enemies, and complete quests) because these guys lose their value quickly. Usually I only keep enough to fight off early game roamers later on I have watch towers and mobile armies to take on strong roamer stacks/enemy armies. How many T1 units should you produce? As many as you need for city defense (and perhaps a few more early on when you need units to help your 2nd hero level up). T1 pikemen unit for humans is pretty good they get "overwhelm" so they can usually beat other pikemen units. T1 swordsman is okay as a T1 infantry unit. ![]() The throw net racial governance upgrade makes them better defenders but unless you need them to clear a strong camp, just keep them as defenders. Civic guards are really good for that purpose because they have "volunteer", which halves their upkeep. ![]() With regards to T1 units, there is nothing here that you should frequently build for a mobile army but they are all useful as city/fort defenders. Here's a short guide to early-mid game units: I know that getting units to Gold Rank is amazing but I'm having a lot of trouble keeping them alive.Ī gold medal unit roughly makes a bit stronger than an unexperienced unit the tier above it (there are always exceptions to this rule though). They probably have the best production bonuses in the entire game when you look at the racial traits + governance upgrades. keep weaker ranged units behind melee units, keep units on guard mode if needed, etc.) so you'll learn about them with time.įor overall play, humans focus on having strong production. As you play more you'll understand what tactics work better during these battles. Most likely you are making missteps during manual battles. If you are using manual battle, then you should only occasionally lose a unit fighting tough camps/completing tough quests. Is it normal that I tend to lose a unit in battles? Just got this game recently and I'm super lost.
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