How to Use This Hub
This section is not only a list of recommended builds. It explains why a choice works: whether the economy supports it, whether the unit matchup is right, whether upgrades arrive in time, and whether the control burden is realistic.
Current Recommendations
| Theme | Page | Best for |
|---|---|---|
| Opening basics | Dark Age Build Order | Players with idle TC time, housing problems, or late Feudal clicks |
| Economy route | Fast Castle and Boom Route | Players deciding when to click Castle and add TCs |
| Greed check | When Fast Castle Is Too Greedy | Players practicing fast castle but repeatedly dying to Feudal pressure |
| Combat reads | Counter Units Cheat Sheet | Players unsure what to make against archers, cavalry, or siege |
| Mangonel handling | Mangonel Split-Micro and Positioning Checklist | Archer players losing the midgame to one bad siege shot |
| Control system | Hotkeys and Control Groups Setup | New players reducing idle villagers and messy army control |
Metrics to Watch First
- Economy: food, wood, and gold must replace the units you choose.
- Tech: unit count is not enough if key upgrades are missing.
- Terrain: hills, choke points, walls, and TC range change the matchup.
- Execution: if control groups are still hard, choose simpler plans first.
Next Gaps
- Scout rush, archer rush, tower rush, and direct fast castle branches.
- First learning build for common civilizations.
- Water-map economy, fishing ships, and naval basics.
- Returner checklist for major version differences.