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

ThemePageBest for
Opening basicsDark Age Build OrderPlayers with idle TC time, housing problems, or late Feudal clicks
Economy routeFast Castle and Boom RoutePlayers deciding when to click Castle and add TCs
Greed checkWhen Fast Castle Is Too GreedyPlayers practicing fast castle but repeatedly dying to Feudal pressure
Combat readsCounter Units Cheat SheetPlayers unsure what to make against archers, cavalry, or siege
Mangonel handlingMangonel Split-Micro and Positioning ChecklistArcher players losing the midgame to one bad siege shot
Control systemHotkeys and Control Groups SetupNew 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.