Resources aren't interchangeable. Each does a specific job. Knowing which you need shapes what you build.
// Generic Distribution
// Ptolemies-Specific (your civ)
Why different: Ptolemies have cheaper farms, cheaper pikes, mercenary camps (less wood needed for forward production), and metal-hungry champions + elephants in Phase III.
Set these as mental tripwires. The instant any number crosses, do the listed action. Repeat forever. Resources don't earn interest. Move them.
Citizen soldiers only. Basic spearmen, archers, slingers, scout cav. Don't try to fight wars here. Build economy.
Unlocks pikemen, swordsmen, basic cav variants, towers, second CC, blacksmith (start upgrading!), mercenary camp (Ptolemies bonus).
at 25 villagers
Unlocks champions, war elephants, siege, Wonders, advanced upgrades, embassy mercenaries. First champion ≈ min 16-18, first elephant ≈ min 18-20.
at 50-60 vil
// Champions are not bulk units
Build 5-10 champions, never 40. They're force multipliers — your hammer. Citizens are your anvil.
Most upgrades pay themselves back in 60-90 seconds. After that = pure profit. Skipping them is leaving free resources on the table.
This is the order to research. Top = highest ROI.
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01Phase-ups — Phase II at ~min 6, Phase III at ~min 15. Unlocks everything.ALWAYS
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02Resource gathering rate — wood/stone/metal +X% from storage/farmstead. ROI in <90s.ALWAYS
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03Blacksmith Weapon +1/+2/+3 — affects EVERY combat unit. Every game, every tier.ALWAYS
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04Blacksmith Armor +1/+2/+3 — same as weapon. Stacks with everything.ALWAYS
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05Barracks pike upgrades — if you have 15+ pikes (you do).USUALLY
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06Civ-unique bonus techs — Ptolemies has good ones (farming, mercenaries). Look at your bonus tree.USUALLY
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07Stable-specific cav upgrades — only if you have 8+ of that cav type. Below that, buy bodies instead.CONDITIONAL
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08Champion-specific upgrades — only after you've actually built champions in numbers.CONDITIONAL
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09Naval upgrades — only on water maps.SKIP
// The Reframe
Mercenaries are NOT elite veterans you must protect. They are military teleportation, paid for in metal. They trade food/wood cost → metal cost, and in return give you fast spawning and forward placement.
// Five times to use them
- Forward Reinforcements — build a Merc Camp near the fight. Units spawn 10s from the front instead of 60s.
- Emergency Defense — attack incoming, drop a camp at the choke, pump units instantly.
- Metal-Rich Eco — late game, you have 600 metal and food can't keep up. Mercs spend metal instead.
- Filling Composition Gaps — need slingers fast, home barracks full? Merc camp handles it.
- Out-of-Position Reinforcement — army fighting far from home, drop a camp halfway across the map.
// When NOT to use
- Phase I (no metal yet)
- Food overflowing, metal tight
- As your main bulk army — citizens are cheaper
// The Ptolemies signature: Forward Merc Camp
Around minute 10-12:
- Send 1 villager to a spot halfway to the enemy
- Build a Mercenary Camp under cover of your standing army
- Now your forward outpost is also a unit factory
- Reinforcements for any attack spawn in 10 seconds
This is the Ptolemies signature move. Devastating on Medium AI — the AI doesn't handle forward production well.
A second Civic Centre gives you: a second source of villager production, a second food-gathering hub, vision & map control.
// The rule
Drop your second CC when Phase II completes, on the closest unclaimed resource cluster — usually stone or metal.
// One CC is fine for Easy. You NEED two for Medium and up.
Reason: a single CC can only produce villagers at one queue. Medium AI runs two queues. You need to match production or fall behind on workers.
// Don't drop a CC if
- You can't defend it (no walls/towers within 30s walk)
- It's in the open with no natural choke
- You're under attack right now (build a fort first, expand later)
Rule: women → food only. Citizen-soldiers → wood, stone, metal (faster than women at those).
| Phase | Total Workers | Food | Wood | Stone | Metal |
|---|---|---|---|---|---|
| PHASE I | ~25 | 10 (women) | 10 (men) | 3 (men) | 2 (men) |
| PHASE II | ~40 + 15 army | 15 (women) | 12 (men) | 5 (men) | 5 (men) |
| PHASE III | ~65 + 40 army | 25 (women) | 15 (men) | 5 (men) | 15 (men) |
| PUSH | ~70 + 50 army | 25 | 15 | 5 | 20 |
- Economy is flow. Spend the moment you cross a tripwire.
- Women on food. Men on wood/stone/metal. Never mix.
- Standing army never gathers. Working soldiers are reserves.
- Always queue villagers in the CC. Always. Until you have 70.
- Two CCs by minute 12. One queue is not enough.
- Phase II at 25 vil. Phase III at 50-60. Not earlier, not later.
- Always research Phase-ups, gather techs, blacksmith. Free profit.
- Mercenaries are pizza delivery. Use the forward camp.