Objective
Build economy. Find the enemy. Don't fight.
Step-by-step
Scouting checklist
| Target | Why | Priority |
|---|---|---|
| Enemy CC | Their army sits 20-30s away | HIGH |
| Their woodcutters | Best raid target. Far + soft | HIGH |
| Their mining | Far from base, often unprotected | MED |
| Their army comp | Don't push if you don't know | HIGH |
| Their walls/forts | If walled: boom. If not: pressure. | MED |
Don't fight with the scout cav. One dead horse = blind for 60 seconds.
Objective
Stop reacting. Start seeing. Build the wall before the gate is needed.
Critical setting
Every barracks rally point → forward outpost. Units never spawn idle. Never trickle to a fight in pieces.
First raid — 10:00
Send 3 cavalry to kill their woodcutters. Kill 4-6 workers, retreat the instant their army shows. Not a fight — a tax.
Army composition // 40 units
The harass loop
→ 3 cav to their woodline
→ workers, retreat
→ their army
→ until you push
Four green lights to attack
- You out-eco them +15 villagers. Convert eco lead into military.
- Their army is on the wrong side of the map (raiding someone else).
- You have siege + they have no walls. Walk in, break it, walk out.
- They just lost a fight. Don't let them rebuild — push now.
The far-base attack — your nemesis
Army I can send now < theirs? → WRITE OFF. COUNTER-ATTACK THEIR BASE.
Never: "I'll send some to slow them down."
Pre-push checklist
40+ units at ratio
1-2 bolt shooters or rams
+15 villagers over them
Home base safe if they counter
Their second base, not main
In and out, don't overstay
Order of operations
- March whole army to ONE target — usually their secondary base.
- Kill the buildings, then retreat. Don't get into an attrition fight.
- Wait 5 minutes. Their main is now starved of that base's income.
- Push the main. Siege breaks walls, pikes hold their counter, archers kill workers.
Do not push the main first. Their main has the most defenders. Take limbs before you take the heart.
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, in return for fast spawning and forward placement.
Five times to use them
- Forward Reinforcements — camp near the fight. Units spawn 10s from front, not 60s.
- Emergency Defense — attack incoming, drop camp at the choke, pump instantly.
- Metal-Rich Eco — late game, metal overflowing, food tight. Mercs spend the right resource.
- Filling Comp Gaps — need slingers fast, home barracks full? Merc camp covers it.
- Out-of-Position — 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 signature move: Forward Merc Camp
Under cover of your standing army, build a Merc Camp halfway to the enemy. Your forward outpost is now a unit factory. Reinforcements for any attack spawn in 10 seconds. Devastating on Medium AI — the AI doesn't handle forward production well.
| Tier | Unlocks | Target time |
|---|---|---|
| Phase II | Pikes, swordsmen, basic cav, towers, 2nd CC, blacksmith, merc camp | ≈ 6-7 min (25 vil) |
| Phase III | Champions, war elephants, siege, embassy mercs, Wonder | ≈ 15-18 min (50-60 vil) |
| First Champion | Sacred Band Inf or Cav. 5-10 max — hammer, not bulk. | ≈ 16-18 min |
| First Elephant | Tank + building crusher. Pair with pikes + ranged. | ≈ 18-20 min |
| First Siege | Bolt shooter. Wall-cracker for the decisive push. | ≈ 16-18 min |
Upgrade priority (research in this order)
- Phase-ups — non-negotiable
- Resource gathering upgrades — pay back in <90s
- Blacksmith weapon + armor — affects every combat unit
- Barracks pike upgrades — you have 15+ pikes
- Ptolemies-unique techs — farming, mercenary bonuses
- Unit-specific upgrades — only if 8+ of that unit
→ Full economy curves, tripwires, and worker distribution in VOL.05 — Economy + Upgrades.
The rule
Champions are force multipliers, not bulk. 5-10 in your army, never 30. Math: a champion costs 3-4× a citizen but is only ~2× as strong. 10 champions + 30 citizens beats 50 citizens — because the champions create the line-break the citizens exploit.
The Ptolemies roster
| Champion | Role | When to build |
|---|---|---|
| Champion Pikeman (Machimoi) | Flagship. Line-breaker, anti-cav, anti-elephant. Front rank. | First. Always. |
| Champion Infantry / Sword | Heavy melee. Breaks enemy pike walls. | If facing pike-heavy enemy. |
| Champion Cavalry | Elite cav for decisive flank. Not for raids. | For the decisive push only. |
| War Elephants | Tank + building crusher. Champion-tier role. | Phase III, with champion pikes as escort. |
Army layering with champions
The signature late-game stack
Champion Pikemen + War Elephants = the Ptolemies endgame composition. Elephants tank, champion pikes shred any cav that tries to flank, mass ranged behind does the killing. Very few clean counters before minute 20.
What heroes really are
Unique named historical figures, trained at the Fortress in Phase III. Only one of each at a time. The real value isn't their combat — it's the aura, a passive buff to every friendly unit within ~30 tiles.
The three Ptolemies heroes
| Hero | Buffs | Pick when |
|---|---|---|
| 👑 Ptolemy I Soter | Infantry attack & armor | Standard pike+sword army |
| 🐘 Ptolemy IV Philopator | Cavalry & elephants (he rides an elephant himself) | Elephant-heavy late game |
| 💰 Cleopatra VII | Economic / training speed (varies by patch) | Long boom, eco focus |
Where to put the hero
Center of your army formation. Not the front (he dies). Not the back (aura doesn't reach the front line). Middle, surrounded by ~10 escort units. Move the hero, the aura moves with him.
Build timing
Common mistakes
- ❌ Sending hero alone to scout → dies to 3 spearmen
- ❌ Treating like a champion — heroes are not expendable
- ❌ Building all three at once — pick the one matching your army
- ❌ Building too early — Phase III, after you have an army
- ❌ Forgetting where he is in a chaotic fight
The endgame trio
Ptolemy IV (on elephant) + 2 War Elephants + 8 Champion Pikemen = the Ptolemies signature endgame stack. Elephants tank, champions hold, hero's aura buffs the whole stack ~15%, Ptolemy IV himself rides in. Roll this with citizen + ranged support and you win most engagements.
// PHALANX
Pikes front, archers behind. Hold ground, defend chokes. Default formation.
// WEDGE
Cavalry only. Breaks through ranged lines. For raids and flanking pikes.
// BOX
Pikes face out, ranged inside. Surrounded? Outnumbered? Box up and survive.
// SKIRMISH
Spread wide, throw, retreat, repeat. Counter slow melee blobs. Never melee.
| You do this | Do this instead |
|---|---|
| Spam-train units randomly | Train to 40/30/10/15/5 ratio. Pause when met. Build villagers. |
| Garrison only when raided | Standing army OUTSIDE fort, aggressive stance. Garrison = emergency only. |
| Drip reinforcements to a losing fight | Commit fully OR write off & counter. Never in between. |
| Expand faster than you can defend | Each new base = its own fort + outpost or it doesn't exist. |
| Defend, defend, defend | 3-cav harass loop every 90s. Tax their economy constantly. |
| Stop scouting after the start | One cav on permanent enemy patrol. Replace instantly if it dies. |
SCOUT
Enemy by 4:00
BOOM
25 vil before phase
TRIPWIRE
2 outposts forward
STAND
15-unit ball, aggressive
HARASS
3 cav, every 90s
COMPOSE
40/30/10/15/5
COMMIT
All-in or write off
STRIKE
Limbs first, then heart