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It's old, but the basis is still good now.
dont underestimate your citys ability to eat no longer used or heavily dmged units for resources. you can even pair that with the gant production of the Healer Hero Unit.
Tyranid citys are smaller, but get researchable boni that dampen the backlash of owning multiple citys, so you can have more than the other races without as much drawback.
Settler building is the "Building that builds the unit that makes more citites".
Overall their economy is more burst like rather than long term productive, each tile you annex is also destroyed, meaning each tile you annex permamently weaken the potential of other players, while also giving you biomass. You still going to mostly want biomass producing buildings in your cities, with loyalty and influence also being important, don't assume the biomass gained form annex tiles will be enough, use it to get ahead early on.
They may very well have some of the strongest but amongst expensive heroes, the hive tyrannt is particular noteworthy due to being able to give each city +6 loyalty which is huge when you have like 5-10 cities. Their mid hero can spam units for free, which your cities can consume for biomass and production if you don't use them for battle. Even the first hero can make tyrannid warriors significantly more deadly with the accuracy buff and can remove half armour on enemy units, which make otherwise hard to kill 9 armour units much easier to kill.
Their support units can completely cripple enemy units, like removing half accuracy or half attacks and give your own units ranged defence. Their main weakness is dependency on short range combat, but later in the game you can unlock units with range 3 and also one that can create tunnels to quickly move units around the map, also their healing is limited to an expensive hero unit, so expect to suffer a lot of losses but on other hand do a lot of damage in return, if you have the economy, you should be able to produce several hundreds worth of biomass in units every single turn anyway and with tunnels have them at frontline the same turn as produced by which point you should simply overwhelm the enemy and while doing so, use your city builders to consume tiles for biomass and deny them for enemy, so even if they somehow push you back, they left with useless land.
If you follow the guide, when the Aedanthropum is finished, you should have 4 active buildings BUT only 3 pops.
You incur a malus in this case, which would slow down the production of your malanthrope, which is bad.
To not suffer the malus, you disable a building (by pressing the "-" sign to its right).
Next turn, your population should be at 4 and you can reactivate it (by clicking the "+" sign)
Also, where can I see a list of the key-word for each building? I guess what they mean by infantry, hero, etc... but not for bio, inf, barrack... That would help ^^"
Thanks!