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I'd love to see the input of other players about this.
I strongly recommend giving this scenario a shot if you want a challege, it's definitely the hardest thing this game has to offer.
Anyway, the key for this is starting with the purple faction on the west corner of the map because of the Council faction, the resources, the ruins you find and, especially, the northern body of water that keeps enemy units from flanking you.
Once you begin, build a Quarry (20 Gold) in your city and recruit two units, each with four settlers only (150 gold). Don’t wait until it’s fully supplied; wait until two or three settlers appear and send one north, hugging the edge of the map until it hits the ruins by the lake, and the other east, ignoring the gold deposit and the neutral town and following the shore southwards until you find a plain with a Khaldunite spire and a gold mine to claim. Make the one up north settle anywhere it can, but put the second unit to settle between these two resources, so they are supplied when claimed.
While they are moving (put them on Column or Pressed March to go faster), upgrade your Quarry to a Mining Post (first option, 24Gold) build a Woodmill and Library on your town (140 Gold). Right when one of the settlements is done, recruit a four Engineers unit (55 G) and another 4 settlers unit (75 G).
Start by claiming the grove south of your starting position and the gold mine (30G each) let the engineers work on the grove right out of recruitment because they will be supplied fully once they finish. Make your settlers go south-east until they find an iron deposit and make them settle by it.
While your units move, go to your settlements and build a Quarry on the one by the gold mine and a Market in the one up north (80G total). You’ll get a bit of deficit, but your gold income can take it.
When your engineers are done, let them claim the iron mine (45G), even if your settlers are not done, and then the spire (60G). This will help you balance your deficit and give you Khaldunite points for the next step.
You have spent roughly 700~710G by now, but your income has not become red, even if you had resource points in negative. With what you have earned plus whatever profit you gained during these minutes, upgrade your Market into a Bazaar (72G) and hire a unit with four archers on the front and two magic user In the rear (Magician and Wizard are fine).
By now, you have a steady income of about 70 gold per minute and with your archers and engineers you can go and take the neutral city for extra income, if you are not getting attacked by now. It’s okay if an ally took the city by the lake already, but claim the gold mine near it and build an outpost (100G in total) because that city’s Zone of Supply doesn’t reach it (your mine gives you revenue, even if it is supplied by an ally. Keep that in mind)
Now, park both of those units in the south-eastern settlement and upgrade it to a town once you have 110G in store. Some enemy units may attack you, but they usually focus on the south-eastern edge of the map, wiping blue and even both red and green while you build your economy.
By this point, you’re pretty much set, unless the enemy AI decides to rush you with ten units or something.
With the settlement you upgraded, sell the Quarry and leave it like that for a bit. Recruit another archer/spell attacker unit if you can afford the resource points and put it alongside the first one. And focus on getting a higher income rate by upgrading the other settlements and getting more Markets. Just keep in mind that your original town and the one between the gold mine and spire will be your main recruiting points.
Now, the boring part.
When you explored the ruins you found (you always do) the Magic Arrow technology. It wouldn’t be adviceable to deploy archers against the skeleton warriors the enemy spams at the start, but with this magic attack they actually pack a good punch, especially considering almost anything Ceyah (Gargoyles, Shadow Beasts, etc.) are weak to magic and Khaldunite attacks. You can build two outposts as close as possible to that town at the south of the lake and dismiss your engineers for the stone points, so if any enemy unit comes, it will trigger one or both three militias while your archers engage from the side and kill enemy soldiers, one by one.
I told you to leave this town with no components. When you think you have a good economy and stock gold, build in it a Blacksmith, the Barracks and a Temple that you will upgrade (360G in total). Upgrade the Blacksmith into a Blast Furnace for extra Iron points or an Armory Guild, to receive a discount when you recruit Grenadiers or Dragoons.
You will feel comfortable with an income of 120 to180 per minute, and the main unit you will recruit from now on will be one with Dragoons or Grenadiers at front and supported by a Channeler (heals the whole unit, instead of an element per cast, like the Priest) and the Paladin (Melee attack bonus for the whole unit against undead and dark elements).
I prefer Grenadiers because they have a better defense, but they slow the whole unit a lot and you will find yourself with a huge Wood deficit out of recruiting archers and mages, but you economy will take it on the long run; you can turn Blacksmith components into Iron Exports for 15+ gold income
Also, and this is very helpful, if you manage to capture a Royalist settlement, build and upgrade a Temple, so you can recruit the Battle Priest; he casts an area-damaging spell on Ceyah units, so replacing one of the mages on the archer setup doesn’t hurt. Also, if any ally finds and shares the Archmage technology, start recruiting him, as well. He requires a Temple and Library on a city and can cast Conflagration, another area damaging spell.
You can deploy a maximum of 20 units once you have enough cities for it. I would group four units with the Lock button (Selecting them and assigning them a Ctrl+number grouping) putting two Channeler units at the front to engage first and two Archer units in the back, doing most of the damage and forming a square. I put the Grenadiers in Skirmish formation and the archers in Combat, so the latter don’t go further and get themselves killed. You don’t have this problem with Dragoons.
The idea is forming two of these groups, leaving one near your cities and the other one going by the allied cities near you (orange and black). It’s not critical, but it would be good to not let them fall, so they can also boom and help you reclaim the eastern side of the map.
Use the outside units to engage incoming enemies and the one defending to flank them, if the battle is near. Push the retreating units or kill them and try to march on an enemy city to take it. If you can repair it and defend it (Masonry Guild, Armory Guild, Garrison and Fortified Wall are upgraded components that help), put your units there. Otherwise, raze it when you can, so there’s a buffer zone where incoming enemies can’t retreat and resupply.
Once you have 12 to 16 units, you can march on and claim cities to rebuild and add to your income. The important thing here is taking things slow; waiting for the gold to gather so you can upgrade your towns, not letting your balance go too low, being defensive instead of going in debt to rush outside with weaker elements and realizing once you hit more than 120 gold per minute you can recruit and upgrade by the minute, and beyond that, you can afford 10 points of wood in negative.
Also, help your allies a bit. Use the diplomacy icon (Center row, left column) to send gold to your allies if you have, say, 1000 pieces in reserve and all your cities are busy building or upgrading. 200 or 400 units are fine; they won’t pull a Henry the Lion on you; they will send units of footmen, infantry or archers poorly supported, but those flanking a routing enemy can make the difference.
When you see your allies or yourself recovering the eastern cities and resources, push to the north from the left with your five groups, slowly reclaiming and rebuilding cities for supplies and not letting the enemy recruit new units. If you see that the enemy AI is sending Grenadiers and is giving you a hard time, don’t rush too far. Hold there while your allies claim more cities on the other side and march on again if your units didn’t get too much damage.
The only thing to note is that there’s a Dragon Den close to the center of the map. If your allies wake the Adult Dragon up and you are close, try to support them with eight units. Keep in mind that they can easily be wiped out with the fire breath attack, so be ready to form new ones. You’ll gain the Dragonscale Armor (Gives unit the Armored trait,cutting a damage percentage) technology, but at this point, it doesn’t make much difference. Remember that you only need to destroy the northern Floating Citadel to win.
Just don't forget to press S regularly to make the bowmen refill morale.
One thing I forgot to test in KAG was the original AI because any others just spam zombies instead of the usual skeletons and shadow beasts with temple supports.
Might be doable with cleric/channeler & paladin companies but vanilla ones don't even have spell immunity. Rangers could be good against the dogs, too.