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Master of Magic
- Fortress City: +3 Stone, +1 Research, +2 Improved Mine, and +1 Mobile Fort
Builder of a Fortress Nation:
- Magic Guild: +3 Stone, +3 Power of Stone, and +1 Magic Lab
These two are focused on Mobile Forts, exploiting the (1.15)^3 Stone multiplier and using Magic Lab upgrades to enhance the economy.
Harnesser of Forest Power
- Adventurer's Guild: +3 Food, +3 Temple, and +1 Territory Expansion
Pioneer of New Lands
- Forest Ranger: +3 Wood, +3 Archers, and +1 Forest Sage
These two are focused on Wood Gear Soldiers. 3 Ward Raiders are used to ignore the first few waves but otherwise Tea is not used. Produce Steel from Temples instead of Forges and only when needed. Most buildings should only stay at level 15/40 or 35/40 (and Temples 15/60 or 45/60)
I wanted to master all 5 builds before making a more detailed strategy guide, but in the end Iron Workshop was the only buuld I could use...
This game is much more difficult than I thought (B, not C), and I am used to play games like Civilization VI at deity/marathon level....
And the skill trees are not very clear (my bad English, or translation unclear?), and it would ne nice to have a guide explaining better the pro and con of the skill trees.
... and also a strategy Guide for each stage !