Wednesday, 13 December 2017

Daily Challenges

Overview

Daily challenges are a new feature coming live tomorrow apparently following a long beta phase and an irritating limited live release for the past month to only select accounts.  Each day you choose between two themed chests and are given a set of conditions to obtain your chosen chest.  These conditions are similar to what you'd find in events.  Some of the conditions will not appear if they're not deemed reasonable for you to do in a day (i.e. If your only available scouts are over 12 hours long, you won't be asked to scout).  After completing 7 more than you failed to complete you get a challenger's chest with better goodies in it.

I haven't played it extensively on beta, so the rest of this writeup I'll edit as I get more experience.

Tips


  • Have a decent number of supply buildings in your city layout.  You will be asked to complete productions regardless of how many you have.
  • Don't scout ahead - If you've scouted territory you might be asked to take it so wait til you're ready to do so before scouting.
  • You can adjust the reset time to the start of your own day.  You may miss out on a day by doing this so I'd recommend you pick a time once and stick with it.


Notes

  • The chests available to you each day appear to be constant for each city on your account, but vary between different people's accounts.

Challenger Chest

7% Shrine of Knowledge
7% Wishing Well
11% Rogue Hideout
20% Renovation Kit
25% 2 Store Building Items
30% 50 FP

Daily Chests

There are a wide variety of chests available to be won that include pretty much everything you can imagine for prizes.  Some of the ones I've seen so far include:

Researcher's Chest

15% 100 FP
20% 50 FP
30% 20 FP
35% 5 FP

Military Genius Chest

25% 3 Rogues
25% 3 Champions
25% 3 Military Drummers
25% 3 Color Guards

Special Military Chest

5% Rogue Hideout
10% Champion's Retreat
20% Drummer School
20% Color Guard Camp
45% 10 FP

Collector's Chest

5% Wishing Well
10% Hall of Fame
15% Victory Tower
20% Watchfire
50% 10 FP

May Day Chest

20% Maypole
30% Maypole Upgrade Item
50% 10 FP

Workman's Chest

10% Premium Supply Building
20% Supply Building
30% Supply Building
40% Large Supply Package

5 Blueprints

100% 5 Blueprints

Elephant Fountain Chest

5% Elephant Fountain
10% Chhatri Garden
10% Titan Arum Plant
10% Memorial Chhatri
10% Elephant Fountain Gate
55% 10 FP

Items Chest (Actual name unknown)

5% Renovation Kit
15% One Up Kit
20% Store Building Item
25% Boost Crate
35% Mass Motivation Kit

Medal's Chest (Actual name unknown)

5% Gigantic Medal Package
5% Extra Large Medal Package
10% Large Medal Package
20% Medium Medal Package
60% Small Medal Package

Champion's Chest (Actual name unknown)

5% Champion's Retreat
10% 10 Champions
20% 5 Champions
25% 3 Champions
40% 1 Champion

Rogue's Chest

5% Rogue Hideout
10% 10 Rogues
20% 5 Rogues
25% 3 Rogues
40% 1 Rogue

Citizen's Chest

10% Premium Residential Building
20% Residential Building
30% Residential Building
40% Large Coin Package

A Lot of Coins

100% Extra Large Coin Package

City Treasurer's Chest

25% Medium Medal Package
25% Extra Large Coins Package
25% Extra Large Supplies Package
25% 20 FP

Cultural Chest

10% Premium Cultural Building
10% Premium Decoration
30% Cultural Building
50% Cultural Building

Battle Commander's Chest

20% 5 Light Units
20% 5 Ranged Units
20% 5 Heavy Units
20% 5 Fast Units
20% 5 Artillery Units

30 Forge Points

100% 30 Forge Points

Boost Chest

25% 100% Coin Boost
25% 100% Supply Boost
25% 30% Defender Boost
25% 20% Attacker Boost

Shrine Collector's Chest

5% Shrine of Knowledge
10% Shrine of Awe
15% Shrine of Inspiration
70% 10 FP

Summer Chest

5% Bazaar
10% Tiger's Den
20% Oasis
25% Fishing Hut
40% Palm Tree

Monday, 6 November 2017

Yorkton - Week 2

Things have been going great overall luck-wise.  I managed to get two terrace farms the first week of expedition :)  I got two Temple of Relic blueprints and diamonded the other 7 to get that up.  And today I built my Lighthouse of Alexandria.  I've got a layout plan for when I get two more expansions to fit the second terrace farm in which I hope to implement tomorrow.  I'll probably switch two of my goods buildings for 2 soldier barracks, a legionnaire barracks, and a ballista camp to start the week and then move back to pure goods after finishing what I can by fighting.

For the moment I'm running the terrace farm I have built as a supply building most of the day.  I get about 16k supplies a day running it on a 1 hour cycle, which allows for about 12 quests (8 unbirthday and 4 supply collection quests combined with my goat farms(they take longer than 4 hours without the terrace farm's help so I can't complete them between coin collection quests)).  This amounts to about 4 FP and 20 goods over the portion of the day when I'm active and then an 8 hour 10 goods production overnight.

I expect I'll be aiming for one to two more weeks of Iron Age while I work on getting my great buildings in better shape and hopefully start getting to build up a small goods stockpile.

Thursday, 2 November 2017

The Yorkton Plan

Been a long while since i made a post, but figured I'd share my (current) plans for the new server.  Overall my goal for this server is an expedition-centric city that while not dragging its heels is not in a rush to advance either.  The main target is GE4 every week including the current one :)  To that end my build plan:

Bronze Age : The goal here was an expedient push to Iron Age, faster than I usually do.  Instead of hanging out for slingers I went to get my Iron Age goods up asap.  This was in part because I wanted my unlock goods for GE4 in before the week started to set a good example, and in part because I'm just not so serious about the game as to want to run the 4 Slinger + 4 Spearfighter quest hourly for as many days as possible.

Iron Age : My target here is to run enough barracks to fight 2.5 difficulties of GE, with enough goods to negotiate the last 1.5 difficulties.  Overall I'm on track at the moment I believe.  My tavern is developing nicely to be able to use the Extra Turn buff.  The Halloween Event caused me to keep a bunch of blacksmiths around for a while so I could finish it and get my Black Tower, which i just did today.  After taking down the blacksmiths and putting up more cottages I now have 3 soldier barracks, 2 archer barracks, 2 stone thrower barracks, 2 Bronze Age goods buildings, 5 Iron Age goods buildings.  I hope to finish the week with enough ballistae to not need the stone throwers next week.  I also hope to be able to get a Temple of Relics up before next week's expedition.

Early Middle Ages through Late Middle Ages : Unlike some of my previous servers, I do intend to actually play EMA rather than skip through it with FP packs (for one I'm not doing enough recurring quests to make that many packs probably).  All of these ages are going to in general follow the same plan I'm using in Iron Age.  Fight 2.5, Negotiate 1.5.  Make tons of goods.  Hopefully some of that will be covered by Fountains of Youth as i age along.  No major stalls planned along these ages.  I will be skipping any province I don't need to do for story or bonus quest lines so that i can scout/complete them when events require me to once I reach an age that I want to sit in.

Colonial Age : This is the first age I might camp in.  I'll hopefully acquired some rogue hideouts by this age.  I'm going to get ahead on the map for it and use at least Industrial Age troops to fight the majority of GE - eventually all of it probably but I'll need to work on my Great Buildings some possibly before I get there.  I'll be supporting the South in the Industrial Age map as that allows you to keep both side quest slots available without unlocking the Bonus quest line (which requires you to be Industrial Age to complete).

Industrial Age : Extended camping expected - I know I'm able to fight all 4 difficulties in this age using the rapid fire cannon + 2 snipers path in the Progressive Era story.  There will be a number of uncompleted Industrial Age provinces available for events.  I need to complete my great buildings and acquire enough terrace farms and renovation kits from GE to cover my goods needs in advanced ages before I leave this age.

Progressive Era : Back to the fight 2.5, negotiate 1.5 I go.  No real new challenge to this age but it doesn't lend itself as well to camping as the previous two ages - It will be an expedient trip through.

Modern Era and Postmodern Era : Refined goods and frequently a difficulty trading on new servers make these ages a challenge.  The plan is to rely on Terrace Farms to produce a balanced array of refined goods.  I'll need approximately 10 in total (5 for current age, 5 for previous age) to be safe.

Contemporary Era : Possibly another long camp.  Anti-Aircraft Vehicle + rogues make fighting GE easier here than any other age as when the AI pops the rogues, you get a retaliation in from the Anti-Aircraft Vehicle it turns into for free due to the Contact ability.  This was sort-of possible in Postmodern to some extent too but MG Teams are relatively slow and thus a bit less straightforward to win vs artillery.

Tomorrow Era and Future Era : Advancing to these ages would mostly be to produce FE goods for the free players of the server to build The Arc.  Whether or not I make it this far depends a lot on how much I've enjoyed the server.

Arctic Future : Many would say to stop at FE, but I kinda liked it in AF - it's a bit more enjoyable fighting in my opinion.  I would make sure to have MANY FE terrace farms before I moved up though :)

Oceanic Future : Serious improvements to the game going forward would need to occur before I consider taking another city this far.

Thursday, 6 July 2017

Fighting GE4 : Getting troops ahead of your age from the continent map

Alright, so in many ages fighting GE4 largely seems like an impossibility (others are not so bad) - one way to tip the scales beyond ridiculously levelled GBs is to fight ahead of your age on the continent map and win units from story quests.

Update (07/01/21): Fleshed out the later age possibilities.  Apart from trying to get FE+ troops in PME you should generally not let map or tech get ahead of story, and save as many optional techs as you can.

1) Iron Age - Obtainable (2) Armored Infantry : If you complete the story up to the point where you unlock the EMA bonus area (barbarians), and finish the bonus questline, the final reward is 2 armored infantry.  How much does this help?  Well it'll make fighting through difficulty 3 a breeze - but 4 might still need significant boost and care not to lose your precious unattached units.

2) Late Middle Ages - Obtainable Grenadiers, Musketeers, Field Guns : If you complete the LMA story it unlocks the LMA bonus area to the south.  At various points along the way this questline rewards Colonial Age troops.  To finish it entirely you will need to research the tech for Cannons - but some of the units are available very early.  How much does this help?  Some...  I'm not sure it's enough to fight 4 without losses so as with iron age some care may be required not to lose your precious unattached units.  I've heard someone say they got Jaeger Infantry (Industrial Age) in LMA and that would make things a breeze - but I can't see how that's possible as Colonial Age story has quests that require construction of Colonial Age buildings.  Only thing I can imagine is unlocking the Industrial Age bonus area but as far as I know those don't reward units.  (Note if trying that, you cannot finish the Industrial Age bonus questline and get that quest slot available for other quests again without Modern Roads (Industrial Age))

3) Colonial Age - Obtainable All Industrial Troops, Conscripts OR 1 Rapid Fire Cannon + 2 Snipers + 1 Armored Car.  The Industrial Age troops are relatively straight forward to do and enough to fight most of GE4 without difficulty combined with rogues.  The progressive era troops you have to enter Colonial age with it in mind that you're going for them.  There are a number of quests that will request things like 'Build a Residential building from the Industrial Age OR Research a tech that unlocks a residential building' so you'll need to save as many techs as you can to make sure you can fulfill that option.  In doing the Industrial Story, you should note there are 4 ways it can progress: Support the South, Support the North, Fight both, Peace.  I recommend supporting the South (fighting only the northern provinces).  The combat might be a little more challenging but you can complete the story without unlocking the bonus questline and maintain your extra sidequest slot til you're ready.  It also gives you a nice mix of all Industrial troops (I can't say for sure what troops exactly you get in the other route).  When it comes to Progressive Era, you again have the same sort of options.  Peace gives you conscripts.  Fighting the germans gives you the RFC+snipers+car.  I believe fighting the brits gives the same troops.  The good news : either progressive era troop option should be plenty to breeze through GE4.

4) Industrial Age - Obtainable PE, ME, PME troops - Most notable is the MG team from PME.  To get these it's important to stay at peace with Che Guerrero, and not to finish his last territory for as long as possible.  This will give you "Business with Che" quests which will reward you with MG teams.

5) Postmodern Era - You can get a few CE troops "normally".  There's also a method to skip the CE blocker quest in PME and get to the advanced troops listed under CE...  I've not done it myself to recommend it but the gist is that *before* finishing PME story quests you skip way ahead on the continent map, working your way through to FE map.  Once on FE map you start catching up on story and it'll bypass the CE blocker hopefully.  There are more details on this elsewhere - look around if you're interested :)

6) Contemporary Era - If you've skipped enough technologies, you can get through to OF quests here.  FE Hover Tanks are perhaps the most notable troop at this point - to get 4 Hover Tanks instead of 1 you should negotiate with Joy Danba at the start of FE story - then when you meet her again later in the map she'll give you 3 Hover Tanks.  An OF quest requiring you to finish productions in an OF production building acts as a final block preventing you from getting any further troops above your era.

7) Tomorrow Era - You can certainly finish whatever you didn't in CE here in getting to that OF blockade.  OF Sub Cruisers I find quite useful in TE.

Saturday, 10 December 2016

Taverns (hic)

So taverns have been out a few weeks now...  Perhaps I should've wrote something on them earlier but I've been extra busy drinking.  Is it all worth it?  Erm, maybe...

The benefits of taverning to the rest of your game:
  • Up to an 8% chance of getting a FP from visiting your friend's tavern depending on their tablecloth (neat!)
  • Buffs from the tavern shop (can be nice)
  • Not losing active friends who care about the tavern more than you do (ouch)
So the buffs:
  • +% coin productivityy, +% supply productivity - these aren't too bad.  If you don't have a Lighthouse or St Mark's Basilica yet they're pretty darn good.  If you do have those Great Buildings they're not as significant as they just add with all your other productivity bonuses
  • Extra Turn - if you negotiate expedition this is amazing.  2 15 minute buffs is enough for me to finish difficulty 3 weekly by negotiate alone.  I usually pop the first one around the halfway mark of difficulty 2.  I do use some medals to buy extra attempts during the buff's duration.
  • Enthusiastic - an interesting buff.  It makes your city instantly enthusiastic regardless of happiness provided.  If you were confident about being able to keep this buff up whenever you need it you could use this to escape all need for cultural buildings or GBs that provide happiness.  I'm already committed to happiness GBs on my main worlds, so I won't be making much use of this right now, but maybe one day if I start another new world.
  • Merchants - You know those ripoff merchants that offer you 1 good for 10 in the market?  These let them rip you off a bit less.  I have thought about using this one to get rid of paper gluts but haven't sunk to that yet.  Overall I do not recommend this buff and it costs a big chunk of silver to boot.
  • Attack Bonus - A bit pricy and doesn't help your attacking troops' defense (like the barracks bonus, not the GB bonus), but it could occasionally give you the kick you need to get by some tough fights that you're not already two-shotting the enemy on.
  • Defense Bonus - Temporary watchfires, not at all recommended.
  • City Shield - Very pricy and if you have the silver to afford keeping it up you probably should be able to collect on time and avoid the need for it
  • Construction Boost - A neat and occasionally useful boost, you can cut the time to rebuild to a different ages barracks or a new ages housing/supplies by up to 75%
  • Recruitment Boost - Unlike the guild recruitment boost, it does not help your recruitment time from your Alcatraz which makes what could've been the most exciting boost decidedly less so.  It's also a big chunk of silver.  Still, if you have an army mostly based on attached troops using this boost can enable you to have a ready to go attached army available daily for GvG action.
You can only have one of the above buffs on the go for free at a time.  You may pay 50 diamonds to unlock a slot for a second buff but you have to do so everytime you want to use that second slot - it's not a onetime cost.  If your first slot buff expires while the second slot buff is still going you can continue to pick first slot buffs for free so if you are going to run two buffs it's recommended that you put the longer one in the second slot.  You cannot cancel a buff once it's started - so if you're going to run the 75% construction boost it'll be occupying that buff slot for the full 3 days.

My personal choices atm: 
  • I'm running Supply Boost on L because I'm trying to save up supplies for leaping to Arctic Future finally and rebuilding once there.  I have ran Recruitment Boost on one day to get an extra DA or two up.  Longterm I'd like to have a city that can make better use of Recruitment Boost but will need some modifications to do so.
  • I'm using 2 'Extra Turn' buffs a week on V to complete guild expedition there (I'm Progressive Era with only 30% attack boost so fighting the whole thing is out of the question).  These are short buffs so I don't have difficulty combining them with Coin Boost which I also run there in order to complete more quests daily.
  • I'm considering getting my taverns on worlds I don't play much to a point where I can do the 2 'Extra Turn' buffs a week there too.  I figure an 8 person table cleared once a day should suffice for that purpose.
Now about upgrades:
  • Table Size and Chairs increase your income especially in the periods when you're working or sleeping and likely to fill up.  Visitors may only try to sit once a day so the bigger the table the less you're likely to miss out on in those periods when you just can't be online.  They also unlock which levels of buff are available to you in the tavern shop.
  • Collection Plate increases income per visitor.  If your table isn't full often, it's efficient to get 2 to 3 levels of this before going back to finishing up your table size upgrades (say at 10 to 12 chairs)
  • Floor increases income you may get by visiting others.  If you only clear your table a few times a day but do manage to sit at other peoples taverns frequently then you should focus on this upgrade earlier rather than later (say at 8 to 10 chairs).
  • Tablecloth gives your visitors a chance to earn a FP for sitting at your tavern.  It's a nice way to thank your guests and eventually may become necessary to keep some of your more active friends.
Overall I'm less than impressed with the feature, but it's here and I feel I have to embrace it.  At least some of the buffs are interesting and the prospect of having 140 friends with burgundy tablecloths is appealing as that'd be worth an average of 11 FP a day - but that's a longterm thought.  For now, I'm going through the motions and hoping someone will hold my hair because all this pubcrawling is causing me to vomit!

Thursday, 29 September 2016

Random Thoughts on Fair Trade

Fair trade is always a contentious topic, even more so when it comes up after a guild is already well established.  In one of my guilds there's been a long standing (and in my opinion pointless) 'compromise' that both common systems, "cost-of-production" and "2:1 1 age difference only" are acceptable.  It occasionally causes confusion and for me often a source of irritation as in helping out I may wind up screwed both ways.  There's nothing worse than someone complaining that no one wants their 1:2 down-trade when the person accepting would then turn around and be expected to fill someone else's 5:4 up-trade with the goods they just received.  It defeats the point of having a fair trade rule at all.  So what is the point of a fair trade rule?

There are those who feel they have an innate sense of what's fair and are therefore thoroughly offended that anyone would want a system other than the one they have in mind.  To them having a fair trade rule is about playing with good people who would never try to screw them.  I don't really feel ANY fair trade rule accomplishes that but it's one viewpoint that has to be considered.

Personally, my original acceptance of fair trade was based on the idea that in a fluid market where I was always able to efficiently trade back my excesses of a good for other goods made it easier for me to help people.  I'd regularly clear the entire guild market of trades and then post trades myself that would restore balance to my goods.  This worked fine for a good while.  Everyone buys in, people try to target their goods either to produce a balance of both their boosts, or a single good that the guild is short on and everyone got the goods they need.  So what changed?

A few things happened.  The first is stratification of the ages of players.  In the upper ages the fluidity was lost.  There were goods that were genuinely short and had no-one yet able to help out with supplying the shortage or oversupplied and helpers were unable to avoid massive stockpiles.  I was able to help with this somewhat by using recurring quests to supply my goods and provide a little of everything but ultimately this mostly wound up with me winding up with too much of the oversupplied good as I helped out everyone else.  Some of the players who had pushed ahead of me when I stalled for a bit left over the problem that they couldn't get the trades they needed to keep advancing.  I wished them well and before long I was once again at the top of the guild's advancement having lost many of our useful players.  Lesson learned: trade system only works if you have someone at the top willing to supply everything going down.

The next problem is rope and paper mass producers.  These two buildings are way tinier than any of the other goods buildings in the game at a mere 6 squares.  How is it fair that 6 squares of paper and 16 squares of porcelain are valued the same?  Well someone decided age of the goods was all that matters.  If everyone means well it wouldn't be a problem but inevitably some opportunist comes along and says 'gee i can put up 15 paper mills!'.  Oof.  This works out great for them as, at first, the helpers just keep clearing trades and Mr Paper Producer gets all the goods he needs fast in a fraction of the area but before long you have your helpers all staring at 5k paper they're unable to rebalance because no-one else wants paper either.  So much for no-one getting screwed.  Once again the idea of a fluid market is dying and taking paper trades is just throwing away your goods for nothing.  This problem has never really gone away.  Sometimes it goes on vacation.

Another problem that struck is the need for a low age goods sink to deal with people camping those ages.  Inevitably it came to pass that I had all the colonial goods I needed and was staring at a market full of people looking to trade up colonial goods (especially the dreaded paper) for my shiny progressive goods so they could build those amazing Progressive Era great buildings.  Believe me I understand.  And want to help.  But when you already have thousands of colonial goods, a treasury sufficiently stocked for the amount of GvG your guild is likely to want to do (and even if there was a demand for more treasury goods how is it 'fair' that the higher age helper is trading away all their goods for stuff they'd only donate to the treasury), no more personal use for colonial or lower goods: what the heck are you going to do?  I eventually did stop taking the trades, and the problem did eventually die down to a more tolerable level - I think most of the up-traders eventually got to Progressive and at least I can always sell those goods off for forge points to folks.

The final problem, the one all the fair trade fanatics obsess over but is really the least consequential in my eyes, is what exact ratio is declared fair.  Both of the common systems are probably way off the mark as to true market value.  The only reason they work at all is people buy into them.  2:1 every age up way overprices the value of going up an age.  Space consumption varies wildly and it's almost always more efficient under 2:1 to produce only the most recent age of goods and trade them down which under a 2:1 system leaves a void in terms of people willing to trade up.  At the same time cost of production adds little value to the person who actually advances.  It also makes paper more valuable for trading up which might add incentive for producers to keep at it longer.  Modern goods buildings are arguably no more valuable than colonial despite taking more space as by trade calculator 2 colonial goods = 1 modern good, and the modern goods building is destroying a colonial good to make that modern good.  As a person who does recurring quests for goods this bothers me little but I'm probably a corner case.

What do I think really is fair?  My simple answer somewhere around 1.4:1 1 age up no matter the age.  this makes 2 ages difference a little under 2:1 and for refined goods makes the refined good worth 2.7 times the unrefined good (which would still make a Modern Era goods building a LITTLE less valuable than a Progressive Era goods building, but at least markedly more valuable than a Colonial Age goods building).

This still doesn't do anything about the aberrations caused by small footprint buildings but I don't think there's a reasonable system that does.  It's incredibly hard to account for the true space required for a given good because of the sheer number of ways one can increase efficiency (including not using goods buildings at all).  The only real answer to this problem is a free market where people only take trades they truly want and stop trying to help others blindly.  Alas that is probably not a world anyone wants to play in either.

/rantover, and heads off to accept another 2k in paper trades.

An Introduction to Manual Battling in GE

OK so now I've covered a general solution to the first difficulty of expedition by negotiation, and a specific solution to clearing all 3 difficulties in Early Middle Ages.  What I'd now like to offer is a primer on fighting manually in most of the early ages (Iron Age, High Middles Ages, Late Middle Ages, and Colonial Age although things are starting to change significantly by this point).  Fighting in these ages share most of the same strategies with minor variations.  The Mounted Archer in Early Middle Ages throws a wrench in the strategic assessments as you won't see units quite like it again until Progressive Era but if there's none of those in the fight or if the battlefield isn't too flat, the strategies will still hold.  In the case of expedition you can surrender and restart to attempt to get another battlefield if you wind up with a bad start due to Mounted Archers rushing your fragile troops like artillery.  Before we get too far into this I should note that to accomplish this without a large collection of rogues or a high military boost you will need a city significantly oriented towards military barracks; say 10 or so barracks of your current age oriented towards the types of troops you're likely to damage in the strategies of your choice.

First off the troop types (from here on out I'll refer to troop types usually instead of a specific troop):

Age/Unit TypeFastLightHeavyRangedArtillery
Iron AgeMounted WarriorSoldierLegionnaireArcherBallista
Early Middle AgesHeavy CavalryMercenaryArmored InfantryMounted ArcherCatapult
High Middle AgesKnightBerserkerHeavy InfantryCrossbowmanTrebuchet
Late Middle AgesHeavy KnightGreatsword WarriorImperial GuardLongbow ArcherCannon
Colonial AgeDragoonRangerGrenadierMusketeerField Gun


Fast units have bonuses against Ranged units but are weak to Light units.  As their name suggests they have high movement.  They have middle of the road base stats for attack and defence which tends to put them at a disadvantage against Heavy units as well.  Towards colonial they will start to bias towards more defence than attack.  As such the only time you really should use them is if you're facing a large number of Artillery and Ranged units and their closing speed is important.

Light units have bonuses against Fast units but are weak to Heavy units.  They also gain defence bonuses in bushes and forests.  Use the terrain bonus when you can but don't go out of your way to be on good terrain.  They have moderately fast movement speed that allows them to be used against everything but Heavy units well.  Towards Colonial they bias more towards attack than defence and become more capable of dealing with stray heavy units.  If there's one or two Heavy units on the field they can take them out by ganging up on it one turn as only the first attack will be retaliated.  In colonial, Rangers gain the ability to hide in forests and are unable to be attacked in this state except by units directly adjacent to them.

Heavy units have bonuses against Light units but are weak to Ranged units and Artillery units.  They have defence bonuses on flat terrain.  Since flat terrain is by far the most common you should usually be able to keep them on it but as with Light units, don't avoid a square you need to go to just because the terrain is wrong.  Despite Artillery units having bonuses against them, the high base defence of Heavy units protect them from taking too much damage, especially if you have some military boost.  The main problem with artillery is getting to them as Heavy units tend to be quite slow.  If the battlefield has a reasonably flat path all the way across though they can usually get to them in time.  In Colonial, Grenadiers gain the ability to attack with a range of 2 and avoid retaliation.

Ranged units have bonuses against Heavy units but are weak to Fast units.  Truth be told, Ranged units with moderate boost can two shot anything their own age, including the Fast units strong against them.  But even with high levels of boost anything can two shot them too!  This makes their biggest problem opponent Artillery units which can in general hit them before the Ranged units have hope of being in range of the Artillery.  Fighting either with or against Range units primarily becomes a game of who hits first.  Do your best to stay out of enemy units range until you're ready to start killing them - first strike makes a BIG difference.  Mounted Archers as mentioned are different than other Ranged units in these ages.  Their combined movement and ranged can allow them on relatively flat battlefields to hit slower opposing units before they can move.  This makes bringing Artillery in against a defence of Mounted Archers a risky proposition.  If there's only a couple Mounted Archers I sometimes still risk it though.

Artillery units have bonuses against Heavy units.  While nothing has bonuses against them, it's really not needed.  Anything can two-shot their low defence.  Their bonus against Heavy units just allows them to do about the same amount of damage against Heavy units as they do against Light units or Fast units.  Towards Colonial their attack increases slow down dramatically.  Starting in Late Middle Ages they gain a 'Dug In' defence bonus against long distance attacks.  Combined this means that they start requiring more and more boost to keep using them the same way as you can before Late Middle Ages even against a zero boost opponent.

Before I get into further details - what do I mean by boost?  Boost is provided by buildings in your city and scales the base stats of units you are using to attack or defend your city.  In all cases in this article I'm referring only to the buildings that affect your boost while attacking which are: Statue of Zeus, Cathedral of Aachen, Castel del Monte, Drummer's School, Speaker's Corner (a one-time event building), and select barracks in Contemporary Era or higher.  In the case of the great buildings, it is not enough to merely place them and let them sit.  You will need to put some effort into levelling them to get worthwhile amounts of boost via swap arrangements such as GB chains, clubs, and private swaps or via self-donation and alerting your guild or global when they're close to level and the rewards are worth donating for.

OK so...  the battlefield!  Once you've selected your 8 troops to attack with and pressed attack you enter the battle.  There's several key features you should know about:
  • At the bottom left there's 6 buttons.  The flag is surrender.  You can only do this when it's one of your units' turn to move.  All of your troops will leave the battle in their current state (dead/alive, hp remaining).  If a battle is not going according to plan you should use this as soon as possible.  The swords button is automatic.  You can press this and then the red 'Results' button at the top of the screen to finish a fight FAST!  Note that this will typically involve you taking additional losses and is not recommended unless the battle is going to be very lopsided in your favour or if you're fighting GvG and time matters more than losses.  The 4 smaller buttons are sound-effects, music, full screen mode, and animation speed.  I recommend you switch the animation speed to 'fast'(3 arrows) to reduce frustration with how slow units trot along.
  • Beside these buttons you can see the timeline.  This is the order in which all units in the battle will move.  You can highlight units in the timeline to see where they are on the map which can be useful to focus fire on units you can kill before their next turn and save yourself some damage.
  • On the field to begin with you can see highlighted the range of your current unit's movement.  When you highlight a square you could move to a new highlight will show defining where you could attack from this square.  If you click one of the squares you could move to you will move there.
  • You can highlight enemy units to see their movement and attack ranges.  movement will be a darker highlight and attack range a lighter highlight around that.  It can be confusing with 3 highlights (your movement, enemy movement, enemy attack) all overlapping but you get used to it after a while.
  • Units that are in range of your movement+attack will have swords over their heads.  You can click one of these units to directly move and attack them from the square closest to your origin that it is possible.  This is usually not ideal, but sometimes it doesn't matter and is faster.

Some general advice:
  • Combat in early ages is usually defined by the presence or lack-there-of of Artillery.  You should endeavour to either bring more Artillery than your opponent or none at all.  Usually twice as much is a clean option.  Remember that in Late Middle Ages and Colonial using artillery to take out artillery is more difficult and will require boost to do reliably in 2 shots.  
  • Ranged units should not be brought if your opponent has more than 1 Artillery and you're not bringing Artillery of your own to take it out fast.  Stick to melee units in this case.
  • Heavy units can generally hold their own against any balanced set-up, but are seldom ideal in teams with other melee units as their slow movement either makes them late to the battle or has them slowing down other melee that would like to be moving forward faster.
  • Repeating this from the overview of the battlefield screen but it really is very important: Use the highlighting of the timeline and range of enemy units to pick targets and avoid unnecessary damage.
  • The defensive AI will always attack if there's something in range.  You can sometimes use this to bait enemy units away from your squishier targets.  If there's nothing in range but a target just one square out of range it will often still chase that target even if it's the 'wrong' direction.  Fast units are particularly good at this style of baiting.
  • When facing two-wave defences you should aim to annihilate the first wave and take 7-8 units into wave two even if they're the wrong units.  The last 4 fights of difficulty 3 are deliberately mismatched badly and you might need to find compromises in the first wave to get by them in ok shape with units that can still win against the second wave (or possibly wait for rogues).

And finally a handful of standard armies I've used many times in these ages:
  • Artillery/Melee mix.  The strategy here is to have your melee form a defensive line just outside the range of enemy Ranged units and give your Artillery one turn to take out some of the enemy Artillery and Ranged unencumbered.  Typically Light units make good choices for the melee since what you're blocking out is usually enemy Fast troops and Light have bonuses against Fast.   A Heavy can be useful to plug flat spots in the line sometimes though and Fast have the advantage of being able to reach pretty much wherever they need to.  I have used near-exclusively Soldiers and Ballistas to complete difficulty 2 of guild expedition with no boost in iron age.  The last 4 fights of difficulty 2 I did have to surrender and restart several times to get battlefields that I could set-up acceptable blockades on.  Note that the Fast units you're trying to stop from getting to your Artillery cannot go over rocks or water and are slowed down by swamp.  After you position your troops highlight the enemy fast units to see if you succeeded in blocking them.  Sometimes you may have to resort to bait tactics with your last couple Artillery and last melee in the second wave of a fight to buy extra attack turns for the Artillery.
  • Artillery/Ranged mix.  The strategy here is to use the high damage of Ranged units to knock out any melee that's getting close to your Artillery while your Artillery shields your Ranged by taking out enemy Ranged and Artillery.  Against many balanced setups this works with less headache than the Artillery/Melee mix but you need a moderate amount of boost to be able to take out enemy Fast using Ranged in two hits.  Sometimes this set-up can be used acceptably on auto.
  • 8 of a kind.  When the defence is unbalanced (4+4, 8 of a kind itself, or just a notable omission of the unit needed to counter a good general-purpose unit), you can often take advantage of it by sending 8 of a unit that acceptably counters everything there.  This has the advantage that you have none of the weaknesses of other units to cover for.  Examples: 8 Heavy against a target with no Ranged and only 1 or 2 Artillery.  8 Light units against a target with no Heavy.  8 Fast or Light units against a target with only Ranged and Artillery.
  • Light/Ranged mix.  This flies in the face of most of the other advice I've given but I did successfully make use of this on one server in LMA with no boost.  The motivator to try it in the first place was that I was using Greatsword warriors and Longbow Archers for recurring quests since they were obtainable early in the age.  8 of a kind Greatswords were able to handle most of the high-cannon set-ups and with only 1 or 2 cannons the high damage of Longbow Archers was enough to make up for their extra deaths.  I may have needed to negotiate a sector or two (Imperial Guards+Cannons would not have gone well).  Note though that LMA is where Artillery is beginning to become weaker.  I do not believe equivalent set-ups would be as successful in earlier ages.
  • Rogue combos.  I've avoided discussing this for most of the post because I felt it important to stress the viability of fighting without having access to large numbers of Rogues.  Rogues are a special unit available unattached or from Rogue Hideout buildings obtainable during events.  By default a Rogue Hideout contains 2 slots with 3 unlock-able for diamonds.  Alcatraz can produce them if you have Rogue Hideouts in your town and is most people's main source for them.  At any rate, the combos of interest: 1 something + 7 Rogues - GvG/GE/hood AI will almost always target untransformed rogues before any other unit.  So essentially this becomes an 8 of a kind where the first 7 hits you take are free!  This works particularly well with and against melee units as you'll get a free retaliation as well.  2 somethings + 6 Rogues - when facing two waves often if you send only 1 something it'll wind up dead and you will have to surrender before taking on the second wave - so to be safe a second something is recommended in these cases.  It can be the same unit type as the first something, or it can be a different unit if you want a little something else available to you - most of the time for reliability if possible it's better to pick 2 of the same.  6 Artilleries + 2 Rogues - slightly different numbers may also be appropriate but the idea here is similar to the Artillery/Ranged combos.  You hold back the rogues out of range and then use their large attack value to clear melee coming close or use their free hit transformation property and offer them up as bait depending on the situation.  I will discuss Rogue-centric combat further at some other time.  Note that you should not try Rogue-heavy attacks against the Continent AI as it will ignore the rogues and go for the untransformed unit.
This has been a VERY long post and doubtless I've left out something important.  Feel free to ask questions or make suggestions if you feel there's updates needed :)