Early on, you can't afford to build a lot of settlers, because a] they cost a lot of gold, b] they cost a lot of population and stunt your growth (and bigger cities are much more profitable than outposts) and c] if you're building settlers you're not building armies and, depending on class, that can lose you the game. Secondly, I'll second the point about fortresses. If you want to roll in coin, play master Grey Guard Tigran Warlord, for example. Though most only net you 20 gold and 5 mana, but if you are willing to part with a decent one you can get 120 gold and 30 manaįirstly: some race/class combos have a much easier time with the economy than others. Tunnels almost always lead to something, but have a greater chance of having a hateful army then the aforementioned. There is sometimes in the corner of the world or in the middle of water/mtns an open spot or a tunnel entrance with treasures inside just lying around loose and sometimes protected by usually a strong army. Summon a flyer/floater in the first few days to scout out for loose gold/mana. AI) with very little if you have decent experienced units (not always tier 3&4), good magic and alot of casting points to help, especially with the hero not present. It is possible more times than not to defeat a huge army (vs. Do you have any spells, abilities or artifacts that can reduce the cost of unit maintenance? You really only need 3-12 units for your DS (3-6 late game) and 6-12 units to defend your city. When you purchase anything (except Merchanidse) your income per turn goes down. How many cities do you have? I will purposefully choose 6 days of merchandise (in all of or most of my citites, the more the better) and then buy whatever I can with the grand total savings from merchadise and what I find/fight on the map in those 6 days.
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