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Defense Guide for Ymir
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Defense Guide for Ymir
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== Mid Game == ''Copper/Early Bronze'' === Getting those towers up === Once you get the double palisades, it won't be long since you get the Guards knowledge, unlocking the [[primitive towers]]. This could be considered early game, since ''primitive'' doesn't sound like mid game, but getting towers is not mandatory, and you will do it when you have your basics set up, so it's most likely you will do this once you are in mid game, even though you may have had the towers for a while now. If you can place the towers at stone age, do it. You don't need to place a lot of towers, they are not the best at defending, but they will help. Also, if you get extremely unlucky, and the enemy gets trough your walls, it's possible they will attack the towers first. === The Units === By now, you should have Bowpigs. It's a no brainer. Just have between 20-60 military archers and 20-40 militia archers. If you don't have the resources to make that much archers, it's totally okay and valid to make as much Bowpigs as you can and fill the rest with Javelins. In case you don't have the bows yet, you should trade it ASAP, or manage to get it somehow. If you mix Javs and Bowpigs, make sure to have the Archers in the army and the javelins in the militia. If you do otherwise, it's probable that the power of the militia will be higher that the army's power and you may have loyalty problems. As said before, it's unlikely that the enemy will get trough the walls, so don't waste manpower into defensive snouts, or melee units overall. Invest fully on ranged. If you have mounted archers, don't even consider it. They are trash, and even more at defending. {| |- | [[File:icon_unit_archer_1.png]] || [[File:icon_unit_javelineer_1.png]] |- |} {| |- | [[File:c97f800df3873ac11e17ce2a153f9915-jpg.jpg|300px]] || [[File:22.jpg|350px]] |- |}
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