AM Construction Template

The Tank.

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Anyone have a good template to use? I feel like the standard templates are inefficient.
 

prdscxl

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Hey @The Tank.,

You're right! The default AM (Account Manager) construction templates often aren’t optimized for efficient growth, especially in competitive worlds. Here’s a solid general-purpose template that works well for most offensive villages - let me know if it makes sense for you and your world, we can tweak it if necessary. It should be straightforward for you to do it, let me know if help is needed, feel free to ping via PM/Discord.

1. Headquarters: 20
2. Barracks: 25
3. Stable: 20
4. Workshop: 5
5. Smithy: 20
6. Rally Point: 1
7. Statue: 1 (Optional, if you use Paladin)
8. Market: 10
9. Timber Camp: 30
10. Clay Pit: 30
11. Iron Mine: 30
12. Farm: 30
13. Warehouse: 25-28 (adjust based on farming/packets)
14. Wall: 20

Why this setup?
  • Barracks + Stable 25/20: Keeps troop production rolling without unnecessary queue time.
  • Resource Buildings Maxed Early: You'll never regret having stronger eco for long-term growth.
  • Market Level 10: Enough to handle trades without wasting pop space.
  • Warehouse 25+: Adjust depending on how frequently you’re active/farming.
  • Workshop 5: Just enough for a few rams/catapults.
A quick tip, though you know your plays the best:
  • Once your eco is strong, focus the AM queue on barracks & stable output. Adjust warehouse/farm levels if you're super aggressive.
  • If you're going heavy defense, flip Stable/Barracks priorities and keep Workshop low or at 0.
 
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prdscxl

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I think he asked for a Construction AM template, now a "what max village looks like"
You’re spot on - standard templates often aren't efficient enough, especially on fast or competitive worlds. Here's a fully ready-to-import AM Construction Template optimized for offensive villages:

JavaScript:
// AM Script: Building Upgrade Template

// First Set of Upgrades
startBuild("Timber Camp", 10);
startBuild("Clay Pit", 10);
startBuild("Iron Mine", 10);
startBuild("Warehouse", 5);
startBuild("Farm", 3);
startBuild("Headquarters", 5);
startBuild("Rally Point", 1);
startBuild("Barracks", 3);
startBuild("Smithy", 2);
startBuild("Market", 6);

// Second Set of Upgrades
startBuild("Headquarters", 10);
startBuild("Barracks", 10);
startBuild("Stable", 3);
startBuild("Smithy", 6);
startBuild("Wall", 10);
startBuild("Workshop", 2);

// Third Set of Upgrades
startBuild("Timber Camp", 30);
startBuild("Clay Pit", 30);
startBuild("Iron Mine", 30);
startBuild("Farm", 15);
startBuild("Warehouse", 15);
startBuild("Headquarters", 20);
startBuild("Barracks", 25);
startBuild("Stable", 20);
startBuild("Smithy", 20);
startBuild("Market", 10);
startBuild("Workshop", 5);

// Final Set of Upgrades
startBuild("Farm", 30);
startBuild("Warehouse", 25);
startBuild("Wall", 20);
 
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Nexus

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You’re spot on - standard templates often aren't efficient enough, especially on fast or competitive worlds. Here's a fully ready-to-import AM Construction Template optimized for offensive villages:

Code:
Timber Camp (1 > 10)
Clay Pit (1 > 10)
Iron Mine (1 > 10)
Warehouse (1 > 5)
Farm (1 > 3)
Headquarters (1 > 5)
Rally Point (1 > 1)
Barracks (1 > 3)
Smithy (1 > 2)
Market (1 > 6)
Headquarters (5 > 10)
Barracks (3 > 10)
Stable (1 > 3)
Smithy (2 > 6)
Wall (0 > 10)
Workshop (1 > 2)
Timber Camp (10 > 30)
Clay Pit (10 > 30)
Iron Mine (10 > 30)
Farm (3 > 15)
Warehouse (5 > 15)
Headquarters (10 > 20)
Barracks (10 > 25)
Stable (3 > 20)
Smithy (6 > 20)
Market (6 > 10)
Workshop (2 > 5)
Farm (15 > 30)
Warehouse (15 > 25)
Wall (10 > 20)

Im sorry but i have a few questions/concerns on this.
1. This isnt code one can just import. I can make an actual code to import from this but its no use at all.
2. I assume "timber camp (1 > 10)" is to make 10 levels in one go and then move to the next thing to upgrade. this is NEVER gonna work.
3. Doing pits to 10 before you have even made a farm upgrade and a single HQ upgrade, just no.
You are gonna run out of farmspace.
Its gonna take longer than needed unless you have pp to reduce construction time.
Making 10 levels in one go will lead to un-even res, takes unneccessary time etc.

Im not even sure you can upgrade pits to 10 without upgrading WH, mabe you can.
I can share some templates i use (have in consideration, i can easily put in 400k res of each so its not really for early game.)
 
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prdscxl

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Im sorry but i have a few questions/concerns on this.
1. This isnt code one can just import. I can make an actual code to import from this but its no use at all.
2. I assume "timber camp (1 > 10)" is to make 10 levels in one go and then move to the next thing to upgrade. this is NEVER gonna work.
3. Doing pits to 10 before you have even made a farm upgrade and a single HQ upgrade, just no.
You are gonna run out of farmspace.
Its gonna take longer than needed unless you have pp to reduce construction time.
Making 10 levels in one go will lead to un-even res, takes unneccessary time etc.

Im not even sure you can upgrade pits to 10 without upgrading WH, mabe you can.
I can share some templates i use (have in consideration, i can easily put in 400k res of each so its not really for early game.)
Indeed, it would be wise to adapt it to the needs of the person. One by one is fine too, simply copy/paste the script into AM after adjusting to your needs!
 
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