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:I think he asked for a Construction AM template, now a "what max village looks like"
// 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);
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)
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!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.)