DizBiz + Big Chunk

October 24–25, 2026 · French + English · Ranked 2v2

First win.
Build on what worked.

Earlier French knights. English longbows with a spear screen. A preserved army and rams to finish. Those are useful improvements. The next step is keeping production and the economy working while you control that army.

  1. Game 1Mountain ClearingLoss18:39 replay · October 24
  2. Game 2Mountain ClearingLoss18:49 replay · October 24
  3. Game 3HimeyamaLoss21:47 replay · October 25
  4. Game 4King of the HillWin16:11 replay · October 25

Four reviewed games is a starting record, not a reliable skill rating. Maps and opponents changed. Compare the decisions as well as the results.

Review the new games

What actually changed

DizBiz

Keep: Feudal improved from 6:01 / 5:46 to 3:58 / 4:04. In the win, the first two knights finished at 4:42 and 5:18, rather than 6:20 and 8:20 in game two.

Work next: ten-minute workers went 29 → 34 → 33 → 27. In the win, none completed from 4:35 to 6:57. Keep the knight timing while restoring that TC rhythm.

Big Chunk

Keep: first longbow after Feudal improved from +87 seconds in game two to +8 in the win. You had six spears by 10:00 and lost none of your thirty-two longbows.

Work next: keep producing during a successful push. Worker completions stopped at 14:07. The win’s 16:00 food/wood bank was 2,781; the next longer game needs those resources turned into a plan.

Measured growth across four games

The complete growth ledger

DizBiz

Actual recorded timings and counts; no composite score.
MeasureGame 1Game 2Game 3Game 4
Feudal completion6:015:463:584:04
First Royal Knight8:006:206:494:42
First unit after Feudal119s34s171s38s
Second unit after Feudal148s154s200s74s
Workers alive at 10:0029343327
Workers lost over whole match3842490
Royal Knights lost / made16 / 1620 / 2016 / 172 / 13

Big Chunk

Actual recorded timings and counts; no composite score.
MeasureGame 1Game 2Game 3Game 4
Feudal completion5:124:234:294:37
First longbow5:235:504:574:45
First unit after Feudal11s87s28s8s
Second unit after Feudal18s102s35s23s
First spear9:4417:2010:187:38
Spears alive at 10:002006
Workers alive at 10:0025273334
Workers lost over whole match40190
Longbows lost / made36 / 3645 / 5953 / 550 / 32

First/second main unit means Royal Knight for DizBiz and longbow for Chunk. Himeyama opened with French horsemen against early Samurai before knights. Whole-match losses reflect different match lengths and enemy forces. Completion gaps include possible research/queue choices; they are not a direct measurement of TC idle time. No Castle Age was reached by the duo in games two, three or four.

Why this win is useful evidence

Your army had complementary roles and a way to finish buildings. At 10:00, you had seven knights, eighteen longbows and six spears. Chunk added his first ram at 10:51. Neither of you lost a worker; only two French knights and one English spear were lost.

The opponents also fielded small armies. The Templar player completed only six spears, while Jeanne’s player completed five knights plus the hero. They both reached Castle, but an age-up did not create enough military to stop your pressure. The same Feudal force will need adaptation against a larger, supported Castle army.

What to copy: prompt first units, bows protected by spears, surviving knights, and a purposeful siege follow-up. What to improve: TC queues during micro, food allocation that sustains reinforcements, and a planned Castle/anti-armor branch when the push stalls.

Open the fight evidence

Pick a fight window. Compare each army before and after, see what finished and died, and inspect the victim and final-blow attacker locations. Every event is available below and as a download.

Himeyama’s first trade: what actually went wrong?

Chunk’s bows did their counter job: five Sengoku spears and one Naginata Samurai died at 9:24–9:51. But nine longbows died at 9:32–9:57 to two spears, three Samurai and four Yari Cavalry. The nominal loss prices were 810 for the bows versus 520 for those six Sengoku units, before considering discounts or free units. It was a costly fight, not a fight where the bows killed nothing.

At the same time, Japanese horsemen were raiding Chunk’s side: the first recorded worker and longbow deaths there were 9:14 / 9:17. The opponents created competing demands. The nine forward losses cut the force available for the next defense while Japan grew from six horsemen at 9:00 to eighteen at 12:00.

The earlier decision: build the spear screen before committing the bows, keep enough French reinforcement income, and agree whether a counterattack triggers a joint retreat or a deliberate base trade. At 8:00 France held 608 wood while gathering only 180 food/min; at 10:00 there were only three knights. Move wood workers toward food to fund the existing School. Adding production or telling workers to hide after the enemy arrives cannot replace that counterforce.

What is uncertain: the event record does not reveal the exact position of every surviving knight, your scouting information or your voice calls. The map and decoded order destinations below expose the recorded evidence rather than filling those gaps with a story.

A specific queue decision: at 9:40 France held 275 food / 510 gold, enough for a knight plus two villagers. The next knight was not ordered until 10:01, followed by Chivalry at 10:02 from the same production-building reference. The upgrade completed at 11:30; its nominal 100 wood / 200 gold buys out-of-combat healing. Queue the funded reinforcement promptly and prioritize this defense before optional research. The record does not prove the exact training delay or the knights’ health.

The interactive fight viewer requires JavaScript. The recorded events are also available as downloads.

Download all 670 loss events (CSV) · Download army, economy, event-position and order data (JSON)

Prices are nominal database resource totals, not actual spending, equal fighting strength or damage dealt. Hero prices are omitted. The map plots recorded events and optional order destinations; it does not animate invented live unit positions. Only recognized position-targeted move/attack-move formats are included; entity-targeted commands are omitted.

The new games, every two minutes

Start with one checkpoint. Read what each of you could do with the units and resources available, then inspect the measured four-player snapshot. Turning points keep their actual timestamps.

Game 3 · Loss · 21:47 replay time

Himeyama: how the counterattack became an overrun

The worker losses were the damage. The earlier problem was a forward longbow force without spears, limited French reinforcement, and a cavalry counterattack that reached the French economy before the joint defense was established.

Keep doing: Your age-up was much faster, Chunk made longbows promptly, and neither of you made optional Vanguard. Those improvements were real even in this loss.

Opponents: Japanese + Sengoku Daimyo. Match-list time 23:59; all review timestamps use the replay event clock.

The turning points, with evidence
  1. 4:47

    Opening defense cost resources

    Two French horsemen died at 4:47 and 5:14 near the French base while fighting early Japanese Samurai. Both Samurai also died by 5:22. Horsemen first addressed an actual threat; their presence alone is not evidence of a wrong plan.

  2. 9:32

    The forward force loses its screenless fight

    Nine longbows died at 9:32–9:57 near the enemy Japanese base, credited to Sengoku spears, Yari Cavalry and Samurai. Chunk’s first spear finished only at 10:18. This loss preceded the French economic collapse.

  3. 10:00

    The follow-up force was too thin for the growing threat

    At 10:00 you had three knights, one horseman, ten longbows and no spears alive. Japan had ten horsemen; Sengoku had three Yari Cavalry plus infantry and archers. Counts do not prove all those units were together, but they identify the counterforce you needed to prepare.

  4. 10:02

    A funded knight waits, then an optional upgrade enters the queue

    At 9:40, 275 food / 510 gold already covered one knight plus two villagers (240 food / 100 gold nominal). The next Royal Knight order was at 10:01, followed by Chivalry at 10:02 from the same production-building reference; the upgrade completed at 11:30. Its nominal 100 wood / 200 gold buys out-of-combat healing. For this defense, prioritize the funded counterforce before optional research. This does not establish an exact training delay or reveal the knights’ health.

  5. 12:00

    The raid turns into an economic collapse

    The first French worker died at 11:21; twenty more died during 12:01–12:30. The first recorded English spear kill near the French TC was 12:47 and first longbow kill there 13:21. These are recorded combat locations, not exact arrival times for the entire army.

  6. 13:43

    The opponent adds Castle armor

    Japan reached Castle at 13:43 and fielded Mounted Samurai later. Neither of you reached Castle. Restoring the early unit mix alone would eventually need an anti-armor follow-up.

Worker moves and alternative purchases below are recommendations. The logs do not reveal your exact resource assignments, scouting knowledge or every army position.

2:00 on the replay clock

Prepare the purchase after the age-up

What all four players had at 2:00
Measured at 2:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishDark
10 workers
No military/support units recorded alive360 / 100 / 130230 / 0 / 30 / min
DizBizFrenchDark
12 workers
No military/support units recorded alive161 / 75 / 160261 / 0 / 60 / min
PeeMooPandaJapaneseDark
10 workers
2 samurai132 / 5 / 40332 / 30 / 0 / min
Perry10126310Sengoku DaimyoDark
11 workers
No military/support units recorded alive143 / 90 / 100168 / 110 / 0 / min

DizBiz’s next action

Keep food growing and the gold route available. Plan the first knight’s 140 food / 100 gold alongside a small villager buffer, not just the 400 / 200 age-up.

Chunk’s next action

Keep the early villager queue going; your first new worker arrived at 0:41. Rally the next workers toward the food/wood plan for longbows.

Together. Use scouts to identify early infantry and the first cavalry building. Tell your ally what is coming, not only which civilization is present.

Check next. A planned first military purchase and a shared warning about the opening threat.

4:00 on the replay clock

Finish the early defense, then rebuild production

What all four players had at 4:00
Measured at 4:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishDark
16 workers
No military/support units recorded alive109 / 110 / 80140 / 60 / 70 / min
DizBizFrenchFeudal
16 workers
No military/support units recorded alive351 / 75 / 50280 / 0 / 0 / min
PeeMooPandaJapaneseDark
15 workers
2 samurai17 / 85 / 80295 / 40 / 160 / min
Perry10126310Sengoku DaimyoDark
17 workers
No military/support units recorded alive403 / 161 / 100302 / 216 / 0 / min

DizBiz’s next action

You just reached Feudal at 3:58, a major timing improvement. Early Samurai soon fought near your base. After answering them, restore 100 gold for the first knight; gold income was zero around this transition.

Chunk’s next action

Council Hall finishes at 4:29. Keep the food/wood for its first longbows and set a joint rally before sending the force across the map.

Together. Treat the Samurai as an opening-defense problem. Do not label all Horseman production a mistake; plan how to resume the French knight role after paying for that defense.

Check next. The early threat is cleared and the next School queue has a funded purpose.

6:00 on the replay clock

The first knight is now affordable

What all four players had at 6:00
Measured at 6:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
22 workers
6 longbowman166 / 28 / 230327 / 210 / 80 / min
DizBizFrenchFeudal
20 workers
1 horseman419 / 173 / 130280 / 142 / 80 / min
PeeMooPandaJapaneseFeudal
20 workers
No military/support units recorded alive106 / 158 / 350220 / 136 / 160 / min
Perry10126310Sengoku DaimyoDark
23 workers
1 naginata samurai, 1 spearman182 / 200 / 140370 / 164 / 190 / min

DizBiz’s next action

At 6:00, 419 food / 130 gold already affords a knight plus two villagers (240 food / 100 gold nominal). Queue from the existing School now. The recorded first knight finished only at 6:49.

Chunk’s next action

Six longbows are alive, but wood is just 28. Send the next two villagers to wood; stop expanding gold collection for an army that primarily consumes food and wood.

Together. Coordinate the first forward group around the next French reinforcement; do not let one player’s army travel ahead of its protection.

Check next. The School is producing, and the next longbow and house can be paid for without a long wood wait.

8:00 on the replay clock

Prepare the screen before continuing forward

What all four players had at 8:00
Measured at 8:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
28 workers
12 longbowman59 / 249 / 380240 / 390 / 70 / min
DizBizFrenchFeudal
26 workers
1 horseman, 2 royal knight95 / 608 / 280180 / 310 / 200 / min
PeeMooPandaJapaneseFeudal
26 workers
1 horseman41 / 19 / 274453 / 208 / 128 / min
Perry10126310Sengoku DaimyoFeudal
28 workers
5 naginata samurai, 2 spearman195 / 19 / 272599 / 220 / 130 / min

DizBiz’s next action

Food income is 180/min while 608 wood is banked. Start by moving four woodcutters to safe food and rallying the next three villagers to food. Use nearby farms only if safe natural food is unavailable. The purpose is more knights from the School.

Chunk’s next action

Twelve longbows are alive with no spears. Build the 150-wood barracks before the next commitment; the 249-wood bank covers it. Reserve food for two to four spears and the TC as the next income arrives.

Together. Hold the forward commitment until the screen joins. Longbows remove spears; knights engage suitable targets after that. Keep an exit when cavalry can flank.

Check next. A growing food income for France and actual spears beside the English bows, not only a barracks foundation.

10:00 on the replay clock

Replace the lost force with a counterforce

What all four players had at 10:00
Measured at 10:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
33 workers
10 longbowman243 / 353 / 470370 / 223 / 20 / min
DizBizFrenchFeudal
33 workers
1 horseman, 3 royal knight265 / 1380 / 560250 / 430 / 190 / min
PeeMooPandaJapaneseFeudal
30 workers
10 horseman51 / 169 / 274384 / 256 / 0 / min
Perry10126310Sengoku DaimyoFeudal
32 workers
4 naginata samurai, 3 spearman, 3 yari cavalry, 4 yumi ashigaru95 / 161 / 517560 / 240 / 210 / min

DizBiz’s next action

At 9:40 your 275 food / 510 gold already funded a knight plus two villagers; the next knight was only ordered at 10:01. Queue that funded reinforcement promptly, and defer the 10:02 Chivalry research while building the counterforce. For sustained output, the 250 food/min income is below the roughly 450–500 needed for one TC plus two knights/min. Move four woodcutters to food if still needed, put the next two new workers on food, and recheck.

Chunk’s next action

Nine forward longbows died at 9:32–9:57. Your barracks is now built (9:38); prioritize its spear queue. You can already afford two spears plus two villagers (220 food / 40 wood nominal). Add the screen before resuming the push.

Together. At this checkpoint Japan has ten horsemen and Sengoku three Yari Cavalry, with infantry supporting them. Re-form together on a defendable route home. Agree that a counterattack cancels the unsupported forward attack.

Check next. The next engagement has a spear screen and funded reinforcements. Do not use worker-loss totals as the explanation for a battle that has not happened yet.

12:00 on the replay clock

This is a joint defense, not an isolated worker task

What all four players had at 12:00
Measured at 12:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
37 workers
18 longbowman, 4 spearman299 / 13 / 220472 / 400 / 0 / min
DizBizFrenchFeudal
34 workers
1 horseman, 6 royal knight138 / 967 / 370330 / 320 / 210 / min
PeeMooPandaJapaneseFeudal
35 workers
18 horseman617 / 371 / 410720 / 192 / 288 / min
Perry10126310Sengoku DaimyoFeudal
38 workers
5 naginata samurai, 3 spearman, 5 yari cavalry, 5 yumi ashigaru, 1 kanabo samurai413 / 68 / 72541 / 292 / 230 / min

DizBiz’s next action

The enemy is already in the economy. Pull exposed workers toward TC fire or shelter to buy time, but focus your knights on safe interceptions and keep them out of the enemy spear line. Do not scatter the remaining army into separate chases.

Chunk’s next action

You have eighteen longbows and four spears. The job now is to join the defense, use the bows on enemy spears, and keep your own spears protecting the bows from the cavalry. Pick a shared rally near the French TC.

Together. Twenty French workers die during 12:01–12:30. The army response needed to begin before this collapse. A tower or wall could buy time if prepared; neither substitutes for getting the counterforce into the fight.

Check next. One joint formation fights at the threatened base. Workers escaping is a result of buying that time, not the complete defense plan.

14:00 on the replay clock

Rebuild behind the surviving army; plan for Castle armor

What all four players had at 14:00
Measured at 14:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
38 workers
27 longbowman, 4 spearman1011 / 312 / 215660 / 470 / 80 / min
DizBizFrenchFeudal
11 workers
5 royal knight78 / 1037 / 393100 / 0 / 20 / min
PeeMooPandaJapaneseCastle
38 workers
11 horseman, 1 shinto priest100 / 317 / 327416 / 246 / 368 / min
Perry10126310Sengoku DaimyoFeudal
44 workers
No military/support units recorded alive1377 / 459 / 420615 / 368 / 369 / min

DizBiz’s next action

You are down to eleven workers after thirty deaths. You still have five knights: preserve them and rebuild the TC economy behind the team. Use existing wood for protected food and necessary housing, rather than expanding to exposed resources.

Chunk’s next action

You have twenty-seven longbows but four spears. Add a larger spear screen before another cavalry engagement. Food is 1,011 but gold only 215; choose whether you are funding continued Feudal defense or a protected Castle transition.

Together. Japan reached Castle at 13:43. Do not assume more longbows alone answers Mounted Samurai. Hold with spears while preparing Castle-age crossbows if the position can survive the transition.

Check next. A defended rebuild and an explicit anti-armor follow-up, rather than each player pursuing a separate plan.

16:00 on the replay clock

Use the food surplus to unlock the next army

What all four players had at 16:00
Measured at 16:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
37 workers
33 longbowman, 7 spearman1697 / 611 / 375611 / 290 / 80 / min
DizBizFrenchFeudal
15 workers
8 royal knight158 / 458 / 93410 / 11 / 0 / min
PeeMooPandaJapaneseCastle
44 workers
3 horseman, 2 shinto priest, 1 uma bannerman, 6 mounted samurai688 / 398 / 168832 / 358 / 386 / min
Perry10126310Sengoku DaimyoFeudal
50 workers
7 spearman, 2 yari cavalry, 6 yumi ashigaru, 4 kanabo samurai, 1 daimyo35 / 258 / 735381 / 822 / 406 / min

DizBiz’s next action

Fifteen workers and eight knights is a partial recovery. Keep the remaining workers producing under the joint defense. Do not chase deep with the only army protecting the rebuild.

Chunk’s next action

At 1,697 food / 375 gold, you are 225 gold short of Castle. If the team can hold, temporarily move three food workers to gold until 600, reserving the age-up budget. Keep enough spear production to survive; if you cannot hold, spend on immediate units instead.

Together. Japan already has six Mounted Samurai at 16:00. Spears are the immediate cavalry counter; Castle crossbows are the planned anti-armor addition. Age up only with a shared covering army.

Check next. Either a defended Castle transition or a clearly funded Feudal hold. A large food pile is not itself an army.

18:00 on the replay clock

Notice the new bottleneck: English wood

What all four players had at 18:00
Measured at 18:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
39 workers
40 longbowman, 10 spearman1481 / 58 / 235820 / 228 / 60 / min
DizBizFrenchFeudal
22 workers
10 royal knight488 / 458 / 163480 / 0 / 210 / min
PeeMooPandaJapaneseCastle
49 workers
2 horseman, 3 shinto priest, 1 uma bannerman, 9 mounted samurai867 / 116 / 324739 / 620 / 580 / min
Perry10126310Sengoku DaimyoFeudal
55 workers
2 naginata samurai, 7 spearman, 8 yari cavalry, 18 yumi ashigaru, 6 kanabo samurai, 1 daimyo1181 / 78 / 17351112 / 513 / 595 / min

DizBiz’s next action

Twenty-two workers shows the rebuild continued, but your wood income has stopped. Keep food/gold funding knights and set a safe small wood rally for future houses and buildings.

Chunk’s next action

At 18:00, 1,481 food is banked but wood is 58 with 228/min income. Move three food workers to safe wood and recheck. If still saving Castle, the 235-gold bank needs a deliberate gold allocation; do not buy optional upgrades while postponing the anti-armor plan.

Together. Hold the spear screen against Mounted Samurai while the bows focus suitable light targets. Avoid choosing another unsupported attack while one economy is recovering.

Check next. Wood no longer repeatedly stops longbows, spears and houses, and the age-up branch is communicated.

20:00 on the replay clock

A late bank cannot undo the earlier overrun

What all four players had at 20:00
Measured at 20:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
44 workers
35 longbowman, 7 spearman, 1 ram3111 / 43 / 725800 / 35 / 310 / min
DizBizFrenchFeudal
16 workers
No military/support units recorded alive400 / 458 / 2150 / 0 / 110 / min
PeeMooPandaJapaneseCastle
50 workers
3 shinto priest, 1 uma bannerman, 5 mounted samurai, 9 yumi ashigaru1063 / 198 / 1151454 / 310 / 929 / min
Perry10126310Sengoku DaimyoCastle
61 workers
2 naginata samurai, 11 spearman, 7 yari cavalry, 14 yumi ashigaru, 6 kanabo samurai, 1 daimyo670 / 361 / 1656938 / 508 / 469 / min

DizBiz’s next action

The second attack has reduced your workers again and no knights remain at 20:00. Keep new units with Chunk’s protection; isolated replacements will not recreate the old army.

Chunk’s next action

At 3,111 food / 725 gold, Castle is already affordable, but wood income is just 35/min. Move six food workers to safe wood. Age only if the army can cover the transition; otherwise use food for the spear line and preserve the remaining bows.

Together. The practical next-game fix comes earlier: prepare the screen and joint response before the 9:32 forward losses and 11:54–12:30 base collapse. Shelter and escape commands only buy time for that army response.

Check next. For the next game, judge the 8:00–10:00 formation and reinforcements before judging the final worker-loss total.

Recorded builds and economy

Four-player build, resource and loss timeline.

The interactive map requires JavaScript. The checkpoint snapshots and coaching above remain readable without it.

Game 4 · Win · 16:11 replay time

King of the Hill: the first win, and what to repeat

You converted Feudal into earlier pressure, used longbows plus spears, preserved the army, and added rams. The next improvement is keeping the economy and reinforcement queues working while that pressure succeeds.

Keep doing: Keep this French knight / English longbow-and-spear partnership. The win used no Vanguard, lost no workers or longbows, and had a clear building-finishing tool: three rams.

Opponents: Knights Templar + Jeanne Darc. Match-list time 16:40; all review timestamps use the replay event clock.

The turning points, with evidence
  1. 5:18

    The French opening becomes an actual force

    Feudal at 4:04; knights at 4:42 and 5:18. The second knight was ready 74 seconds after Feudal, compared with 154 seconds in game two. This is an execution improvement independent of the final result.

  2. 7:38

    The English army gets its second job

    Council Hall at 4:37, first longbow at 4:45 and first spear at 7:38. By 10:00 there were eighteen longbows and six spears. That is a functional screen, rather than waiting until the previous game-two battle was over.

  3. 10:51

    Pressure gets a way to finish buildings

    Siege Engineering finished at 10:48 and the first ram at 10:51. Three rams were completed by 14:13. Rams supplied a purpose for the preserved army; exact movement or who called the push is not reconstructed.

  4. 14:39

    Castle units are beaten without losing the bows

    Jeanne’s player reached Castle at 9:10 and completed five knights in total. All five knight losses were recorded at 14:39–15:25. Two French knights and one English spear were lost in the whole match, while all thirty-two longbows survived.

  5. 16:00

    The win still leaves a production habit to fix

    At 16:00 you held 7,682 food/wood/gold combined, with no worker losses. French villager completions had stopped at 13:44 and English at 14:07. The replay ended at 16:11, so this is a habit to fix for a longer game, not a claim you needed Castle to finish this one.

Worker moves and alternative purchases below are recommendations. The logs do not reveal your exact resource assignments, scouting knowledge or every army position.

2:00 on the replay clock

Repeat the opening without losing the worker rhythm

What all four players had at 2:00
Measured at 2:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishDark
11 workers
No military/support units recorded alive276 / 50 / 160246 / 0 / 60 / min
DizBizFrenchDark
12 workers
No military/support units recorded alive238 / 75 / 140248 / 0 / 40 / min
BananaBreadManJeanne d’ArcDark
10 workers
1 jeanne d’arc415 / 10 / 103270 / 10 / 3 / min
N88421Knights TemplarDark
11 workers
No military/support units recorded alive68 / 84 / 110167 / 83 / 10 / min

DizBiz’s next action

The first new worker arrived at 0:19. Keep that prompt start and reserve the first knight’s gold while collecting the age-up budget.

Chunk’s next action

The first worker arrived at 0:23 and production is steady here. Plan wood for both the Hall’s first longbows and the next house.

Together. Share which enemy is making military and which is saving for an age. A quiet base does not reveal the whole opposing plan.

Check next. Age-up money is planned alongside the next military and villager purchase.

4:00 on the replay clock

The fast Feudal now needs two working queues

What all four players had at 4:00
Measured at 4:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishDark
17 workers
No military/support units recorded alive257 / 0 / 100324 / 0 / 60 / min
DizBizFrenchDark
17 workers
No military/support units recorded alive68 / 25 / 210230 / 0 / 120 / min
BananaBreadManJeanne d’ArcDark
15 workers
1 jeanne d’arc721 / 90 / 173367 / 40 / 70 / min
N88421Knights TemplarDark
17 workers
1 spearman229 / 171 / 190251 / 254 / 40 / min

DizBiz’s next action

You reach Feudal at 4:04. Keep the School funding that produces knights at 4:42 and 5:18, but keep checking the TC: your next long worker-completion gap starts at 4:35.

Chunk’s next action

Council Hall finishes at 4:37 and the first longbow at 4:45. Repeat this prompt conversion; do not wait for a large bank before starting.

Together. Set the joint rally and initial retreat direction before moving the first units out.

Check next. Military appears promptly after Feudal and the TC continues to finish workers during the same period.

6:00 on the replay clock

Good knights, but the worker queue has fallen behind

What all four players had at 6:00
Measured at 6:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
22 workers
6 longbowman210 / 70 / 260269 / 309 / 80 / min
DizBizFrenchFeudal
19 workers
2 royal knight168 / 236 / 130240 / 230 / 120 / min
BananaBreadManJeanne d’ArcFeudal
19 workers
1 jeanne d’arc700 / 34 / 2230 / 44 / 179 / min
N88421Knights TemplarFeudal
19 workers
3 spearman126 / 350 / 140250 / 356 / 70 / min

DizBiz’s next action

Two knights are alive, yet only nineteen workers. No villager completed between 4:35 and 6:57. At 6:00, 168 food pays for two villagers; restore that queue before optional spending. Recheck every 15–20 seconds while microing.

Chunk’s next action

Six longbows are alive. Keep them productive, but follow through on the barracks: it completes at 6:58 and enables the first spear at 7:38.

Together. Use the knights for safe pressure and vision while the bows and first spears form the main force. Do not take an unnecessary TC dive to force an early result.

Check next. The TC icon remains in the global queue while the army is away, and the spear screen is on its way.

8:00 on the replay clock

Keep the two-unit partnership; improve French food

What all four players had at 8:00
Measured at 8:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
28 workers
12 longbowman, 2 spearman182 / 215 / 420381 / 425 / 80 / min
DizBizFrenchFeudal
23 workers
4 royal knight148 / 566 / 60400 / 230 / 120 / min
BananaBreadManJeanne d’ArcFeudal
20 workers
1 jeanne d’arc90 / 1 / 46360 / 0 / 241 / min
N88421Knights TemplarFeudal
20 workers
5 spearman240 / 6 / 113226 / 132 / 18 / min

DizBiz’s next action

Four knights are alive and wood is 566. Move three woodcutters to safe food and rally the next two villagers to food if this surplus persists. Prioritize current School output over another production building.

Chunk’s next action

Twelve longbows and two spears is a better shape than the previous screenless force. Keep the spears with the bows and continue toward four to six as cavalry appears.

Together. Maintain the pressure without pulling the spear group away to chase. Check both production queues before the next fight.

Check next. French food income rises while the English formation stays intact.

10:00 on the replay clock

Prepare for the enemy’s Castle timing

What all four players had at 10:00
Measured at 10:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
34 workers
18 longbowman, 6 spearman385 / 233 / 267392 / 390 / 40 / min
DizBizFrenchFeudal
27 workers
7 royal knight364 / 821 / 190360 / 290 / 130 / min
BananaBreadManJeanne d’ArcCastle
24 workers
1 jeanne d’arc, 1 royal knight330 / 131 / 226290 / 90 / 295 / min
N88421Knights TemplarFeudal
25 workers
5 spearman544 / 52 / 474338 / 72 / 361 / min

DizBiz’s next action

Seven knights are alive, but you have twenty-seven workers. At 364 food / 821 wood / 190 gold, a knight plus two villagers is affordable. Queue them; move another three woodcutters to food if wood is still accumulating.

Chunk’s next action

Eighteen longbows and six spears is the role to keep. You can afford two longbows plus two spears and two villagers (300 food / 140 wood nominal). Keep that screen while the siege plan comes online.

Together. Jeanne’s player reached Castle at 9:10. Expect heavier knights: spears protect the bows, and the French knights avoid charging a prepared spear line. Enemy age alone is not a reason to abandon a successful Feudal force.

Check next. Both TCs and the useful military queues are funded, with spears present before Castle cavalry reaches the bows.

12:00 on the replay clock

Use the preserved army to make the ram useful

What all four players had at 12:00
Measured at 12:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
39 workers
26 longbowman, 10 spearman, 1 ram300 / 250 / 316440 / 520 / 0 / min
DizBizFrenchFeudal
34 workers
7 royal knight, 1 horseman368 / 576 / 282424 / 290 / 250 / min
BananaBreadManJeanne d’ArcCastle
25 workers
1 jeanne d’arc, 2 royal knight406 / 506 / 7210 / 420 / 465 / min
N88421Knights TemplarFeudal
29 workers
5 spearman903 / 109 / 1704202 / 76 / 631 / min

DizBiz’s next action

Seven knights plus a horseman remain. Chivalry completes at 12:20; cycle hurt knights back when safe, and cover the flank instead of diving a TC.

Chunk’s next action

Twenty-six longbows, ten spears and one ram give your army a finishing purpose. Protect the ram and the bows; the next village-completion gap began at 11:27 despite a 300-food bank at 12:00.

Together. Select one building target and a retreat point. The ram attacks buildings, the bows remove exposed spears, and your spears stop the cavalry response. Keep checking production during the siege.

Check next. The push keeps its support units and both players keep adding workers.

14:00 on the replay clock

Finish with the army; choose the follow-up if it stalls

What all four players had at 14:00
Measured at 14:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
41 workers
29 longbowman, 15 spearman, 2 ram603 / 153 / 316210 / 470 / 0 / min
DizBizFrenchFeudal
40 workers
11 royal knight, 1 horseman912 / 561 / 572630 / 100 / 350 / min
BananaBreadManJeanne d’ArcCastle
25 workers
1 jeanne d’arc, 5 royal knight132 / 154 / 615285 / 184 / 377 / min
N88421Knights TemplarFeudal
35 workers
No military/support units recorded alive1172 / 356 / 2205324 / 318 / 116 / min

DizBiz’s next action

Eleven knights are alive. Keep the successful pressure, but restore the TC after its last completion at 13:44. At 912 food / 572 gold, Castle is not quite affordable yet; decide ahead of time whether the next income funds the age or Feudal reinforcements.

Chunk’s next action

Twenty-nine longbows, fifteen spears and two rams is a strong protected push in this match. Queue workers from the 603-food bank; the last one will finish at 14:07 if no more follow. Keep the spear group beside the bows.

Together. Do not interrupt a winning push merely because an age-up is nearly available. If the enemy stabilizes with armor, arrange a covered Castle transition and crossbows; otherwise reinforce and finish together.

Check next. The army remains supported and the next purchase is chosen before the bank piles up.

16:00 on the replay clock

Carry the winning habits into a longer game

What all four players had at 16:00
Measured at 16:00. Bank and trailing-minute income: food / wood / gold.
PlayerAge / workersArmy / support aliveBank / income
Big ChunkEnglishFeudal
42 workers
32 longbowman, 14 spearman, 3 ram1603 / 1178 / 316510 / 635 / 0 / min
DizBizFrenchFeudal
40 workers
11 royal knight, 1 horseman2222 / 561 / 1802660 / 0 / 610 / min
BananaBreadManJeanne d’ArcCastle
25 workers
No military/support units recorded alive632 / 409 / 1337315 / 225 / 467 / min
N88421Knights TemplarCastle
8 workers
No military/support units recorded alive443 / 793 / 1419141 / 390 / 0 / min

DizBiz’s next action

Your 2,222 food / 1,802 gold could fund Castle plus a small reinforcement/worker buffer. This match ends eleven seconds later, so the useful lesson is earlier spending and a live TC queue—not a last-second age-up.

Chunk’s next action

All thirty-two longbows survived, and fourteen of fifteen spears remain. Keep that protection habit. The 1,603 food / 1,178 wood bank shows that a longer game needs renewed production and a planned next stage.

Together. Keep the formation and rams working until the game is over. In the next match, repeat the unit partnership while checking queues even when you are winning.

Check next. Win with the army intact, then review whether production stayed alive—not only whether the victory screen appeared.

Recorded builds and economy

Four-player build, resource and loss timeline.

The interactive map requires JavaScript. The checkpoint snapshots and coaching above remain readable without it.

The next three games: three checks

  1. DizBiz: keep both queues alive

    Keep the first two knights within 90 seconds of Feudal while reaching at least 34 workers alive at 10:00, if none are lost. Treat this as a practice target, not a guarantee under every rush. Use TC → School → army, about every 15–20 seconds. Correct excess wood toward food before adding another stable.

  2. Chunk: bring the screen before the commitment

    Repeat prompt longbows and at least four spears with the main force before choosing the first major cavalry engagement. Grow the screen with the threat. Confirm that workers continue completing while the bows and rams fight.

  3. Together: call the change of plan

    Before moving forward, name the target and the retreat rally. When a counterattack threatens either base, say whether you are returning together or deliberately trading bases. At 12:00, choose “continue Feudal pressure” or “cover a Castle transition”; recheck when the enemy composition changes.

After the next games, compare these three checks before adding new tasks. Preserve the good army partnership instead of changing everything after one result.

Open the full hotkey routine · Chunk’s latest review link

Stop the camera jumping while you queue units

Settings → Controls → Find and Cycle Units & Buildings: Select Only. Set Cycle Through (Subselect) Selected Units to Select Only too if Tab moves the camera. Assign the TC to 4 and production to 5; press each once to select. Double-tap a control-group number only when you want to jump there. Check your own tooltips for training keys.

Set Global Build Queue to show all units/upgrades. Its default toggle is Ctrl + Shift + Q. Use it to notice an empty worker or army queue while the camera stays on the fight. Official queue documentation; default hotkeys; selection-setting discussion.

Sources and limits

The four games use the same patch (11308), replay event clock and 20-second resource samples. Every full replay command envelope was decoded to the final byte; all sixteen player command totals match the independent match summaries. Entity births/losses were decoded separately. Jeanne’s changing hero forms are grouped together and excluded from worker counts.

The new review uses actual completions, bank/income samples and recorded combat positions. Commands are intentions. Loss positions do not locate every living unit or show your camera, scouting knowledge, team communication, exact paths or micro. A suggested counterforce is not a simulated guaranteed win. Worker transfers and wall suggestions are coaching recommendations. Terrain, natural resource patches and continuous living-worker positions still require in-engine capture.

Primary summaries: Game 1, Game 2, Game 3, Game 4. Unit roles/prices use game-file-derived data. Original pro comparisons and method.

The list durations for the new games are 23:59 / 16:40; final replay-event times are 21:47 / 16:11. The reason for the clock difference is not inferred. Army totals include military/support and the hero; they are not equal fighting strength across civilizations.