Pick a moment. Each decision gives you the resource bank, a concrete purchase or worker move, and a check for whether it worked. The remedy changes: sometimes you need food workers; sometimes the money is already there and the queue is the problem.
Exact facts are separated from suggested changes. “Move six miners” is a first adjustment to try and recheck; it does not claim we know the exact worker split you used.
Game 1 · DizBiz · 4:00
Your age-up bottleneck is the last 40 gold
Resource sample: 4:00424 food94 wood160 gold15 villagers
What the records show. At 4:00 you had 424 food and 160 gold. School of Cavalry was ordered at 4:34 with one selected builder; Feudal completed at 6:01.
Do this instead
- Temporarily move two food gatherers to gold until the bank reaches 200; keep 50–100 food reserved for the TC.
- Select three or four food villagers for School of Cavalry. Shift-queue a safe food source after construction.
- During the age-up, refill 100 gold and at least 240 food for one knight plus two villagers.
Check that it worked: When Feudal completes, both the TC and the School should already have a purchase planned.
Why this recommendation fits this moment
More food alone cannot pay a missing gold requirement. Extra landmark builders exchange gathering time for an earlier completion; this is a practice choice, not a simulated new timing.
Trailing-minute income at the displayed sample: 324 food / 69 wood / 60 gold. Worker transfers are recommendations, not measured historical assignments.
Game 1 · DizBiz · 6:20
At 6:20 you can already pay for a knight
Resource sample: 6:20342 food44 wood140 gold20 villagers
What the records show. Feudal completed at 6:01, but the first knight finished at 8:00. At 6:20 the bank held 342 food and 140 gold.
Do this instead
- Select School of Cavalry and queue one Royal Knight now.
- Reserve 100 food for two villagers, and keep the next food/gold income for knight number two.
- Put the School on control group 5 so you can check it while watching the scout.
Already affordable: 1 Royal Knight + 2 villagers — 240 food / 100 gold. Queue space, population and the required building still matter.
Check that it worked: A knight should be training when the bank can pay for it, unless you deliberately chose a different purchase.
Why this recommendation fits this moment
This checkpoint is a spending/production decision. The recorded bank is already sufficient; another gold miner is not the immediate fix.
Trailing-minute income at the displayed sample: 168 food / 100 wood / 80 gold. Worker transfers are recommendations, not measured historical assignments.
Game 1 · DizBiz · 12:00
Fix the food line before collecting still more gold
Resource sample: 12:0084 food116 wood724 gold35 villagers
What the records show. At 12:00 the trailing-minute income was 0 food versus 610 gold. The bank was 84 food, 116 wood and 724 gold.
Do this instead
- Move up to six gold miners to a safe, scouted food source; keep enough miners for the plan you actually intend to fund.
- If the nearby food is exhausted, 116 wood funds only one nominal 75-wood farm, not six. Build that farm, keep workers on wood, and add protected farms in small batches.
- Rally the next three villagers to food. Keep the surviving army near the workers while Chunk covers the transition.
Check that it worked: Within the next minute, food income should be above zero and rising; do not leave reassigned workers standing beside an exhausted mill.
Why this recommendation fits this moment
Gold cannot train villagers. Six is a suggested first transfer, not a claim that the replay identifies six specific miners. The enemy already has Castle-age counters, so do not turn the gold bank into unsupported knight charges.
Trailing-minute income at the displayed sample: 0 food / 190 wood / 610 gold. Worker transfers are recommendations, not measured historical assignments.
Game 1 · DizBiz · 14:00
Use the wood bank to make a protected food economy
Resource sample: 14:00309 food791 wood1874 gold34 villagers
What the records show. At 14:00 you had 309 food, 791 wood and 1,874 gold. Food income was only 165/min.
Do this instead
- If your TC area can still be defended, spend 450 wood on six farms and reserve 50 wood for the next house.
- Move six gold miners onto those farms as each completes; have builders finish by shift-queueing the farm work.
- Stop sending new villagers to gold. Choose a protected Castle transition with your ally, or immediate defense if the attack is already arriving.
Already affordable: 6 farms + 1 house (nominal) — 500 wood. Queue space, population and the required building still matter.
Check that it worked: Six working farms are the goal, not six foundations. Check the idle-villager key after placing them.
Why this recommendation fits this moment
The bank can finance a concrete food transition. This is a nominal shopping plan; placement still needs real vision, an escape route and an army response.
Trailing-minute income at the displayed sample: 165 food / 465 wood / 570 gold. Worker transfers are recommendations, not measured historical assignments.
Game 1 · Big Chunk · 4:00
Click the age-up; you already paid for the requirements
Resource sample: 4:00775 food90 wood300 gold14 villagers
What the records show. At 4:00 you held 775 food and 300 gold. Council Hall was ordered at 4:09 with two selected builders and completed at 5:12.
Do this instead
- Start Council Hall as soon as 400 food / 200 gold is ready; use three or four food villagers for the practice opening.
- Once the age-up is paid, move two gold miners to wood. Your initial Feudal army needs food and wood, not gold.
- Set the Hall to control group 5 and plan the first longbow before it finishes.
Check that it worked: The landmark is under construction while the TC keeps working; builders return to food/wood afterwards.
Why this recommendation fits this moment
The resource checkpoint rules out insufficient age-up funds at 4:00. Do not answer this delay by simply gathering more food.
Trailing-minute income at the displayed sample: 366 food / 40 wood / 80 gold. Worker transfers are recommendations, not measured historical assignments.
Game 1 · Big Chunk · 5:40
At 5:40, wood—not food—is stopping the next purchases
Resource sample: 5:40483 food9 wood139 gold18 villagers
What the records show. The bank was 483 food, 9 wood and 139 gold. Food was plentiful; wood was almost empty.
Do this instead
- Move two gold miners and, if needed, two food workers to wood for the next minute.
- Use that wood for longbows, houses before the cap, and the 150-wood barracks you need for a spear screen.
- After this short transfer, rally the next two villagers to food and reassess both incomes.
Check that it worked: You can keep the Hall working without repeatedly waiting for the next 50 wood.
Why this recommendation fits this moment
This is a temporary wood correction. A permanent large food-to-wood transfer would create the opposite problem later.
Trailing-minute income at the displayed sample: 150 food / 150 wood / 20 gold. Worker transfers are recommendations, not measured historical assignments.
Game 1 · Big Chunk · 10:00
Spend on the useful two-unit army, not a third unit type
Resource sample: 10:00655 food148 wood459 gold25 villagers
What the records show. At 10:00 you had 655 food, 148 wood and 459 gold, with 16 longbows and only two spears. The TC also had a long completion gap.
Do this instead
- Queue two Hardened Spearmen from the barracks and two longbows from the Hall, while reserving two villagers.
- Keep the spears beside the bows. Focus enemy spears so DizBiz can take a safer angle with knights.
- Move spare gold miners to food/wood; do not begin Vanguard production as the default answer to Castle-age armor.
Already affordable: 2 longbows + 2 spears + 2 villagers (nominal) — 300 food / 140 wood. Queue space, population and the required building still matter.
Check that it worked: A joint rally point with a visible spear screen, plus both production buildings and the TC checked.
Why this recommendation fits this moment
The bank can afford this conservative, undiscounted basket. Unit queues and population space must be available; the basket is not a claim that all units would finish instantly.
Trailing-minute income at the displayed sample: 335 food / 270 wood / 70 gold. Worker transfers are recommendations, not measured historical assignments.
Game 1 · Big Chunk · 14:00
Castle preparation needs food, not more gold
Resource sample: 14:00958 food517 wood609 gold32 villagers
What the records show. At 14:00 you held 958 food and 609 gold. The nominal Castle requirement is 1,200 food / 600 gold.
Do this instead
- You are 242 food short, while the gold requirement is already covered. Stop adding gold miners.
- If the joint army can defend, reserve the Castle budget, put the next three workers on safe food, and limit optional Vanguard spending.
- After Castle, produce crossbows from Council Hall against the heavy infantry, with spears and surviving longbows protecting them.
Check that it worked: Choose and communicate the age-up branch before accumulating another large mixed bank.
Why this recommendation fits this moment
This does not promise a particular Castle completion: pressure and the villager queue still consume resources. If you cannot survive the age-up, spend on immediate defense instead.
Trailing-minute income at the displayed sample: 398 food / 310 wood / 80 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · DizBiz · 4:03
Select the landmark crew before placing the School
Resource sample: 4:00436 food64 wood200 gold18 villagers
What the records show. School of Cavalry was ordered at 4:03 with one selected builder and completed at 5:46. At 4:00 the age-up bank was already 436 food / 200 gold.
Do this instead
- For the next practice game, select three or four food villagers when placing School of Cavalry; shift-queue them back to safe food.
- Keep about three workers gathering gold through the transition until the next knight is funded.
- Use the remaining workers/new villagers to maintain food and a small house/production wood line.
Check that it worked: One intentional landmark crew and a funded first-knight queue, rather than an age-up with no follow-up purchase.
Why this recommendation fits this moment
The command proves the initial selection contained one builder. It does not prove that no helpers joined later. More builders accelerate construction but give up gathering time.
Trailing-minute income at the displayed sample: 410 food / 130 wood / 10 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · DizBiz · 6:40
Use the School; the bank already covers the purchase
Resource sample: 6:40347 food39 wood420 gold27 villagers
What the records show. Your first knight completed at 6:20, just 34 seconds after Feudal—good. The next did not complete until 8:20. At 6:40 you held 347 food / 420 gold.
Do this instead
- Queue the next Royal Knight from the School now; keep a 100-food worker buffer.
- Keep the first knight scouting/harassing safely while the second trains. Do not wait for a second stable to use the first one.
- Use 4 → villager key → 5 → Royal Knight key → 1 as the practice loop. Use the unit key shown in your own tooltip.
Already affordable: 1 Royal Knight + 2 villagers — 240 food / 100 gold. Queue space, population and the required building still matter.
Check that it worked: No long gap between the first and second knight while the bank can pay for both economy and army.
Why this recommendation fits this moment
The full command stream records knight queue orders at 5:51.75 and 7:51.25. This is a real 119.5-second gap between knight queue commands, alongside an affordable bank checkpoint.
Trailing-minute income at the displayed sample: 371 food / 60 wood / 380 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · DizBiz · 7:20
Spend the existing bank before upgrading the gold income
Resource sample: 7:20570 food107 wood522 gold30 villagers
What the records show. At 7:20 you held 570 food / 522 gold. Specialized Pick finished at 7:25 and Forestry at 7:30; the second knight still had not completed.
Do this instead
- Put the School and TC queues first. The bank can conservatively reserve two knights and two villagers.
- Buy economy upgrades after the core queues and next house are funded; another gold upgrade is not the first priority while gold is accumulating.
- Do not infer that an upgrade caused the entire delay: the bank still had enough for units. The queue check is the fix.
Already affordable: 2 Royal Knights + 2 villagers — 380 food / 200 gold. Queue space, population and the required building still matter.
Check that it worked: A low, purposeful bank feeding production, rather than a growing gold number with an unused military building.
Why this recommendation fits this moment
Upgrades can be correct, and the pro French example also buys them. The difference is producing knights alongside them.
Trailing-minute income at the displayed sample: 361 food / 120 wood / 380 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · DizBiz · 9:00
Do not add production that your food line cannot feed
Resource sample: 9:00278 food152 wood518 gold31 villagers
What the records show. At 9:00 food income was 360/min and gold income 470/min. An extra stable completed at 9:03.
Do this instead
- Before expanding the queues, move about three gold miners to safe food and rally the next two villagers to food.
- Keep one knight queue working. A useful budget is roughly 450–500 food/min and about 200–220 gold/min for a working TC plus about two knights/min.
- Use a second stable once the first queue is consistently funded and extra resources are building up; do not treat the building itself as the fix.
Check that it worked: Food income rises before you try to run two cavalry buildings continuously.
Why this recommendation fits this moment
The income target is a rounded planning budget, not a measured worker allocation. A second stable can be useful, but one idle queue does not become productive by adding another.
Trailing-minute income at the displayed sample: 360 food / 260 wood / 470 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · DizBiz · 10:00
Now it really is a food-allocation problem
Resource sample: 10:00184 food82 wood768 gold34 villagers
What the records show. At 10:00 the bank was 184 food / 768 gold, while income was 186 food/min versus 450 gold/min.
Do this instead
- Try moving six gold miners to safe food, and send the next two villagers to food too. If fewer than six miners are available, move what you can and use new workers.
- Recheck after 30–60 seconds: aim first for roughly 450–500 food/min while retaining around 200–220 gold/min for one knight queue plus the TC.
- If safe natural food is gone, use the wood bank/new lumber income for a gradual farm transition. Do not order workers onto an empty resource.
Check that it worked: Food funds villagers and the intended army; gold stops growing faster than you can use it.
Why this recommendation fits this moment
At an illustrative net 35–45 resources per working villager per minute, six transfers add about 210–270 food/min and remove a similar amount of gold income. Real food sources, walking, upgrades and attacks change that result. Check the actual income afterwards.
Trailing-minute income at the displayed sample: 186 food / 230 wood / 450 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · DizBiz · 16:00
At 16:00, choose the purchase instead of more mining
Resource sample: 16:001808 food275 wood1252 gold44 villagers
What the records show. You held 1,808 food / 1,252 gold. Neither lack of food nor lack of gold prevented a Castle click at this checkpoint.
Do this instead
- If scouting and a surviving joint army give you room, spend 1,200 food / 600 gold on Castle immediately and defend the builders.
- If the fight is already arriving, spend on immediate reinforcements and worker safety instead; do not save for an age-up you have not started.
- Before engaging, confirm Chunk has spears with the bows. An intact spear screen is more urgent than buying another optional upgrade.
Already affordable: Castle Age + 2 villagers (nominal) — 1300 food / 600 gold. Queue space, population and the required building still matter.
Check that it worked: One announced branch: “we defend my age-up” or “we spend and defend now.”
Why this recommendation fits this moment
The main army loss begins shortly afterwards. A bank is an opportunity, not proof a late age-up would have saved this fight.
Trailing-minute income at the displayed sample: 1040 food / 240 wood / 315 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · Big Chunk · 4:40
The first longbows were already affordable
Resource sample: 4:40280 food140 wood160 gold17 villagers
What the records show. Council Hall completed at 4:23. At 4:40 the bank was 280 food / 140 wood / 160 gold; the first longbow did not finish until 5:50.
Do this instead
- Select Council Hall and queue two longbows now, with 100 food reserved for two villagers.
- Move up to two gold miners to wood and send the next two new villagers to wood until the barracks/house budget is ready.
- Use the Hall on control group 5; the age-up should trigger a production check immediately.
Already affordable: 2 longbows + 2 villagers (undiscounted budget) — 180 food / 100 wood. Queue space, population and the required building still matter.
Check that it worked: Longbows start training promptly after the Hall completes, rather than waiting until the landmark lead disappears.
Why this recommendation fits this moment
The recorded food/wood bank was already sufficient. You need to turn the landmark into output; gathering more gold does not help this purchase.
Trailing-minute income at the displayed sample: 270 food / 40 wood / 80 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · Big Chunk · 6:03
Use the barracks you already built for a spear screen
Resource sample: 6:00444 food76 wood260 gold21 villagers
What the records show. Your barracks completed at 6:03. It produced Vanguard Men-at-Arms from 6:23, but no spearman until 17:20.
Do this instead
- Make the first three or four Hardened Spearmen from this barracks and keep them beside the longbows.
- Put spears on group 2 and bows on group 1. Do not send the spear group chasing away from the bows.
- English has Hardened Spearmen available in Feudal. The French Dark Age spear-upgrade warning is a different issue.
Check that it worked: A visible anti-cavalry screen before the first serious fight, not a new barracks you never use for counters.
Why this recommendation fits this moment
This is a unit-choice correction, not “build more buildings.” Unupgraded Vanguard cost food/gold and do not provide the spearman anti-cavalry role.
Trailing-minute income at the displayed sample: 310 food / 230 wood / 80 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · Big Chunk · 10:00
Turn the wood surplus into protection and reduce food pressure
Resource sample: 10:0092 food481 wood320 gold27 villagers
What the records show. At 10:00 you had 92 food, 481 wood and 320 gold. Wood was banked while food was repeatedly tight.
Do this instead
- Move about three woodcutters and up to two remaining gold miners to safe food; reassess after a minute.
- Replace the next four planned Vanguard with four Hardened Spearmen. At nominal prices that saves 120 food and 80 gold, costing 80 additional wood.
- Keep 150 food/min for one TC. A manageable army budget is four longbows plus two spears per minute: roughly another 280 food / 240 wood per minute before the Hall discount.
Check that it worked: Aim initially for about 430–500 food/min and enough wood for army, houses and the next farms; keep the core queues working.
Why this recommendation fits this moment
This is a recommended transfer, not a reconstructed historical split. The wood bank makes a spear substitution affordable; it does not prove every mill is safe or every worker is gathering efficiently.
Trailing-minute income at the displayed sample: 459 food / 320 wood / 60 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · Big Chunk · 12:00
Make the screen before the next engagement
Resource sample: 12:00100 food678 wood440 gold28 villagers
What the records show. At 12:00 you still had 678 wood banked, only 100 food, and no spearmen. Your first fight had already cost seven longbows and eight Vanguard.
Do this instead
- Stop adding gold workers. Send the next three villagers to safe food, with a few woodcutters transferred if food is still the limiter.
- Prioritize four spears and surviving longbows before resuming optional Vanguard production.
- If the enemy cavalry gets through, pull the bows behind the spears and the joint army; do not stand and trade at close range.
Check that it worked: Check “spears present?” before every new attack, not only after the bows have died.
Why this recommendation fits this moment
Mounted units eventually got the final blow on 35 of your 45 longbow deaths. That makes the missing screen a concrete response to a recorded threat, though it cannot tell us how many deaths a different formation would prevent.
Trailing-minute income at the displayed sample: 283 food / 320 wood / 80 gold. Worker transfers are recommendations, not measured historical assignments.
Game 2 · Big Chunk · 16:00
Read the counters before committing the big army
Resource sample: 16:00327 food213 wood560 gold35 villagers
What the records show. At 16:00 you had 37 longbows, 12 Vanguard and no spears. DizBiz had 17 knights and four Dark Age spears. The two opponents had 30 Spearmen and at least 30 mounted units alive (Horsemen, Keshiks and the Khan).
Do this instead
- The early three-to-four-spear screen must grow. Against this much cavalry, a training goal is roughly eight to twelve Hardened Spearmen beside a large longbow army, adjusted to what you scout. This needed preparation before 16:00; it cannot appear instantly now.
- If you still have no screen, avoid choosing this fight. Fall back together when possible, stop optional Vanguard production, and get spears training. Replacing twelve Vanguard with twelve spears saves a nominal 360 food and 240 gold while using 240 more wood.
- Use group 1 to focus exposed enemy spears with longbows, then move back between volleys. Group 2 keeps your spears with the bows. DizBiz waits outside the enemy spear line, intercepts cavalry where safe, and takes a flank only after the protection is removed.
Check that it worked: Before the next engagement, both players confirm where the enemy spears are, where your screen is, and where the army will retreat.
Why this recommendation fits this moment
These are alive-unit counts, not proof all those units stood in one formation. Scout their location. Your knights face a large anti-cavalry investment, while unsupported longbows face mounted threats. The main fight at 16:20–17:05 later cost 36 longbows and 12 Vanguard; a different composition is not a guaranteed win.
Trailing-minute income at the displayed sample: 600 food / 490 wood / 60 gold. Worker transfers are recommendations, not measured historical assignments.