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Your first days as the Dacians

How the Dacians make themselves too costly to rob, which troops come first, and how to use the fastest horses of the game.

The first hours

Open Virgilio, the Taskmaster, and follow his steps: each one pays a reward, and together they walk you through your fields, your stores, the Main Building, the Rally Point and the Barracks. Raise your four kinds of fields evenly at first, and keep the Warehouse and the Granary ahead of your production: a full store wastes every hour that passes.

In new worlds every village has two builders: one for the fields and one for the buildings, working at the same time. Keep both busy, above all before you log off: a field in one lane and the Warehouse, the Granary or the Main Building in the other is the usual rhythm of the first days. Each level of the Main Building makes every later building quicker to put up.

In new worlds you start under beginner protection for at least 72 real hours: nobody can attack you and the Barbarians leave you alone. It ends early the moment you send troops to another player's village, so spend it building, and raid Barbarian villages and free oases if you want loot: that does not end it.

Every village keeps 500 of each resource safe from raids in new worlds; a Cranny hides more on top of that. Build one before your protection ends.

Make yourself a bad target

A Dacian Cranny hides twice as much as anyone else's: raise it early and raiders come home almost empty. The Trapper catches attacking troops and keeps them prisoner; a few levels of it make the first raids on you a loss for the attacker. Most raiders soon learn to look elsewhere, and that is the point.

Your first troops

The Sica Warrior is cheap defence against infantry and cavalry alike, the right first troop to beat the Barbarians' raids. For loot, the Getic Horseman is the fastest unit of the game: it reaches oases and Barbarian villages far away and comes home quickly with what it took. The Falxman is your infantry attacker when you need one.

Trade and help

Dacian merchants are the fastest of the game (24 fields an hour, 750 each): you can answer an ally's call for crop or clay before anyone else. With your strong defence you are often the one who sends troops to protect a neighbour under attack: alliances value that more than anything.

When the protection ends

From then on the Barbarians raid you once every barbarian day, at your village nearest to them. You have two answers: troops at home that beat the raid (wiping it out pays resources and culture points), or a tribute in the Barbarians tab that spares you for the day. Paying the tribute for a few days while you train your first troops is a sound start.

Build an Embassy at level 1 and join an alliance: every new world has the Academy, an alliance for newcomers you can join with one click and leave whenever you like. Alone, the end of a world is very hard.

Your second village and your oases

A Steward's House lets your villagers work a free oasis nearby for a production bonus. A second village needs culture points, a free slot of the Residence at level 10, and ten villagers sent to a free tile with the resources to found it. Every building makes culture points, so a growing village is already working towards the next one.

Common mistakes

All the Dacian units side by side: Dacians. The other tribes: Choosing a tribe.

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