In Olden Era, Necropolis is one of the factions that can develop their castle quite quickly. But there is one serious peculiarity: almost all development hinges on mercury. A lot of it will be needed already in the first weeks. The Resource Silo partially solves the problem by providing additional mercury daily, but building it quickly is not always possible.

When playing as Necropolis, it is much more important not to rush to Vampires as quickly as possible, but to get an army capable of clearing the map without losses. The faction's main strength is formed not by the weekly growth of creatures, but by the constant conversion of slain enemies into Skeletons.

That is why the main goal of the first weeks is to gather 300-400 Skeleton Archers as quickly as possible. After that, it is advisable to add creatures of all levels to the army, even in small groups. This allows the resurrection mechanic to distribute new creatures among different tiers, rather than just replenishing low-level troops.

First, it will be useful to read the general guide for the castle:

Complete Guide to the Necropolis Castle in Heroes of Might and Magic: Olden Era
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Complete Guide to the Necropolis Castle in Heroes of Might and Magic: Olden Era

Necropolis in Olden Era turned out to be very close in spirit to Heroes III, but the faction has been noticeably reworked. This is not a castle that crushes with endless Skeletons and upgraded Vamp...

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There is no universal building order. It all depends on what resources are near the castle and who guards them.

If there are many neutral creatures of the first and second level around that the starting army can defeat without losses, then building creature dwellings in the first days is not necessary. In such a situation, it is more profitable to invest in the economy and resource production. This is especially relevant if the starting hero is the King of Kings. Thanks to his ability, he recruits part of the neutral creatures for gold, so money becomes much more important than early army construction.

If most resources are guarded by strong neutrals or numerous armies, then it is worth building Liches as early as possible. Their value lies not so much in high damage, but in the ability to get through difficult battles almost without losses. Each saved stack of Skeletons in the early game will later turn into dozens of additional Skeleton Archers.

When choosing buildings, always evaluate what exactly the new building will provide in the next two to three days. If it does not help capture several objects on the map or get through stronger guards, it is often more profitable to spend resources on the economy or save them for the next key building.

It is advisable to build the Resource Silo as early as possible if the game promises to be long. It gradually pays for itself through additional mercury and significantly eases further castle development. However, on small maps where the game can end in two to three weeks, building it is not always the best investment.

Do not try to build all creature dwellings as quickly as possible. For Necropolis, the number of Skeleton Archers is almost always more important than the weekly growth of expensive creatures. The other troops mainly play a supporting role: taking hits, blocking the enemy, helping to get through difficult battles, and ensuring more even resurrection of creatures of different levels.

The main rule of the first week is simple: every building should help clear the map faster. If a building does not increase the pace of capturing objects or does not allow getting through stronger guards without losses, its construction can almost always be postponed.