Fraction \ The Castle in the game Olden Era has a very distinct style of play, which is not easy to understand without experiencing the characteristics of creatures and heroes. You need to play for each individual castle separately, but if you want to go deeper into the new part, you should start with the basic ones in the three geroes and hota, so begin with the castles of Roy, Razlon, Necropolis - it's simple. And you will be amazed at how quickly the game computer does not give you maximum control over simple things. Therefore, it is extremely important to take a universal castle, watch the mechanics of the game and try to understand a few parts for nothing, and after experimenting to approach the castles more simply. You should choose a simple castle, if you are a beginner, then take Hall, if for magicians, then Grove. This is not recommended for all games, and the score as it stands to try to find the castle.

Why Hall is the first castle you should try?

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Simple. It is like and in the third part the most simple simple with positions of mechanics, there is no special ability, no slowed timing (hota this part is strongly dynamic, what was previously). Other castles, such as Razlon - a strong strategy on magic in combination with restoration of the first level and special abilities, and significance and process of concentration; Necropolis - this is a control of bitters without loss and strong pressure on the destruction of the first neighbors; Roy - this is a more complex in both castles, where you need to concentrate on the attraction of creatures and properly their distribution, so that they do not die. Therefore, the standard with positions of three geroes of castle will be strongly more suitable for a newcomer.

The second argument is balanced. For the start there is a gero Lord Edgar, whose castle is with his clue of navy nover of simple translir their attack and shield on units. Simple in employment and critical in progress. And that is where the same balanced army, units with long range attack - second, fourth and seventh tir. T.e. archers are with the same start and they are more likely to finish the card, with that they are and all the powerful.

But with the last argument will be - all creatures the same, what and in the third part, you need to understand only the specifics and skill of each of the creatures and with armies update their own will be simple.

Why Grove is the second castle, which you should try?

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There already all will be simple, Grove ideally works with magic for day, t.e. magicians, directed on the back of creatures.

Balancedness there is already less, but all the same is different, archers are on the start, there are and fourth of tir.

Simple the same less, creatures receive strongly more special abilities of concentration. And their application in techniques of battle strongly influences on the fact that they will be or at your loss on the start. T.e. you will have to deal with the same less mechanics what in Hall, especially in the same start of the game.

So it is easy to play for Grove not using magic, therefore I would recommend taking a gero mage. Yes, if all-these want to go for the game - logistics all the same important, and there is the exception of the straffor for the persecution of mestness on the start. If all-these for mage, then it is worth taking Halon - at the start of the start there is a pricely molniy, which is already through the first level ability to kill inside the castle neutral stacks.