So, some tips from someone that also struggled in this campaign: Maybe a bit nitpicky right away, but at 27:06 - Temples automatically come with stone roads prebuilt into their template. You can overlap them with your current road layout, so you won't have 2 roads next to each others like in 27:12 . Though this can also be a concious move, as later on you'll get clay walls, which will have a 2 tile wide entrance. But for the most part - Temples and Plazas have prebuilt roads within their template that you can overlap with existing roads. 29:01 In the campaign, you almost always play as a vassal. So, you'll have a master that'll demand tribute from you, which will change every now and then. Keep an eye on how much they want from you and set it to the closest amount you can get in your Trading post. So, if they want 2 Maize, set it to 4. The game's standard of 16 is way too excessive and can potentially be exported in your 2nd Trading post. Also take note of the guide, as it told you to focus your production on exporting cloth and pottery - Best way to do that is to expand the clay pits and build some kiln nearby, so the production line is a very easy "Clay Pit -> Kiln -> Trading Post" and doesn't need to be further managed by placing porter yards. The same thing goes for your cloth industry, build it as close to the demanding trading post as possible, or use a porter yard if you, for whatever reason, cannot build your industry close to the trading post. But the production line should also be a clear "Maguey Farms -> Cloth Weaver -> Trading post". 39:07 Now this isn't confirmed or anything, but I'd think that the reason that fight was more devastating (3 casualties, essentially) than needed, was because the enemy were stationed on top of the hill/mountain. Moving the flag closer to the enemy's flag should send your troops out to hunt them, so micromanaging is a thing to some extent there. Also, afaik, you won't receive any captives when you're the one getting attacked. For captives, within the campaign, you rely on sending out your levies to the empire (You're a vassal after all) and will receive captives for the empire's conquest in return. 40:27 From this pause screen - Your current development there lack a few things: 1. Alcove - They provide diversion and good ambiance, so try to mix them into every few blocs. 2. Sweepers - Even though they give terrible ambiance, try to build one around a temple - I usually have some 3x2 tile areas every few blocs with services like a sweeper, sentry and well dipper. Also build them in proximity to farmhouses, as they'll provide bonuses for farms too. 3. Telpochcalli - They give Education and fair ambiance. You could've placed one to the right of the market instead of this 1 tile road - 1 tile trees - 1 tile road layout you currently have. 4. Collector - They collect taxes within a certain area. So again, try to mix them into every few blocs so they have good coverage and will collect taxes of every house. You might also want to build a goldsmith nearby to collectors, as it will turn collected money into gold artworks to build grandiose buildings like temples, palaces, etc. But you don't need too many of them, mainly in areas where you want to build these mentioned buildings. This is also why your temple building takes so long - It doesn't have the resources needed, or the resources have a too far away path to reach the construction. 5. Porter Yard and Granary - While I honestly don't understand how to properly implement them yet myself, I'd suggest building them in "service areas" for industries and to build your industries within urban development as well, so your population doesn't have to walk that far to get to their job (This is also a concern they'll have later on, which will hinder their houses from developing further) I can't really tell you how to properly set them up though, that's something I don't really understand, as "Accepts" "Getting" and "Balance" are, imo, just not telling enough to know what usage they really have and which one should be used for which situation. 6. Sauna - Just another way to get more diversion as well as healthcare, but they do give poor ambiance, so you might either want to hide them with rows of trees or gardens (which will come later on), or you go full in on the poor ambiance and mix them in with service areas together with your sweepers and sentry posts. Just... Don't build any houses nearby, as they'll probably not be happy to live next to an ambiance synergy level of horrible. 7. Mason Yard - Mix them into your urban developments as well, as they'll provide repairs in case the enemy's forces might overrun you and try to destroy buildings within the city. They'll also create artwork from stones and help you build stuff faster in the area they're in.
So, some tips from someone that also struggled in this campaign:
Maybe a bit nitpicky right away, but at 27:06 - Temples automatically come with stone roads prebuilt into their template. You can overlap them with your current road layout, so you won't have 2 roads next to each others like in 27:12 . Though this can also be a concious move, as later on you'll get clay walls, which will have a 2 tile wide entrance. But for the most part - Temples and Plazas have prebuilt roads within their template that you can overlap with existing roads.
29:01 In the campaign, you almost always play as a vassal. So, you'll have a master that'll demand tribute from you, which will change every now and then. Keep an eye on how much they want from you and set it to the closest amount you can get in your Trading post. So, if they want 2 Maize, set it to 4. The game's standard of 16 is way too excessive and can potentially be exported in your 2nd Trading post. Also take note of the guide, as it told you to focus your production on exporting cloth and pottery - Best way to do that is to expand the clay pits and build some kiln nearby, so the production line is a very easy "Clay Pit -> Kiln -> Trading Post" and doesn't need to be further managed by placing porter yards.
The same thing goes for your cloth industry, build it as close to the demanding trading post as possible, or use a porter yard if you, for whatever reason, cannot build your industry close to the trading post. But the production line should also be a clear "Maguey Farms -> Cloth Weaver -> Trading post".
39:07 Now this isn't confirmed or anything, but I'd think that the reason that fight was more devastating (3 casualties, essentially) than needed, was because the enemy were stationed on top of the hill/mountain. Moving the flag closer to the enemy's flag should send your troops out to hunt them, so micromanaging is a thing to some extent there.
Also, afaik, you won't receive any captives when you're the one getting attacked. For captives, within the campaign, you rely on sending out your levies to the empire (You're a vassal after all) and will receive captives for the empire's conquest in return.
40:27 From this pause screen - Your current development there lack a few things:
1. Alcove - They provide diversion and good ambiance, so try to mix them into every few blocs.
2. Sweepers - Even though they give terrible ambiance, try to build one around a temple - I usually have some 3x2 tile areas every few blocs with services like a sweeper, sentry and well dipper. Also build them in proximity to farmhouses, as they'll provide bonuses for farms too.
3. Telpochcalli - They give Education and fair ambiance. You could've placed one to the right of the market instead of this 1 tile road - 1 tile trees - 1 tile road layout you currently have.
4. Collector - They collect taxes within a certain area. So again, try to mix them into every few blocs so they have good coverage and will collect taxes of every house.
You might also want to build a goldsmith nearby to collectors, as it will turn collected money into gold artworks to build grandiose buildings like temples, palaces, etc. But you don't need too many of them, mainly in areas where you want to build these mentioned buildings. This is also why your temple building takes so long - It doesn't have the resources needed, or the resources have a too far away path to reach the construction.
5. Porter Yard and Granary - While I honestly don't understand how to properly implement them yet myself, I'd suggest building them in "service areas" for industries and to build your industries within urban development as well, so your population doesn't have to walk that far to get to their job (This is also a concern they'll have later on, which will hinder their houses from developing further)
I can't really tell you how to properly set them up though, that's something I don't really understand, as "Accepts" "Getting" and "Balance" are, imo, just not telling enough to know what usage they really have and which one should be used for which situation.
6. Sauna - Just another way to get more diversion as well as healthcare, but they do give poor ambiance, so you might either want to hide them with rows of trees or gardens (which will come later on), or you go full in on the poor ambiance and mix them in with service areas together with your sweepers and sentry posts. Just... Don't build any houses nearby, as they'll probably not be happy to live next to an ambiance synergy level of horrible.
7. Mason Yard - Mix them into your urban developments as well, as they'll provide repairs in case the enemy's forces might overrun you and try to destroy buildings within the city. They'll also create artwork from stones and help you build stuff faster in the area they're in.
Thanks for such a thoughtful comment, helped a lot!
This game has a LOT going on! I played some of the prologue and got overwhelmed lol. Gonna watch all three of your videos before I try again
Stuff light up green when in range, building everything in one place maybe a mistake 😮
u need to upload more
Man! You are so bad at this game 🫣