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Quickstart Guide
Introduction
Age of Chaos is about building your empire and getting the Royal Palace before anyone else does. It's therefore vitally important that you build your buildings fast, efficiently and in an order that serves you well.

Certain buildings give you certain extra benefits like extra professions for your people to enter, or extra food production and allow you to build bigger, more complex buildings. Deciding which ones to build in what order is key to success.

You need resources to build with (such as wood and stone) and so you need to have people making these things for you. How much you should make depends on how much you're going to need. Making way too much is a waste as resources always decay over time. Getting the balance right is part of your planning.

In addition to building, you have things such as your military, research, and magic to consider not to mention the other players who you will encounter along the way. This guide is just a brief one to help you get started. You don't need to follow it exactly, but it may help to get you off the ground.
Your first turn
First you need to start building the construction yard. All other buildings require atleast a construction yard so this is always your first building. Go to buildings and click the start building button next to the construction yard.
You then need to assign your peasants. Click on the population link. You assign workers to a job by entering a number to assign in the field next to their name. for example to add 5 farmers put 5 in the field next to farmers and click the Assign Workers button. You can unassign people by putting a negative number. You should start with about 30 farmers and some merchants, builders and woodsmen. Seer will allow you to view other lands but aren't useful until your out of protection.(or nearly so)
You should also hire one militiaman. This will give you +1% morale per turn for having a military and making your people feel safe. click on military and then enter a 1 next to militiaman. The click on the train military button.
After that just click end turn
Starting Off
You should get your Construction Yard and School built to start off with. You cannot build anything else until the Construction Yard is built, so that's a no brainer. The School is one of the most important buildings because Teachers increase the skill of your workers and the more skilled they are, the more they produce so you get more from a Skill 10 worker than a Skill 5 worker (work clever, not hard!). Teachers can add up to 0.35 Skill Points to a worker each turn. If your Teachers are producing 0.35 Skill Points, adding more Teachers will just be a waste.
Where Next
Since you're protected from attack for a 90 turns to begin with, you have no need for a military, and since they cost money and food to buy and keep, it would be a waste to have a military early on. However, towards the end of your turns under protection, you'll need to think about getting some military to defend yourself against players who are just waiting for you to come out of protection and steal your land... Bear that in mind.

Many players aim to have built the Blacksmith by or just after turn 100. This is because this building allows you to recruit Shieldbearers; units that are much better at defending than Militia are and cheaper to maintain. You'll have to work out how you get to the Blacksmiths and whether you can do it in time.
Allies
Making allies and befriending people in game is important. If you ally with someone officially you can trade with each other for resources you might need to build something. You also provide each other with defence should you be attacked.
Further Advice
We'll be improving and adding to the advice pages over time, but most people can find what they want by checking out the Forum where players are happy to help anyone new to the game.
This is a short guide to get you going. Enjoy the game and if at first you don't succeed, try and try again!
More guides
Basic Guide | Quick Start | Buildings | Diplomacy | Engineering | Knowledge | Materials
First 100 turns | Professions | Races | Spells | Theft | War | Long Guide
Storyline Part 1 | Storyline Part 2 | Storyline Part 3 | The Rules | Rules of War