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This is where the perks come in.
After a bit of experimenting, i have to go with eyesight/range all the way. I haven't done the math on the breakpoints (when does it take 2 arrows to kill a weak guy vs 3 arrows) for the archers, but the extra range insures that they do get that shot, especially in towers with the double damage bonus. The arbalist range gets truly riduculous, and outshines static defenses. Period. They end up being able to shoot farther than they can see, so make sure torches/vision towers are up for them.
You can go range, or you can go damage.
You have 2 ranged characters, a high (sorta) ROF archer, and a low ROF but high damage Arbalist. In they are billions terms, its a scout vs a sniper
1. Gold generation on a per map basis seems to have changed. The NOV. patch changed the efficacy of tier 3 houses but gold is going to be your number 1 with a bullet. And now, there is more of it than ever. Pick a corner. Expand to it. ignore everything else unless a dark crystal. Surround the goldmine with warehouses. Enjoy 5k+ a rotation.
2. Unit upgrades - My previous flamer upgrade path was actually pretty OK. The Bulwark 1/ Aoe2, BW2, and then double speed is really good actually. Flamers can just be trotted into a zone and just left to attack all if you have sufficient mass (10+) and they'll get it done, and if you have to get them out, you can.
The siege range i think has the most meaningful tech tree - Movement increases increase survivability as well as make it so they can respond, and knockback and AOE are just plain good. Sabotage is likely bad... I wonder how useful going Bulwark 1/ Aoe2, BW2, and then double speed would be... hmm....
I'm with you - it makes a lot of sense. Exploring is taking a heavy amount of time right now, and if the gold income is the 'pulse', i think theres a definite sense of urgency to get to the first gold mine. Even a 2 tile gold mine can make 368 w/ 2-3 warehouses!
One additional thing. Sentinels and warriors cost very little stone. Since stone is so important for so many things, they're a good way to spend money when low on stone.
The house pays for itself. I focus on ramping up gold, so that I can build plenty of lumber. The other thing is, I wrote the guide to be as flexible as possible to embrace the spirit of the game (and the randomness). I've gotten starts where there's no decent wood near by, but there's always room for a house. Building the house gets you some income while looking for those 15+ wood spots.
If you immediately have a high wood yield spot, by all means build a lumberyard. I doubt it changes growth more than a few seconds in either direction.