MEDIEVAL REAL TIME STRATEGY Macro, Comps, and Castle Finishes
Convert mills into an army that actually deletes every enemy keep.
Destroying all enemy castles is the only win condition in MEDIEVAL REAL TIME STRATEGY. Occupying mid, topping the mill count, or painting the map in walls does not end the match. This page is macro: when to stop growing, which army to field, and how to finish a keep that still has a King and a Repairman on it. If you do not yet have three Windmills, leave and use the windmill income breakdown. If you cannot select a blob, use the PC and mobile hotkey table.
Matches are online and alliances are real. A teammate who holds a flank is part of the win. The Teamwork badge exists because alliance wins count. Call the target keep; do not split four ways into four half-sieges.
Macro clock
Minute one is builders and the back farm, as the first-hour castle walkthrough already drilled. Minutes two to four are mid farms and the first Barracks. Minutes five onward are conversion: cash must become units that walk at a castle. If you are still only planting mills while Knights are already on your road, you are losing on purpose.
Keep the King in aura range of the job that matters. Building first, then the army. He buffs heal, attack, and build speed. He is a terrible battering ram. Park him so Knights swing faster, not so he eats the keep’s chip damage alone.
Housing cap is a silent loss. Houses raise how many bodies you can field. If cash is high and the recruit button refuses, you do not need another mill; you need a House, then more Knights or splash.
Army packages that actually show up
These are the comps players run. None of them is a cheat code after patches, and Mage-heavy wagon videos from 2023 are older than current lobbies. Use them as templates, then mix.
Crossbower mass. Cheap. Volume. It answers nothing if the opponent has Wizard splash and you stand in a courtyard. Spread, keep Knights in front, and treat this as a budget army, not a late-game identity.
Wizard splash plus Trebuchet. The answer to packed Crossbowers and to buildings. Wizards delete clumps. Trebuchets delete walls and keeps. Do not walk Wizards onto a Ballista line without tanks.
Mage plus War Wagon plus Medic. Load with Q (interact on mobile). Medics stay alive inside wagons; wagons stay alive because Medics exist. This package is slower to fund than Knights and dies to focused single-target if you park it still. It is a mid-game conversion, not an opening.
Knights as meat. Almost every winning army still wants Knights in front. They are the barracks staple after the mill line. Eight or so can threaten an undefended keep if the King tanks a slice and you peel wounded bodies to the back so they keep swinging.
Catapults into blobs, Ballista into singles. Catapults are generally better than Ballista against clumps. Ballista is single-target; players mention fire arrows on that line. Do not buy a Ballista to solve a courtyard of Crossbowers.
Balloons. They bypass towers. Use them to skip a Watchtower road, not as your entire army. Ground still has to hold the mill line you left behind.
Spearman. Weak on open land. Bring them when cavalry needs to be dismounted, then stop recruiting them.
Name checks and a wider list sit on the full unit roster cheat sheet and the unit power ranking. This page will not reprint every tooltip.
Finishing a castle
A keep still shoots. It still ticks money. It still recruits. Walking past it to chase a scout is how the keep lives. Commit:
- Kill or ignore the defending blob first if it can wipe your splash. Catapults help.
- Break walls with Trebuchets rather than feeding Knights into stone. That job is expanded in wall-breaking siege notes.
- Put tanks on the keep, splash behind, King in aura range.
- Micro wounded Knights off the chip so they keep dealing damage. A 1 HP Knight still hits.
- Do not tunnel the enemy King if the castle is the win object. The King is valuable; the castle ending the match is more valuable.
- Leave a Repairman and a few bodies on your own mill line so a counter-raid does not erase the income that funds the next wave.
If the keep is behind towers, either kill the tower with swordsmen or Knights, or balloon over, or trebuchet from range. Feeding builders into a Watchtower is not a finish.
Alliances and the last keep
When two colors still stand on the other team, pick one keep and end it. Ping, walk together, and do not steal a mill behind your ally while they tank trebuchet fire. The alliance callouts page is the etiquette and ping sheet; the player systems overview is the wider hub. Ranked adds a bucket and a lock at level 7 - read ranked unlock and etiquette before you throw a ranked ally under a tower.
Robbers can yank about 25 percent of a fat purse off a castle if they make it home. That is a finish accelerator, not a win by itself. Use it when the enemy is banking for a workshop they have not built yet.
What losing actually was
No mills: economy. No clicks: controls. Army bounced off stone: siege. Army and stone answer but you wandered: this page. The guides overview is the index. Sit on a castle until it dies.
Frequently Asked Questions
Quick answers for codes, ranked, windmills, and siege fights.
What is the win condition?
Destroy all enemy castles. Map control and mill count do not end the match until the last keep is down.
Is Crossbower spam enough to finish?
It is a cheap army and a poor clump against Wizard splash. Pair it with Knights in front or switch into Wizards and Trebuchets. See the unit power ranking for the current read.
Should I kill the enemy King or the castle first?
The castle. The King is valuable and his aura is real, but the match ends on keeps. Avoid him if he delays the last hits.
How do I load the Mage plus wagon plus Medic package?
Build Hospital and Siege Workshop, recruit Medics and Mages, then Q (interact on mobile) to load War Wagons. Keep Medics alive; they are the package.
Do I have to win 1v1, or do alliances count?
Alliances count. The Teamwork badge is an alliance win. Coordinate the last keep using the alliance callouts page.