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Facing Castor: scout before committing the army

Read Castor's growing services and defenses, prepare a supplied force, and learn from a costly probe against its training buildings.

Before you start: Your first colonyChoosing an AI opponent
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Castor develops an economy, training facilities and defenses before committing forces against valuable enemy buildings. Facing it is an exercise in keeping information current: the town you first reveal can gain schools, barracks and towers while you are improving your own colony.

This practice duel shows that change and a costly attack against the resulting defenses. Six trained warriors were requested for a probe near Castor’s barracks. Three remained afterward. A healthy home colony made it possible to stop that assignment and bring survivors back, but the probe did not remove the training buildings.

Set up a match you can repeat

Use Choosing an AI opponent to create a two-colony Standard duel. Select You for your colony, AI → Castor for the other, and keep separate teams. Save the opening before changing the production mix.

Actual AI selector displaying Castor in the practice setup.

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Choose Castor for the opposing AI colony in a Standard duel. The parent setup keeps Red and Cyan on separate teams.

The illustrated match used generated Breachable highlands, 128 × 128, with red versus cyan. Find your own reachable wheat, wood and clear land before copying a placement. The landscape’s ponds and resource rings make route inspection useful, but your generated layout can differ.

Pause with P to inspect a panel, then resume to observe an actual delivery or service visit. A paused picture of an empty road does not establish that an economy has stopped.

Build supply and information together

Complete a supplied inn before adding several training projects. Watch its Food reserve through meals and deliveries, then produce a few explorers. Restore worker production when you have enough scouts for the question you are trying to answer.

In this duel, an inn came first, followed by three explorers. Worker production resumed while a school, barracks, second inn and hospital were completed. That sequence kept the colony supplied while opening the map.

Use the minimap to inspect revealed territory. Place an exploration flag where it can answer a question: where is Castor developing, what approach reaches its town, and which services stand near that approach? Check whether explorers are still present before treating the view as current.

Scouted Cyan colony beside wheat and fruit, with two school sites above its swarm and services.

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Early scouting revealed a swarm, inn, swimming pool, barracks and two school foundations. Dark structures are remembered sightings.

The first useful view showed Castor’s swarm, inn, swimming pool, barracks and two school foundations. Later, those schools were complete; another barracks and a defense tower had appeared.

Cyan town with two completed schools, two barracks, swimming pool, inn, swarm and one remembered tower.

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Later sightings show completed schools, a second barracks and a defense tower. The human exploration flag is red; remembered structures do not count a live army.

Remembered structures can remain after scouts leave. In this match the explorer total eventually fell to zero. The familiar layout then became a record of earlier sightings, rather than a reliable view of every current defender. Replace or redirect scouting deliberately before choosing a target.

Understand what its development means

Castor manages construction as projects and expands services and training in stages. Its placement considers usable workforce, food access, growth conditions, space and enemy reach. Expect development to depend on the map and available workers rather than following one visible building order every time.

Food pressure also changes its choices. Castor can slow unit production and adjust staffing at wheat consumers; under ordinary growth rules, its food care can allow a sparse catchment time to recover. That does not make every quiet interval a food pause. Observe changes in units, buildings and routes before explaining their cause.

A swimming pool is another reason to inspect routes and units. Training belongs to individual globs; the building does not grant swimming to the entire colony instantly. This duel shows the facility, rather than a demonstrated water crossing.

Its military demand grows with development and time. Attack readiness considers healthy warrior fighting power and a timeout; strikes favor seen, reachable buildings, including valuable training facilities. A lost assault can raise the force required for another. Keep watching the approaches to your school and barracks as well as your swarm.

Make your own readiness visible

Before committing an army, check the globs and services that must support it:

  1. Finish a reachable barracks and produce warriors while preserving food hauling.
  2. Let warriors train, then select an actual unit and inspect its abilities. A finished barracks is not a training record.
  3. Read both inns’ Food and Inside counts. Keep meals available while warriors gather or return.
  4. Finish any defensive construction before relying on it. Inspect a tower’s ammunition, rather than judging readiness from its sprite.
  5. Place a war flag for a useful approach and inspect the request, arrival and unit availability separately.
Prepared Red colony with six warriors, two inns, school, barracks, hospital, tower and a selected warrior.

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Before the probe, Red had six warriors and completed food, training and recovery services. Inspect a glob to confirm training.
Warrior panel showing HP 250/250, Food 36 percent, walking and trained attack abilities.

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The selected warrior has HP 250/250 and trained attack abilities. Its individual nutrition reading is separate from inn food stock.

The selected defender in this match had HP 250/250 and completed attack training. The colony had six warriors, two inns, a school, barracks and hospital. Warrior births were stopped at that point so the existing force could be inspected without continually adding food demand.

Tower panel with level 1, HP 480/480, Working 0/2, Stone 4/4 and Bullets 12/12.

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The completed tower has HP 480/480, Stone 4/4 and Bullets 12/12. A completed, stocked defense existed before contact.

The completed tower had HP 480/480, Stone 4/4 and Bullets 12/12. These were preparations before contact. Castor did not attack our town during this interval, so the intact colony was not evidence that this defense had defeated an assault.

What the probe actually encountered

The probe replaced the home war assignment with a flag near Castor’s revealed barracks and schools, requesting six warriors. The force still had to travel and could leave its assignment for services; placing the flag did not deliver six fighters simultaneously.

Red warrior approaching Cyan barracks near two towers and Cyan warriors, with an attack warning and selected war flag.

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The approach revealed two Cyan towers and defenders while the requested Red force was still traveling. The force is approaching a fortified position.
War flag panel showing four on the way, zero here and Working 4/6.

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Working 4/6, On the way 4 and Here 0: the request had not delivered six warriors together.

At contact, the flag showed Working 4/6, On the way 4 and Here 0. Cyan warriors and two towers were visible around the approach. One red warrior was already taking damage before the requested force had gathered.

Selected Red warrior panel showing HP 190/250, Food 62 percent and attack training.

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The selected attacking warrior has fallen to HP 190/250. Training did not prevent damage on the defended approach.

Gameplay clip

Fast practice playback: the exposed approach costs Red warriors while Castor’s training buildings remain. Pause to inspect the fight and the changing warrior total. This twelve-second clip has no audio.

The selected warrior’s HP had fallen to 190/250. After further fighting, the red warrior total fell from six to three while Castor’s schools and barracks were still standing. The assignment was stopped and a home war flag was placed to draw survivors back.

Red home colony with three surviving warriors, intact services and selected survivor at HP 250/250.

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After the probe, the warrior total was three. Survivors returned to a new home assignment; the selected survivor has HP 250/250.
Returning Red survivor panel showing HP 250/250, Food 79 percent and trained attack abilities.

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The selected returning survivor has HP 250/250. Three warriors remain in the colony.

Before renewing the commitment, inspect the approach and current defenses again. A valuable target can remain a poor immediate attack when the force arrives piecemeal or passes through defended ground.

Recover before trying another commitment

After a failed probe, inspect the surviving army, food routes and services. Stop requesting units into the same exposed position, check where survivors are going, and keep meals and healing reachable. Preserve the workers and infrastructure that can replace losses.

Use the saved state to compare one decision at a time: fresher scouting, a different approach, a better gathered force, or a smaller commitment. Watch the outcome before calling any change an improvement. Training, defender position, ammunition and service access matter together; a larger warrior total alone does not explain an attack’s prospects.

Custom rules can change the exercise. No hunger changes feeding pressure, no resource growth makes waiting for regrowth ineffective, and peaceful play removes ordinary combat. Check the rules before applying observations from a Standard duel.

Your practice checkpoints are a supplied colony, an updated view of Castor, inspected training, and an assignment whose actual arrivals and outcome you can explain. Return to Resources and hauling when the force lacks supply, or Keep the colony fed before replacing losses that the economy cannot yet support.