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AI profile

Facing Econo: keep food and fruit working

Practice a supplied colony, scout Econo's economic expansion, and judge fruit access before committing workers or an army.

Before you start: Choosing an AI opponentKeep the colony fedResources and haulingFruit, happiness and conversion
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Econo builds an economy around food, adds services and training, and competes for fruit and converts. Its Standard profile produces workers and explorers without producing warriors. Use it to practice a colony that remains supplied while you look beyond home. Continue to watch hostile explorers and visible defenses: No warriors does not make the match peaceful.

The exercise here is to keep a working inn, discover fruit, scout the competing colony, and choose an expansion you can support. You can complete those checkpoints without winning the duel.

Choose the opponent and save the opening

Open Custom game, choose two colonies, and select You for one colony and AI → Econo for the other on separate teams. Open its AI strategy panel to check the selection, choose Use Econo, then select Standard in Game Rules. Keep experiments off for this lesson.

Econo AI profile heading showing Easy (1310) and No warriors.

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Choose Econo; No warriors describes its production policy. Standard hostile rules still permit pressure.

The chooser’s Easy (1310) is an offline difficulty estimate. It is separate from the online leaderboard’s OpenSkill rating and rank. The illustrated match uses a generated 128 × 128 Fingerprint map, red against cyan. Your resources and placements can differ.

Start, allow the opening to become visible, and save through Escape → Save. Pause with P when inspecting a panel; resume to test whether workers actually deliver or globs actually arrive.

Establish meals before adding demands

Find reachable wheat, wood and clear land. Build one inn with B → I, right-click out of placement, and inspect its foundation. Wait for completion and real food deliveries before committing several new projects.

In this opening, workers first revealed the nearby pond and resources. The completed inn then held Food 8/10 with two attached workers. That provided a useful starting checkpoint for scouting.

Red home colony with completed inn beside wheat and pond.

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The first completed inn has two attached workers and Food 8/10. Check deliveries before adding demands.
Inn panel showing Food 8/10, Working 2/2 and Inside 0/4.

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Food 8/10 with Working 2/2; the service is ready for meals.

Compare Food and Inside over time. Occupants use meals, and workers replenish the store. A single stocked frame is a checkpoint; repeated meals and deliveries show whether the arrangement continues working. Keep the growing wheat patch and a route around the pond intact.

Econo also places inns and production near their inputs. As its population grows, it plans more services and swarms, then movement training, schools and upgrades. Those choices explain what to look for when scouting; they do not set the staffing or building count your own map needs.

Produce scouts, then release growth

Select your swarm and temporarily favor Explorer births. Keep the inn staffed while food also goes into production. Watch the actual explorer total: changing a weight does not instantly create a scout or change a worker’s role.

This colony produced two explorers, then restored worker production. When the colony reached thirteen workers, production weights were reduced to zero and the swarm’s Working request was reduced. That released labor for existing services and possible construction.

Swarm panel with Working request and three birth weight controls.

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The swarm has separate Worker, Explorer and Warrior birth controls. Adjust weights, then observe actual births.
Swarm panel showing all birth weights at zero and Working 1/1.

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Birth weights were reduced to zero and the Working request reduced after thirteen workers and two explorers.

Use F → E to place an exploration flag, cancel placement with a right-click, then select it. Check its Working request and compare On the way with Here. Move the request when it has answered your question, or remove it and confirm the removal after resuming. Obsolete requests can hold your scouts in already inspected territory.

Scout fruit and its competing services

Use the minimap to inspect the next region. Send scouts far enough to reveal a useful question: is there another wheat source, which fruit types are available, and does Econo already serve the area? Flight can reveal a place your workers cannot reach by the same route.

The southern scouting request revealed a broad fruit patch beside wheat and water. Continued exploration then exposed cyan globs and an Econo inn near that patch. The resource was already contested.

Cyan inn and globs beside mixed fruit and wheat, with a red exploration flag.

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Further scouting exposes a cyan inn and globs beside the fruit patch. Inspect the approach before committing builders.

A later scouting pass also revealed nearby cyan construction sites. Recheck a growing settlement before treating the first view as its final layout.

Scouted cyan building sites and inn near fruit with red scouts.

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A later view reveals two cyan construction sites near the inn. Remembered silhouettes do not prove their current completion.

Before founding another inn there, check the ground approach, construction wood, food deliveries and nearby hostile services. Keep builders fed during the journey. If the approach is unsafe or the materials are too far away, postpone that foundation and develop a nearer supplied site.

Econo sends explorers toward fruit and, under Standard hostile rules, toward opposing worker-producing buildings. An explorer request is different from a warrior army. Higher training can nevertheless make hostile explorers dangerous to ground units. Inspect a visible unit’s training before judging what it can do, and use colony defense if pressure reaches home.

Turn discovery into stocked meals

Return to your inn and inspect the fruit stocks as well as Food. Seeing colored fruit trees on the map is only the beginning: workers need current vision of the fruit, a reachable ground route, and time to bring it to a service. A remembered orchard outside current vision is insufficient.

At the home checkpoint, this colony’s inn held Food 8/10, Cherries 29/40, and four occupants. Oranges and prunes were still zero. The colony had established one fruit supply, rather than all three.

Red colony with thirteen workers and two explorers, selected inn beside wheat and fruit.

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The supplied home holds one fruit type: Cherries 29/40, with Food 8/10.
Inn panel showing Food 8/10, Cherries 29/40, Oranges 0/40, Prunes 0/40 and Inside 4/4.

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Food 8/10, Cherries 29/40 and Inside 4/4; oranges and prunes remain zero.

Fruit affects the appeal of a meal. An accessible enemy inn offering more appealing food can attract a hungry glob and convert it. Continue supplying your own population while improving fruit access; an inn without meals cannot serve the colony reliably. Read fruit and conversion for the service and combat tradeoffs.

Gameplay clip

Fifteen seconds at normal game speed: workers move between wheat and the inn while globs use meals. Food changes as service continues. This clip has no audio.

The clip shows the actual home service cycle: workers move between the nearby wheat and the inn while globs use the supplied service. Give the economy time to work before placing another request.

Choose the next objective deliberately

Save the supplied colony before your next commitment. A useful next exercise is another reachable, stocked service, an inspected training upgrade, or a supplied attack against an exposed opponent building. For the attack, follow organizing an attack and bring survivors back for meals afterward.

A growing Econo colony can add inns, swarms and training while you inspect another part of the map. Revisit the target and approach before committing. Removing one inn does not prove its colony is eliminated; use the configured victory conditions to decide what ending the duel requires.

Scroll to compare all columns ↔

What you observeWhat to checkUseful adjustment
Your inn empties during scout productionFood deliveries and simultaneous swarm demandReduce growth or release another request so meals recover
Fruit is visible but its inn stock stays zeroCurrent vision of fruit, a reachable ground route and actual haulingImprove a reachable supply before planning conversion around it
A distant orchard has cyan servicesCurrent vision, approach and builder supplyPostpone unsafe expansion or choose a nearer site
Scouts remain in an old regionRemaining exploration requests and Here countMove or remove the obsolete request
Econo’s buildings look larger on a later visitSchools, completed upgrades and new servicesReassess the operation against the current town
An operation succeeds but the match continuesRemaining colonies and selected victory rulesPursue the actual match goal rather than counting one destroyed building

If meals fail, recover the colony before repeating the expansion. A supplied home gives you time to decide which contest over food, fruit or territory is worth taking.