A browser RTS that gets you onto the battlefield
Play ageof.io, a free browser RTS with resource gathering, base building and 1v1 battles. Learn the essentials, train an army and play without a download.
Explore the gameA stronger economy comes from fewer idle moments and more purposeful spending. Use this flexible opening checklist before chasing a perfect build order.
Each side starts with eight workers, one scout, a town center and two houses. The resource bank contains 350 wood, 250 food, 100 gold and 100 stone. The initial workers are assigned four to food, two to wood, one to gold and one to stone. That is a starting arrangement, not a promise that every next purchase will be funded. Look at the army you want and change assignments when one resource becomes the bottleneck. This guide uses ageof.io's own values; timings from another RTS will not transfer directly.
A worker costs 50 food and takes nine seconds to train. Keep the town center producing when food and population space allow, but leave enough resources for the defense you actually need. A long queue commits food that could otherwise fund a house-supported army or another production choice. Check the population display before adding units: each new house costs 25 wood and adds five spaces, up to the overall limit of 70. Building before you reach the limit prevents a completed unit from waiting for room.
Workers carry resources back to a completed town center or gathering camp. A camp costs 100 wood and accepts all four resource types. It earns its place when several workers would otherwise spend a large part of their cycle walking. Place it beside the resource line with a clear approach for workers and enough room to move. One worker on a nearby deposit may not justify a camp immediately; a larger group using a distant deposit often gives it a clearer purpose. Watch the trips rather than building a camp automatically at every resource.
Spears use 35 food and 25 wood each. Archers use 25 wood and 45 gold, while cavalry uses 80 food. Their buildings differ too: after a 175-wood barracks, an archery range costs 125 wood and 75 stone, and a stable costs 175 wood. If you choose archers, reserve stone for the range and shift enough workers onto gold to sustain production. If you choose cavalry, food must support both the army and new workers. Use the production queue to spot the shortfall before adding another building that will sit unused.
Use the idle-worker counter after building, defending or exhausting a resource. Workers can pick a nearby resource after two idle seconds, but this local fallback does not choose your economic plan or send them across the map. An explicit gathering command is better when you need a particular resource. Move vulnerable workers away from raids and return them to useful work when the area is safe. Loom costs 40 gold and gives workers extra health and armor, but researching it is still a spending and production decision rather than a replacement for protecting them.
The second age costs 800 food and 200 gold and takes 50 seconds to research. You also need two different completed buildings from the stable, archery range and blacksmith. Before pressing the age button, ask what the upgrade will unlock for your next attack: an improved core unit, siege support or monks. Saving for the age while an enemy force approaches may leave you with a stronger future and no surviving town center. Stabilize the defense first when the threat is already visible.
The market trades wood, food and stone in lots of 100 against gold. Buying raises the shared price and selling lowers it, so both players affect the same market. There is also a gap between buying and selling prices. A trade can complete an urgent purchase, but repeated trading to cover the same shortage is a reason to reassign workers. Read the current price shown on the button before buying, and avoid treating a surplus as permission to empty a resource you will need for the next production cycle.
Look at gathered resources alongside the army and the point where the base came under pressure. Low gathering can come from idle workers, long delivery routes or raids; a large resource bank can mean production was missing or unused. Choose one adjustment for the next match, such as an earlier house or a camp for the busiest distant resource. Repeat a familiar opening until you can notice that difference, then add another choice. A useful economy is one that turns safe worker time into troops and upgrades when they matter.
Open ageof.io in your browser. Start with the tutorial, practice a build, or invite a friend for a 1v1.
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