Yădakk/Strategy

* Strategies
* Tribes
* Units
* Perfection
* Domination
 * Tribes
* Ai-Mo
* Bardur
* Cymanti
* ∑∫ỹriȱŋ
* Kickoo
* Polaris
* Xin-xi
* **Yădakk**
* Zebasi

This Yădakk Strategy guide is based on the PolyChampions Yădakk Guide by Espark, Meisterlampe, Squashoo, superficial\_intelligence,  galc4, Seventeen.

## Optimal 3 Road Opening

### Turn 0

If at all possible, you should put a road in corner of your borders (diagonally). Move your warrior to explore 4 new tiles. Follow resource indicators and you will (probably) find a village. Then, make a second warrior in your capital. You end turn with 0 stars and 2 stars per turn.

### Turn 1

Move your first warrior (w1) into the village. Move your second warrior (w2) in the same side of map (so he will go through two tiles) but on the opposite sides of your warrior. You end turn with: 2 stars and 2 stars per turn

### Turn 2

Move the second warrior (w2) to the second village. Capture the first village. You might be tempted to get org or another tech before capture, but don’t do it. Just get the city. Tech costs will not go up too much because you added one star per turn in income.

### Turn 3

Here again, do not get a tech. Capture The village and upgrade the capital with two roads. This why we call this the three road opening.

### Turn 4

Consider a third warrior if the map seems to favor more villages near the capital. If there is a corner lighthouse near, go for that.

### Turn 5

Finally on your sixth turn, aka t5, you get organization. Upgrade both cities. Move your warriors to look for villages

This leaves you with 10 stars per turn and 2 stars to spare, unless you already got the third warrior

* T0 (5->0, 2 SPT) road + w2
* T1 (2->2, 2 SPT)
* T2 capture c2
* T3 capture c3, 2 roads to upgrade capital
* T4 (7->?, 6 SPT) more warriors (depends on game)
* T5 org

## Lighthouse/corner spawns

What if you are fortunate enough to spawn in the corner of the map? Time to take advantage of that lighthouse.

Turn 0 - Build a road towards the corner of the map and the lighthouse. Get a second warrior (w2)

T1 - Move the first warrior (w1) to the village. Move the second warrior(w2) the other way to find another village

T2 Capture the first village. If the village location lets you see the lighthouse on T2 turn, connect with one road to upgrade your capital and get a workshop

T3 Otherwise, move your warrior on the next turn to uncover the lighthouse and use a road to connect and get a workshop in the capital. Capture your second village. Consider getting a third warrior (w3) if there are resource indicators suggesting another village around your capital

T4 Finally, on T5, get org and upgrade your second city with a fruit

This gives you 7 stars per turn at the end of T4

If your capital spawns in a corner where you start with one population from a lighthouse, there’s a similar approach. Place a road on the diagonal, move your first warrior and get a second.

Move your first warrior to the village and send your second warrior to look for another. Capture the first village and connect it with a road to get a workshop in your capital. Get org on T3 before you capture your second village.

Either way, you want to find that lighthouse as soon as possible to get that free population, then use a road to get a workshop in your capital.

* T0 (5->0, 2 SPT) road + w2
* T1 (2->2, 2 SPT)
* T2 (4- >1, 5 SPT) capture c2, connect with road to upgrade capital
* T3 (6->4, 5 SPT) w3
* T4 (9->1, 7 SPT) get org, upgrade c2

## Mountain/water blocks

If a road start doesn't look good for the map, treat it like you would any other tribe. This might happen when there’s a mountain blocking the optimal place for a road or because there are no resource indications for villages. Simply do a two warrior opening with no road and make the best of it.

## Riders

Once you get beyond turn 5, you need to think about other techs. Usually, that means riders. Riders go very well with roads. Riders are not useful in the early game since riders cannot move through fog any faster than warriors. However, once you meet an opponent or get vision from an explorer, riders are super useful. Move your riders along the roads, attack and bounce to safety, and keep track of kills to get a veteran.

## Archers

An option in the mid and late game if you have a good number of animals, is hunting and archery.

While the riders meta is faster than going archers as riders require only one tech instead of 2, riders don’t allow as much constant pressure as archers do. Riders have to take retaliation damage to attack while archers can attack from a distance and keep their health. This great for countering giants. Plus, if you have a lot of forests, archery gives your units a defense bonus.

Since you already have org, getting the strategy tech to make defenders give archers even more power. Defenders plus archers is a more consistent and powerful approach, than riders alone.