What this board compares
Rows are opening habits, judged by whether the interface lets you check the cost before you commit. S and A habits survive a crowded border. Lower rows are habits the same interface notes warn against. Prices and attack math still come from the live buttons.
S tier
Player decision Take connected open land while you can still name the next patch and keep an Army reserve.
Player decision Check all four before the first player attack and before the first building.
A tier
Player decision Pick a coast only when nearby land is also usable. Buy the Port when the live price fits a route you already need.
Player decision Buy one, read the next price, and do not treat a 2 or 3 marker as an income multiplier.
Player decision Use it to test a target, then reread Troops. It is not automatically a winning attack.
B tier
Player decision Send it when the target's troop label and your remaining Army both still make sense.
C tier
Player decision Spend the opening on identified land first if you do not hold a shore.
D tier
Player decision Use 75 percent only when that target is worth the reserve you will not have.
Player decision Read the match-result message. Do not import an 80 percent rule from pixelconquest.io.
