To beat Foundry Level 1 in Hexapolis - Civilization game, upgrade your starting capital using economic technologies, capture the two neutral villages in the center by Turn 4, and breach the southern red stronghold with a combination of Archers, Swordsmen, and a Knight by Turn 9.

Starting Conditions and Objectives

You begin in the northern sector with 5 gold, a Level 1 city generating 2 gold per turn, and a single Warrior. Water tiles restrict movement to a central land corridor containing two neutral villages. To win, you must defeat all enemy forces and capture the red faction's Level 2 capital at the southern end of the map.

Do not rush your initial Warrior directly into enemy territory. Your starting income cannot sustain early military attrition, so your first priority is securing nearby resources to grow your economy.

Turns 1 to 3: Opening Route and Tech Order

Spend your initial funds on resource technologies that expand your capital's population, rather than training extra basic Warriors.

TurnMove & Technology ActionTurn IncomeMap Milestone
Turn 1Move Warrior 1 tile southwest; research Hunting (5 gold).2 goldAnimal tiles unlocked for harvesting.
Turn 2Harvest northern animal tile (5 gold); move Warrior south toward the neutral village.4 goldCapital reaches Level 2; first neutral village revealed.
Turn 3Capture the central neutral village; research Forestry (6 gold).6 goldSecond city established; forest tiles unlocked.
  1. On Turn 1, advance your Warrior southwest to scout and spend your 5 starting gold on Hunting.
  2. On Turn 2, spend 5 gold to harvest the wild animal north of your capital. This levels the city to Level 2 and raises income to 4 gold per turn. Move your Warrior onto the central neutral village tile.
  3. On Turn 3, claim the neutral village to add +2 gold per turn to your baseline. Spend 6 gold to research Forestry, which unlocks Lumber Huts and the ability to clear trees for population. Move your Warrior one tile southeast to spot the second neutral village.

Turns 4 to 6: Mid-Game Expansion and Military Setup

Securing three settlements allows you to fund multiple military branches while maintaining production.

  1. Upgrade the Capital to Level 3 (Turn 4): Clear surrounding forest tiles and build Lumber Huts (2 gold per action). When selecting your city upgrade bonus, choose the Workshop for +1 gold per turn.
  2. Secure the Second Neutral Village (Turn 4–5): Move your Warrior into the southern neutral village on Turn 4 to capture it on Turn 5. Develop animal and forest tiles around both secondary settlements to bring them to Level 2.
  3. Research Archery and Organization (Turn 5): Unlock Archery (7 gold) to access Archers and Defense Towers. Research Organization (5 gold) to harvest fruit tiles adjacent to your southern settlements.
  4. Unlock Shields, Riding, and Chivalry (Turn 6): Research Shields (7 gold) for Swordsmen and Barracks. Once total income exceeds 15 gold per turn, acquire Riding (5 gold) and Chivalry (10 gold) to unlock Knights and Watchtowers.
  5. Construct a Barracks: Place a Barracks on an open tile near your central village to enable additional unit recruitment per turn.

Turns 7 to 9: Breaking the Southern Stronghold

Around Turn 6, the enemy advances a Defender (shield unit) and a Warrior toward your southern border.

  • Engage with ranged fire first: Do not attack the Defender directly with melee units. The Defender's high armor absorbs basic attacks and inflicts severe counter-attack damage. Train Archers (5 gold each) and attack from two tiles away to strip the Defender's health without receiving retaliation damage.
  • Mop up with Swordsmen: Deploy Swordsmen (5 gold each) to finish off the weakened Defender and Warrior on Turns 7 and 8.
  • Deploy a Knight: Train a Knight (8 gold) at your Barracks or southern city. Use the Knight's extended movement to push past the frontline choke point and target the enemy capital's garrison.
  • Capture the Capital (Turn 9): Focus all Archer attacks on the unit defending inside the red city. Finish the garrison with your Swordsmen and Knight, then move an adjacent melee unit onto the vacant city tile to finish the stage.

Tactical Rules to Remember

  • Avoid dead-end technologies: The map is landlocked and compact. Do not spend gold on Roads, Fishing, or Sailing, as they offer no value for this level's objective.
  • Keep unit spawns clear: Cities and Barracks cannot train new units if a friendly unit is standing on their center tiles. Move freshly recruited units toward the front lines immediately before ending your turn.
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Emily Johnson

Emily Johnson

Emily writes practical mobile strategy guides with a focus on resource planning, base progression, and the early decisions that shape a long-term account.