You are just being nice by saying that, milord, @Lord Grok@Bewildered Zeratul i avoid the hard battle until I have Nubian archers. I build 2 buildings for them at the earliest opportunity. In the guide I suggested doing the hard battle at 30h+; I normally do it before then but you don’t really need to and it depends what troops you’re facing as to whether you should try. I’ll update the guide one day soon to describe that part better.
PS I don’t agree with all parts of the mathematical analysis, it’s written from a theoretical rather than experiential standpoint and doesn’t capture some aspects IMHO.
For this occasion I will choose not to be nice in turn, lest we form a closed-circuit mutual complimentary loop that amplifies subjective opinions and obscuring the facts (I can't believe I'm saying this because I have long been attributed as
Therefore I will not be nice and like to point out this guide does not work. This guide sucks. (And is not worth upgrading.)
A good guide should abstract principles from data; and the principles are generalized and have a wider scope of applicability. Your guide is just laying out the raw data, a step by step chronicles of what you did, it is a rigid finished product and not a (reusable and adaptable) "mold".
Also a good Egyptian Settlement guide should distinguish and focus on its distinct characteristics from those of the main city and other settlements, and talk about for example, what expansions to choose, what obstacles (stones) to remove, how to do the fights.... and not focus on the maze-puzzle solving, "which building goes where and how to connect them" because that part is common with main city and all other settlements and cliche for established players.
To elaborate on the said examples, for choice of expansions, a standard square or rectangular overall shape should be strictly followed for this settlement, and there is no room for fooling around with bizarre shapes in Egypt. For removal of obstacles, basically, if the obstacle is in the middle of the plot of land (an expansion) then consider removing it; if the obstacle is on the edge of the plot (especially when also on the edge of the overall settlement), or the obstacle touches the edge of the main hall, then consider giving priority to the removal of other obstacles. And keep in mind not all obstacles can be removed from all expansions bought; there are limited pickaxes. Generally, consideration should be given to further expand the existing completely open space, instead of removing those obstacles that would result in two separate smaller completely clear spaces rather than one large clear space (to build the Pyramid and such).
For the mathematical analysis of the egyptian settlement guide, however, I'd be glad if the author upgrades the guide by excluding the 3rd battle of Day #1 in the "best case scenario" which assumes the player win all three battles every day.
I followed your guide only up to a portion of the "0 Hour" part and by the "14 hour" (actual 16 hour) I deviated from the guide big time, which I think would happen to everyone else who actually tries to follow the guide, too.
More on those distinct characteristics: The Embassy of Egypt is very big. It best stays on the farthest corner or edge, for the reason of otherwise blocking the player's view and making them unable to see what they are doing behind the gigantic building.
Further more, "the roads are expansive (200 Dabian coins per piece)" -- now this part is already mentioned in your guide, milord; however, it is not mentioned, that, whatever building costs only main city coins & supplies of the player, it means they cost nothing. They can be built excessively, and sold afterward, without the need to plan ahead, which is brain-power-consuming. For example, in the start, do not build excessive roads (expansive) but build as many huts as you can (to ensure sufficient population 1 minute later) and sell them later to give space to Barley Farms in the next step.
With all due respect, just being frank, Milord. @Lord Grok