Week 1 is where most Heroes of Might and Magic: Olden Era runs start to snowball or fall apart. These build orders are based on Hard difficulty and focus on a safe early economy while unlocking every creature dwelling up to Tier 6 before Week 2. The goal is to make sure your town is producing stronger units when Week 2 begins.
1. Necropolis
Necropolis has one of the more expensive Week 1 routes, but it is also one of the most predictable. It does not need Gems or Crystals for its Tier 6 path, but it asks for a lot of Gold, Wood, Ore, and some Mercury. This faction has the least wiggle room when it comes to unlocking new buildings.
1.1. Necropolis Week 1 Build Order
This Necropolis build order revolves around reaching Tomb of Warriors by Day 7. Normally, you wouldn’t need defensive buildings on Week 1, but Fortifications are needed to unlock Tomb of Warriors. Recruit your Day 1 units after building the Kennel, then avoid extra recruitment until Week 2.
- Day 1: Kennel – 2,750 Gold, 10 Wood
- Day 2: Eternal Visage II – 2,500 Gold, 5 Wood, 5 Ore
- Day 3: Eternal Visage III – 5,000 Gold, 10 Wood, 10 Ore
- Day 4: Bone Exchange – 4,500 Gold, 5 Wood, 5 Ore, 5 Mercury
- Day 5: Timeless Mansion – 3,500 Gold, 5 Wood, 5 Ore, 5 Mercury
- Day 6: Fortifications – 2,500 Gold, 5 Ore
- Day 7: Tomb of Warriors – 7,000 Gold, 5 Wood, 10 Ore
1.2. Necropolis Week 1 Costs
Necropolis is expensive in Gold and basic resources, but forgiving with rare resources.
- Building route cost: 27,750 Gold
- Day 1 recruitment: 4,290 Gold
- Total Week 1 investment: 32,040
- Other required resources: 40 Wood, 10 Ore, 10 Mercury
1.3. Necropolis Tips and Notes
Necropolis is easier to keep on schedule when you secure basic mines early instead of relying on rare-resource pickups.
- Eternal Visage II and III: Choose the Gold upgrade unless you are following a specific Law or Astrology plan that needs a different resource path.
- Basic mines: Prioritize the Gold Mine, Sawmill, and Ore Mine as soon as your scouting route reveals them.
- Resource Riches I: Use it as an emergency boost when you need 2,500 Gold, 5 Wood, and 5 Ore to keep the Week 1 route on schedule.
- Fortifications: Build them mainly because they unlock Tomb of Warriors, not because they are the strongest immediate investment.
- Costly fights: Avoid battles that drain too many units before your economy is stable. Your Week 1 army should focus on safe pickups and low-risk fights.
- Zam: Use him if you need extra Mercury. His passive gives +1 Mercury per day, with additional gains as he levels.
1.4. Necropolis Week 2 Start
This route starts Week 2 with access to every Necropolis unit up to Dread Knights. You probably will not afford everything immediately, so buy what helps your next fights first and let your mines and Eternal Visage income catch up.
| Unit | Available | Total Cost | Cost Per Unit |
| Skeleton | 30 | 1,050 Gold | 35 Gold |
| Wight | 16 | 1,680 Gold | 105 Gold |
| Undead Pet | 13 | 1,560 Gold | 120 Gold |
| Graverobber | 20 | 5,200 Gold | 260 Gold |
| Lich | 10 | 3,200 Gold | 320 Gold |
| Dread Knight | 6 | 4,800 Gold | 800 Gold |
| Total: 17,490 Gold |
2. Temple
Temple has one of the safest Week 1 Tier 6 routes because Threshold Basilica can be unlocked quickly, but the faction needs enough Gems to make it happen. The safest version delays the Basilica slightly to build Solar Temple II, Solar Temple III, and Marketplace, giving you a stronger economy and a way to trade for missing Gems.
2.1. Temple Week 1 Build Order
The Temple faction can rush Tier 6 earlier than this, but doing so can leave your economy behind. This route aims for a safer Week 1 by building economy first, then using Marketplace as a fallback if exploration does not give you enough Gems.
- Day 1: Griffin Rookery – 3,250 Gold, 5 Wood, 5 Ore
- Day 2: Solar Temple II – 2,500 Gold, 5 Wood, 5 Ore
- Day 3: Solar Temple III – 5,000 Gold, 10 Wood, 10 Ore
- Day 4: Sundrop Chapel – 3,000 Gold, 3 Gems, 3 Crystals, 3 Mercury
- Day 5: Marketplace – 500 Gold, 5 Wood
- Day 6: Threshold Basilica – 4,000 Gold, 10 Ore, 10 Gems
- Day 7: Hippodrome – 6,500 Gold, 15 Wood
2.2. Temple Week 1 Costs
Temple requires a bit of every resource, but Gold and Gems are the main ones to focus on in the early game.
- Building route cost: 24,750 Gold
- Day 1 recruitment: 4,785 Gold
- Total Week 1 investment: 29,535 Gold
- Other required resources: 40 Wood, 30 Ore, 13 Gems, 3 Crystals, 3 Mercury
2.3. Temple Tips and Notes
Temple’s main problem is not reaching Threshold Basilica in the building tree, but rather finding or trading enough Gems without ruining the rest of your economy. If you already have the Gems by Day 5, you can build Threshold Basilica earlier and move Hippodrome to Day 6 or Day 7.
- Threshold Basilica timing: Aim for Day 5 if you already have enough Gems.
- Marketplace: Build it on Day 5 if you are short on Gems or need safer resource fixing.
- Gem trading: Use the Marketplace to trade Gold for Gems if exploration does not give you enough.
- Heretic Avis: Use her if you want extra Gems. Her passive gives +1 Gem per day, with additional gains every 5 levels.
- Treasure chests: Take Gold from chests if you need to trade for Gems.
- Tier 7 Angels: Do not force the Angel route in this build, as it needs far more Gold and rare resources.
2.4. Temple Week 2 Start
This route gives Temple access to units up to Inquisitors at the start of Week 2. Going straight for Angels is a viable option, but a very costly one that isn’t feasible at higher difficulties.
| Unit | Available | Total Cost | Cost Per Unit |
| Swordsman | 40 | 3,400 Gold | 85 Gold |
| Crossbowman | 28 | 2,940 Gold | 105 Gold |
| Griffin | 14 | 3,570 Gold | 255 Gold |
| Lightweaver | 12 | 3,480 Gold | 290 Gold |
| Cavalry | 6 | 5,100 Gold | 850 Gold |
| Inquisitor | 4 | 4,000 Gold | 1,000 Gold |
| Total: 22,490 Gold |
3. Dungeon
Minotaurs are one of Dungeon’s strongest units, but Labyrinth is too expensive for Day 1. Start with Amphitheatre instead, then add Labyrinth once your economy buildings are in place.
3.1. Dungeon Week 1 Build Order
This Dungeon route delays Labyrinth until Day 4, after you have built Byzantine Palace II and Byzantine Palace III. Day 5 is flexible. Use Bank if resources are stable, Marketplace if Gems are missing, or Mage Guild if your hero needs spells to keep clearing safely.
- Day 1: Amphitheatre – 1,000 Gold, 5 Ore, 2 Gems, 2 Crystals, 2 Mercury
- Day 2: Byzantine Palace II – 2,500 Gold, 5 Wood, 5 Ore
- Day 3: Byzantine Palace III – 5,000 Gold, 10 Wood, 10 Ore
- Day 4: Labyrinth – 4,000 Gold, 5 Wood, 10 Ore
- Day 5: Bank – 2,500 Gold, 5 Wood, 5 Ore
- Day 6: Stilled Voices – 2,250 Gold, 5 Wood, 3 Gems, 3 Crystals, 3 Mercury
- Day 7: Chthonic Home – 4,000 Gold, 10 Wood, 5 Ore, 10 Gems
3.2. Dungeon Week 1 Costs
Dungeon has one of the lowest Week 1 Gold requirements, but it still needs several rare resources early.
- Building route cost: 21,250 Gold
- Day 1 recruitment: 4,125 Gold
- Total Week 1 investment: 25,375 Gold
- Other required resources: 35 Wood, 40 Ore, 15 Gems, 5 Crystals, 5 Mercury
3.3. Dungeon Tips and Notes
Dungeon’s low Gold cost gives it more room to trade for Gems than Temple, but the route still needs 15 Gems total. If you are short on Gems, Day 5 Marketplace is usually safer than Bank.
- Marketplace: Build it on Day 5 if you are missing Gems for Chthonic Home.
- Bank: Build it on Day 5 if you already solved the Gem problem and want a stronger Week 2 economy.
- Mage Guild: Build it on Day 5 only if spells will help you keep clearing without heavy losses.
- Creta, Daughter of Navarr: Use her if you want extra Gems. Her passive gives +1 Gem per day, with additional gains as she levels.
- Early scouting: Prioritize Gold and Gem pickups while exploring.
- Gem trading: Dungeon can trade for Gems more comfortably than Temple because its building route costs less Gold.
3.4. Dungeon Week 2 Start
This route gives Dungeon access to units up to Hydras at the start of Week 2. Your next priority is reaching Cave Dragons by the end of Week 2.
| Unit | Available | Total Cost | Cost Per Unit |
| Troglodyte | 27 | 1,350 Gold | 50 Gold |
| Infiltrator | 13 | 1,495 Gold | 115 Gold |
| Onyx Dancer | 8 | 1,280 Gold | 160 Gold |
| Minotaur | 10 | 3,800 Gold | 380 Gold |
| Medusa | 6 | 3,000 Gold | 500 Gold |
| Hydra | 4 | 5,200 Gold | 1,300 Gold |
| Total: 16,125 Gold |
4. Schism
Schism has the highest Week 1 Gold pressure in this guide. Its rare resource costs are manageable on Hard, but the total route is expensive, and Day 1 recruitment is also costly. You should take at least one Gold upgrade from Abyssal Remnant, and taking both is usually the safer choice.
4.1. Schism Week 1 Build Order
This Schism route reaches Bloated Mansion by Day 7. Disturbing Summoning Rite and House of Chains can be swapped depending on which resource problem you are facing. Build the Rite first if Gold is low but rare resources are available, or build House of Chains first if you have enough Gold but want to delay the rare-resource payment.
- Day 1: Aga’Shoth Stables – 3,000 Gold, 5 Wood, 5 Ore
- Day 2: Abyssal Remnant II – 2,500 Gold, 5 Wood, 5 Ore
- Day 3: Abyssal Remnant III – 5,000 Gold, 10 Wood, 10 Ore
- Day 4: Mage Guild – 2,500 Gold, 5 Wood
- Day 5: Disturbing Summoning Rite – 2,500 Gold, 3 Gems, 3 Crystals, 6 Mercury
- Day 6: House of Chains – 4,750 Gold, 5 Wood, 5 Ore
- Day 7: Bloated Mansion – 7,750 Gold, 5 Wood, 5 Ore
4.2. Schism Week 1 Costs
Schism is the most demanding faction for Week 1 Gold, but its rare-resource requirements are more forgiving than most.
- Building route cost: 28,000 Gold
- Day 1 recruitment: 5,100 Gold
- Total Week 1 investment: 33,100 Gold
- Other required resources: 35 Wood, 30 Ore, 3 Gems, 3 Crystals, 6 Mercury
4.3. Schism Tips and Notes
Schism’s route usually fails because of Gold, not because of rare resources. You need to lean into Abyssal Remnant income, take Gold from treasure chests when needed, and avoid unnecessary spending during Week 1.
- Abyssal Remnant upgrades: Pick at least one Gold upgrade, and ideally take both.
- Treasure chests: Take Gold unless you are already safely ahead on income.
- Disturbing Summoning Rite: Build it first if you are low on Gold but have enough rare resources.
- House of Chains: Build it first if your Gold is fine but you want to delay the rare-resource cost.
- Extra recruitment: Avoid it during Week 1, since Schism already has the highest total Gold pressure.
- Gold Mine: Secure one as early as possible to keep the route on schedule.
4.4. Schism Week 2 Start
This route gives Schism access to units up to Arbitrators at the start of Week 2. Abyssal Envoys are strong, but rushing them before Week 2 puts too much pressure on your early economy.
| Unit | Available | Total Cost | Cost Per Unit |
| Ra’Shoth | 20 | 1,500 Gold | 75 Gold |
| Cultist | 12 | 1,920 Gold | 160 Gold |
| Aga’Shoth Rider | 8 | 1,680 Gold | 210 Gold |
| Grand Shoth | 8 | 3,600 Gold | 450 Gold |
| Concubus | 6 | 3,180 Gold | 530 Gold |
| Arbitrator | 4 | 4,800 Gold | 1,200 Gold |
| Total: 16,680 Gold |
5. Grove
Grove can reach Tier 6 by the end of Week 1, but it is one of the most resource-sensitive factions because the route needs a lot of Crystals. The safer version skips Grove Palace III and builds Marketplace early, letting you trade spare Wood, Ore, or Gold into the Crystals needed for Thunder Lair.
5.1. Grove Week 1 Build Order
This Grove route gives up the stronger Day 3 economy building to fix the Crystal bottleneck earlier. That is usually safer on Hard because Crystal Caves are difficult to find and capture during Week 1, while Marketplace gives you a fallback even on awkward maps.
- Day 1: Menhir Circle – 2,000 Gold, 5 Wood, 5 Ore, 3 Crystals
- Day 2: Grove Palace II – 2,500 Gold, 5 Wood, 5 Ore
- Day 3: Marketplace – 500 Gold, 5 Wood
- Day 4: Mage Guild – 2,500 Gold, 5 Wood
- Day 5: Blooming Pond – 2,500 Gold, 5 Ore, 5 Crystals
- Day 6: Shroomwood Shack – 2,750 Gold, 10 Wood, 4 Gems, 4 Crystals, 4 Mercury
- Day 7: Thunder Lair – 6,500 Gold, 5 Wood, 5 Ore, 5 Crystals
5.2. Grove Week 1 Costs
Grove requires the least amount of Gold out of any faction early on, but is one of the most demanding in terms of rare resources, especially Crystals.
- Building route cost: 19,250 Gold
- Day 1 recruitment: 3,900 Gold
- Total Week 1 investment: 23, 150 Gold
- Other required resources: 35 Wood, 20 Ore, 4 Gems, 17 Crystals, 4 Mercury
5.3. Grove Tips and Notes
Grove looks cheap in Gold, but that is deceptive because it needs 17 Crystals. On Hard, you start with 10 Crystals, so you need to find, generate, or trade for 7 more before the end of Week 1.
- Marketplace: Build it on Day 3 so you can trade for Crystals before Thunder Lair.
- Grove Palace II: Pick the Gold upgrade to keep your economy stable.
- Resource Riches I: Take it for 2,500 Gold, 5 Wood, and 5 Ore.
- Crystal trading: With one Marketplace, 1 Crystal costs 8 Wood, 8 Ore, or 2,000 Gold.
- Basic mines: Prioritize a Sawmill and Ore Mine because Wood and Ore become trade fuel.
- Mreowa: Use her if you want extra Crystals. Her passive gives +1 Crystal per day, with additional gains as she levels.
5.4. Grove Week 2 Start
This route gives Grove access to units up to Qilins at the start of Week 2. Crystals become even more important starting with Week 2, so you’ll want to prioritize securing a steady stream of Crystals as soon as possible.
| Unit | Available | Total Cost | Cost Per Unit |
| Faun | 12 | 1,260 Gold | 105 Gold |
| Hoplet | 8 | 1,200 Gold | 150 Gold |
| Vine Iriyad | 6 | 1,440 Gold | 240 Gold |
| Naiad | 8 | 2,880 Gold | 360 Gold |
| Herbomancer | 6 | 4,200 Gold | 700 Gold |
| Qilin | 4 | 5,600 Gold | 1,400 Gold |
| Total: 16,580 Gold |
6. Hive
Hive has the harshest Crystal demand of all six factions. Its Gold cost is manageable, but the route needs 20 Crystals, which makes early Marketplace access very important on Hard difficulty. You can sometimes find enough Crystals through exploration, but that requires a lucky map.
6.1. Hive Week 1 Build Order
This Hive route builds Marketplace on Day 4 because you need a way to trade into Crystals before the Chitinous Ziggurat, Apex, and Burning Soul Burrows chain. Apiary’s Heart III is still worth building first because Hive needs the economy to support its heavier resource route.
- Day 1: Paper Nest – 3,000 Gold, 10 Wood
- Day 2: Apiary’s Heart II – 2,500 Gold, 5 Wood, 5 Ore
- Day 3: Apiary’s Heart III – 5,000 Gold, 10 Wood, 10 Ore
- Day 4: Marketplace – 500 Gold, 5 Wood
- Day 5: Chitinous Ziggurat – 2,500 Gold, 10 Ore, 5 Crystals
- Day 6: Apex – 5,500 Gold, 10 Wood, 5 Crystals
- Day 7: Burning Soul Burrows – 4,500 Gold, 10 Ore, 10 Crystals
6.2. Hive Week 1 Costs
Hive requires a large investment of Crystals and common resources early on, but you don’t have to worry about Gems and Mercury.
- Building route cost: 23,550 Gold
- Day 1 recruitment: 4,950 Gold
- Total Week 1 investment: 28,450
- Other required resources: 40 Wood, 35 Ore, 20 Crystals
6.3. Hive Tips and Notes
Hive needs 10 more Crystals than it starts with on Hard, so you should plan around Crystals from Day 1. Marketplace trades, Crystal pickups, and a strong basic-resource economy all matter more here than with most factions.
- Marketplace: Build it on Day 4 unless you already have enough Crystals.
- Crystal pickups: Prioritize Crystal caches and loose Crystal pickups whenever possible.
- Basic mines: Capture a Sawmill and Ore Mine early so you can trade excess basic resources.
- Bathym, Duke of Jewels: Use him if you want extra Crystals. His passive gives +1 Crystal per day, with additional gains as he levels.
- Crystal Cave: Do not rely on finding one in Week 1, since it can be hard to locate and even harder to capture.
- Extra recruitment: Avoid it until Week 2 because the Crystal route already asks for a lot of map resources.
6.4. Hive Week 2 Start
This route gives Hive access to units up to Waurms at the start of Week 2. Rushing Hive Queens may seem tempting, but the Crystal requirement makes it unrealistic for this Hard-difficulty route.
| Unit | Available | Total Cost | Cost Per Unit |
| Parasite | 21 | 1,680 Gold | 80 Gold |
| Locust | 13 | 1,625 Gold | 125 Gold |
| Hornet | 7 | 1,645 Gold | 235 Gold |
| Scorpion | 10 | 3,000 Gold | 300 Gold |
| Reaver | 6 | 4,620 Gold | 770 Gold |
| Waurms | 4 | 4,800 Gold | 1,200 Gold |
| Total: 17,370 Gold |















