Today, we're gonna talk about aid tents! If you want to pick up aggressive age 1 Persian play, then you have to learn how to play around your aid tent. Even defensively in the higher levels it's an extremely common tech to defend workers from raiding, especially early. It heals at the rate a spearman roughly damages a worker at (+-1 depending on civ), 10hp/s. Building multiple in the same vicinity won't magically make units immune to burst, but the longer the fight, the more this 50 wood, 0 population, 500hp priest does, and they're easier to retarget individually with considering their size. I do have some examples of using them quite heavily too: defensive use in the midgame aggressively, often backed with towers (had a corrupted forward TC followup win over Kaspar I would've loved to post amongst these ) : 1. 2. Like any early push that continues to back itself whilst also allowing for continual worker production at home (and hopefully you can squeeze in teching), it's really effective to do into people underdefending/attempting to greed through the pressue. Following up with forward towers and production facilities, or even a TC, behind a mass of tents and cheap 1pop military is often the death knell as long as you can prevent your opponent being able to gather and throw down production facilities outside their base! - The higher skilled your opponent is, the more likelihood you will need to send something other than your scout to scout out the map once you're in your opponent's base. In a proxy situation, where I minimize losses to raids and force the opponent to back out with villagers and stacked tents alone, then all-in him with some for good measure. Scouting, and sometimes getting lucky with map seed, is key here. In a game vs Vindicator that I could've won but threw hard. Remember you can't always bruteforce off sparabaras, or skip branching out into rax/range/stable/armory, even after getting a big early lead!