Bookwyrm627: Look at the guards in all those directions. If they don't stick together, none of them kill anything at all because none of them have any support.
Arnuz: Oh I didn't mean on their own, I meant with archers once the first few are built. The start is slow that's granted, but it seems to be the same for every player. I personally like this, not in every map, but in this map - it gives a feeling of identity to the map.
How many archers should they have before getting started? I put all three casters together and sent them off, summoning spiders to supplement the stack as they trudged along. Archers won't block the bad guys from rushing the vulnerable casters and murdering them, and only two or three simply don't have the power to bring down a Yeti, or a Shadow, or several orc melee, or goblin cavalry, or dwarven cavalry, or (heaven forbid!) a warlord backed by siege and two priests. Any casualties, which will be occurring in all three directions, can't catch up unless forward progression stops.
I put together archers and orc cav from starting cities, along with a ram or two, and sent them off in a different direction from my leader stack.
I admit, maybe I misran my side. I was thinking guards wouldn't come out from behind the walls unless I had a way to break them, but a quick test indicates they did charge out if I had a spell caster in range.