Post by {PHX} Alaron on Sept 4, 2012 5:02:42 GMT 1
The bank wagon build is probably the safest and fastest Colonial strategy for the Dutch and is fairly straightforward and easy to learn. It can be used against virtually any civ although against some civs it is probably more beneficial to the Dutch player to go for a 3 bank build, allowing a strong early economy to out boom the other player. However against other civs like Ottomans, that typically pressure you pretty early and keep you from building up, the bank wagon build is one of your only options.
Required cards will be marked by **, others will be my own recommendations.
Cards:
3 Villagers (Age 1)**
At least one +1Bank card
4 Villagers (Age 2)
700 Wood (Age 2)**
600 Wood (Age 2)**
Bank Wagon (Age 2)**
8 Pikemen (Age 2)**
3 Hussars (Age 2)**
Unique Church Improvements (Age 2)
9 Ruyter (Age 3)**
7 Ruyter (Age 3)
8 Skirmishers (Age 3)
Royal Mint - Increases Bank Gather Rate (Age 3)
Factories (Age 4)
You may also include the Fort (Age 3), I'm not exactly recommending it. It can be useful as it suits Dutch's defensive style and can possibly help you grab map control if you're able to push out that far. Personally, I have it in my deck, so it's definitely an option, although some would disagree as to its usefulness.
Discovery[/u]
Gather enough coin with vills and from treasures to age with 15 vills, after the coin's been gathered switch all vills to food. Be sure to be herding. It is possible to herd during transition, but you have a lot to do in transition, so it's best to start early. You will usually have no idle TC time regardless of whether or not you herd in Discovery anyways, so it should pay off in the long run.
Transition to Colonial
- Once you begin aging shift about 10 vills to wood in order to gather 350f and 350w as quickly as possible. You may need to switch one of the vills back to food before you have 350w in order to get 350f and 350w at the same time. Your goal is to get a bank up before you reach Colonial or as soon as you reach it.
- Make sure you're scouting with your envoy near his town, you want to make sure you know what your opponent is doing. If they're going to FF or something, you might want to switch to boomier build order.
- Continue scouting and gathering treasures with your explorer, every little thing helps.
- Once your vills have collected 350w, shift about 7 to coin, 1-3 vills on the bank, depending on how close you are to aging, and anything else will go to food, including the vills building the bank once they finish.
From this point on you can typically have your TC waypoint on food and merely shift vills to coin as you begin to need more of it.
Colonial[/u]
You should reach Colonial fairly quickly, there are few civs that can age more quickly than Dutch can.
- Ship the bank wagon. Once this arrives place it somewhere where you can block any approaching armies from getting too deep into your base and keep melee units at bay, as they are the greatest threat to your skirmishers. However, don't place it too far forward either.
- With the 400 wood, build either barracks or a stable and 2 houses, mind your building placement. Try not to place any of these buildings in a vulnerable position where it will be easy for your opponent to take out.
Choose your next card depending on the situation, if your opponent is pressuring you with a lot of cav, ship 8 pikemen. Try to avoid doing this unless you really have to, most of the time you will get housed and have a lot of idle TC time trying to fend off your opponent.
If you have a bit of breathing room, you can choose to ship 700w. With this 700w you may build another bank and possibly a second military building, a house, some walls. It's completely up to you.
After this point simply adapt to what your opponent is doing. Once you get your 600w shipment sent you will start needing to get a market up and switching some vills to wood. Get your market techs going in order to maintain your economy. Mind your building placement, don't place it too aggressively or far away from your base.
Once you feel secure try to age up, get an Artillery Foundry up and start pumping some cannons mixed with your ruyter shipments. Try to push out before your opponent ages, if that's not possible though you can try to contain him, just be aware of any culverin he may get to take out your cannon.
Good luck and have fun!
Required cards will be marked by **, others will be my own recommendations.
Cards:
3 Villagers (Age 1)**
At least one +1Bank card
4 Villagers (Age 2)
700 Wood (Age 2)**
600 Wood (Age 2)**
Bank Wagon (Age 2)**
8 Pikemen (Age 2)**
3 Hussars (Age 2)**
Unique Church Improvements (Age 2)
9 Ruyter (Age 3)**
7 Ruyter (Age 3)
8 Skirmishers (Age 3)
Royal Mint - Increases Bank Gather Rate (Age 3)
Factories (Age 4)
You may also include the Fort (Age 3), I'm not exactly recommending it. It can be useful as it suits Dutch's defensive style and can possibly help you grab map control if you're able to push out that far. Personally, I have it in my deck, so it's definitely an option, although some would disagree as to its usefulness.
Discovery[/u]
Gather enough coin with vills and from treasures to age with 15 vills, after the coin's been gathered switch all vills to food. Be sure to be herding. It is possible to herd during transition, but you have a lot to do in transition, so it's best to start early. You will usually have no idle TC time regardless of whether or not you herd in Discovery anyways, so it should pay off in the long run.
Transition to Colonial
- Once you begin aging shift about 10 vills to wood in order to gather 350f and 350w as quickly as possible. You may need to switch one of the vills back to food before you have 350w in order to get 350f and 350w at the same time. Your goal is to get a bank up before you reach Colonial or as soon as you reach it.
- Make sure you're scouting with your envoy near his town, you want to make sure you know what your opponent is doing. If they're going to FF or something, you might want to switch to boomier build order.
- Continue scouting and gathering treasures with your explorer, every little thing helps.
- Once your vills have collected 350w, shift about 7 to coin, 1-3 vills on the bank, depending on how close you are to aging, and anything else will go to food, including the vills building the bank once they finish.
From this point on you can typically have your TC waypoint on food and merely shift vills to coin as you begin to need more of it.
Colonial[/u]
You should reach Colonial fairly quickly, there are few civs that can age more quickly than Dutch can.
- Ship the bank wagon. Once this arrives place it somewhere where you can block any approaching armies from getting too deep into your base and keep melee units at bay, as they are the greatest threat to your skirmishers. However, don't place it too far forward either.
- With the 400 wood, build either barracks or a stable and 2 houses, mind your building placement. Try not to place any of these buildings in a vulnerable position where it will be easy for your opponent to take out.
Choose your next card depending on the situation, if your opponent is pressuring you with a lot of cav, ship 8 pikemen. Try to avoid doing this unless you really have to, most of the time you will get housed and have a lot of idle TC time trying to fend off your opponent.
If you have a bit of breathing room, you can choose to ship 700w. With this 700w you may build another bank and possibly a second military building, a house, some walls. It's completely up to you.
After this point simply adapt to what your opponent is doing. Once you get your 600w shipment sent you will start needing to get a market up and switching some vills to wood. Get your market techs going in order to maintain your economy. Mind your building placement, don't place it too aggressively or far away from your base.
Once you feel secure try to age up, get an Artillery Foundry up and start pumping some cannons mixed with your ruyter shipments. Try to push out before your opponent ages, if that's not possible though you can try to contain him, just be aware of any culverin he may get to take out your cannon.
Good luck and have fun!