Post by {PHX} El_Pistolero on Aug 29, 2012 16:53:08 GMT 1
With this strategy you'll be playing fairly defensive, using buildings with high hitpoints and strong building placement to hide behind till you get your first shipments and units made in age 3. This is viable on vanilla, as well as FP 1.2a though slightly different, as banks only generate 70 experience as opposed to 140. You''l also send the bank wagon first in age 2. You'll also do a 15 villager age up in TAD, as opposed to 16 in vanilla. Both build orders are provided here.
Required Cards: (Vanilla)
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, 700 gold, 600 wood, 8 Pikemen, Religious Freedom, Advanced Arsenal
Fortress Age: 1000 wood, 1000 gold, 8 Skirmishers, 7 Skirmishers, 9 Ruyters, 7 Ruyters, Cavalry Combat
Industrial Age: 1 Factory, Robber Barons
Required Cards: (TAD)
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, 700 gold, 600 wood, 8 Pikemen, Religious Freedom, 1 Bank Wagon, Advanced Arsenal
Fortress Age: 1000 wood, 1000 gold, 8 Skirmishers, 7 Skirmishers, 9 Ruyters, 7 Ruyters, Cavalry Combat
Industrial Age: 1 Factory, Robber Barons
Build Order: (Vanilla)
Discovery Age: With your 7 starting villagers, 3 go to nearest gold mine, 3 to gold crates, and 1 to hunting. Once gold crates are gathered, shift 1 crate villager to gold mining, 1 to hunting, and the last finishes gathering 100 wood, and all food crates. Explore the map, and do not let your explorer die, nor your Envoy, as they will be needed to help scout a rush. As soon as all crates have been gathered switch remaining villager to food. Begin herding in both your second and third hunts as they are very important to this strategy. You'll be mining exactly enough gold, including gold crates, to create 6 villagers, or 600 gold in total. As soon as that is collected, shift all gold mining villagers from gold to food. Your first shipment will be 3 villagers. You'll age with The Quarter Master (400 Wood), giving you 16 villagers when you click the age up button. During transition move 8 villagers to wood, and chop exactly 350 wood, and build a bank immediately. Once that is done, move 4 villagers back to gold, and the other 4 back to food. All new villagers in age 2 will go to food.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship in 700 wood. Build another bank banks immediately using 3 villagers to construct them per bank. Get a house built, and collect the 700 wood. Build a barracks and begin skirmisher production. Build one more bank. Ship in 600 wood, and with that build your fourth bank as well as a stable. Try to age as soon as you can keeping villagers about evenly split. Chop very little if any wood, as your goal is to get to age 3 fairly quickly. Age with the Exiled Prince (Fast Age Up) before the 9:20 mark if at all possible, so you get a 10 minute age 3 time.
Fortress Age: Here is where you need to be smart in the decisions you make. You'll need to play defensive, pushing back a rush using skirmisher and ruyter shipments. While producing whatever unit you've decided to make in age 3, wether it be skirmishers, ruyters, or falconets. Just remember, even if you're garrisoned, you have 4 banks worth 16 villagers constantly working on gold, so even if you're garrisoned, you should still be able to get units out of your military buildings. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.
Build Order: (TAD)
Discovery Age: With your 7 starting villagers, 3 go to nearest gold mine, 3 to gold crates, and 1 to hunting. Once gold crates are gathered, shift 1 crate villager to gold mining, 1 to hunting, and the last finishes gathering 100 wood, and all food crates. Explore the map, and do not let your explorer die, nor your Envoy, as they will be needed to help scout a rush. As soon as all crates have been gathered switch remaining villager to food. Begin herding in both your second and third hunts as they are very important to this strategy. You'll be mining exactly enough gold, including gold crates, to create 6 villagers, or 600 gold in total. As soon as that is collected, shift all gold mining villagers from gold to food. Your first shipment will be 3 villagers. You'll age with The Quarter Master (400 Wood), giving you 16 villagers when you click the age up button. During transition move 8 villagers to wood, and chop exactly 350 wood, and build a bank immediately. Once that is done, move 4 villagers back to gold, and the other 4 back to food. All new villagers in age 2 will go to food.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship 1 bank wagon. Build 2 houses and a barracks with your 400 wood. Build another bank banks immediately using 3 villagers to construct them per bank. Ship in 700 wood, and with that build your third bank along with a stable. Now send 600 wood, your fourth bank, more housing, and market techs. Try to age as soon as you can keeping villagers about evenly split. Chop very little if any wood, as your goal is to get to age 3 fairly quickly. Age with the Exiled Prince (Fast Age Up) before the 9:20 mark if at all possible, so you get a 10 minute age 3 time.
Fortress Age: Here is where you need to be smart in the decisions you make. You'll need to play defensive, pushing back a rush using skirmisher and ruyter shipments. While producing whatever unit you've decided to make in age 3, wether it be skirmishers, ruyters, or falconets. Just remember, even if you're garrisoned, you have 4 banks worth 16 villagers constantly working on gold, so even if you're garrisoned, you should still be able to get units out of your military buildings. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.
Required Cards: (Vanilla)
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, 700 gold, 600 wood, 8 Pikemen, Religious Freedom, Advanced Arsenal
Fortress Age: 1000 wood, 1000 gold, 8 Skirmishers, 7 Skirmishers, 9 Ruyters, 7 Ruyters, Cavalry Combat
Industrial Age: 1 Factory, Robber Barons
Required Cards: (TAD)
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, 700 gold, 600 wood, 8 Pikemen, Religious Freedom, 1 Bank Wagon, Advanced Arsenal
Fortress Age: 1000 wood, 1000 gold, 8 Skirmishers, 7 Skirmishers, 9 Ruyters, 7 Ruyters, Cavalry Combat
Industrial Age: 1 Factory, Robber Barons
Build Order: (Vanilla)
Discovery Age: With your 7 starting villagers, 3 go to nearest gold mine, 3 to gold crates, and 1 to hunting. Once gold crates are gathered, shift 1 crate villager to gold mining, 1 to hunting, and the last finishes gathering 100 wood, and all food crates. Explore the map, and do not let your explorer die, nor your Envoy, as they will be needed to help scout a rush. As soon as all crates have been gathered switch remaining villager to food. Begin herding in both your second and third hunts as they are very important to this strategy. You'll be mining exactly enough gold, including gold crates, to create 6 villagers, or 600 gold in total. As soon as that is collected, shift all gold mining villagers from gold to food. Your first shipment will be 3 villagers. You'll age with The Quarter Master (400 Wood), giving you 16 villagers when you click the age up button. During transition move 8 villagers to wood, and chop exactly 350 wood, and build a bank immediately. Once that is done, move 4 villagers back to gold, and the other 4 back to food. All new villagers in age 2 will go to food.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship in 700 wood. Build another bank banks immediately using 3 villagers to construct them per bank. Get a house built, and collect the 700 wood. Build a barracks and begin skirmisher production. Build one more bank. Ship in 600 wood, and with that build your fourth bank as well as a stable. Try to age as soon as you can keeping villagers about evenly split. Chop very little if any wood, as your goal is to get to age 3 fairly quickly. Age with the Exiled Prince (Fast Age Up) before the 9:20 mark if at all possible, so you get a 10 minute age 3 time.
Fortress Age: Here is where you need to be smart in the decisions you make. You'll need to play defensive, pushing back a rush using skirmisher and ruyter shipments. While producing whatever unit you've decided to make in age 3, wether it be skirmishers, ruyters, or falconets. Just remember, even if you're garrisoned, you have 4 banks worth 16 villagers constantly working on gold, so even if you're garrisoned, you should still be able to get units out of your military buildings. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.
Build Order: (TAD)
Discovery Age: With your 7 starting villagers, 3 go to nearest gold mine, 3 to gold crates, and 1 to hunting. Once gold crates are gathered, shift 1 crate villager to gold mining, 1 to hunting, and the last finishes gathering 100 wood, and all food crates. Explore the map, and do not let your explorer die, nor your Envoy, as they will be needed to help scout a rush. As soon as all crates have been gathered switch remaining villager to food. Begin herding in both your second and third hunts as they are very important to this strategy. You'll be mining exactly enough gold, including gold crates, to create 6 villagers, or 600 gold in total. As soon as that is collected, shift all gold mining villagers from gold to food. Your first shipment will be 3 villagers. You'll age with The Quarter Master (400 Wood), giving you 16 villagers when you click the age up button. During transition move 8 villagers to wood, and chop exactly 350 wood, and build a bank immediately. Once that is done, move 4 villagers back to gold, and the other 4 back to food. All new villagers in age 2 will go to food.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship 1 bank wagon. Build 2 houses and a barracks with your 400 wood. Build another bank banks immediately using 3 villagers to construct them per bank. Ship in 700 wood, and with that build your third bank along with a stable. Now send 600 wood, your fourth bank, more housing, and market techs. Try to age as soon as you can keeping villagers about evenly split. Chop very little if any wood, as your goal is to get to age 3 fairly quickly. Age with the Exiled Prince (Fast Age Up) before the 9:20 mark if at all possible, so you get a 10 minute age 3 time.
Fortress Age: Here is where you need to be smart in the decisions you make. You'll need to play defensive, pushing back a rush using skirmisher and ruyter shipments. While producing whatever unit you've decided to make in age 3, wether it be skirmishers, ruyters, or falconets. Just remember, even if you're garrisoned, you have 4 banks worth 16 villagers constantly working on gold, so even if you're garrisoned, you should still be able to get units out of your military buildings. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.