Post by {PHX} El_Pistolero on Aug 29, 2012 16:53:52 GMT 1
This is a strange strategy, and can be fun to use even though it's slightly uncompetitive. 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, then jumping age 4 for the Stadhouder tech. This is viable on vanilla, as well as FP 1.2a though slightly weaker as banks only generate 70 experience as opposed to 140. You'll also do a 15 villager age up in TAD, as opposed to 16 in vanilla. Build order is the same for both patches. It is essentially the same as a 3 bank FF, except you'll be trying to age to Industrial to get the Stadhouder tech, with the unique church card.
Required Cards:
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, Religious Freedom, Advanced Arsenal
Fortress Age: 1000 gold, 8 Skirmishers, 7 Skirmishers, 9 Ruyters
Industrial Age: 1 Factory, Robber Barons, 2 Heavy Cannon, 14 Skirmishers, 13 Ruyters
Build Order:
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 10 villagers to wood, and chop exactly 300 wood. Once that is done, move 5 villagers back to gold, and the other 5 back to food. All new villagers in age 2 will go to gold.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship in 700 wood. Build 2 banks immediately using 3 villagers to construct them per bank. As soon as the 700 wood comes in, build your third bank, as well as 1 house and a market. Once the market is built immediately research the first tier gold mining upgrade. Your next shipment will be 700 food. Collect it as soon as it comes in, and age with the Exiled Prince (Fast Age Up). During transition buy wood from your market until it costs 131 gold for 100 wood. You're gathering gold so fast, that it is more cost effective in villager seconds to buy it rather than chop it. You'll use the purchased wood to build a barracks or stable, as well as a few houses.
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 or ruyters. Just remember, even if you're garrisoned, you have 3 banks worth 12 villagers constantly working on gold, so even if you're garrisoned, you should still be able to get units out of your military buildings. If they don't rush, all the better and continue to abuse your fast growing economy to age. After you've defeated the rush you may have faced, and feel safe to tech up, ship in 1000 gold, followed by Religious Freedom. Age with the Tycoon (1000 Gold). While in transition, you need to place about 12 villagers on wood, while the rest go to gold. You need to get a church up, and several houses. Just plan on having 2000 gold by the time you age.
Industrial Age: As soon as you age, click on your church and research the Stadhouder tech, which grants you 30 industrial muskets. This will decimate any age 2 army, and will push back any age 4 army. After this has been researched go for the 5 Stradiot tech, and push. Your first shipment in age 4 will almost always be the 2 heavy cannon followed by either mortars, skirmishers, or ruyters. Be sure to get a 4th and possible 5th and 6th bank up if the game extends any longer.
Varations:
• If you are under too much pressure, this easily becomes a 3 bank FF, and just play it defensively.
• If playing TAD you can turn this into a Fast Revolution by shipping in 1000 wood. Age with the 20 Tupi Archer politician and play extremely aggressive from that point on. Be sure to still buy the Stadhouders and get Mercantilism to get a very large number of units.
Required Cards:
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, Religious Freedom, Advanced Arsenal
Fortress Age: 1000 gold, 8 Skirmishers, 7 Skirmishers, 9 Ruyters
Industrial Age: 1 Factory, Robber Barons, 2 Heavy Cannon, 14 Skirmishers, 13 Ruyters
Build Order:
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 10 villagers to wood, and chop exactly 300 wood. Once that is done, move 5 villagers back to gold, and the other 5 back to food. All new villagers in age 2 will go to gold.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship in 700 wood. Build 2 banks immediately using 3 villagers to construct them per bank. As soon as the 700 wood comes in, build your third bank, as well as 1 house and a market. Once the market is built immediately research the first tier gold mining upgrade. Your next shipment will be 700 food. Collect it as soon as it comes in, and age with the Exiled Prince (Fast Age Up). During transition buy wood from your market until it costs 131 gold for 100 wood. You're gathering gold so fast, that it is more cost effective in villager seconds to buy it rather than chop it. You'll use the purchased wood to build a barracks or stable, as well as a few houses.
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 or ruyters. Just remember, even if you're garrisoned, you have 3 banks worth 12 villagers constantly working on gold, so even if you're garrisoned, you should still be able to get units out of your military buildings. If they don't rush, all the better and continue to abuse your fast growing economy to age. After you've defeated the rush you may have faced, and feel safe to tech up, ship in 1000 gold, followed by Religious Freedom. Age with the Tycoon (1000 Gold). While in transition, you need to place about 12 villagers on wood, while the rest go to gold. You need to get a church up, and several houses. Just plan on having 2000 gold by the time you age.
Industrial Age: As soon as you age, click on your church and research the Stadhouder tech, which grants you 30 industrial muskets. This will decimate any age 2 army, and will push back any age 4 army. After this has been researched go for the 5 Stradiot tech, and push. Your first shipment in age 4 will almost always be the 2 heavy cannon followed by either mortars, skirmishers, or ruyters. Be sure to get a 4th and possible 5th and 6th bank up if the game extends any longer.
Varations:
• If you are under too much pressure, this easily becomes a 3 bank FF, and just play it defensively.
• If playing TAD you can turn this into a Fast Revolution by shipping in 1000 wood. Age with the 20 Tupi Archer politician and play extremely aggressive from that point on. Be sure to still buy the Stadhouders and get Mercantilism to get a very large number of units.