Post by {PHX} El_Pistolero on Aug 29, 2012 16:54:25 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 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, though there are several ways to play it. I'll provide 2 build orders, one using 700 food, while the other is 700 gold. It's more or less map dependent, on what your hunts or gold mine placement is. On maps with small or large hunts and tons of gold mines use the 700 food method. On maps with very few gold mines, use the 700 gold method, which is slightly faster, but slightly less economy oriented.
Required Cards:
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, 700 gold, 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
Build Order: (700 Gold)
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 food.
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 gold. Collect it as soon as it comes in, and age with the Exiled Prince (Fast Age Up). During transition, be sure to have 12 villagers on gold, rest on food, or wood. Begin to 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, stable, or artillery foundry, 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, ruyters, or falconets. 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. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.
Build Order: (700 Food)
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, stable, or artillery foundry, 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, ruyters, or falconets. 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. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.
Variations:
• Against less aggressive civs, it's better to chop your wood while aging, as you don't waste any gold that way.
• When going artillery spam in fortress, be sure to only have about 3 villagers on food, while the rest are on wood and gold. Make good use of your ruyter and halberdier shipments in this case. It may be beneficial to have Swiss Pike or Black Riders in your deck just in case.
• If you stable start, be sure to add cannon shortly, and play it aggressively.
• If you barracks start, be sure to add ruyters soon, as halbs are too slow to defend against cavalry effectively.
• You can dual stable going pure ruyter which works against civs that played too agressively in colonial, or in team games, which is very effective.
Required Cards:
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Colonial Militia
Colonial Age: 700 food, 700 wood, 700 gold, 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
Build Order: (700 Gold)
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 food.
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 gold. Collect it as soon as it comes in, and age with the Exiled Prince (Fast Age Up). During transition, be sure to have 12 villagers on gold, rest on food, or wood. Begin to 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, stable, or artillery foundry, 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, ruyters, or falconets. 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. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.
Build Order: (700 Food)
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, stable, or artillery foundry, 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, ruyters, or falconets. 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. Just remember, ruyters are very versatile, and can be massed like mad once you are in fortress.
Variations:
• Against less aggressive civs, it's better to chop your wood while aging, as you don't waste any gold that way.
• When going artillery spam in fortress, be sure to only have about 3 villagers on food, while the rest are on wood and gold. Make good use of your ruyter and halberdier shipments in this case. It may be beneficial to have Swiss Pike or Black Riders in your deck just in case.
• If you stable start, be sure to add cannon shortly, and play it aggressively.
• If you barracks start, be sure to add ruyters soon, as halbs are too slow to defend against cavalry effectively.
• You can dual stable going pure ruyter which works against civs that played too agressively in colonial, or in team games, which is very effective.