Post by {PHX} El_Pistolero on Aug 29, 2012 16:55:16 GMT 1
While many people have faster builds for Dutch, this one seems to hold the best as you not only get a good continuous mass of skirmishers and villagers, but you get 4 banks up rather early, giving you one of if not the best early game economy in a team game. While you do get troops out a little later, you shouldn't be playing ultra aggressive, and you should be abusing skirmishers massive range to take as few loses as possible, hitting and running any unit that has less range than your skirmishers. The build orders are identical for Vanilla and TAD, though a bit stronger in TAD as you have access to the bank wagon which allows you to have more flexibility with your 600 wood shipment, which I'll go into more detail with. This is the same build order used by top players such as aleena.
Required Cards:
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Pioneers
Colonial Age: 700 food, 700 wood, 700 gold, 600 wood, 8 Pikemen, Religious Freedom, Advanced Arsenal, TEAM Spice Trade, TEAM Infantry Hitpoints, Infantry Attack
Fortress Age: Cavalry Combat, Infantry Combat, Refrigeration, Royal Mint, Textile Mill
Industrial Age: 1 Factory, Robber Barons, Tulip Speculation
Build Order:
Discovery Age: With your 6 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 15 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 5 villagers back to gold, and the other 3 back to food. All new villagers in age 2 will go to gold until you have 8 on gold, after that they go to food.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship 700 wood as soon as possible. Build another bank immediately using 3 villagers to construct them per bank. Once 700 wood comes in build your third bank, 2 houses, and a barracks. Start producing skirmishers, and abuse their high range and hit and run abilities as you'll roughly have units out about 30 seconds after you allies. Now send 600 wood, to construct an additional barracks, a market, and 2 more houses. Move 3 villagers to chop wood. Here is where you will need to adapt to the situation at hand. If you're in need of food due to raids or whatever reason, ship 700 food. If you're facing little resistance, send either TEAM Spice Trade to boom some, or ship the Bank Wagon if you need additional gold income. You may also skip the second barracks all together and use the 600 wood for a fourth bank, and get some additional housing and a market. From here you will need to eventually get another barracks up. If in combat and you have 2 players using infantry send TEAM Infantry Hitpoints as this will boost the hitpoints of any infantry unit regardless if they are ranged or hand infantry. Grab the market upgrades as soon as you can afford them. If you need to age cease production of units and wait about a minute and a half and you should be able to age up. Age with the Exiled Prince (Fast Age Up).
Fortress Age: At this stage of the game, you pretty much have 3 viable options to go as Dutch. You can continue massing Skirmishers, begin production of Falconets, or begin adding Ruyter and swapping with a partner to take charge of the anti cavalry role.Be sure that you have at least 8-10 villagers on wood, as your population will expand extremely quick. From here on out try sending additional bank cards as well as the food and gold boosts in fortress age.
Required Cards:
Discovery Age: 3 Villagers, Bank of Rotterdam, Bank of Amsterdam, Pioneers
Colonial Age: 700 food, 700 wood, 700 gold, 600 wood, 8 Pikemen, Religious Freedom, Advanced Arsenal, TEAM Spice Trade, TEAM Infantry Hitpoints, Infantry Attack
Fortress Age: Cavalry Combat, Infantry Combat, Refrigeration, Royal Mint, Textile Mill
Industrial Age: 1 Factory, Robber Barons, Tulip Speculation
Build Order:
Discovery Age: With your 6 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 15 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 5 villagers back to gold, and the other 3 back to food. All new villagers in age 2 will go to gold until you have 8 on gold, after that they go to food.
Colonial Age: As soon as you age, quickly have 3 villagers begin to gather the wood crates, and ship 700 wood as soon as possible. Build another bank immediately using 3 villagers to construct them per bank. Once 700 wood comes in build your third bank, 2 houses, and a barracks. Start producing skirmishers, and abuse their high range and hit and run abilities as you'll roughly have units out about 30 seconds after you allies. Now send 600 wood, to construct an additional barracks, a market, and 2 more houses. Move 3 villagers to chop wood. Here is where you will need to adapt to the situation at hand. If you're in need of food due to raids or whatever reason, ship 700 food. If you're facing little resistance, send either TEAM Spice Trade to boom some, or ship the Bank Wagon if you need additional gold income. You may also skip the second barracks all together and use the 600 wood for a fourth bank, and get some additional housing and a market. From here you will need to eventually get another barracks up. If in combat and you have 2 players using infantry send TEAM Infantry Hitpoints as this will boost the hitpoints of any infantry unit regardless if they are ranged or hand infantry. Grab the market upgrades as soon as you can afford them. If you need to age cease production of units and wait about a minute and a half and you should be able to age up. Age with the Exiled Prince (Fast Age Up).
Fortress Age: At this stage of the game, you pretty much have 3 viable options to go as Dutch. You can continue massing Skirmishers, begin production of Falconets, or begin adding Ruyter and swapping with a partner to take charge of the anti cavalry role.Be sure that you have at least 8-10 villagers on wood, as your population will expand extremely quick. From here on out try sending additional bank cards as well as the food and gold boosts in fortress age.