Post by {PHX} El_Pistolero on Aug 29, 2012 20:00:37 GMT 1
This is the second most basic and easiest way to play British on both patch 1.0.5 and FP 1.2a. You'll find this to be a competitive strategy at higher levels of play, and works exactly the same on both patches, though due to British 15 pop manors on TAD, you can yield larger armies quicker, while still having an insane economy. This build is better used against boomier civs such as Japan and Dutch, as they have trouble defending against and outranging/massing longbows.
Required Cards:
Discovery Age: 3 villagers, Colonial Militia
Colonial Age: 5 villagers, 4 villagers, 700 wood, 600 wood, 6 Muskets, 700 gold, Advanced Arsenal
Fortress Age: 8 Villagers, 2 Falconets, 1000 wood, 1000 gold, Yeoman
Industrial Age: 1 Factory, Robber Barons
Build Order:
Discovery Age: With your 6 starting villagers, move 4 villagers immediately gather food crates, while 2 go directly to hunting. As soon as you have exactly 100 food, move 3 of your crate villagers to hunting. The remaining crate villager will gather the remaining food crates, as well as your 2-3 wood crates. Build as many manors as possible as soon as the wood is collected. Use your exploerer to scout out around your base, and be sure to keep him alive. Start to herd in your 2nd and third hunts, as they are crucial to the success of this strategy. Map control is extremely important as British, without it, you'll lose. Your first shipment will be 3 villagers. Continue producing villagers until you have 16-18 (varies on starting wood) at the 3 minute mark. You'll be aging with the Governor (200 gold and a tower). As soon as you click on the advance button move 12 villagers to wood, rest remain on food. Chop enough wood to build a market, get all the market first tier market techs, build another manor, and an additional 200 wood for a barracks. As soon as you've collected that, leave 4 villagers on wood, while the rest go to food. Queue up 1 villager at the Town Center, set the gather point to food.
Colonial Age: As soon as you age ship 700 wood immediately, collect your 200 gold, research the second hunting tech, build your tower in a defensible position, either protecting your gold mine, or a hunt near your Town Center, and build your barracks. Queue a longbow man, you should be able to get 5 out your first batch, which you'll use to defend behind buildings hopefully outranging your opponent. Once 700 wood comes in build a second barracks, and 2 additional houses. Next shipment is 600 wood. Start producing more pikemen and longbows, until you have a fairly sizable mass. Try to keep a 2:1 ratio with longbows:pikes. Keep building up the mass, while continuing to build manors for villagers. Start to expand outward from your base as map control is very important as British. Next two shipments will be 5 villagers, and 4 villagers. You'll want to try and stay as long as possible in colonial, or at least until you've sent both villager cards to maximize your colonial economy. Switch to muskets if you decide to spend a longer time in colonial, as they are far superior overall compared to pikemen and much easier to micro. When you need to age place about 10 villagers on gold, and cease production of military. You should be able to be in fortress age within 3 minutes.
Fortress Age: Here, your first shipment is going to be 2 cannons almost always especially if you ran into an opponent that performed an FF. You'll want those two cannons to help knock out any cannon they may have, and if they've massed infantry themselves, all the better reason to send the cannon. If they've gone heavy on cavalry, just be sure you have enough pikemen or muskets yourself to protect the shipment. Once they arrive you'll need to push on your opponent again. In most cases though, you'll almost never get age 3 with this strategy. From here on out you'll need to adapt to whatever your opponent might do.
Required Cards:
Discovery Age: 3 villagers, Colonial Militia
Colonial Age: 5 villagers, 4 villagers, 700 wood, 600 wood, 6 Muskets, 700 gold, Advanced Arsenal
Fortress Age: 8 Villagers, 2 Falconets, 1000 wood, 1000 gold, Yeoman
Industrial Age: 1 Factory, Robber Barons
Build Order:
Discovery Age: With your 6 starting villagers, move 4 villagers immediately gather food crates, while 2 go directly to hunting. As soon as you have exactly 100 food, move 3 of your crate villagers to hunting. The remaining crate villager will gather the remaining food crates, as well as your 2-3 wood crates. Build as many manors as possible as soon as the wood is collected. Use your exploerer to scout out around your base, and be sure to keep him alive. Start to herd in your 2nd and third hunts, as they are crucial to the success of this strategy. Map control is extremely important as British, without it, you'll lose. Your first shipment will be 3 villagers. Continue producing villagers until you have 16-18 (varies on starting wood) at the 3 minute mark. You'll be aging with the Governor (200 gold and a tower). As soon as you click on the advance button move 12 villagers to wood, rest remain on food. Chop enough wood to build a market, get all the market first tier market techs, build another manor, and an additional 200 wood for a barracks. As soon as you've collected that, leave 4 villagers on wood, while the rest go to food. Queue up 1 villager at the Town Center, set the gather point to food.
Colonial Age: As soon as you age ship 700 wood immediately, collect your 200 gold, research the second hunting tech, build your tower in a defensible position, either protecting your gold mine, or a hunt near your Town Center, and build your barracks. Queue a longbow man, you should be able to get 5 out your first batch, which you'll use to defend behind buildings hopefully outranging your opponent. Once 700 wood comes in build a second barracks, and 2 additional houses. Next shipment is 600 wood. Start producing more pikemen and longbows, until you have a fairly sizable mass. Try to keep a 2:1 ratio with longbows:pikes. Keep building up the mass, while continuing to build manors for villagers. Start to expand outward from your base as map control is very important as British. Next two shipments will be 5 villagers, and 4 villagers. You'll want to try and stay as long as possible in colonial, or at least until you've sent both villager cards to maximize your colonial economy. Switch to muskets if you decide to spend a longer time in colonial, as they are far superior overall compared to pikemen and much easier to micro. When you need to age place about 10 villagers on gold, and cease production of military. You should be able to be in fortress age within 3 minutes.
Fortress Age: Here, your first shipment is going to be 2 cannons almost always especially if you ran into an opponent that performed an FF. You'll want those two cannons to help knock out any cannon they may have, and if they've massed infantry themselves, all the better reason to send the cannon. If they've gone heavy on cavalry, just be sure you have enough pikemen or muskets yourself to protect the shipment. Once they arrive you'll need to push on your opponent again. In most cases though, you'll almost never get age 3 with this strategy. From here on out you'll need to adapt to whatever your opponent might do.