Description
Get a relatively fast feudal, transition into boars then knights for harass. Mass archers and get siege engineering (rams) for push to win Applicable even for season 2
Build Order
Time (MM:SS) | Description | Food | Wood | Gold | Stone |
---|---|---|---|---|---|
00:00 | 4 vil sheep, 2 vils build hunting cabin, house & lumber camp then go wood | 4 | 2 | 0 | 0 |
00:00 | Train 1 scout & vils from TC. 3/4 scout from hunting cabin | 4 | 2 | 0 | 0 |
00:00 | All new vills to food | 4 | 2 | 0 | 0 |
03:25 | Vills still to food, Wood vill to make 2nd house | 12 | 2 | 0 | 0 |
03:25 | 6 food vills to start Golden Gate, rally new workers to wood | 6 | 2 | 0 | 0 |
04:40 | Age 2 begins. 6-8 food vills + scout to boar, wood vill to build wooden fortress | 2 | 6 | 0 | 0 |
~05:30 | Kill boar, build hunting cabin, wooden fortress (if under threat) | 10 | 11 | 0 | 0 |
05:30 | Research double broad axe | 10 | 11 | 0 | 0 |
06:00 | Build stable, build knights. Sell wood for needed gold. Build 4 archery ranges and blacksmith when enough wood | 10 | 13 | 0 | 0 |
Notes
Scouts: kill deer, drag wolves back to base, bring back sheep Economy: Sell wood (or food) at Golden gate landmark for necessary gold (or stone). No dedicated workers into gold or stone for this build. After 4 archery ranges & stable - consider which blacksmith upgrade according to enemy comp (range defence or higher attack) Build up sufficient army and push with siege engineering (Rams) Knights + mass Archers and rams for win If need to quickly castle up, can switch 10 wood vills to gold just to quickly get enough gold up.
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