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anksssss
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strategy guide , tad version

on Fri May 11, 2012 1:07 am
Some of you may know I posted a guide to aoe3 on agecomm once, and now that I see more and more mistakes I just have to update it, including TADs new featuers. The specific civ guides only contain European civs (excluding ottomans), and I’ll know all the BOs I put at the civ’s match up list. Some however are variations to basic BOs for which you’ll have to improvise.

I’m not adding in any of the BOs, ask for them in a reply to this topic and I will write/add them into this post. Ask for any BO you want, because I don’t mind writing/adding them and this guide is worth much more with the BOs included.
For recommended cards get on ESO and check my decks. If something is unclear try expert decks or ask me.


Basic ingame tips:

1. Never stop creating villagers, only in emergency situations.
2. Never leave a single villager idle and don’t garrison more than 10 vils in TC unless it’s absolutely necessary!
3. Put your explorer to good use. Make sure you’ve explored all the huntables (animals) on the map (dead animals mean enemy villagers) for good raiding and herding, and make sure you make the best of your explorer’s ability to collect treasures.
4. Adapt to the opponent’s army. Always search for the right counters and make sure your army isn’t worth less than it cost. (also never fight when you can’t win the battle, keep retreating until you’ve reached a location (your town center or fort) that is most favourable for you or will hopefully scare off your opponent).
5. Raid. This can make the game turn from losing to winning or even from losing to immediate victory. Do so with cavalry, preferably hand cavalry like hussars or cuirassiers. The best raiders are of course oprichniks.
6. The opposite of raiding, keep your own villagers protected. If you are out of huntables or gold near your TC, only send your vills over unprotected if you have map control and are pressurizing your opponent with military. If both armies are large and map is divided, always make sure you have either towers or another TC at your hunting or gold location.
7. Micro: Always make sure the right unit is fighting the right unit, hit and run, retreat when necessary, and use advanced formations.
8. Build multiple TC’s for a booming economy. This can make big differences.
9. Keep your army moving as much as possible. Always look for enemy vills and pressurize his town and army with ranged units.
10. Allocate your villagers correctly. Each civ and situation has it’s own needs. For example Dutch need a lot of gold, and Portuguese need a lot of food.
11. Keep hunting as long as possible, don’t go over to mills too quickly, as this will cost you a lot of wood and will gather slower.
12. Herd! meaning put a vill behind the animal and shoot. he'll run the way your vil was facing. like this get your huntables close to your tc.


List of units and counters:

Ranged infantry (RI) = all ranged infantry with a multiplier vs HI and ranged cav. For example skirms, cassadores, xbows, yumis, etc… urumis are also in this class, despite the fact that they are melee inf.
Light infantry (LI) = cav-like infantry such as coyote runners, counters RI and artillery.
Heavy infantry (HI) = all anti-cav infantry, counters all cavalry. For example musketeers, pikemen, rodeleros, etc.
Ranged cavalry = cavalry with guns or bows, counters Heavy cavalry and artillery. For example dragoons, ruyters, howdahs, yabusame, etc.
Heavy cavalry = all melee cavalry, counters RI and artillery. For example cuirassier, hussar, mahout, etc.


Civs from best to worst:

Overall:

Above average/OP: Japanese, Indians, Germans
Balanced: French, Ottomans, Iro, Russians, British, China, Sioux, Dutch, Aztecs.
Below average: Spanish, Ports

Boom/turtling:

Good at: British, Dutch, Ports, Japan.
Above average: Russians, Germans, Aztecs, India.

Rushing:

Good at: Sioux, Ottomans, Russians, Indians.
Above average: Germans, Spanish, Aztecs, Japanese, Iro, French.
Bad at: Dutch, Ports.

Fast Fortressing:

Good at: Sioux, Spanish, Dutch.
(Above) average: Iro, Indians, Germans, Ports, Ottomans, French, China.
Bad at: Russians, Japanese, Aztecs.

Early/mid/late game:

Early game civs: Sioux, Ottomans, Spanish, Aztecs, India.
Middle game civs: Dutch, Iro, Brit.
Late game civs: Ports.
Overall: French, Germans, Chinese, Japs, Russia.


Specific civilisation guides:

Portuguese:

Pros: Strong defensive (water) booming, bestieros, very strong jinetes can be used with heavy cannon and/or cassadores.
Cons: weakest at rushing and in early game stages, least versatile.
Difficulty: Hard
Best Against: French, Iroquois.
Best strategy: Defensive Fast fortress (turtle).

Portuguese match-ups:

On water maps ALWAYS use the water strat.

On non-water maps:
Vs Portuguese: Defensive FF, no CM and spread TCs.
Vs Spain: Defensive FF
Vs French: Defensive FF
Vs Ottomans: Defensive FF
Vs Russians: Defensive FF
Vs Dutch: Defensive FF
Vs British: Defensive FF
Vs Germans: Defensive FF
Vs Sioux: Defensive FF
Vs Aztec: Defensive FF
Vs Iroquois: Defensive FF
Vs Japanese: Defensive FF
Vs Chinese: Defensive FF.
Vs Indians: Defensive FF

Notes:
- Against some civs on the right maps you can ATP FF, this is recommended on maps like Yukon, great lakes, new England, etc. vs less aggressive civs who will likely give u a little more time than others (brits, ports, Dutch, germans, etc.)
- Only spread your TCs if you are certain that it’s not dangerous of if you have absolutely no resources at your first TC. Always secure as many hunts/wood/gold as possible with 2nd/3rd while trying to keep them as close to your 1st TC as possible.
- With ports, vill production is extra important. Surviving early game stages can only lead to victory if you manage to effectively outboom your opponent.
- Defensive colonial Xbow spam is viable in most situations, but i simply prefer to FF, that's why i recommend to FF against all civs. defensive Xbow spam is good against fast rushes and/or colonial booming civs, which you can try to outspam/boom.

Spanish:

Pros: Strong HI rush, one of the strongest FFs in the game, Lancers and rodeleros awesome fortress shipment combo.
Cons: weak economy, relying on military in early game stages.
Difficulty: Medium.
Best against: Ports, Russians, Indians, Iroquois, British.
Best strategy: ATP FF.

Spanish match-ups:

On maps with 3 or more TPs always ATP FF and on maps with 2 TPs always 2 TP FF. I will leave water maps out as it makes things too complicated.

On maps with no TPs:
Vs Portuguese: FF
Vs Spanish: HI rush
Vs French: FF
Vs Ottomans: Turtle FF
Vs Russians: FF
Vs Dutch: HI rush
Vs British: FF (go cannons)
Vs Germans: scout, if he FFs go HI rush and if he rushes go FF.
Vs Sioux: FF
Vs Aztec: FF
Vs Iroquois: FF
Vs Japanese: FF
Vs Chinese: see Germans.
Vs Indians: FF

Notes:
- Mind the wardogs being recruited for 75 food by your explorer, they can power up your rush and are a very strong defence against a rush if you FF. they are cav-like, counter RI, and are strong treasure gatherers.
- If you FF, villager allocation is different against some civs. Against ports and Bristish go for more gold (mercs and/or cannons) than usual.
- If you naked FF, instead of 700 wood you can also go for 5 villagers and chop all the wood. You won’t have your TP but you will have a somewhat stronger economy. Consider doing this if you collect more than say 150 wood from treasures.
- Spain is a very micro-heavy civ as your armies are very diversed and will likely be outmassed (if you’re being rushed) by combos such as strelet/musk, xbow/pike, or LB/musk. Your victory in battle will rely on more professional troops and good micro.

French:

Pros: Coureurs; French are a strong allround civ. Strong dual rax Xbow/pike rush is best in almost any situation, but FF or hussar/musk semi-FFs can be used in almost any situation too.
Cons: They don’t have a clear weakness, no schooners though.
Difficulty: Medium
Best against: Ottomans, Spanish, Dutch.
Best strategy: Xbow/pike rush.

French match ups:

Vs Portuguese: Hussar semi-FF.
Vs Spanish: 10 musk semi-FF (on higher levels (major+) Defensive FF).
Vs French: Hussar semi-FF.
Vs Ottomans: dual rax musk + hussar later.
Vs Russians: Hussar/Xbow in colonial.
Vs Dutch: Hussar semi-FF.
Vs British: Xbow/pike rush.
Vs Germans: Hussar semi-FF.
Vs Sioux: Xbow/pike rush.
Vs Aztec: Xbow/pike rush.
Vs Iroquois: Xbow/pike rush.
Vs Japanese: Xbow/pike rush.
Vs Chinese: Xbow/pike rush.
Vs Indians: Xbow/pike rush.

Notes:
- Semi-FF is strong against enemy FF’s and sometimes even rushes, in this case be sure to use cdb upgrades in market and minutes very effectively or watch your town crumble.
- If you initially musk rush with 1 rax it’s meant to be some sort of semi-FF and is more economic than the usual rush. when musk rushing it's way easier to just stop military production and go fortress w/ 700g card. if you xbow/pike rush that's more difficult/takes longer. Musk rushes will pretty much always lead to fortress before 10 mins, so I’ll just call it a semi-FF. a serious dual rax musk rush is only viable in very few situations, but ottos are certainly a matchup in which it can be used.

Ottomans:

.....…THIS…LAME…CIV!!
Ok next.

Russians:

Pros: Strong rush, strong early game, and ultimate raiders.
Cons: weak late game, weak hand cavalry.
Best against: Dutch, British, Japs.
Difficulty: Medium.
Best strategy: Strelet/musk rush.

Russian match ups:

Vs Portuguese: Strelet/musk rush.
Vs Spanish: Full musk + Cossack shipments.
Vs French: Strelet/musk.
Vs Ottomans: Strelet/musk.
Vs Russians: Strelet/cossack.
Vs Dutch: Strelet/cossack.
Vs British: Strelet/cossack
Vs Germans: Strelet/musk.
Vs Sioux: Full musk + Cossack shipments.
Vs Aztec: Strelet/musk
Vs Iroquois: Full musk + Cossack shipments
Vs Japanese: Strelet/musk
Vs Chinese: Strelet/musk.
Vs Indians: Strelet/musk.

Notes:
- Pure musk rush includes 9 cossacks from shipments to counter RI. Hold them back until they’re needed, don’t let them get close to the enemy TC or they’ll get shot.
- The Russian rush is the best and pretty much the only strat available to Russians. Their FF is mediocre at best, and why would you FF, if in any case your rush is stronger, which it is.
- The different combos in the Russian rush are meant for different situations. Depending on your opponent’s armies your combos will be made (so scout well), and some civs just can’t break through the massed infantry Russians can bring in very short time periods.

Dutch:

Pros: fastest (OP) boom, strong (OP) turtling.
Cons: weak rush.
Difficulty: Above average.
Best against: Spanish, Portuguese, British, Ottomans.
Best strategy: 4 bank semi-FF.

Dutch match ups:

The military buildings you build during transition to fortress vary against each civ: A= art foundry S= stable B= barracks

Vs Portuguese: 4 bank semi-FF (A+S )
Vs Spanish: 4 bank FF (CM) (B+S )
Vs French: 4 bank FF (CM) (B+S )
Vs Ottomans: 4 bank FF (CM) (B+S )
Vs Russians: 4 bank FF (CM) (A+S )
Vs Dutch: 4 bank semi-FF (B+B )
Vs British: 4 bank FF (A+S )
Vs Germans: 4 bank semi-FF (B+S )
Vs Sioux: 4 bank FF (CM) (B+B )
Vs Aztec: 4 bank semi-FF (B+B )
Vs Iroquois: 4 bank semi-FF (A+S )
Vs Japanese: 4 bank FF (CM) (B+S )
Vs Chinese: 4 bank FF (CM) (B+S )
Vs Indians: 4 bank FF (CM) (B+S )

Notes:
- The Dutch are the most special civ in this game imo, what makes them a hard civ is that they are quite weak in colonial and have to go fortress sooner or later to avoid getting beaten by cavalry. Going skirm+hussar to counter cavalry can be a good Idea, but always have CM with this.
- Herding is extra important as with Dutch you’ll find yourself being rushed upon quite a lot and you’ll need your hunts close to your TC.
- If you 4 bank FF, you’ll be able to send 700w, CM, AND 600w, and the 600w can be used merely for military buildings and housing. The Dutch economy will always be able to support multiple military buildings spamming in fortress, so build different building combos in every situation and mind ur housing (6/7 vils on wood is good to be certain).
- A possibility is a full turtle strat in which you send advancec explorer (300w TCs) and build 3 TCs quickly. With CM, this is a strong defense, but only do this if your hunts are extraordinary, because with bad hunts you’ll reach out of food and going mills is risky.

British:

Pros: Very strong early boomers, longbows make them hard to rush.
Cons: somewhat slow, mostly defensive in early stages, stuck in colonial.
Difficulty: Hard
Best against: Ports, French, Ottomans.
Best strategy: Colonial defensive boom.

British match ups:

Vs Portuguese: Boom fast, harass with cavalry and follow into fortress.
Vs Spanish: Boom fast, harass with musks and outmass him.
Vs French: defensive colonial (LB+hussar)
Vs Ottomans: defensive colonial (LB+musk).
Vs Russians: go hussar fast and pressure his eco while booming
Vs Dutch: harass with LB and boom fast.
Vs British: Outboom/outmass in colonial.
Vs Germans: defensive colonial (LB+musk).
Vs Sioux: defensive colonial (hussar+LB+pike).
Vs Aztec: mass musk while booming.
Vs Iroquois: harass and boom.
Vs Japanese: outboom/outmass in colonial
Vs Chinese: defensive colonial (LB+musk)
Vs Indians: defensive colonial (musk+hussar)

Notes:
- There’s, imo, only 1 strong Bristish strat, which is the colonial boom. Their ability to boom while keeping on spamming lb’s or musks is awesome, and they can have dual barracks spam at 7/8 mins. Fast fortressing with Brits, I didn’t ever see the point in that, maybe a turtle against Russians…
- The British colonial boom takes a lot of practise to master, cs you have to be producing 3 things instead of 2. not just vils and military, also manors. And you must time this correctly.
- The discussion about the 1st card will always stay there, but I say 3 vils, not Virginia. (manors for 88 wood) only send Virginia if you have good wood treasures.
- Herding is again extra important as you will stay in colonial long and you’re in the defensive, so you’ll be vulnerable to raids. Keep your vils protected!
- British require a lot of adaptation because a lot of different combos and strats are needed to play them right, and this requires a lot of skill at this game. It’s what makes them a hard civ to play.

Germans:

Pros: Very strong late game economy, easy cav massing, good at anything but fishing, very strong (vill) shipments.
Cons: Uhlans somewhat weaker than hussars cost-effectively, bad shipment rate.
Difficulty: Medium
Best against: Ports, British.
Best strategy: Xbow semi-FF.

German match ups:

Vs Portuguese: FF.
Vs Spanish: Xbow semi-FF.
Vs French: Xbow semi-FF.
Vs Ottomans: colonial Xbow spam.
Vs Russians: colonial Xbow spam, dual rax asap.
Vs Dutch: Xbow semi-FF.
Vs British: Xbow/Uhlan semi-FF.
Vs Germans: Xbow semi-FF.
Vs Sioux: FF.
Vs Aztec: Xbow/pike semi-FF.
Vs Iroquois: Xbow semi-FF.
Vs Japanese: colonial Xbow/pike, dual rax asap.
Vs Chinese: Xbow/pike semi-FF.
Vs Indians: Xbow semi-FF.

Notes:
- The German Xbow semi-FF is strong because both vill cards are sent and uhlans are good raiders. Also the early Xbow harassing is a pain in the ass for most civs. The Xbow semi-FF is very easily turned into a rush, and you can build another rax for dual rax spam rather quickly. If you plan on going fortress you can be there in 10.00 having made about 30 xbows, and having a pretty devastating economy (say 40 vils).
- Uhlans are a weak unit but very easily massed. The 8 and 9 uhlan shipments in age3 can really overwhelm your opponent if he doesn’t have enough anticav, and with good micro you can take out his anti cav with skirms. (skirm+uhlan = microheavy)
- A strong thing to do is go cannons when you are fortress. Make/send some dopples/WW with them and you’ll have an awesome combo against which most civs have trouble (especially good against ports and Bristish). Your eco can easily support going cannon at this point.

Civs i'm less XP'd with:

Ottomans:
Pros: Very fast rush and always dominates the game as in they can do any strat and the enemy will have to adapt (except against china and Sioux).
Cons: weak economy, if they fail to damage opponent in early game they're pretty much dead.
Difficulty: Easy
Best against: Spain, Ports.
Best strategy: Silkroad jan rush.

Sioux:
Pros: OP warclub rush, OP wakina FF. siege dance takes care of building defenses. very hard to counter.
Cons: rather weak economy, they're like spain, but OP.
Difficulty: Below average
Best against: Ports, Spain, Brits.
Best strategy: Wakina FF

Aztecs:
Pros: Fairly good early game, mostly on the offensive early on, strong units such as ERK and coyote runners.
Cons: rather weak overall civ, they can only rush and can't do that superbly either. i'd say they were UP but ppl tell me they're not THAT bad.
Difficulty: Above average
Best against: Dunno
Best strategy: Rush, combo depending on opponent. Big Button Rush can work against some civs.

Iroquois:
Pros: pretty strong FF, forest prowlers strong overall unit. Toma rush viable against some civs.
Cons: not very versatile, there's only a few viable iro strats, and weak RI in colonial.
Difficulty: Medium
Best against: Dunno
Best strategy: FF.

Japanese:
Pros: very strong colonial, strong cards on water maps (2x 5 fishing ships) ashigarus can have 47 attack in colonial in 1v1 games, and yumis can be very strong RI if upgraded. strong middle/late game.
Cons: can't really FF, has to rely on weaker units against FFing civs.
Difficulty: Medium
Best against: French, Germans.
Best strategy: colonial boom while rushing, combo depends on opponent, mostly ashigaru first and later yumi or naginata.

Chinese:
Pros: OP disciple FF and OP rush, uncounterable by some civs and hardly counterable by most. troops way too cheap.
Cons: none i can think of, their eco's good, early/middle/late game all good, rush good, FF good, there's really no weakness... except maybe for fishing but i don't know about that.
Difficulty: Below average
Best against: they win against anything but really own the somewhat UP civs such as Ports, Aztecs, India, Germans.
Best strategy: disciple FF.

Indians:
Pros: rather strong rush cs of sepoy, howdahs very strong light cav.
Cons: rather weak early economy as vills cost wood, mahouts too expensive.
Difficulty: Above average
Best against: Dunno.
Best strategy: i'd say sepoy rush but i'm not sure.


BOs:


Spanish HI rush:

particularly good against Dutch, Germans FFs, Spanish, indians and brits who are expecting you to FF (won't have much military out fast). i'd say it could also work against most other civs, but DO NOT DO THIS against Russians, French, Sioux, Chinese, and expected RI rushes such as the Germans rush, Japanese yumis, etc.

age1:
16 vil age up with 1 tower 200 coin, 1st card 3 vils, 2nd card economic theory.
during transition put 6 vils on food, 8 on wood, 2 on gold, build a market and research food and wood upgrade. build a house and send 1 or 2 wood vils forward.

age2:
build barracks right when u age, send 7 rods, put ur tower next to ur rax, TC waypoint on food, and spam musketeers. mind housing!!! shipment order 7 rods, 8 pikes, 6 rods, vill cards or 700g for fortress. you'll find urself having quite an army rather quickly cs of ur fast HI shipments.



French FF:

this is one of the many French fast fortress strategies and in my opinion the strongest overall. it can be vulnerable to strong rushes and i recommend using it in very few situations, since the dual rax xbow/pike is almost always better, but against aggressive fast fortressing civs such as china, Spanish, Sioux, Iroquois,maybe germans this strat can be your best bet.

age1:
14 vill age up with 500 food politician, 1st card 3 vils. during transition put 7/8/9 vils on gold depending on treasures. if you start with 200 wood it's very useful to chop 125 wood during transition for market upgrades.

age2:
2nd card 4 vils, gather your age up crate and allocate ur vils so that you will have 1200-1000 at about the same time. when aging to 3 (with 6 skirms, click the button at around 6.00) put 11/12 vils on wood and build either a rax or stable depending on ur opponent or his strat, and a lot of housing, if u have around 30 free pop space take 6 vils off of wood and allocate ur food/gold vils 50/50 if ur going cuirs, and 45/55 when going skirms. standard 7f/5w/9g.

age3:
spam cuirs/goons or skirms/halbs in fort and send fortress shipments. keep up vill production and if you get heavy resistance play defensively with walls and get 3 TCs up ASAP. if your opponent is struggling in colonial or has only just reached fort while you have the military advantage, keep pushing hard and focus on military rather than economy (but ofcourse u still keep up vill production in at least 1 TC).

French Xbow/pike rush:

a very strong dual rax rush strat that kills most rushes and is very effective vs pretty much anything, it's all about how you use it. it's not very hard either, but adapting to opponent's civ/strat can be trouble.

age1:
age up with 13/14 vills, 400w, when aging put 8 on wood and if you don't have 50 coin, mine it with 1 or 2 vils. build market asap and research food+wood upgrades, great coat if ur gonna be rushed or raided hard. almost always send 2 wood vills forward.

age2:
when aged, immediately build a rax, send vills on 400w crates, and send 700w.
with the forward vils build 1 rax and after that another while getting 1 batch of xbow in the first rax. also build houses, you should have plenty of wood.
allocations should now be like 10f-5w until you've ran out of wood from the 700w, then fix allocations so that you have about 45% food 55% wood.
next card either 8 xbow or 4 vils, 4 vils if you want a strong dual rax in the long run or 8 xbows if you need a quick military boost. allocations stay 45%-55%, but don't hesitate to move a few vills from food to wood if your food stock is rising, or the other way round.
next possible cards: 600w, 2 towers for anti-raid, 700g and 700f for aging and hussar.
(make sure you have the xbow to skirm convert card in deck, that can be OP if you go fort with 50 xbows)

French 5 hussar semi-FF:

recommended against RI rushes, passive civs, and FFs. works in the majority of situations, though a very hard strat since you'll be playing defensively against rushes. that's why i don't recommend somewhat lesser players to use this against rushes, even RI ones like French or Germans xbow rushes.

age1:
13/14 vill age up, 400w, put 5 on wood and 3 on gold during age up and build a market. research food+gold upgrade (not wood). as soon as you have this, switch to zero wood and 5 gold (rest food).

age2:
build a stable and 2 houses from the 400 age up wood, send 4 vil shipment, make 5 hussars, send 700g. at this point you should know your opponent's strat. if he's rushing try to research both vill upgrades, blunderbuss has priority. age to age3 at about 7.10/7.30 with 4 hussars or 6 skirms depending on opponent's strat. during age up you can either build 5 more hussars or save up for cuirs. put a lot on wood for rax if you'll need it or go for full cuir + skirm shipments at first and just put enough on wood for housing.

age3:
mind your market, spam cuirs/goons + maybe skirms and send skirms (or goons). rest is up to you.


Sioux teepee fertility boom:

For starters, this is pretty tough strat and i don’t recommend using this in rated games unless you know what you’re doing.

Notes:
- Take good care of your explorer, he’ll be important later on and is just an awesome unit.
- There’s no reason to go industrial unless your macro sucks and you suddenly have over 2k food and over 1.2k gold
- Mind building placement, build farms and plantations behind teepees, but not too far behind, and build TC’s close together (2nd and 3rd TC are in LOS of 1st TC), always make sure you have enough wood.
- The basic of this strat is a simple Sioux fast fortress, if you get rushed and beat his rush you just push with wakinas while booming, but be very careful, losing your military without the protection of your town/teepees is something that could cost you the game.
- This is just a strat I made up while I was improvising, since I lack experience with this civ I can’t really tell you whether it’s a strong strat or not, but against aggressive, non-booming civs it can really work.

Age1:
You’ll be aging at 3.20 or 3.00, depending on when you have 800 food. Age with 400 wood.
At this point you’ll be deciding whether to go 5 AR semi-FF or plain naked FF (this is a matter I leave to you). either way, put 4 vills on gold and rest on food. If going FF, stop gold mining when you have 300, if going semi-FF, keep mining.

Age2:
Age up wood goes to corral and fire pit, send 4 vills and then 700 gold, make 5 AR, raid, and go fortress. During transition put 6/7 vills on wood and divide the rest about 3:1 food:gold.

Age3:
You’ll have a war hut up and you can start spamming wakinas, send 9 wakinas first on most occasions, sometimes 5 rifle riders is necessary (be careful with these, they die quickly but are very effective against cav and art). New vills go to wood, get 3 TC’s up as soon as possible, 1000 wood shipment can really help for TCs+teepees if you can afford not sending military shipments for a while. Mind your fire pit, I mostly have about 10 vills on fertility dance if when booming fully.
If you have 3 TC’s up, divide teepees nicely and keep your vills safe. You’ll be playing very defensively at this point using wakina+rifle rider combo, teepees give you a nice HP boost.
Now what you will send/create/do really depends on your opponent, but recommended cards are 2 farms (age2), exotic hardwoods (also do market upgrades), teepee cards, and if your wood supplies start growing, the card that let’s wakinas build teepees, corrals, and war huts.





this post was originally made by goodspeed
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Re: strategy guide , tad version

on Sat May 12, 2012 11:26 pm
Its very good tactic briefing good when some wants a solution in some areas at some parts of strategies..! but overall its a very long summary for an average reader ;D
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Re: strategy guide , tad version

on Sun May 13, 2012 12:17 am
ha , mein buss usi civ ke bare me padhta hu jo use karta hu , werna , nend aa jayegi , wese gs kafi acha and experienced player hai
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Re: strategy guide , tad version

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