Hera Strategy Guide 2024 12
Hera Strategy Guide 2024 12
Hera
December, 2024
All up to date strategies down below in PDF format. Video tutorials for each strategy are available on patreon:
https://www.patreon.com/heraaoe2
Contents
16 Vils Georgians Healing Scout Rush 3
26+2 Vils Vils Armenian Spear Rush Into Fast Castle Relic Control 35
- [Highly Recommended] Lure deer with scout and use mule cart to explore
- Either get loom or make one more villager and send to hunt under TC
Right away send 8 vils from hunt to woodline where you position your mule
- 8 8 0 0 16
cart
- Send 3 more vils from hunt to berries for 4 total on berries
- Send 2 villagers to make a barracks once you are 50-60 percent up to Feudal
- Make a stable
Start walling both sides of your base using the stable builders (one to each
-
side of the base, wall with a mix of houses and palisade walls)
- Make 3 scouts and harass your opponent
Seed farms with all new vils. If you lack the wood, keep the vils on straggler
-
trees and make a farm as soon as you have 60 wood
- Once you have 13-14 farms, send the next 7 vils to gold and make a mule cart
- Make a blacksmith
Click up to Castle as soon as you can (if you make extra vils send them to
-
wood)
Decide what you want to do, usual plan is either 2 stable knights or castle
-
and Monaspa spam
- When your berries run out, make farms with the berry vils around the mill
- Send vils from hunt to wood until you have 8 on 1 lumber camp 8 9 0 0 17
What’s next?
A short build, but a very strong one if you understand all the little details
If going for archers you can send 4 vils to gold at the start of feudal
For scouts or spear skirm you just keep a pure food/wood economy
Get both eco upgrades in feudal, or skip horse collar if you want to play aggro or hit a faster castle time
Play a regular game from there, good habits like walling with the first 2 vils that make production building is a always aplicable.
GLHF
17 Vils Japanese Man-at-Arms Rush
Introduction
Many civs can do a good man-at-arms rush, but few can do one as quickly as the Japanese.
The objective of this build is to put immense pressure on our opponent as early as possible
We want our first punch to be the quick man-at-arms, and we want to follow up as fast as possible with archers + fletching
This build is tight and leaves very little room for walling or adaptation, so we have to make sure we always have the initiative
After our initial push with men-at-arms + archers, we can wall and go to castle age if we are ahead or try to stabalize if we are behind
Immediately after luring deer, we’ll try to find the opponent fast. Check this video for tips: How To Find Your Opponent FAST
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
2 Next 2 vils to hunt under TC (get the second boar during this time) 11 13
- Research loom
- Immediately send 2 vils from hunt to gold and make a mining camp 3 11 2 0 17
- Make 3 militia then send them across the map to the enemy asap
What’s next?
After all this aggression, it’s a good time to slowly set up some defenses:
– Against scouts, add a few spears when you can afford them and wall up
– Against archers, just wall up asap and if they attack you, defend with archers + a tower if needed
If your early aggression did a lot of damage, feel free to just wall up and defend until Castle Age once your forward army is gone
If your early aggression didn’t do much then you’ll need to try to adapt and find another win condition, since we invested a lot into it
Once you get to Castle Age, play it like any archer build and follow the same principles
18 Vils Cuman 2 TC Boom
Introduction
The objective of this build order is to get a huge economy lead early on in the game, before your opponent can match you
This is by far the best way to play Cumans, and usually leads to auto wins if it goes unpunished
The downsides are that if you do get punished it can be hard to react
There are a few things you can do to mix up the follow up after 2 TC booming, will be covering those at the end of the build
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
2 Next 2 vils to hunt under TC (get the second boar when needed) 9 11
On closed map like arena, you can skip loom and either make another villager
-
or go up earlier
- Research Feudal Age (perfect landing time: 8:50) 2 16 0 0 18
Note: On open maps id skip horse collar if you were scared of aggression. On
-
closed maps you should always get it
Villagers coming out of the TCs should be going to wood/stragglers/farms,
-
whatever you need
Note: Our main goal is to stabilize 2 TC vil production before moving on to
-
other steps
What’s next?
Okay, at this point we’re at mid feudal age you have a few options on how to continue the game, depending on what you want to do
and what opponent is doing
If opponent is tower rushing you, you should look to secure a stone ASAP and use defensive towers. Don’t be afraid to fight with
villagers if it’ll help deter aggression
If opponent has regular army like scouts or archers on open map, then I recommend just getting the counter right after stabilizing 2
TC vil production (usually 12 farms)
If opponent is FC + pushing you or castle dropping you on open map, you should add army like archers or scouts as soon as you
know they are fast castling. This way you prevent him from building things forward on you, and it buys you more time. Remember,
all in feudal with a lot of army + 2 TC eco CAN beat a fast castle all in push
If no aggression is coming in, or if its a closed map where you are safe, then simply get a good amount of farms then go to gold,
get your feudal buildings down and go for as fast of a castle age time as possible. Undisturbed you should be hitting 19-20 mins IN
castle age. GLHF!
18 Vils Double Barracks Eagles
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Optional] Lure deer with scout once you’ve found all sheep
- Move 5 vils from hunt to wood until you have 7 on one lumber camp 7 11 0 0 18
What’s next?
Thats the end of the build, from here you have a few options:
– Add 3rd and 4th barracks if you really want to all-in feudal with eagles/spears
– Add a range and go for skirms and fletching/archer armor if up against heavy archers
– Keep adding vils to farms and gold and aim for Castle Age, don’t stop production of eagles. In this case go market as 2nd
building, can even sell stone to up faster
– In Castle Age highly recommend doing eagles as the main unit, then mixing siege against archers/CA and monks against
knights/longswords. Adding economy or all-in pushing are both good options to go for
NOTE: You should be walling your base with this strategy, as you don’t have the best scaling in feudal age. Use a tower on gold if
needed, losing access to gold is usually GG
18 Vils Scouts into Archers
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Optional] Lure deer with scout once you’ve found all sheep
Move 6 vils from hunt to wood until you have 8 on one lumber camp or 9 on
- 8 10 0 0 18
two lumber camps
- Move 4 vils from hunt to berries 8 10 0 0 18
- Make a stable
- Make scouts
- Start making farms as soon as you can afford them, until around 8 farms
What’s next?
Thats the end of the build, from here you have a few options:
– Keep adding farms and scouts, and go for bloodlines and forging/cav armor to go all-in Feudal Age
– Save up for Castle Age and go for crossbow timing
– In Castle Age I recommend doing crossbow and a few knights to counter skirms and siege
– Can easily do a 2 range and 2 stable all-in gold composition in early Castle Age vs someone who doesn’t have much army
– Going ballistics first is great if opponent is on anything that isn’t elite skirmisher
– Add economy like normal and scale into a solid late game
There are A LOT of variations to this strategy that I can’t cover in this build order. I have patreon video (light cav tier) on an
in-depth scouts into archers guide that will take your game to the next level.
18 Vils Scouts into Cavalry Archers
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
6 Next 6 vils to hunt under TC (get the second boar when needed) 14 16
- Research loom
- Move 5 vils from hunt to wood, and make a second lumber camp 9 9 0 0 18
- Note: Skip horse collar if scared of aggression. Always get on closed maps
- Use the 2 vils that build the stable to wall opposite sides of your base
- Start seeding farms as soon as you have extra wood in the bank
- Keep adding scouts and use them to attack your opponent or defend
- Make a blacksmith
- Make 2 ranges
What’s next?
If you arent able to fully wall in feudal, I would abandon this build and simply make more scouts + bloodlines or switch to
archers/skirms. Tower is always an option if needed. So is town watch to help defend
In early castle age, you can decide whether to add TCs or go for monastery/ballistics/siege. Totally dependant on the game state
and what you want to prioritize
If you want to all in, do 3 ranges start of castle age. 2 is to scale and for light pressure
As game goes on look to switch to ultimate comp using cav arch: Either CA + Hussar or CA + halb. Both cases you add appropriate
siege
Those two comps win every late game if done correctly, they are the best imperial compositions on arabia
18 Vils Double Stable Scouts
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Recommended] Lure deer with scout when you have found all sheep
- Research loom
- Move 5 vils from hunt to wood and build a second lumber camp 9 9 0 0 18
- Use the 2 vils that build the stable to wall opposite sides of your base
- Start seeding farms as soon as you have extra wood in the bank
- Keep adding scouts and use them to attack your opponent or defend
- Research bloodlines
- Berry vils spread out to whatever resource you need once they run out
- Make a blacksmith
Be aggressive with your scouts, either aim for economy damage or try to kill
-
enemy army
18 Vils Double Stable Scouts continued...
Recommended civs Franks, Huns, Magyars, Lithuanians, Persians
Introduction
The objective of this build is to open with a standard scout rush but then surprise our opponents by continuing to spam scouts, and
even adding a 2nd stable, and in some cases a 3rd.
The idea is that we rush to the strongest possible feudal age unit, which is the bloodlines scout with blacksmith upgrades.
With 2 stables we can get enough scouts on the field to defend enemy aggression and keep him open (in most cases).
Once we get to fully upgraded scouts we can easily take out any unit in feudal age besides mass spearmen, but for those we try to
run around them or pick them off one by one
The goal is to get major damage done in feudal age, and then finish off our opponent with a heavy followup once we hit castle age
What’s next?
So at this point we have 2 stable scouts with full upgrades and a great economy. We have a choice to make. Either we commit
heavier to full feudal, or we aim for castle age
If we want to do more in feudal, then usually we add a 3rd stable and keep adding farms with vils that come out of the tc. Keep
fighting aggressively with scouts in this case
If we want to aim for castle age, we want to send vils from tc to gold, and sometimes even send the berry vils there once those run
out to get a decent castle timing. NOTE: we probably will still be behind in castle age time in most cases, but in compensation we
will have a huge scout army and potentially do alot of eco damage
In either case, once you hit castle age your main play is to commit with a heavy followup. Light cav upgrade is natural, 2-3 stable
knights is also great.
We will likely be facing counter units at this point, so my advice is: vs pikes we add siege, vs camels we add monks or pikemen, and
vs stonewalls we go for a forward castle or siegeshop
LASTLY: if your opponent fully walls in feudal, you either give up on the double stable scouts and play another strat (scouts into
knights for example) or you commit to 2 stable scouts and send 5 vils to tower rush and break into his base that way.
18 Vils Generic Modern Man-at-Arms Rush
Introduction
This is the modern version of the Man-at-Arms rush, that aims to do it more consistently and attack faster than before
This build order can be done with any civ, but will require you to lure at least 2 deer to execute correctly
The goal of the build is to put a lot of pressure on your opponent with men-at-arms, then follow up with archers to either defend
their retaliation, or to continue putting pressure yourself
Can’t transition to anything except archers since we don’t have much food income in early feudal
Feel free to make a defensive tower if you get pressured before you are ready for it, it can save you
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
3 3 vils to wood and make a house as part of a wall near the lumber camp 3 9
5 Next 5 vils to hunt under TC (get the second boar when needed) 12 15
After luring deer make sure to find the rest of your sheep, then find your
-
opponent with your scout
- Research loom
Send 2 vils from hunt and/or the barracks builder to build a mining camp on
- 8 7 2 0 18
gold
- Make 3 militia then send them out
- Research Man-at-Arms
5 Send 5 more vils to berries and start seeding farms when hunt runs out 12 23
NOTE: make sure you can produce vils before making the range, otherwise
-
add a couple more farms
2 After range is up send 2 more vils to gold 4 25
- Keep walling your base while adding archers, spears or tower if needed
- Get a blacksmith when you can afford it, and get fletching
Attack with your archers if you still have the man at arms alive, otherwise
-
defend until fully walled then move out
What’s next?
Ok at this point we’re at mid feudal age you have a few options on how to continue the game:
The best option is to wall up get to castle age first and go crossbows
If you need to make more army in feudal or your map is very open, consider adding a 2nd range or a stable. Rebalance your economy
When the berries run out you can send them to more farms/gold or make a 2nd lumber camp with them on another woodline, since
original woodline is probably pretty inefficient at this point
In castle age you have tons of options, go for whatever feels right with your civ matchup and position. Its a regular game from here.
18 Vils Ethiopian 2-Range Archers for Team Games
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Recommended] Lure 1-3 deer with your scout once you found all your sheep
6 Next 6 vils to hunt under TC (get the second boar during this time) 13 15
- Research loom
- Move 2 vils from under TC and send them to make a barracks and a house 9 6 1 0 18
- Use one of the range vils to make a blacksmith and send the other to food 11 5 1 0 18
- When sheep run out, slowly add farms until you have 7-8 farms
- If you are short food, continue adding villagers to whatever resource you need
- [Recommended] Lure deer with your scout once you found all your sheep
4 Next 4 vils to hunt under TC (get the second boar during this time) 12 15
1 1 vil to make a barracks in the front of our base and a house next to it
- Research loom
- Make sure you find where your opponent is asap with your scout
- Make 2 militia right away then send them to your opponent’s base
- Use your feudal scout and militia to harass opponent and pick off villagers
- If they fight back with vils, simply run away if they have more than 2
- Start to slowly wall up your base with 1-2 villagers using houses and walls
What’s next?
Based on your scouting, you can do thet following:
1. If you see a stable, make 1-3 spears at home, look to go archers for yourself, and make fully walling a priority
2. If you see a range, either follow up with scouts to maintain map control or go for a range yourself and make defensive skirmishers
while walling and going up to Castle Age
3. If you see them adding a lot of militia/man at arms themselves, you can either add more militia to match or add a range and
play into archers
Make sure to adjust your economy to whichever follow up you go for. If you follow up with scouts/skirms, add a few more vils to
berries and start seeding farms, whereas if you go archers you should send 3-4 vils to gold
If your drush finds a lot of damage you should plan an aggressive followup, if not you should play more defensively until you can wall
From here you can either commit to more military, add monks/siege, or simply drop 1-2 more TCs and continue developing. Try to
be flexible and really consider your options to find the best approach
18 Vils Korean Spear Skirm Rush
Recommended civs Koreans, Byzantines, Lithuanians
Introduction
The objective of this strategy is to harass your opponent with cheap yet effective units as soon as possible
Allows you to be flexible by either adding a lot of spears vs scout rush, or a lot of skirms vs maa or archer play
You can transition into alot of things since you dont commit to gold early, you aren’t spread as thin compared to an archer build
Amazing for lower elos because trash units are very effective there
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- Research loom
Send 3 vils to initial lumber camp and make a second lumber camp with 5
- 10 8 0 0 18
more vils
- Make a barracks when you can afford it
- If needed, move a few from sheep to straggler tree temporarily for extra wood
- When berries run out, send them to either gold/wood/farms as you see fit
What’s next?
That’s the end of the build. Here’s a few options to continue the game:
– Send 2 more to gold and play 2-range crossbows if opponent is going longswords or heavy knights
– Stay on skirm/spear and get the elite skirm and the pikemen upgrade. Also recommend getting armor for infantry in this case
– Switch to knights (or camels if you are Byzantines) if opponent is super open or if he’s going mainly siege
– Simply add 2 more TCs and get a monastery to pick up relics if nothing crazy is happening
– Send 8 vils to stone on the way up to castle age and go for a guard tower rush or a castle drop
18 Vils 1-Stable Scouts
Recommended civs Franks, Huns, Lithuanians, Magyars, Malians
Introduction
The objective of this build is to go up quickly and start putting pressure with scouts
Our goal is to use our mobility and be the first to attack our opponent
After the initial few scouts, if the opponent is mainly on archers/spearmen, we will make a tech switch into skirms to have scouts
and skirms on the field
Once we secure map control, we should look to fully wall our base to stay safe from counter attacks
If the opponent goes for militia/maa aggression, make it a priority to clean their army before attacking them. Do this by using your
vils and scouts and 1 spear to take their infantry out
This build is best executed with a civilization that has bloodlines, because ideally we want to go into knights in castle age, and we
want to have the option to go heavy scouts in feudal
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Recommended] Lure deer with your scout once you found all your sheep
6 Next 6 vils to hunt under TC (get the second boar during this time) 14 16
- Research loom
Either send 4 vils to the initial lumber camp (8 total, more aggressive) or 5
- 8 10 0 0 18
vils to make a new lumber camp (9 total, more defensive)
- Move 4 vils from under TC to berries 8 10 0 0 18
- Move 1 vil from under TC to make a barracks 60% of the way to feudal 8 9 0 0 18
- Use the 2 vils that build the stable to wall opposite sides of your base
- Start seeding farms as soon as you have extra wood in the bank
- Keep adding scouts and use them to attack your opponent or defend
What’s next?
If opponent is on mainly arch/spear, we can add a range and make skirms
If opponent is on scouts, then we can continue adding scouts and a couple more spears until we are fully walled, once fully walled
take all your military units and attack them
We will naturally want a blacksmith, so pick that up when you can
If game is hectic in feudal age, pick up bloodlines once you have 7-8 scouts, then pick up armor/attack on them
Pick up horse collar (if you skipped it) and gold mining upgrade after you click up to castle age
Once in castle age we have a ton of options, I recommend going 2 stable knights as a default, but also going elite skirm from 1 range
if they has a huge mass of xbow
Light cav is a great option if you have a bunch of left over scouts or if you want to counter their monks
Prioritize blacksmith upgrades depending on the situation
Get bow saw
From here you can either commit to more military, add monks/siege, or simply drop 1-2 more TCs and continue developing. Try to
be flexible and really consider your options to find the best approach
19 Vils Eagle and Range Feudal Rush
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Recommended] Lure 3 deer with your eagle scout once all sheep are found
4 Next 4 vils to hunt under TC (get the second boar during this time) 14 16
- Research loom
- Send 1 vil from hunt to make a barracks when you’re around 50% up
Make an archery range with 2 villagers and use those to wall your base with
-
houses and palisades (1 to each side and wall slowly but consistently)
DECISION: If you want archers, send your first 4 vils that come out of tc to
-
gold, if you want skirms then send the first 4 villagers to straggler trees
- Start seeding farms as soon as you have extra wood in the bank
- Research Fletching
19 Vils Eagle and Range Feudal Rush continued...
Introduction
The objective of this build is to put pressure with 2 different units, making it hard for your opponent to have a counter
We will start making eagles right away in feudal and also make a range for archers or skirms
Once you make 2 eagles (+1 initial) and 3 ranged units, you can attack your opponent with an army he basically cant stop at this
point
The hard part is deciding what you want to make, we can either make archers vs man at arms/scouts, or you make skirms if up
against archers
This way we always win the early fights, archer + eagle should beat scouts (mix in 1 spear if needed) and skirm eagle will destroy
archers
With this build we are also building up alot of eagles, so if you dont lose many of them you can keep them until castle age for a
dangerous eagle warrior all in
What’s next?
Thats the end of the build order, but i will leave you with a few options on how to proceed with the game from here:
– If you still have alot of eagles left, you can get infantry armor and/or forging if you still wanna pressure hard in feudal
– If needed make 1-2 spears to attack or defend against scouts
– Make a market if needed (since it’s a hard build it’s okay to go early market + it can let you sell stone for all in eagles in Castle
Age)
Pick up horse collar + gold mining upgrade after you click up to castle age
Once in castle age you can either go all in eagles + monk/siege or you can go for range unit upgrade + bodkin arrow and play a
regular game
Get bow saw early castle no matter what
Left over eagles are great to break into enemy base with ranged option, or to scout map and play for relics. Can also snipe enemy
monks and siege very easily
Going into late game try to secure extra golds or relics since meso is not amazing without gold
19 Vils 1-Range Archers
Recommended civs Britons, Mayans, Ethiopians, Tatars, Vikings
Introduction
The objective of this build is to go up rather quickly and start massing archers right away
We commit to just 1 range because we value the faster Fletching more than the second range and more army
This allows for a faster Castle time, or transition into scouts as a response to our opponent having a lot of skirms
This build is best executed with a civilization that has both Arbalest and Bracer because that is what we are scaling into
It can also be done with a cavalry based civ, however, we will have to transition in mid Castle/Imp into a completely different unit
class, which could make things awkward
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Recommended] Lure deer with your scout once you found all your sheep
6 Next 6 vils to hunt under TC (get the second boar during this time) 14 17
- Research loom
- Move 5 vils from under TC and make a lumber camp on a second woodline 10 9 0 0 19
- Move 1 vil from under TC and make a house >barracks >back to food 12 7 0 0 19
- Move 2 vils from under TC and make a mining camp on the gold 12 5 2 0 19
- Get Double-Bit Axe (we will skip Horse Collar for now)
- Start walling with 2-3 vils using a mix of houses and palisades
What’s next?
The goal from here is to get up to Castle Age with a healthy mass of 10-15 archers and simply get Crossbowman/Bodkin
However, if your opponent is attacking you with many skirms and your walls aren’t up yet, you can add a stable and use a few scouts
to defend alongside your archers
When you click up to Castle Age, you can add another production building (either a 2nd range or a stable)
When you get to Castle Age you have a ton of options, you start by getting bow Bow Saw/Bodkin/Crossbowman then you can either
add TCs for your economy, or invest more into military by adding a monastery/university/siege workshop
The choices are many and depend a lot on your personal style, on the civ matchup, and on the position in the game. Try to be
flexible and really consider your options to find the best approach
19 Vils + 3 Fishing Ship Build
Recommended civs Italians, Japanese, Vikings, Lithuanians, Malians
Introduction
The objective of this build is to setup a strong early game economy with prescence on water
By adding 3 fishing ships in Dark Age, we are gathering more resources per second, and the longer they stay alive the more advantage
we get
This build also sets us up nicely with a dock, which lets us fight for water more easily
Very adaptable build, can be used for any hybrid or water map with deep sea fish
Leads to a variety of strategies in Feudal Age
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
1 Send 1 vil to make a house then a dock (then take shorefish usually) 8 13
- Research loom
Right away take 7 vils from sheep under TC and make a 2nd lumber camp on
- 12 7 0 0 19
another woodline
What’s next?
That’s actually the end of the build, not because I can’t go further, but rather because there are way too many variations of this build
I will give you some tips for the most common variations
For galley/fire galley rushes, take the rest of your sheep villagers and send them to stragglers initially, then send 3 to gold for galleys,
or 5 to gold for fire galleys. Make 1-2 extra docks and get ready to fight for the water as soon as feudal kicks in
For maps like Four Lakes where you want to fight on land while having a dock, I recommend adding a barracks on the way up, and
then if you go archers, send 3 of the remaining sheep vils to gold. If you want skirms or scouts just keep them on sheep
General tip for water maps is to always add in fishing ships if you have control of the water and there are plenty of deep sea fish
remaining
Avoid fish trapping unless your water is super super safe
In big water go galleys and micro, in smaller ponds go for fires/demos
Using the market to sell stone and buy food is a good way to get to Castle Age fast without needing a ton of farms on water maps
In Castle Age onwards demo ships are crazy OP so take advantage of them as much as possible
20 Vils Chinese Fast Feudal
Introduction
The objective of this build is to get you familiar with the most awkward start in aoe2, the chinese
We will do a fast feudal so you can easily go for scouts or archers using this opening, and can also adapt it to fit man at arm rush,
and even a tower rush
Chinese opening seems difficult, but once you get the hang of it, its actually quite simple
The goal of the civ is to be up 2 villagers once feudal kicks in, so as long as nothing bad happens, were basically ahead by default vs
the average civ
Vil
Age Vils Task Note
Pop
6 Send 6 vils to sheep right away (no houses needed) 6 6
- Research loom
- [Highly Recommended] Lure deer - food runs out quickly with Chinese
4 Next 4 vils to hunt under TC (get the second boar during this time) 13 16
- Move 5 vils from under TC and send them to make a second lumber mill 10 10 0 0 20
What’s next?
If going scouts then simply make a stable in feudal and get both eco upgrades
If going archers then on the way up send 2-3 vils to gold and make mining camp, might be worth taking straggler trees with remaining
vils on hunt. get both eco upgrades
If you wanna do man at arms, then make 3 militia when barracks is up and send them forward. get man at arms upgrade soon as u
hit feudal, plus bit axe
If you wanna tower rush then you can send 4-5 vils forward and make the barracks close to enemy base, so you can reinforce with
spears + range for skirms. Man at arms tower rush wont work with chinese, not enough res to afford it early on
After you stabilize in feudal its a regular game and were up 2 vils, so if nothing bad happens were in the lead, and thats why chinese
are insane on land maps!
21 Vils Malay Flexible Opening
Introduction
The objective of this build is to go up at a similar time compared to other civs, but to have an extra 2 villagers giving us advantage
over time
We will be fragile early on in this build, since the 2 extra villagers take time to pay off, therefore we want to play safe early game
Can either go archers, spear skirms, or scout rush with this same dark age build order. Giving u insane flexibility
We could opt to go militia or man at arms with free armor which sounds good on paper, but honestly it doesn’t fit what the Malay
really want to do early game, which is to buy time and play safe until they hit a faster castle age
Therefore I recommend sticking with feudal play, using this flexible build order, and then going for the right strategy in feudal age
based on enemy civ, your map, and what your good at
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- [Recommended] Lure deer with your scout once you found all your sheep
5 Next 5 vils to hunt under TC (get the second boar during this time) 13 16
- Research loom
Send 1 vil from hunt to make a barracks so it is ready when you hit feudal
-
(earlier than other civs!)
What’s next?
Ok so I left it open ended on purpose, this is because the build order is flexible and from that position you can do 3 openings, all of
which are strong
1. We can open 1 range archers. For this we simply send 4 vils from hunt to gold when we hit feudal age and go on the regular
archer build
2. If you see a range, either follow up with scouts to maintain map control or go for a range yourself and make defensive skirmishers
while walling and going up to Castle Age
3. If you see them adding a lot of militia/man at arms themselves, you can either add more militia to match or add a range and
play into archers
4. We can open spear skirms. Just make a range and start making spears right away, spear skirm with free infantry armor is a very
deadly opening with Malay
NOTE: In every opening we get double bit axe, horse collar is optional if you want to play more defensive and passive
In every opening we don’t want to go for the kill right away, remember we just wanna be safe and put a little pressure early to allow
us time to wall, or we wanna just stay defensive and wall up, giving opponent the initiative on purpose so we can have defenders
advantage
In every opening you can make as many spears as u think is necessary. The free armor makes them very effective early
Our goal is to hit castle age first and look to do some damage with our timing advantage
Afterwards we can develop normally and our next big spike is with our faster imperial, trying to time that with a forward or middle of
the map castle is a great way to end the game with the faster imp timing. Malay late game is ok but awkward, so avoiding a hyper
late game is essential in my opinion
23+2 Vils Fast Castle Boom
Recommended civs Burgundians, Poles, Bohemians, Portuguese, Bengalis
Introduction
The plan is to get to castle age as fast as possible with enough resources to start booming with extra TCs and eco upgrades
ONLY do this if you will be safe from early pressure (arena/hideout/walls, etc), this is the best way to develop for late game
We want to be as efficient as possible in dark age when it comes to resources gathered and try to have 0 idle TC time
Pro tip: farming around the stone/gold TC first is ideal because we want more wood/food than minerals in early castle age
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- Seed 4 farms with sheep villagers when the boars run out 3 14 0 0 17
- When food under tc runs out, send remaining vils to straggler trees
What’s next?
We want to continue booming and prioritizing economy for a few more minutes
Get wheelbarrow around 18 farms, get handcart whenever you can afford it afterwards
Feel free to start mining stone and adding a 4th TC whenever you want
Ideally we go for imp after booming, however feel free to add in military if your opponent is pushing or if you want to push
Once you finish booming, pick a good composition and commit to it (general rule is 1 gold unit, 1 trash unit, 1 siege unit)
Pro tip: keep making vils until you reach 200 pop (not 200 vils!), you can always delete them or use them to make risky castles.
Don’t slack on creating military!
25+2 Vils Fast Castle into Unique Unit
Recommended civs Spanish, Turks, Mayans, Burgundians, Mongols
Introduction
The objective of this build is to get to castle age and drop a castle right away
A castle is one of the strongest buildings in the game, offering excellent defense and the ability to create your unique unit
The goal is to play safe early on, and then look to attack once we mass a few of our unique unit, and we can attack with all of them
since we have the castle as defense
This build works best when we have a unique unit that’s great even without many upgrades, such as conquistador, coustillier,
mangudai, janissary, the list goes on there’s a bunch. Check out this unique unit tierlist: The BEST Unique Units - Tierlist
This build is also excellent on nomadic maps, as you usually go for a fast castle on those since we stock up alot of res early on
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- Seed 3 farms with hunt villagers so we dont eat our sheep too fast 3 15 0 0 18
- When sheep runs out, send 4 vils to stone to make a mining camp 8 11 2 4 25
- Send the other 3 vils to straggler trees and then make the feudal buildings 11 8 2 4 25
- Drop the castle with stone villagers and play from there
- When berry villagers go idle, send them to whatever resource you need
What’s next?
Now that you have a castle and are in the castle age, you have a few options
First option: we can make our unique unit then slowly add in town centers, in this case send 2-3 vils back to stone but the rest send
to mainly farms/wood
Second option: continue mining stone with all 9 vils, make your unique unit to gain map control, and then 2-3 mins later you can go
forward and drop a second castle in his face to easily win the game early on
Third option is to go off stone entirely and 1 tc push with unique unit and siege, in this case after the vils build the castle send them
to wood/gold/farms
Regardless what you go for, make sure you get some value from your unique unit, or at least make sure the defensive castle accomplishes
something, or else we just fall behind as we delay our town centers by going for that castle drop early
25+2 Vils Fast Castle Light Cav Relic Control
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- Seed 3 farms with sheep villagers when the boars run out 3 15 0 0 18
- When food under tc runs out, send remaining vils to straggler trees
- Build a barracks
- Send the 4 villagers who made the buildings back to straggler trees 10 15 2 0 27
Vil
Age Vils Task Note
Pop
- Make 2 houses to start
1 1 to hunt under tc 9 12
1 1 to get second boar 10 13
- Make a house
- When food runs our under tc make a few farms and send the rest to wood
Keep making vils and send them to whatever you need to keep knight
-
production up
25+4 Vils Knight Rush [Beginner] continued...
Recommended civs Franks, Magyars, Slavs, Berbers, Huns
Introduction
This is my only pure beginner build order. This is meant for low level players, or new players just learning the game
I will keep it simple and easy to use. Its not a good build order as you climb, but it should be very effective for the first hundred
games
The point is to have an easy to do dark and feudal age, and look to get to knights as fast as possible, that is the best unit for new
players generally speaking
At the end of the build we will cover some nice options to defend yourself, and also talk about how to beat pikes/camels - the main
knight counters
What’s next?
Try to spend your resources quickly, and continue to invest them. A nice trick is to use the market to help balance them out
Keep making knights and villagers whenever you can
Get upgrades on the knighs when you can afford them, bloodlines, husbandry, and blacksmith upgrades are all great options
Expand your base and develop by adding in more town centers
26+2 Vils Vils Armenian Spear Rush Into Fast Castle Relic Control
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- Make 2-3 spears from barracks and send them to harass with your scout
- Move 2 vils from hunt to wall (3 total, make sure opponent can’t get in) 4 16 0 0 23
- Research loom
- Make sure to micro mule cart to keep the woodline as efficient as possible
- NOTE: If you can’t afford Castle Age, make 1-2 more vils or use the market
What’s next?
Place your church in the position that best defends your base. Remember it shoots arrows right away with the 1 relic
If under heavy pressure consider getting armor upgrades for your warrior priests, and definitely pick up squires asap
Once you have dealt with enemy army go pick up all the relics on the map and start developing your eco
Start adding TCs and develop your economy
Harass enemy with whatever leftover priests after you get the relics, or use them to defend
Don’t overcommit to attacking early castle age, our main goal is to out boom and win in late castle/early imp and we always have
relic advantage for super late imp
28+2+2 Vils Turk Fast Imperial
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
- Make farms with your sheep vils gradually as your sheep start to run out
- Use the market to get enough wood to make a barracks and 2 ranges
- Keep making villagers and send them to whichever resources you need
- Make hand cannoneers from 2 ranges and make 1-2 bombard cannons
28+2+2 Vils Turk Fast Imperial continued...
Introduction
The objective of this build is to get to Imperial Age as fast as possible and start making gunpowder units, which are the strongest
units you can make that require few upgrades
We get chemistry free with Turks, so there’s no waiting time before pumping them out
Even though we will have low economy, our units will be very strong, and our opponent likely isn’t ready to deal with heavy army
Really good strat if you’re not an arena player, and just want a cheesy strategy to get free wins
What’s next?
Getting armor on hand cannons is amazing when up against enemy range units
If enemy is going knights then you should add monks to help out with conversions and healing
Push as fast as possible, but if you see your opponent has a lot of army trying to defend in castle age, then make sure you group up
your army well before pushing, we don’t want to lose any stray units
Don’t bother adding economy until way later, I’d recommend to spend the first 10 minutes in imp on 1 TC, simply adding in more
army will always be best
If opponent is trying to go imp himself, try to enter his base and target his town centers first, you never know when you can kill the
one that is researching Imperial Age ;)