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Hera Strategy Guide 2024 12

The document is a strategy guide for the game Age of Empires II, specifically focusing on various build orders and tactics for different civilizations. It includes detailed instructions for multiple strategies, such as the Georgians Healing Scout Rush and the Cuman 2 TC Boom, along with notes on optimal villager allocation and timing. Video tutorials for each strategy are available on Patreon, providing additional resources for players looking to improve their gameplay.
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0% found this document useful (0 votes)
1K views38 pages

Hera Strategy Guide 2024 12

The document is a strategy guide for the game Age of Empires II, specifically focusing on various build orders and tactics for different civilizations. It includes detailed instructions for multiple strategies, such as the Georgians Healing Scout Rush and the Cuman 2 TC Boom, along with notes on optimal villager allocation and timing. Video tutorials for each strategy are available on Patreon, providing additional resources for players looking to improve their gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Strategy Guide

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

17 Vils Anti-Lame Fast Up Dark Age [Advanced] 5

17 Vils Japanese Man-at-Arms Rush 6

18 Vils Cuman 2 TC Boom 7

18 Vils Double Barracks Eagles 8

18 Vils Scouts into Archers 10

18 Vils Scouts into Cavalry Archers 12

18 Vils Double Stable Scouts 14

18 Vils Generic Modern Man-at-Arms Rush 16

18 Vils Ethiopian 2-Range Archers for Team Games 18

18 Vils Feudal Drush 20

18 Vils Korean Spear Skirm Rush 21

18 Vils 1-Stable Scouts 22

19 Vils Eagle and Range Feudal Rush 23

19 Vils 1-Range Archers 25

19 Vils + 3 Fishing Ship Build 26

20 Vils Chinese Fast Feudal 27

21 Vils Malay Flexible Opening 28

23+2 Vils Fast Castle Boom 29

25+2 Vils Fast Castle into Unique Unit 30

25+2 Vils Fast Castle Light Cav Relic Control 31

25+4 Vils Knight Rush [Beginner] 33

26+2 Vils Vils Armenian Spear Rush Into Fast Castle Relic Control 35

28+2+2 Vils Turk Fast Imperial 37


16 Vils Georgians Healing Scout Rush
Vil
Age Vils Task Note
Pop
7 Send 7 villagers to sheep 7 7
1 Send 1 villager to boar 8 8

3 Send 3 more vils to boar under TC 11 11

- [Highly Recommended] Lure deer with scout and use mule cart to explore

1 Send 1 vil to make house then mill on berries 12 12

1 Send 1 vil to get second boar 13 13

3 Send 3 more vils to hunt under TC 16 16

- Either get loom or make one more villager and send to hunt under TC

- Research Feudal Age (perfect landing time: 8:00) 0 16 0 0 16

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

- Queue up loom if you opted for an extra vil in Dark Age

- Make a stable

- Research Double-Bit Axe

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

- Research Horse Collar

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

- Research Bloodlines, Forging, and Scale Barding Armor

- Research Gold Mining upgrade

- Spam either knights or Monaspas

- Research Bow Saw

- Make a fortified church in the best location for your vils

- Make monks for relics

- Make a second TC on another woodline


16 Vils Georgians Healing Scout Rush continued...
Introduction
ˆ Georgians have an insane early game, where they get access to a free mule cart at the cost of -50 food
ˆ We will abuse this bonus by scouting with the mule cart and using our scout to lure deer (optional but highly recommended)
ˆ We don’t need to gather a single wood in the early game and so the build is super simple and easy to follow
ˆ Cavalry healing bonus is the main thing we will use to survive Feudal Age. We will make exactly 3 scouts (+1 initial) to rush our
opponent, then wall up as shown in the video tutorial
ˆ The idea is to spend as little time as possible in Feudal Age, and get max value with those few scouts as we hit then run around and
heal then hit again. If needed we can tower or make some more scouts or even a range for skirms to defend, but we will never do
anything just for the sake of attacking
ˆ We either get loom or make an extra villager and up with no loom. I choose to take a risk and go no loom. Since we’re going up
fast I’d rather get the extra 50 res that villager would gather on the way up, and simply pick up loom first thing in Feudal before any
threat comes our way
What’s next?
ˆ From here we try to control the game with our cavalry, our knights heal 10hp/min so if they are weak just run them around and wait
before fighting, can use monk healing to speed it up
ˆ Add siege if needed for either defense or offense
ˆ You can go for more TCs and more churches to expand economy, and you can go heavy on stone for big Castle Age plays
ˆ The usual Imperial composition is going to be cavalry + skirm/hand cannoneer
17 Vils Anti-Lame Fast Up Dark Age [Advanced]
Introduction
ˆ This is one of my secret tools I cooked up during 3000 elo grind. I debated whether to reveal, or just leave it to those paying close
attention.
ˆ This dark age is by far the best to beat laming, and it gets you a consistent 19 pop no loom or 18 pop with loom, regardless of your
civ
ˆ The point of this build is to get consistency in your game, and always have a smooth dark age
ˆ Downsides are you eat your boars early, so you get slightly less food from them (first boar eaten with 7 vils only so a bit more rot).
Second downside is that it is hard to pull off
ˆ I would use this pretty much every game you know you dont need infantry openings
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6
1 Send 1 villager to boar 7 7

2 Send 2 villagers to wood 2 9

1 Send 1 more vil to boar under TC 8 10

1 Send 1 more vil to grab the second boar 9 11

1 Send 1 vil to build a house and then mill berries 10 12

- [Mandatory] Lure at least 2 deer

5 Send 5 more vils to food under TC 15 17

- Add 1 villager to wood or get loom

- Research Feudal Age (perfect landing time: 8:25) 2 15 0 0 17

- Send vils from hunt to wood until you have 8 on 1 lumber camp 8 9 0 0 17

- Only make 2 lumber camps if your woodline is terrible

- Send 2 vils from hunt to straggler trees 10 7 0 0 17

- Send 2 vils from hunt to make a barracks and a house 10 5 0 0 17

What’s next?
ˆ A short build, but a very strong one if you understand all the little details
ˆ If going for archers you can send 4 vils to gold at the start of feudal
ˆ For scouts or spear skirm you just keep a pure food/wood economy
ˆ Get both eco upgrades in feudal, or skip horse collar if you want to play aggro or hit a faster castle time
ˆ 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
ˆ Many civs can do a good man-at-arms rush, but few can do one as quickly as the Japanese.
ˆ The objective of this build is to put immense pressure on our opponent as early as possible
ˆ 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
ˆ This build is tight and leaves very little room for walling or adaptation, so we have to make sure we always have the initiative
ˆ 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
ˆ 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 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

1 Send 1 more vil to boar under TC 8 10

- [Mandatory] Lure at least 2 deer

1 Send 1 vil to make house then go back to the hunt under TC 9 11

2 Next 2 vils to hunt under TC (get the second boar during this time) 11 13

1 Send 1 vil to make a barracks in the front of our base

2 Send 2 more vils to food under TC 13 16

1 Send 1 villager to wood 3 17

- Research loom

- Research Feudal Age (perfect landing time: 8:25) 3 13 0 0 17

- 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

- Send 4 vils from under TC to the initial lumber camp 7 7 2 0 17

- Make an archery range right away and start producing archers

- Research Man-at-arms. Target enemy vils with the men-at-arms + scout

- Make a blacksmith as soon as you can afford it

- Research Double-Bit Axe (may need to idle TC for 10 seconds to afford)

2 Send 2 villagers to gold 4 19

1 Send 1 vil to berries and make a mill 8 20

- Slowly add vils to farms/berries before sheep run out completely

Research fletching as soon as you can afford it


-
(Idling TC for 15-20 seconds is okay to prioritize fletching)
Send your archers across the map and group with remaining MAA.
-
This army can kill vils behind palisade walls + break buildings
- Keep making archers at home for defense + follow up

What’s next?
ˆ 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
ˆ 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
ˆ 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
ˆ Once you get to Castle Age, play it like any archer build and follow the same principles
18 Vils Cuman 2 TC Boom
Introduction
ˆ The objective of this build order is to get a huge economy lead early on in the game, before your opponent can match you
ˆ This is by far the best way to play Cumans, and usually leads to auto wins if it goes unpunished
ˆ The downsides are that if you do get punished it can be hard to react
ˆ 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 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

- [Optional] Lure deer once you’ve found both boars

2 Next 2 vils to hunt under TC (get the second boar when needed) 9 11

1 1 to make a house then mill 10 12

3 Next 3 vils to hunt under TC 13 15

3 Send 3 villagers to berries 16 18

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

- Move 6 vils from hunt to wood, stay on 1 lumbercamp 8 10 0 0 18

Make second TC on another woodline. If that is not possible then second


-
best is to make it on a gold/stone
- Research double bit axe

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?
ˆ 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
ˆ 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
ˆ 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)
ˆ 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
ˆ 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

2 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

1 Send 1 vil to hunt under TC 8 10

1 1 to make a house then mill 9 11

1 1 to get second boar 10 12

- [Optional] Lure deer with scout once you’ve found all sheep

6 Send 6 vils to hunt under TC 16 18

- Get loom now if Aztecs or Incas

- Research Feudal Age (perfect landing time: 8:50) 2 16 0 0 18

- Move 5 vils from hunt to wood until you have 7 on one lumber camp 7 11 0 0 18

- Move 2 vils from hunt to gold 7 9 2 0 18

- Send 2 vils from hunt to make barracks and a house 7 7 2 0 18

- Move 3 vils from hunt to berries 7 7 2 0 18

- Research double bit axe

- [Optional] Get horse collar

- Send 4 vils from TC to gold

- Make a second barracks

- Create eagles from both barracks

[Note] Against scout opening it’s recommended to make 2 spears before


-
starting eagle production
- Send vils to straggler trees and farm as soon as you can

- Make a blacksmith and get armor/attack for eagles if needed


18 Vils Double Barracks Eagles continued...
Recommended civs Aztecs, Incas, Mayans
Introduction
ˆ This is one of the unique build orders only ”Meso” civs can do
ˆ It’s great for those that prefer melee units, as the eagle warrior is one of the strongest and most versatile melee units in AoE2
ˆ The point of this build order is to get as many eagles out on the field as possible, and try to get a good Castle Age timing behind it
ˆ It’s great against skirm, spear, and scout opening. Weak vs man-at-arms and archer opening
ˆ Amazing at lower levels where micro is not optimal

What’s next?
ˆ 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
ˆ 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

2 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

1 Send 1 vil to hunt under TC 8 10

1 1 to make a house then mill 9 11

1 1 to get second boar 10 12

- [Optional] Lure deer with scout once you’ve found all sheep

6 Send 6 vils to hunt under TC 16 18

- Get loom now if Aztecs or Incas

- Research Feudal Age (perfect landing time: 8:50) 2 16 0 0 18

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

- Send 2 vils from hunt to make barracks and a house 8 8 0 0 18

- Research double bit axe

- [Optional] Get horse collar

- Make a stable

- Vils from TC go to hunt or straggler trees

- Make 1 spear minimum, more is optional depending on situation

- Make scouts

- Start making farms as soon as you can afford them, until around 8 farms

- Send 8 vils from tc to gold and make a mining camp

- Make 2 ranges as soon as you can afford them

- Start making archers

- When berries run out send them to either wood or farms

- Make a blacksmith and get fletching

- Vils from the TC go back to making farms


18 Vils Scouts into Archers continued...
Recommended civs Chinese, Huns, Malians, Portuguese
Introduction
ˆ This is a build I thought sucked, but recently became one of my favorites. It became much better once houses were nerfed in Feudal
Age (easier to break now)
ˆ It’s great for the civs that want to end up on archers but don’t want to open them due to a bad map or due to enemy skirm threat
ˆ This strategy is also quite flexible, you can go heavy Feudal Age and bloodlines or aim for a faster Castle Age crossbow timing
ˆ Amazing at countering those that make too many spears in response to your scout rush
ˆ Can be a difficult build order to execute, but will make the game hard for your opponent as well

What’s next?
ˆ 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
ˆ 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

2 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

1 1 to make a house then mill 8 10

- [Recommended] Lure deer once you’ve found all sheep

6 Next 6 vils to hunt under TC (get the second boar when needed) 14 16

2 Send 2 villagers to wood 4 18

- Research loom

- Research Feudal Age (perfect landing time: 8:50) 4 14 0 0 18

- Move 5 vils from hunt to wood, and make a second lumber camp 9 9 0 0 18

- Move 5 vils from hunt to berries 9 9 0 0 18

- Move 1 vils from hunt to make barracks 9 8 0 0 18

- Make a stable with 2 vils 9 7 0 0 18

- Research double bit axe

- 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

- [Optional] Make 1-4 spears if you are scared of enemy scouts

- Farm until you have around 15 farms (+-2 depending on situation)

- Send 5 vils to gold and make a mining camp

- Make a blacksmith

- When berries expire move to gold/wood/farms depending on your needs

- Make sure to be fully walled by this point

- Research Castle Age

- Redistribute your economy 12 15 8 0 35+

- Make 2 ranges

- Research gold mining

- Get Fletching and Bloodlines

- Start making cavalry archers

- Research bow saw

- Get Bodkin Arrow and Husbandry


18 Vils Scouts into Cavalry Archers continued...
Recommended civs Huns, Mongols, Magyars, Japanese, Tatars
Introduction
ˆ The Objective of this build is to play safe with scouts in feudal age, and secure full walls in a decent time
ˆ Then we look to switch into cavalry archers instead of more stable units
ˆ This can surprise the opponent as he wont see the ranges if made behind the walls
ˆ It allows us to mass a strong late game DPS unit
ˆ Going scouts and not straight fast castle cav archers is to build up economy and stay safe early. Going archers in feudal into cav
archers isn’t great either because then opponent can be on skirms too early

What’s next?
ˆ 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
ˆ 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
ˆ If you want to all in, do 3 ranges start of castle age. 2 is to scale and for light pressure
ˆ 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
ˆ 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

2 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

1 Send 1 vil to make house and then mill on berries 8 10

- [Recommended] Lure deer with scout when you have found all sheep

6 Next 6 vils to hunt under TC 14 16

2 Send 2 villagers to wood 4 18

- Research loom

- Research Feudal Age (perfect landing time: 8:50) 4 14 0 0 18

- Move 5 vils from hunt to wood and build a second lumber camp 9 9 0 0 18

- Move 4 vils from under TC to berries 9 9 0 0 18

- Use 1 vil from under TC to make a barracks 9 8 0 0 18

- Use 2 vils to make a stable 9 7 0 0 18

- Research double bit axe

- Research horse collar

- 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

- [Optional] Make 1-4 spears if you are scared of enemy scouts

- At around 15 farms (+-2) add a second stable

2 Send 2 villagers to gold 2 20

- Go back to making more farms

- Research bloodlines

- Berry vils spread out to whatever resource you need once they run out

- Make a blacksmith

- Get armor and attack in the order you prefer

- Get wheelbarrow once were on 20 farms

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
ˆ 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.
ˆ The idea is that we rush to the strongest possible feudal age unit, which is the bloodlines scout with blacksmith upgrades.
ˆ With 2 stables we can get enough scouts on the field to defend enemy aggression and keep him open (in most cases).
ˆ 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
ˆ 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?
ˆ 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
ˆ 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
ˆ 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
ˆ 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.
ˆ 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
ˆ 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
ˆ This is the modern version of the Man-at-Arms rush, that aims to do it more consistently and attack faster than before
ˆ This build order can be done with any civ, but will require you to lure at least 2 deer to execute correctly
ˆ 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
ˆ Can’t transition to anything except archers since we don’t have much food income in early feudal
ˆ 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

1 Send 1 villager to boar 7 10

- [Mandatory] Lure at least 2 deer once you’ve found both boars

5 Next 5 vils to hunt under TC (get the second boar when needed) 12 15

1 1 to make barracks then a house at the front of the base

2 Next 2 vils to hunt under TC 14 18

After luring deer make sure to find the rest of your sheep, then find your
-
opponent with your scout
- Research loom

- Research Feudal Age (perfect landing time: 8:50) 3 14 0 0 18

- Move 5 vils from hunt to wood 8 9 0 0 18

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

- Make a mill on berries with 1 vil 8 7 2 0 18

- Research Man-at-Arms

- Research double bit axe

5 Send 5 more vils to berries and start seeding farms when hunt runs out 12 23

- Make an archery range when you can afford it

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

- Keep seeding farms and developing naturally

Attack with your archers if you still have the man at arms alive, otherwise
-
defend until fully walled then move out
What’s next?
ˆ Ok at this point we’re at mid feudal age you have a few options on how to continue the game:
ˆ The best option is to wall up get to castle age first and go crossbows
ˆ 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
ˆ 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
ˆ 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

2 Send 2 vils to wood and make a house with one of them 2 8

1 Send 1 villager to boar 7 9

- [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

1 Send 1 vil to make a mining camp on gold 1 16

2 Next 2 vils to hunt under TC 15 18

- Research loom

- Research Feudal Age (perfect landing time: 8:50) 2 15 1 0 18

- Move 7 vils from under TC to your lumber camp 9 8 1 0 18

- Move 2 vils from under TC and send them to make a barracks and a house 9 6 1 0 18

- Move 2 vils from under TC to collect stragglers 11 4 1 0 18

- Make 2 archery ranges and start producing archers

- Use one of the range vils to make a blacksmith and send the other to food 11 5 1 0 18

- Use the blacksmith villager to make houses and small walls

7 Send 7 villagers to gold 8 25

- Send 2 villagers from straggler trees to food under tc 9 7 8 0 25

- Get fletching and start attacking with archers

6 Send 6 villagers to berries 13 31

- When sheep run out, slowly add farms until you have 7-8 farms

2 Send 2 villagers to wood 11 33

3 Send 3 villagers to gold 11 36

- Make a market and sell stone to go up to castle

- If you are short food, continue adding villagers to whatever resource you need

- Try to be fully walled around this point or at least well defended

- Research Castle Age (perfect landing time: 19:00)

- Research double bit axe

- Research gold mining

- [OPTIONAL] Get horse collar

- Make a second lumber camp and send 6 vils to another woodline

- Continue attacking with your archers, but DON’T lose them

- Get crossbow and bodkin arrow

- Research bow saw


18 Vils Ethiopian 2-Range Archers for Team Games continued...
Introduction
ˆ Easiest with the Ethiopians but it works for other strong archer civs too. Slower civs usually have to go up 20 pop instead
ˆ The objective of this build is to get as many archers as possible right away
ˆ We sacrifice economy in favor of army to be able to gain an early game advantage
ˆ We use the market to get up to castle age faster by selling stone
ˆ Our goal is to win either in feudal or early castle, or get such a lead that we can fall back and add economy until we can eventually
win
ˆ This build is a lot stronger for a team game flank player because your pocket’s scouts can cover your weakness to skirms
What’s next?
ˆ Get university right away to go for ballistics and all-in to end the game
ˆ Add some siege to help push or defend against their archers and skirms
ˆ Add a monastery and collect relics or convert knights
ˆ Alternatively simply just buy back 100 stone when you wanna add another TC and play it out normally!
18 Vils Feudal Drush
Recommended civs Malians, Lithuanians, Japanese, Britons, Vikings
Introduction
ˆ The objective of this build is to go up quickly, but ensure we get the first punch by making 2 militia while we are on the way to feudal
ˆ 2 militia + a feudal scout has the potential to do a lot of damage, we are mainly looking to harass villagers
ˆ You can use your scout to block villagers as they run back to the tc, or to prevent quick walls, while your militia do the main damage
ˆ Another advantage is that we can see exactly what our opponent is doing before having to commit to our feudal age followup. This
way we can properly react to what they are doing
ˆ It is difficult to afford more than 2 militia initially, but we can optionally add more militia or even man at arms upgrade once we are
in feudal
ˆ Compared to a pre-mill drush, this build exerts more pressure with the stronger scout and allows a faster followup
ˆ This build is best executed with civs that have early game economy/infantry bonuses, since it can be hard to afford it without those
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6

3 Send 3 villagers to wood 3 9

1 Send 1 villager to boar 7 10

1 Send 1 vil to make house then go back to the hunt 8 11

- [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

1 Add 1 more vil to hunt under TC 13 17

1 Send 1 villager to wood 4 18

- Research loom

- Research Feudal Age (perfect landing time: 8:50) 4 13 0 0 18

- 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

- Send 4 vils from under TC to the initial lumber camp 8 9 0 0 18

- Move 1 vil from under TC to berries and make a mill 8 9 0 0 18

- 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

- Research double bit axe

- [Optional] Get horse collar

- Make your follow up based on what your opponent is going for

- Start to slowly wall up your base with 1-2 villagers using houses and walls

What’s next?
ˆ 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
ˆ 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
ˆ 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
ˆ 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
ˆ The objective of this strategy is to harass your opponent with cheap yet effective units as soon as possible
ˆ 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
ˆ 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
ˆ 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

2 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

2 Send 2 more vils to boar under TC 9 11

1 Send 1 vil to make house then mill on berries 10 12

1 Send 1 vil to get second boar 11 13

- [Optional] Lure deer

2 Send 2 more vils to hunt under TC 13 15

3 Send 3 more vils to berries 16 18

- Research loom

- Research Feudal Age (perfect landing time: 8:50) 2 16 0 0 18

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

- Make an archery range

- Make spears ASAP and send them forward

- Research Double-Bit Axe and Horse Collar

- Make skrims ASAP and send them forward

- Make farms until you have 14-16

- Harass opponent and mix spears/skirms as you see fit

- After that send 7 vils to gold and make mining camp

- Make a blacksmith during that time and get fletching

- Finish walling your map with houses and palisades

- After 7 to gold, send vils to wood until you can click up

- When berries run out, send them to either gold/wood/farms as you see fit

What’s next?
ˆ 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
ˆ The objective of this build is to go up quickly and start putting pressure with scouts
ˆ Our goal is to use our mobility and be the first to attack our opponent
ˆ 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
ˆ Once we secure map control, we should look to fully wall our base to stay safe from counter attacks
ˆ 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
ˆ 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

2 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

1 Send 1 vil to make house then mill on berries 8 10

- [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

2 Send 2 villagers to wood 4 18

- Research loom

- Research Feudal Age (perfect landing time: 8:50) 4 14 0 0 18

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

- Make a stable with 2 vils 8 7 0 0 18

- Research double bit axe

- Research horse collar

- 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

- [Optional] Make 1-4 spears if you are scared of enemy scouts

What’s next?
ˆ If opponent is on mainly arch/spear, we can add a range and make skirms
ˆ 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
ˆ We will naturally want a blacksmith, so pick that up when you can
ˆ If game is hectic in feudal age, pick up bloodlines once you have 7-8 scouts, then pick up armor/attack on them
ˆ Pick up horse collar (if you skipped it) and gold mining upgrade after you click up to castle age
ˆ 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
ˆ Light cav is a great option if you have a bunch of left over scouts or if you want to counter their monks
ˆ Prioritize blacksmith upgrades depending on the situation
ˆ Get bow saw
ˆ 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

2 Send 2 villagers to wood 2 8

1 Send 1 villager to boar 7 9

2 Next 2 vils to hunt under TC 9 11

- [Recommended] Lure 3 deer with your eagle scout once all sheep are found

1 Send 1 vil to make house then make a mill 10 12

4 Next 4 vils to hunt under TC (get the second boar during this time) 14 16

1 Send 1 villager to berries 15 17

2 Send 2 villagers to wood 4 19

- Research loom

- Research Feudal Age (perfect landing time: 9:15) 4 15 0 0 19

- Send 5 vils from hunt to make a second lumber camp 9 10 0 0 19

- Move 1 vil from hunt to initial woodline 10 9 0 0 19

- Move 2 vils from hunt to berries 10 9 0 0 19

- Send 1 vil from hunt to make a barracks when you’re around 50% up

- Send 3 from hunt to make a mining camp on gold 10 6 3 0 19

- Research double bit axe (skip horse collar for now)

- Start making eagles

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

- Keep pumping eagles + archer/skirm and start to develop farm eco

- Make a blacksmith when you can

- Research Fletching
19 Vils Eagle and Range Feudal Rush continued...
Introduction
ˆ The objective of this build is to put pressure with 2 different units, making it hard for your opponent to have a counter
ˆ We will start making eagles right away in feudal and also make a range for archers or skirms
ˆ 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
ˆ 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
ˆ 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
ˆ 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?
ˆ 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)
ˆ Pick up horse collar + gold mining upgrade after you click up to castle age
ˆ 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
ˆ Get bow saw early castle no matter what
ˆ 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
ˆ 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
ˆ The objective of this build is to go up rather quickly and start massing archers right away
ˆ We commit to just 1 range because we value the faster Fletching more than the second range and more army
ˆ This allows for a faster Castle time, or transition into scouts as a response to our opponent having a lot of skirms
ˆ This build is best executed with a civilization that has both Arbalest and Bracer because that is what we are scaling into
ˆ 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

3 Send 3 villagers to wood 3 9

1 Send 1 villager to boar 7 10

1 Send 1 vil to make house then mill on berries 8 11

- [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

2 Send 2 villagers to wood 5 19

- Research loom

- Research Feudal Age (perfect landing time: 9:15) 5 14 0 0 19

- Move 5 vils from under TC and make a lumber camp on a second woodline 10 9 0 0 19

- Move 2 vils from under TC and send them to straggler trees 12 7 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)

- Make a range and start producing archers asap

2 Send 2 villagers to gold 4 21

- Make a blacksmith and get Fletching when you can afford it

- [Optional] Make 1-4 spears if you are scared of enemy scouts

- Move 4 more vils from TC to berries (5 total on berries) 12 5 4 0 21

- Start making farms as soon as you have the wood for it

- Start walling with 2-3 vils using a mix of houses and palisades

What’s next?
ˆ The goal from here is to get up to Castle Age with a healthy mass of 10-15 archers and simply get Crossbowman/Bodkin
ˆ 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
ˆ When you click up to Castle Age, you can add another production building (either a 2nd range or a stable)
ˆ 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
ˆ 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
ˆ The objective of this build is to setup a strong early game economy with prescence on water
ˆ 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
ˆ This build also sets us up nicely with a dock, which lets us fight for water more easily
ˆ Very adaptable build, can be used for any hybrid or water map with deep sea fish
ˆ Leads to a variety of strategies in Feudal Age
Vil
Age Vils Task Note
Pop
6 Send 6 villagers to sheep 6 6

5 Send 5 villagers to wood 5 11

1 Send 1 villager to boar 7 12

1 Send 1 vil to make a house then a dock (then take shorefish usually) 8 13

1 Add 1 vil to boar under TC 9 14


1 Send 1 vil to get the second boar 10 15
Make fishing ships (up to 3) as soon as your dock is up, usually you also have
-
to make a house right after your first fishing ship
4 Add 4 more vils to food under TC 14 19

- Research loom

- Research Feudal Age (perfect landing time: 9:15) 5 14 0 0 19

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?
ˆ 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
ˆ I will give you some tips for the most common variations
ˆ 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
ˆ 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
ˆ 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
ˆ Avoid fish trapping unless your water is super super safe
ˆ In big water go galleys and micro, in smaller ponds go for fires/demos
ˆ 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
ˆ In Castle Age onwards demo ships are crazy OP so take advantage of them as much as possible
20 Vils Chinese Fast Feudal
Introduction
ˆ The objective of this build is to get you familiar with the most awkward start in aoe2, the chinese
ˆ 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
ˆ Chinese opening seems difficult, but once you get the hang of it, its actually quite simple
ˆ 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

1 Send 1 villager to sheep 7 7

3 Send 3 villagers to wood 3 10

1 Send 1 villager to boar 8 11

1 Send 1 vil to make 2 houses then mill on berries 9 12

- [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

4 Send 4 villagers to berries 17 20

- Research Feudal Age (perfect landing time: 8:25) 3 17 0 0 20

- Move 2 vils from under TC to first lumber camp 5 15 0 0 20

- Move 5 vils from under TC and send them to make a second lumber mill 10 10 0 0 20

- Build a barracks when you can afford it

What’s next?
ˆ If going scouts then simply make a stable in feudal and get both eco upgrades
ˆ 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
ˆ 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
ˆ 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
ˆ 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
ˆ 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
ˆ 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
ˆ Can either go archers, spear skirms, or scout rush with this same dark age build order. Giving u insane flexibility
ˆ 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
ˆ 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

3 Send 3 villagers to wood 3 9

1 Send 1 villager to boar 7 10

1 Send 1 vil to make house then make a mill 8 11

- [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

3 Send 3 villagers to berries 16 19

2 Send 2 villagers to wood 5 21

- Research loom

- Research Feudal Age (perfect landing time: 9:13) 5 16 0 0 21

- Send 5 vils from hunt to make a second lumber camp 10 11 0 0 21

Send 1 vil from hunt to make a barracks so it is ready when you hit feudal
-
(earlier than other civs!)
What’s next?
ˆ 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
ˆ NOTE: In every opening we get double bit axe, horse collar is optional if you want to play more defensive and passive
ˆ 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
ˆ In every opening you can make as many spears as u think is necessary. The free armor makes them very effective early
ˆ Our goal is to hit castle age first and look to do some damage with our timing advantage
ˆ 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
ˆ The plan is to get to castle age as fast as possible with enough resources to start booming with extra TCs and eco upgrades
ˆ 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
ˆ 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
ˆ 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

3 Send 3 villagers to wood 3 9

1 Send 1 villager to boar 7 10

1 Send 1 vil to make house then mill on berries 8 11

- [Highly Recommended] Lure 3 deer with your scout into your tc

2 Add 2 more to hunt under TC and grab second boar 10 13

4 Send 4 more vils to berries 14 17

- Seed 4 farms with sheep villagers when the boars run out 3 14 0 0 17

4 Send 4 more villagers to wood (only 1 lumber camp) 7 21

2 Send 2 villagers to gold 2 23

- Research Feudal Age (perfect landing time: 10:30) 7 14 2 0 23

- When food under tc runs out, send remaining vils to straggler trees

- Send 1 villager to make a blacksmith

- Send 2 villager to make a market (usually the ones on straggler trees)

2 Send 2 more villagers to wood (only 1 lumber camp) 9 25

- Research Castle Age (perfect landing time: 14:00)

- Research double bit axe

- Research horse collar

- Send 1 villager from a straggler tree to the main lumber camp 9 14 2 0 25

- Seed farms with remaining straggler vils 9 14 2 0 25

- Make 1 TC on a woodline away from your lumber camp

- Research bow saw

- Make another TC on secondary gold or main stone if possible

- Use market to buy food or wood whenever you can afford it

- [Optional] Get heavy plow

What’s next?
ˆ We want to continue booming and prioritizing economy for a few more minutes
ˆ Get wheelbarrow around 18 farms, get handcart whenever you can afford it afterwards
ˆ Feel free to start mining stone and adding a 4th TC whenever you want
ˆ 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
ˆ Once you finish booming, pick a good composition and commit to it (general rule is 1 gold unit, 1 trash unit, 1 siege unit)
ˆ 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
ˆ The objective of this build is to get to castle age and drop a castle right away
ˆ A castle is one of the strongest buildings in the game, offering excellent defense and the ability to create your unique unit
ˆ 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
ˆ 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
ˆ 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

3 Send 3 villagers to wood 3 9

1 Send 1 villager to boar 7 10

1 Send 1 vil to make house then mill on berries 8 11

- [Highly Recommended] Lure deer to your tc if any are nearby

3 Add 3 more to hunt under TC and grab second boar 11 14

4 Send 4 more vils to berries 15 18

- Seed 3 farms with hunt villagers so we dont eat our sheep too fast 3 15 0 0 18

5 Send 5 more villagers to wood (only 1 lumber camp) 8 23

2 Send 2 villagers to gold 2 25

- Research Feudal Age (perfect landing time: 11:20) 8 15 2 0 25

- 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

- Send 1 villager to make a blacksmith

- Send 2 villager to make a market (usually the ones on straggler trees)

2 Send 2 villagers to stone 6 27

- Research Castle Age (perfect landing time: 14:50)

- Research double bit axe

- Research horse collar

- Drop the castle with stone villagers and play from there

- Research bow saw

- When berry villagers go idle, send them to whatever resource you need

What’s next?
ˆ Now that you have a castle and are in the castle age, you have a few options
ˆ 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
ˆ 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
ˆ 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
ˆ 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

3 Send 3 villagers to wood 3 9

1 Send 1 villager to boar 7 10

1 Send 1 vil to make house then mill on berries 8 11

- [Highly Recommended] Lure 3 deer with your scout into your tc

3 Add 3 more to hunt under TC and grab second boar 11 14

4 Send 4 more vils to berries and make another house 15 18

- Seed 3 farms with sheep villagers when the boars run out 3 15 0 0 18

5 Send 5 more villagers to wood (only 1 lumber camp) 8 23

2 Send 2 villagers to gold 2 25

- Research Feudal Age (perfect landing time: 11:20) 8 15 2 0 25

- When food under tc runs out, send remaining vils to straggler trees

- Build a barracks

- Send 2 villagers to make a stable

- Send 2 villagers to make a market

2 Send 2 more villagers to wood (only 1 lumber camp) 10 27

- Research Castle Age (perfect landing time: 14:50)

- Research double bit axe

- Research horse collar

- Send the 4 villagers who made the buildings back to straggler trees 10 15 2 0 27

- Seed a few more farms after horse collar finishes

- Make 2-3 more scouts

- Add a monastery right away

- Research bow saw

- Make a TC when you can afford it

- [Optional] Get light cav if opponent is also contesting relics


25+2 Vils Fast Castle Light Cav Relic Control continued...
Introduction
ˆ This build order is excellent for arena, but can also be used in other maps that are a bit more slow paced and defensive, like hideout,
gold rush, yucatan, etc
ˆ The goal of this build is to get control of the relics asap, and then also keep an eye on your opponent
ˆ The very minimal investment into light cav + monks lets u match enemy boom pretty well, while also having map control
ˆ Those units are also really effective at small skirmishes, which is what you are looking for
What’s next?
ˆ Add more light cav + monks if opponent is contesting relics, otherwise just add a 3rd tc and boom up while taking all 5 relics
ˆ Patrol light cav around the map, to keep an eye on your opponent once youve won the relic war. On arena this means patrolling their
walls to see what they move out with
ˆ Add a 4th tc if needed, and just boom till imperial age
ˆ Pro tip, if you get pushed and they are going faster to imp, move your relics to the back so you dont lose them, then try to hold their
push. If you succeed, you auto win late game cuz of the 5 relics in your control
25+4 Vils Knight Rush [Beginner]

Vil
Age Vils Task Note
Pop
- Make 2 houses to start

6 Send 6 villagers to sheep 6 6

3 Send 3 villagers to wood 3 9

- [Optional] Get loom before luring boar if you need it

1 Send 1 villager to boar 7 10

1 Send 1 vil to build 2 houses and then mill berries 8 11

1 1 to hunt under tc 9 12
1 1 to get second boar 10 13

4 Send 4 more to berries 14 17

5 Send 5 villagers to wood 8 22

- Make a house

3 Send 3 villagers to gold 3 25

- Get loom if you didn’t get it earlier

- Research Feudal Age (perfect landing time: 11:45) 8 14 3 0 25

- Make a barracks and a house

- [Optional] Wall up your base slightly to defend yourself if you need to

- When food runs our under tc make a few farms and send the rest to wood

- Make a stable and market with 2 vils

4 Send 4 villagers to gold 7 29

- Research Castle Age (perfect landing time: 16:05)

- Add a second stable

- Research double bit axe

- Research horse collar

- Fix any idle economy

- Make knights from both stables

- Research bow saw

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
ˆ This is my only pure beginner build order. This is meant for low level players, or new players just learning the game
ˆ 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
ˆ 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
ˆ 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?
ˆ Try to spend your resources quickly, and continue to invest them. A nice trick is to use the market to help balance them out
ˆ Keep making knights and villagers whenever you can
ˆ Get upgrades on the knighs when you can afford them, bloodlines, husbandry, and blacksmith upgrades are all great options
ˆ 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

4 Send 4 villagers to wood 4 10

1 Send 1 villager to boar 7 11

1 Send 1 vil to build house>barracks>house in front and start walling slowly

2 Send 2 more vils to boar under TC 9 14

- [Optional] Lure deer

1 Send 1 vil to get second boar 10 15

2 Send 2 more vils to boar under TC 12 17

- Make 2-3 spears from barracks and send them to harass with your scout

6 Send 6 vils to berries and build a mill 18 23

- Move 2 vils from hunt to wall (3 total, make sure opponent can’t get in) 4 16 0 0 23

3 Send 3 villagers to gold 3 26

- Send 5 vils from food to wood (9 total) 9 11 3 0 26

- Start making farms as sheep run out

- Research loom

- Research Feudal Age (perfect landing time: 12:10) 9 11 3 0 26

- Send walling vils to straggler trees when they are done 12 11 3 0 26

- Make sure to micro mule cart to keep the woodline as efficient as possible

- Feudal buildings with 3 straggler vils (Recommend to do market + blacksmith)

2 Send 2 villagers to gold 5 28

- NOTE: If you can’t afford Castle Age, make 1-2 more vils or use the market

- Research Castle Age (perfect landing time: 15:40)

- Research double bit axe

- Research horse collar

- Make fortified church in a great defensive location

- Spam warrior priests to get relics ASAP

- Research bow saw


26+2 Vils Vils Armenian Spear Rush Into Fast Castle Relic Control continued...
Introduction
ˆ Goal of this build is to harass the opponent in dark age with a unit that outruns vils and destroys scouts
ˆ Wall up behind it and stay safe until Castle Age
ˆ We immediately get a defensive building and one that can create a strong army to defend ourselves in Castle Age
ˆ Warrior priest is insane vs any feudal army so its going to be easy to defend with the church
ˆ Then we grab up to 6 relics and coast to an easy late game

What’s next?
ˆ Place your church in the position that best defends your base. Remember it shoots arrows right away with the 1 relic
ˆ If under heavy pressure consider getting armor upgrades for your warrior priests, and definitely pick up squires asap
ˆ Once you have dealt with enemy army go pick up all the relics on the map and start developing your eco
ˆ Start adding TCs and develop your economy
ˆ Harass enemy with whatever leftover priests after you get the relics, or use them to defend
ˆ 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

4 Send 4 villagers to wood 4 10

1 Send 1 villager to boar 7 11

1 Send 1 vil to make house then mill on berries 8 12

2 Send 2 villagers to berries 10 14

- [Required] Lure 3 deer with your scout into your TC

1 Send 1 villager to boar 11 15

1 Send 1 vil to make house then go to berries (4 total) 12 16

3 Send next 3 vils to gather food under TC 15 19

4 Send 4 villagers to wood 8 23

- Make farms with your sheep vils gradually as your sheep start to run out

5 Send 5 villagers to gold 5 28

- Research Feudal Age (perfect landing time: 12:35) 8 15 5 0 28

- As hunt finishes, move 1 vil to berries and 3 vils to straggler trees 11 12 5 0 28

- Send 1 villager to make a blacksmith

- Send 2 villager to make a market (usually the ones on straggler trees)

2 Send 2 villagers to gold 7 30

- Research Castle Age (perfect landing time: 16:05)

- Send the vils that made the feudal buildings to farms 8 15 7 0 30

- Research double bit axe

- Research gold mining

- Sell 200 stone

2 Send 2 villagers to gold 9 32

- Send 3 vils from wood to make a siege workshop and monastery

- Research Imperial Age (perfect landing time: 20:05)

- As berries expire, move the vils to a second mining camp 8 11 13 0 32

- Use the market to get enough wood to make a barracks and 2 ranges

- Get the first archer armor upgrade

- [Optional] Make a monk and pick up relics

- 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
ˆ 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
ˆ We get chemistry free with Turks, so there’s no waiting time before pumping them out
ˆ 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
ˆ Really good strat if you’re not an arena player, and just want a cheesy strategy to get free wins
What’s next?
ˆ Getting armor on hand cannons is amazing when up against enemy range units
ˆ If enemy is going knights then you should add monks to help out with conversions and healing
ˆ 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
ˆ 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
ˆ 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 ;)

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