I'm excited to tell you that with my most recent strategy guide, I've made a little Voice Over Demo (VOD). You can get the VOD here. You can watch the file streaming, but you can also download it, which I recommend. You'll get much higher quality that way.
Once downloaded, watch the file In Windows Media Player. If WMP prompts you to get the Xvid codec, it can be found here.
I would love any feedback that you have on the strategy and especially the VOD.
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The
3-Bank Dutch Fast Fortress
By MrMilo
This strategy, a
variant on the much more common 4-Bank FF, was invented by Parfait. The basic
concept is to take advantage of Dutch’s great Bank bonus, while going to the
Fortress age quickly to exercise both an economic and technological advantage. For
the first 7 minutes of the game, you’ll be focused on playing defensively.
After that, this is different from most booming strategies, as you’ll unleash
your military power full force and stop investing so heavily on your economy.
A good goal for this
strategy, and what I perform in the attached video, is to get 18 Skirmishers around
8:15. The beauty of this strategy is its flexibility. You’re far from limited
to building Skirmishers; you can do a variety of unit combinations once you hit
the third age, including: pure Skirmisher, pure Ruyter (it works surprisingly
well), Skirmisher + Ruyter, Skirmisher + Halberdier, Skirmisher + Hussar, Ruyter
+ Falconet, Ruyter + Hussar, and Halberdier + Falconet. Amazing! The farther
the game goes, the more you’ll want to increase your unit variety, but as you
hit fortress I don’t recommend building more than two military buildings
total.
Getting
Started
Gather your crates and start
scouting. Because you have two scouts, there is no excuse for not finding your
2nd hunting patch early, and starting to herd it towards your town
center. You’re not going to have any military to protect your Villagers early
on, so you need to have your Villagers gathering resources in a place that’s
hard to attack (read: next to your TC).
The Dutch eco can seem
tricky in the Discovery age. How many Villagers should you have on Food, how
many on Gold? It’s simple: You’ll want to advance to the second age with 16 Villagers.
You start with 7 Villagers, your 1st
card will be 3 Villagers, so you’ll need to train 6 Villagers. That means
you need to gather 600 Gold in Discovery. You’ll always start with 300 Gold in
crates, so your objective is to gather 300 Gold from a mine with constant Villager
production. You can usually do this with four Villagers at the start of the
game onto the mine, although five can be good too. As soon as you’ve queued
your 6th Villager put everyone on Food.
Scout
Well
Go out and get treasures. The nice
thing about this strategy is that any treasure will do. You can use Gold for Villagers,
Food and Wood for Banks, and more XP for a faster boom. Another key element is
finding what your opponent is doing. Try to deduce what strategy they’ll
perform by looking at what resources they’re gathering. Try to find any Villagers
that might have gone to make a forward Barracks. The more information you have
about what your opponent is doing, the more quickly and intelligently you will react.
Get
Your Eco Ready for Banks
Age up to Colonial with the 400 Wood
Politician. When you hit the 2nd age, you’ll want to have exactly
300 Wood and enough Gold to queue one or two Villagers. Depending on your
starting Wood crates, and treasures you’ve gathered, you’ll need 4 to 7 Villagers
chopping Wood, 3 to four mining Gold, and the rest hunting Food. As soon as you
have 300 Wood, take your Wood choppers and put them all on Food. Practice this
a couple of times to see how it works, and you’ll be able to adapt to whatever
resources you’ll need.
Boom!
As you advance, gather your 400 Wood
immediately. You should have enough Food to build two Banks. Build them ASAP. Your 2nd card will be 700 Wood.
You’ll be able to send this in the first moments of the Colonial age. As you
get your Banks up, put all of your Villagers on to Food to gather for your next
Bank. Task several Villagers to the 700 Wood when it arrives and build your 3rd
Bank. With your left-over Wood, build a house, a market, and then research the
first Gold mining upgrade.
Build
Your Town Intelligently
In my experience, it
is best to build your banks in front of your town (Unless you are playing
against Spain
who will crush your banks with the 2 Falconet card. Against Spain I suggest
using your TC, perhaps with Colonial Militia, to do what it can against those
Falconets). Don’t build them way out in front, just in front enough so that
they create pathing problems for enemy military and act as large walls to
protect your Villagers. Place your houses and market behind your town because
they have fewer hit points. Place military buildings according to what your
enemy is doing: if they’re aggressive, build back, if they’re not aggressive,
place them at the front of your town.
Head
up to the Fortress Age
At this point, you
should have 3 Banks and 20 or so Villagers. Your 3rd card will be 700 Food. You’ll want to
distribute your Villagers such that you can advance to the Fortress Age as
quickly as possible. This means putting most of your Villagers on Gold, as 700 Food
goes a long way towards getting the required Food, while you’ll also need Gold
to make Villagers. You should have 22 Villagers by the time you have enough
resources to advance. Age up with the fast-advancing politician.
Get
Your Military Going
As you start advancing, you’ll want to keep roughly the same Villager
distribution as you had previously, although you might want more Villagers on Food
depending upon what unit combination you’ll be doing (you can also research
hunting dogs at this point). Do not put any people on Wood. You gather Gold at
such a fast rate that it is actually more efficient to buy Wood at the market
until it costs 132 Gold for 100 Wood. This way, you can quickly get up a
Barracks and some houses (or whatever military building you want) and start
making Skirmishers (or wait until the 3rd age to get Ruyters,
Halberdiers, or Falconets). As soon as you get a moderate military mass, start
pushing. You’ll have a very strong economy and a good set of military shipments
and options to go with. If you’re doing pure Skirmishers, choose 8 Skirmishers as your 4th card,
and make Skirmishers from your Barracks.
Recommended
Cards:
This is not nearly
enough cards to fill up your deck, so you’ll need to figure out what else is
useful to you, depending on the civilization/map matchup and how you like to
play.
1st Age:
-
3 Villagers
- Colonial Militia
- Schooners (if a water
map)
2nd Age:
3rd Age:
-
8 Skirmishers
-
7 Skrimishers
-
9 Ruyters
-
7 Ruyters
-
8 Halberdiers
-
4 Hussars
- Military Reforms (increase Halberdier Speed)
- 3 Fluyts (if a water map)