This strategy takes advantage of a competitive age up time and is
particularly effective against other civs who are planning to FF.
However, it does require adaptation based on your opponent and the
situation but this is the general build for it:
Discovery Age:
- Standard stuff here, all vills on food building houses as you have the wood.
- Ship 3 vills first card
- Age up with 500 food politician
- In transition to Colonial put 3 villagers on gold, 7 on wood, and
the rest on food. (number on food varies on how many wood crates you
started with)
- Build 1 more manor while aging up
Colonial Age:
- Build a barracks and ship 700 wood as your first card
- Build houses as wood allows, train 10-15 musketeers (situational again)
- Ship 5 villagers as your 2nd card
- Use your trained musketeers to harass as soon as you can, you'll
want to be scouting to see if your opponent is training an army or only
going for a straight FF. Adjust accordingly
- Ship 700 gold as your 3rd card
Ideas for continuation strategies:
Upon collecting the 700 gold you should be able to age up (I usually
reach Fortress in the 9:30-10:30 range) and you should have around a
40+ villager economy. Also, instead of simply going to fortress you can
use the resources to make many more Musketeers and even drop down a
stable to get some Hussars out. The +15% HP card in age2 for Hussars
can really make a difference if you go this route.
Another
possible way to continue this strategy (I used it in 1.03 against
Iroquois players) is after the Musket harass to turtle up big time, 6
towers + shipping a fort as soon as you reach Fortress Age. You'll then
want to head to Industrial asap and build as many manors as you can.
While aging up to Industrial you'll want to build a church and collect
1500 gold for Mercantilism. Upon reaching Industrial ship both of your
factories, then do whatever you can do reach
1000food/1000wood/1000gold and revolt on them. Since you've hopefully
reached your manor limit you should have a fair number of Colonial
Militia and have a couple of Rockets out of your factory by this time.
You now want to ship Gatling Guns and push your opponent in a
controlled manner. The combination of Rockets from your
factories+Gatling Guns + Colonial Militia should be very difficult for
your opponent to counter at this point in the game (16-18 minutes).
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