First of all WOOT this is my 1000th post and the 1000th post in the treaty section!!!
You can download the original word document here. Hope everyone enjoys!
AoE3 40 Min. Treaty Strategies/Booms
Hi everybody. Since we got all those booms I thought I'd
make a new post with them. This one is organized better and is in alphabetical
order. Also I added some paragraphs and corrected some grammar in some of the
booms to make reading easier. Finally I also changed the abbreviations, like
ERKs, to their full form - Eagle Runner Knights. This should make it easier on
new people who haven't learned all the abbreviations yet.
Comments from me are in red. (or at least they were in the original)
European Civilizations
British
Kerkumus's British Boom:
http://www.fileden.com/getfile.php?file_path=http://www.fileden.com/files/2008/9/12/2093375/KerkBritishBoomtake2.age3Yrec
This one is great. I completely
recommend watching it.
Dutch
Ricester's Dutch Boom:
This will probably be too rough
for you but I'll try and describe as best I can. To hit score over 1800:
Age 1: 4 villagers on gold off
the start; spread the rest onto food and wood. Keep churning villagers out and
spread between food and wood. The 4 on gold is enough for you to keep villagers
coming out.
As soon as you have enough, build
bank. STAY in 1st age until 4 banks are built and you have approx 26 villagers.
Age up. You should have selected 3 cards, 2 extra banks and the food trickle
card. You should have 2 cards sitting, KEEP until 3rd age. Age up with the 400
wood option.
Age 2: When in 2nd age, age
straight into 3rd. Upgrade all market upgrades (apart from villager stuff). Age
with fast age up.
Age 3: Build 2 more TCs as soon
as you're in age 3 and take your 2 cards - 20% more food and church card. When
church card in, select for 2 extra banks. Another card will come in the
3rd age, take 20% gold card. Stay in 3rd age spreading villagers between
wood and food (coin should be coming in through banks) until you have 8 banks
built and 46 villagers made. Age up using 4 villager option and then whilst
aging, make those 4 villagers from TC (extra 4 villagers). You should have 2
more cards sitting.
Age 4: When aged, pick 2
factories and put them on coin. Build 3 plantations and 2 mills. Take all
villagers off wood (maybe leave your extra 4 on or use for building
barracks/walls etc) and spread 30 onto plantation and 20 on mills.
Age 5: You may get 1 more
possibly 2 more cards before 28 minutes have gone. If you get 2, take 25%
plantation gold card.
Save a card until approx 28
minutes have gone and turn all gold to wood card. should be approx 33k gold.
This will give you most of the wood you will need for the whole game.
If you have boomed correctly and
not wasted too much time waiting on wood coming in before building/researching
upgrades then come the end NR you will have score approx 1850, 30K food, 25K
wood and 33-35K gold and climbing. Should be more than enough to start pumping
out the cannons!
Any questions just ask
The part here about
aging with the 4 villagers is worded somewhat odd. What you do is max out your
villagers in age 3. Then advance with the politician that gives you 4
additional villagers. This will put you at a total of 54 villagers, 4 more than
the limit of 50.
French
Metis's French Boom:
It's pretty easy to get 2500 with
French in a 40 without a trade route. With a trade route and cows you should be
able to get 3000. Here's a boom I just did where I hit 2616 at 40.
I got this with a pretty standard boom
deck that replaces the three plantation-only cards with settler shipments. Of
course this isn't for a very long game but as you start the fight with 150k
gold and all upgrades but the advanced arsenal you will have a bit of time
before you run out of gold if you play wisely.
o
Collect crates
o
Build a house
o
All to food
o
Send 3 Coureur des Bois
o
Queue to 15
o
Start to II @ 3:45 (wood)
o
Send 4 Coureur des Bois
o
At 1200 food move all to gold
o
At 1000 gold move all to wood
o
Start to III @ 6:00 (fast)
o
Build 2 TCs
o
Leave 5 on wood move 5 to gold rest to
food.
o
Build market; get gang saw and all
hunting and mining upgrades.
o
Send Refrigeration
o
Send Royal Mint
o
When you have about 20 on food queue to
gold stop making Coureur des Bois when you have 1200 gold
o
Start to IV @ 11:45 (gold)
o
Send 10 Coureur des Bois
o
Split half to food half to gold,
leaving the 5 on wood but queue all new to wood.
o
As you get the wood build mills and put
exactly 7 Coureur des Bois on each mill, upgrade the mills.
o
Start to V @16:00 (gold)
o
Ship the 2 factories (put on wood), get
the wood market upgrades.
o
Build a church get Mercantilism ship
the mill cards and send Economic Theory.
o
Build a capitol, get the upgrades.
o
Eat up the rest of the close mines then
send 70 to mills and 9 to wood.
o
As you gather the wood start building
things. Wall (5 walls) and then build the rest of your houses, 2 arsenals and
at least 3 each of barracks, stables, and artillery foundries as you will need
them for fast upgrades later. Get all the food/wood upgrades that you can and
any others if you have any leftover gold. All this building will get you a
card.
o
Send Food Trickle -- Sending
advanced church might be better eco-wise but you will be low on wood to
build FBs if you do.
o
Wait....
o
@ 37:00 send fur trade
o
Start upgrading everything as fast as
you can - one upgrade per building.
o
Pump out an army and you will get
another card. Send fast train Infantry or Cavalry, your choice.
This boom is for a short
game. For a longer game you may want to use a deck with more long term economic
shipments.
German
Haody's German Boom:
Age 1: In the beginning max out
your villagers. 8 Food (With Settlers <I don't know
if he means settlers or wagons here>), 9 Gold.
Age 2: Keep doing that until Age
2 and save your cards after you get Economic Theory. When you're aging up to
Age 3, put all your Gold Villagers onto Wood.
Age 3: Key to Germans is to get
to level 3 quick so you can max your Settler Wagons out and while doing that,
build Villagers.
Cards to level 3: Economic
Theory, Royal Mint, Germantown Farmers, Refrigeration.
After those cards, save up your
cards until you age up to Age 4.
Age 4: Build 4 mills and use all
your Settler Wagons on those Mills while Villagers coming out go on Wood. Have
like 10-15 on Gold.
When you age up keep 20 on Wood
(Send Factories which will be on Wood), around 40 Food (10 Wagons), 60 Gold (10
Wagons).
Age 5: Age up again and you just
build Barracks in Age 5, upgrade your ARSENAL (IMPORTANT FOR FIRST ARMY).
Cards until 5th Age: Sustainable
Agriculture, Team Mills, all of the Plantation Gold Cards, and Church Card.
If you choose to keep Uhlans as a
first army, feel free to do so.
If you want my full German
Strategy (courtesy of Disco86 and SavoryBeef), than talk to me whenever I'm
online the game. My name is Haody on ESO.
Ottoman
Disneyword's Ottoman
Boom:
http://www.fileden.com/files/2009/6/22/2485513/oto_boom_by_toni_cipriani.age3Yrec
Never watched this one.
Might be good, might not.
Portuguese
_PI's Portuguese Boom:
Rapid breakdown of my strategy,
2100 (no wood cards used, 2200-2300 with wood cards) range every game with
decent hunts when done properly.
Age 1: Get about 3 villagers
immediately on food, depending on starting crates either build a house then a market
or just a house, new villagers to wood and coin as needed, get hunting dogs,
then all food until you can age-up to 2. First card Economic Theory.
Age-up with 400 wood, get 10
villagers on food, rest on wood, get placer mines, move villagers on wood to
coin.
Age 2: Get Steel Traps and
Algamation, pump villagers to coin, possibly food depends on how your resource
distribution is looking, tweak and adapt on the fly, age-up using fast age-up,
should be around 26-28 Villagers, but don't mark when to age-up by villagers.
Age up with exiled prince.
Age 3: Move 22 to food, rest to
wood, get the first wood cutting upgrade in market, and build one more house,
move villagers on wood to coin. 2nd card is Royal Mint and 3rd card is
Refrigeration. You might need to tweak food/coin balance depending on
resources/map layout, do so if necessary, you want to hit around 2000 food and
1200 coin at the same time and around about 10:35-10:50. Age-up with 1K coin
Age 4: New villagers to wood,
research 2nd and 3rd wood cutting upgrades, build one house, then villagers on
wood unto food, get around 32 on food, rest going to coin, 4th card is Factory,
5th card is 2nd Factory, both on wood, research the increased wood gathering
rate for factory upgrade. Usual rule of watch resource balance and tweak as
needed applies, should be able to age-up to imperial around 14 min in.
Go heavy on wood while aging to
imperial and build one mill and one plant, start getting upgrades in them, when
you hit build capitol, get imperial economy upgrades, villager distribution is
35 food, 19 wood, 45 coin if not using native, 40, 19, 40 if using native. Get
mercantilism while in imperial. Rest of your cards are church tech, food
upgrade from church tech, then Sustainable Agriculture, then all 3 plantation
cards, then either Advanced Arsenal or wood card, then either your choice of
army card or Advanced Arsenal, then cavalry train speed.
From there card order is your digression;
I personally usually do fencing school, engineering school,
range-finding/genitours, and then everything else.
Sometimes you'll want to send
engineering school/fencing school instead of something else before 40 and if
you learn my boom well, you can do 2100 without wood cards and ship one of
those or a card like range finding if you so please. That's the way I was doing
it before I quit, wood cutting upgrades with ports aren't really needed their
boom is already very good and the wood cards offer nothing significant
long-term for port, they aren't Sioux/Iroquois/Aztecs/Spain, where you have
legitimate reasons for the cards, they have one of the best booms in the game.
Apparently this one is
a very high quality boom. If you're struggling or new to the ports this is the
way to go.
Hidan's Portuguese
Boom:
Age 1: 2 to food crates, rest to
hunting. With the 200 wood I build a house and a market. I put
about 7 to food, then 1 wood, 1 to coin (for hunting dogs), then 5 more to
food. When I have exactly 50 coin/wood, I get hunting dogs and put those
two villagers also on food, for a total of 14 villagers (all on food).
When I can, I start aging to 2 with the 400 wood politician.
Transition: 7 on food, 7 on
coin, research the first wood tech from the market.
Age 2: Queue 2 villagers
and put them both on food. Have one villager on food gather the wood
crates, and research all of the food/coin market techs. Continue
producing villagers onto food until you near 1200/1000, at which point, age
(should be around 8 minutes I believe). Age with the exiled prince (fast
age-up).
Transition: If you have
about 15 on food, then don't change anything. If you have less, move a
few villagers from coin to food. Remember, the second Town Center can
still produce while you age.
Age 3: Start cranking out
those villagers. Keep sending them to food until you've got a rising
production. Make sure you put a few on wood for houses and a mill if you
need it. Try to avoid mills as best you can. After you think your
food economy is ok, send them to mines. Age to 4 as soon as you
can. Age up with the tycoon (1000 coin)
Transition: Nothing
really different, keep cranking out villagers.
Age 4: Set up your 4th Town
center and spam villagers. With the 1000 coin from aging, make a church and get
mercantilism for factories/other cards. You'll probably start using mills
now, so try to set up one mill before seriously committing and get the techs
there. Do the same with plantations if possible. Don't inhibit your
economy, but it's best to stay on natural resources for a nice long
while. Configure your factories with either wood for making
mills/plantations or food/coin, depending on what you need to age. Age to
5 with the 2000 coin politician (El Presidente?).
Age 5: Finish up your
villager production and get a capitol ASAP. Those 50% techs are your
priority. Your final economy should be 35 food, 44 coin, 16 wood,
rest building, factories on wood. Make sure to get all of your techs
except halberdiers, pikes, and horse art, since those aren't necessary...
Card Order:
Economic Theory, Exotic
Hardwoods, Refrigeration, Royal Mint, Factory, Robber Barrons, Textile Mill,
The Portuguese Church Card (name?), Sawmills, Cigar Roller, Sustainable
Agriculture, Rum Distillery, Food Silos, Riding School, Fencing School,
Engineering School, Genitours, Rangefinding, then whatever. Other cards I
include: Team Gunpowder Infantry Hp, Gunpowder Infantry Combat, Gunpowder
Infantry Attack, Adv. Arsenal, Dragoon Combat, Team Artillery HP, Infinite 30
Tupi, Cheaper Natives/the build faster card, depending on if I'm using natives.
Russian
Gitzco's Russian Boom:
Age 1: Make 26 villagers before
you age. I understand that you can age way before that, but it serves no
purpose, aside from slowing you down from booming. All villagers you
start with go to food after collecting starting crates. First 3 made go
to food also. Next 3 to gold, next 3 to wood, 3 to food, next 6 to gold,
last 3 to food. This gives 14 on food, 9 on gold, and 3 on wood.
The 3 on wood should cut 100 by the time u need a house. When you are
aging, take 3 off gold and put to wood, and send the wood card to age.
Age2: When you hit age 2, you
should immediately age to 3 and send Sevestapol at the same time.
Age 3: When u hit age 3, you
should have enough wood to make your 2 additional Town Centers and have plenty
of food to spam 9 villagers at a time. Usually first 9 go to food also,
so I can keep making villagers. The rest depends on map and resources needed at
time. Get market upgrades ASAP. Hit industrial with 27-26 minutes left in
treaty (at least), Imperial with 23-22(at least). Many maps differ and
some are slower than others, but Russians have a great boom if done this way
and you max out villagers fast.
_gitzco
This is an old one but
a good one. This is more or less the strategy I usually use as Russia and like
he says if youre doing it right this should always get you a score of over 2k.
I frequently get 2100 and 2200 scores.
Spain
Tomo_Tanker's Spain
Boom:
http://www.fileden.com/files/2009/3/16/2366320/Spain%20Boom_Tom.age3Yrec
Native Civilizations
Aztecs
James' Aztecs Boom:
Age 1: Gather food and wood crates. Ignore coin. Build a
house and firepit. Have your warrior priest dance on XP. Put 1 villager on wood
until you have enough to build a market and research hunting dogs and amalgamation.
If you don't have gold starting crates you'll need put a villager on gold too
to get hunting dogs. Advance with age up fast. You should age up with around 16
villagers but this varies based on starting crates and treasures. During this
age you should send the non team woodcutting card (team if you're playing a
team game)
Age 2: as soon as you get to age 2 you should have a card to
ship fencing school and switch your firepit to produce warrior priests.
Distribute villagers to gold and food mostly so you get to 1000 coin and 1200
food at around the same time. This usually entails moving some of your earlier
food villagers to gold and then sending new ones to food as well, but once
again this depends on your start and treasures. Adapt as you need. Age up with
the warchief. Once you've clicked advance you'll want to put around 6 villagers
on wood so you'll be able to build a TC. After you send fencing school in a
team game you'll want to send either the team villagers or warrior priests
based on your deck. More on this later. If you're not in a team game send the
other (1 or 2) woodcutting cards. Save your next shipment.
Age 3: build a second TC (3rd is optional but I
don't usually use it). You should be close to maxed on warrior priests now (all
new ones going to firepit obviously) and when you're done with them switch
firepit to fertility and leave it there until you've maxed your villagers. Send
most new villagers to food. They should be coming out close to how fast you're
gathering food so it won't seem like you're going anywhere but don't worry.
During this time your gold should get to 1000 long before you've got to 2000
food so send the 10 villager card. This card helps a lot with your boom. Once
you have approximately 40 villagers on food send the new ones to coin until
you're at 2000 food and 1200 coin. Advance with the 2 nobles hut wagon things.
The 1st card you should send in this age should be the 10 villagers
followed by the wood cards if you sent team cards earlier or if you didn't and
have already sent the wood cards then start sending the farming cards (they
affect both farms and plantations)
Age 4: by now you should be close to maxing villagers. Leave
the 40 on food and send new villagers to coin. Leave like 10 on wood so you can
build farms/plantations when you run out of mines and hunts. You should finish
maxing villagers right about when you start advancing. If you haven't already,
research the upgrades for wood at the market. Advance with the +20% mill gather
rate. This is very important to age with to age 5 because it has a higher bonus
than if aged with to any other age. As soon as you click advance redistribute
to around 40 food, 30 coin, 29 wood. Continue sending farm/plantation and farm
cards until you've sent them all. Then send whatever military cards you think
will be most helpful
Age 5: if you haven't already maxed your villagers do so.
Then switch your firepit to skull knights (this is optional. More on that
later). Start building walls (at least 5 layers) and war/nobles huts. Upgrade
units. Build skull knights to whatever number you see fit (45 I think is the
maximum counting villagers+warrior priests). 42 if you want to make a skull
box. Fill in the remaining pop up to 199. I usually fill it with jaguar prowl
knights. Send a waterfront card of your choice to boost you above 200 pop. 10
arrow knights is the highest and puts you at 219. Then research all the big
button upgrades at each of your buildings. These give you a huge pop at a
maximum of 329/200. If you're doing a skull box take your 49 skulls (42 you
made+7 from big button) and put them in defense mode. Then put a single eagle
runner knight in defense mode separately. When you select them all they should
form a tight box. You should send the combat cards you thin will help you most
here as well as a waterfront card
Combat: if you don't want to do the skull box there are
other Aztec starting army options. You can build an army of skulls of any size
you want or none at all. Whenever you're not building skulls put your firepit
on XP until treaty ends. One option besides the skull box is to build around 30
skull knights. Then build jaguar prowls knights and send the jaguar prowl
waterfront card so that after sending the big button upgrades you'll have an
army of 50 jaguar prowls. Still send the 20 arrow knight shipment at 199 pop
and all the big button upgrades though. For fighting as Aztec with a skull box
break in as with any box and try to kill valuable buildings. Stealth in your
jaguar prowls behind them for even more carnage. With the other starting army I
mentioned destroy walls with skull knights and arrow knights then stealth in
your jaguar prowls. After the first fight you need to get map control, because
if you don't and you run out of wood you're screwed. If you're on a team make
sure to use teamwork because Aztecs are weak in 1v1s. Keep your warchief near
combat so you units get more XP=more shipments. Keep your firepit on combat
enhancing dance as much as possible when fighting. Occasionally switch to
fertility if you need to get out units fast, town dance (if you're using it) if
you need to protect your town or forward base and don't have nearby units, and
warchief dance if you need to revive him.
Aztec Units: the Aztec counters and units can be confusing
at first so let me help. Puma spearmen are just regular spearmen and counter
cavalry. They're not very useful because jaguar prowls do everything they do
better. Macualtins are like crossbowmen. They counter infantry. Coyote runners
are the Aztec equivalent of heavy cavalry. They are good against skirmisher
type units but lose to anything that counters cavalry (musketeers, halberdiers,
dragoons...). Jaguar prowl knights are solid units that have good siege and are
good against cavalry. They are also good against infantry if you can get to melee with them. Eagle runner knights are the
equivalent of light cavalry. They are good against cavalry but lose to
infantry, although they can be reasonably effective against infantry in some
situations. Arrow knights fill the roles of mortars and culverins. They are
good against buildings and cannons, but lose to infantry and cavalry. Treat
skull knights like doppelsoldners. They are good against everything if they can
get close enough.
Aztec Deck: the Aztecs need lots of decks for different
situations, but they should all have the same basic cards. The 2 largest wood
cards (1 is team), all the farm and farm/plantation cards, essential military
cards like the knight combat cards and fencing school, several of the
waterfront cards(they look like unit shipments but if you read the descriptions
they improve their units) especially the jaguar prowl, arrow knight, and
villager ones. Other cards vary. For example you can use the town dance card or
not. It depends on how comfortable you are without it. The Aztecs need at least
4 decks though. 1 for a 1v1 fight or with another Aztec teammate (no team cards
besides natives and the woodcutting one), a deck for having European and/or
Asian allies (the team 3 villager shipment because it gives them an extra 3
villagers for their limit), a deck for Iroquois or Sioux allies (team 2 warrior
priest card because it improve their firepits effectiveness and frees up 2
villagers), and finally a deck for both European/Asian allies and native
allies(both team 2 warrior priest and 3 villagers). And also make sure you have
the infinite 1000 coin shipment. That one really helps in long games.
My own strategy/boom :D ^
Iroquois
gs's Iroquois Boom:
http://files.filefront.com/iro3265age3Yrec/;13926336;/fileinfo.html
You'll
want to do some more walling. I couldn't be bothered anymore at the time.
Holy sh*t. 3265. That's freakin' epic
Sioux
White_IrishKing's Sioux Boom:
Age 1: To start put all villagers on food
till u get 8 villagers, then put 4 on wood and to get market upgrades. After
that get 12 on food and rest on gold. Age up with age faster when you have
about 18 villagers.
Age 2: Put all new villagers on coming out when in age 2 on to gold. Age with
800 wood to age 3 so you can build a Town Center with that wood and whatnot.
Age 3: Put all but 6 of your villagers on hunting when aging to 3. When u get
age 3 gather your 800 wood and when you have 600 have those 6 villagers and
your Warchief build 1 Town Center, then start dancing with fertility to get your
villagers out faster. (In 1v1 spread your Town Centers out so your
villagers can get inside faster when raided.)
Age 4: When the firepit is full have all new villagers hunt till about 30, then
put new villagers on gold. When all villagers out put the villagers that were
dancing on wood so you can build farms and plantations and get the upgrades. But
keep 6 villagers on the firepit on XP dance to keep shipments coming faster.
get all your farm and plantation and market upgrades and age with 1500 food,
then when u have all your upgrades put all from wood onto gold or hunt, whichever
u need more to age up.
Age 5: When aging to imp put 30 villagers on wood for imp upgrades. After u get
the upgrades get 25 on firepit for dogs. I like to get 33 dogs then 43 with the
10 from the big button upgrade (which is ready at 28 min). I train 1 Wakina and
get the 14 Wakina card so I have a forward base after my dog rush. Got to keep
the pressure on them.
In a 1v1 I wouldn't recommend going all dogs in the beginning if u r playing
vs. someone who knows it's coming because if they know u r doing all dogs and
he makes all dragoons, you're F-ed. I like to get 10-15 Rifle Riders, 24 dogs,
24 is after the shipment and the 10 from the TC, and rest Wakina.
When in imp have about 20 on wood (to clear trees for walls I put 30 on wood,
then lower to 15-20) a good place to stop on wood is when u upgraded everything
and have 10k wood stockpiled., 30 ish on food, 6 on firepit, and rest on gold.
When you fight make mostly Wakina and then rifle riders and when need axe riders.
Always have tepees whenever you fight. You might want to learn that U is the
hot key for teepees too.
Oh and to do
the box with dogs, put your Warchief with your dogs and put both in defensive mode
(has to be done separately with warchief and dogs).
Find what spot looks good with your Warchief before time ends and then just
punch a hole and get their factories, wonders, and then when u can TC (mainly
their 1st TCs so u can build near their base later) , and then villagers or
houses or whatever, if the enemy still can't kill your dogs.
White_IrishKing
is the master of the Sioux so I assume this is a very good boom
_PI's Sioux Boom and write up:
http://www.fileden.com/files/2009/1/30/2292658/pi%20Sioux%20Boom%201753.age3Yrec
Seeing people who barely understand this civilisation in treaty try to give
advice on them really just makes me want to call you all fools and end it at
that, but against my better judgement I'm going to give you the the guide I
wrote for the TRT Website before it went down, complete with a solid, 3 TC boom
for Sioux and a description and rundown of their fighting + their Firepit.
Don't bother debating my guide, it's pretty much the most definitive guide
for this civilisation you'll ever find for treaty and is based on my knowledge
from over 300 games with this civilisation, against many top players.
Before I get into this guide, I want to make it insanely clear that this is a
very comprehensive guide, it covers some fine-details that most people usually
have to learn through experience. It is aimed at developing better Sioux
players.
Pretext:
This section is just a pretext, which covers some main points about Sioux. If
you've never played Sioux before, read this. If you have some idea of how to
play
Sioux, skip it.
First: Sioux are incredibly powerful, in fact, they have the most
powerful military in the game. This comes at the cost of late-game economy.
Second: Sioux do NOT have a weak economy until late in the game. So long
as there's natural resources, Sioux have an excellent economy.
Third: Because of the above, you'll age fast and have a good score most
of the game, if you follow this guide's boom section well, but will be weaker
in score later. Team Fur Trade helps, team mill/plantation cards help more.
Fourth: Sioux units are precious and CANNOT be spammed and thrown away
on a large scale, your economy CANNOT support this. In order to win with Sioux,
you
need micromanagement and tactics.
Fifth: You should NEVER fight without Teepee unless you absolutely must!
I cannot stress this enough, you will ALWAYS need to fight with Teepee.
Only Axe Rider Raiding should be done without Teepee around, as you normally
aren't looking to sustain a fight when Axe Rider Raiding, merely trying
to torch buildings/settlers.
Sixth: Don't get too close to the enemies base and walls, if they have
cannons behind them and Rifle Rider can't shoot them, you're in a bad
situation!
Move back, pull your enemy out and pull his cannons out. Kill them with Warchief
(if possible) or Rifle Rider. You can break this point if your teammate is
supplying artillery for you.
Seventh: When the Warchief gets shot down, revive him at the Firepit
ASAP and bring him back to the front lines! He is essential to Sioux play!
With that out of the way, let's get on to the actual strategy.
Boom:
Age 1:
Standard start, send 4 villagers to Hunt, herd towards you. Send the rest to
wood/coin and get the Hunting Dogs technology from the market, then transition
every villager to food. Keep putting villagers on Food until you can Age-up.
Age-up using The Messenger (Fast Age-up)
Ageing to 2:
Leave 10 villagers on food, send the rest to wood until you have 75 wood, then
transition those to coin, get the Placer Mines upgrade from the market.
Age 2:
Resume villager production, all new villagers go to Coin, unless you require
more food than you normally would, age-up as soon as possible.
Age-up using The Chief (800 Wood)
Ageing to 3:
Get your total villagers on food up to 16, leave the rest on coin until you
have 150 coin, transition them to wood, get the first wood upgrade in the
market.
Age 3:
Build both your TCs using your Warchief and 2-4 villagers depending on need,
build Firepit. All new villagers to Firepit, until Firepit is maxed, then all
new villagers go to food until you have 39-40 villagers on food, 4 new
villagers to wood, rest to coin.
Build a farm as soon as possible, research the first food upgrade.
After you max villagers remove all but 6 people from your firepit, distribute
15 to wood and 4 to coin.
Build a plantation, research the first coin upgrade.
Get the 2nd and 3rd wood cutting upgrades, Age-up to 4 with The Shaman (1500
Food)
Ageing to 4/Age 4:
Upgrade from farm/plantation, lower the number of villagers on food to around
26-28 and put the villagers you take off food onto coin, once farm/plantation
upgrades are done take people off wood and put onto coin. Once you arrive in
age 4, gather the 1500 food, Age-up to Imperial with The Wise Women (Bison +
40% to hunting).
Ageing to 5:
Get 25-30 villagers on wood, rest on food and coin.
Age 5:
Get the Imperial wood/food/coin upgrades. Put 25 on food, 19 on wood, 35 on
coin, 25 on firepit, set firepit to make dogs.
Build a war hut, train one Wakina Rifle, build your War Huts/Stables with it,
as well as one teepee, upgrade Wakina/Axe Rider/Rifle Rider/Bow Rider/War Hut,
as well as the upgrades in the teepee.
Scout, scout and scout. Determin their base layout, factory/wonder/first TC
locations if possible (don't get your WC trapped), look for weakspots in their
walls, but use judgement on planning a path: a hole in the back of their base
will likely be plugged by dragoons, don't hit there unless you're CERTAIN you
can get in!
Once you're 199 pop, take all but 6 villagers off firepit and put 9 on food and
5 on coin. End distribution should be 34/19/40, 1 minute before 40 take all but
4 of your wood gathers and put them on firepit, as well as 4 from food. Hit
with dogs. Pray you can fight with Sioux.
Card Order:
Earth Bounty
Great Hunter
Exotic Hardwoods
Woodcrafting
Sawmills
Food Silos
New Ways
Aggressive Policy
Cavalry Combat
Cavalry Attack
Command Skill
Cavalry HP
Friendly Territory
Nomadic Expansion
Your choice from there on out.
Sioux Military Tactics:
The Sioux are best described as Defensive Pushers. Their power comes from
Teepee, which must be built up around your units, meaning you need to go to
your
enemy, put down Teepee, kill them, destroy their FB and then push forward and
repeat.
You don't run at them in the European civilization style of play, you wait for
them to come to you and your Teepee, you pull them from their FB to your FB and
decimate them, then you continue this process until you've got them at their
base, usually you call in your teammate to assist with Siege then, or pull back
and draw them out if your teammate is pre-occupied, the choice in yours.
Also, I must make this insanely clear: The Warchief is the FIRST unit you
should try to use for anti-artillery! You should only use Rifle Rider when you
absolutely must, Warchief is almost always infinitely better if he can be utilized.
The Firepit:
Okay, this is where I notice most people mess up the worst with Sioux. The
Firepit is essential to fighting properly with Sioux and while I can't train
your reflexes for it in text, I can tell you how
to work with it and start you on the right path to perfecting your management
of it.
First things first, hotkeys, more specifically, control groups. Bind your
firepit to an easy to access control group, such as 1 or 2. Then, change the
default dance hotkeys to be within the first four keys on your left-hand side,
this way with one hand you can work your firepit. I personally use control
group 1 for my firepit, have war dance bound to q, warchief dance to w, fire
dance to e, fertility to a, town dance to s, however you can use any setup you
prefer, just memorize it and make it habit to use it.
Also, make sure that during battle you ALWAYS have 25 people on your firepit,
it is essential!
Now, to explain the dances, their purpose and how to utilize them in battle:
War Dance: Your primary dance, which you should be on as much as
possible, it provides a large boost to the damage output of your army.
Warchief Dance: Your secondary dance, you should be on this dance
whenever your Warchief is attacking artillery, because it strengthens the
Warchief's hitpoints and will revive him should he fall. After you are done
handling their artillery, go back to War Dance.
Fertility Dance: This is a support dance, by which I mean it's only used
in certain situations as a crutch to compensate for problems. Namely, when your
population is far too low (say 160 out of 200), you should use this if you are
not massively out-killing your opponent, note that with 160 pop and 20 teepee,
you do not need this as 60 pop army will murder 100 pop with 20 teepee.
Town Dance: A recent addition to my strategy, it's another support
dance, the crutch this provides is when you are at an opponent's walls, they
are shelling your teepees and you are waiting on a teammate to bring
mortars/culverins, or other similar situations where their artillery is out of
your reach (either using War Chief or Rifle Rider). It allows you to double the
HP of your teepee, making it take 2 shots to kill a teepee instead of 1, while
this might seem insignificant; it allows you to spend far less time microing
your wakinas to build teepees in certain situations.
Asian Civilizations
China
Allbinx's Chinese Boom
(w/ livestock)
http://www.filefront.com/14301651/allbinx%20Chinese%20boom.age3Yrec
TTaylor's Chinese Boom
(w/o livestock):
With this strategy, you should be able to get at least
2200 at 40
Age 1: Put 4 villagers on food, 2 on crates to start, queue
up 1 villager. Never stop making villagers. Have the first villager that comes
out make a village. Keep putting villagers on food until you have 12 on food.
Make a market and get upgrades ASAP. After you have 12 on food, put 3 on gold,
and then 10 on wood You should be done aging BEFORE 4 minutes. Age with 400
food wonder
Age 2: 2nd Card is 700 gold. Age ASAP, but keep making
villagers
Age 3: Make 2 more TCs, then a village. Put villagers on
food and gold. Age up ASAP
Age 4: Have 1 villager build a rice paddy and upgrade it.
Keep having all your Town Centers producing villagers. You should be in age 5
BEFORE 20 minutes
Age 5: Because you already have all your researches
done, your rice paddy transition won't be too bad on your economy. Get all
research upgrades (for paddies and wood cutting). At 37, research everything.
It will be instantaneous because of Confucius's Gift
Card Order:
1.
Furrier
2.
700 gold
3.
Exotic Hardwoods
4.
Land Grab
5.
Refrigeration
6.
The paddy coin upgrade card (forgot
name)
7.
Confucius's Gift
8.
What every you want
Pretty basic strategy.
You can get larger amounts of resources
(especially food) and a higher score if you use a livestock boom.
India
Hidan's India Boom:
Age1: Starting with 2 on crates,
4 to wood. First 9 all go to wood, then depending on the starting crates;
I either make a market or get a bit more wood. I then start sending villagers
to food until I can age, or send a few to food and 1 to coin, if I can't get
civil servants and hunting eagles with my starting resources. Hunting
eagles 1st of course, since it will research faster and provide essentially the
same bonus, since the goal is to go colonial. Also, when I have the 200
wood in addition to two villagers constantly queued; I make a consulate and
ally with ottomans. Once I can, I have two villagers building the Karni
Mata, and shift a few villagers from food to coin, evening out the villagers I
make on the two resources. Also, if I have an excess of wood, I generally
send about 3 to food or coin, depending on my needs.
Age 2: Once in colonial, I
research all of the market techs immediately, and keep evening villagers to age
up. This usually happens when I have about 10 on each. I use the
two villagers that were building the wonder to get the crates. After
getting the four settlers from the ottoman consulate, I switch to ports (the 4
all go on the tower of victory to age faster). Once I have 8 on the
wonder, I send more villagers to coin. I also position my monk elephants,
one at my base, one at some nearby mines or hunts, to save walking time for villagers
once my Town Centers are up.
Age 3: Once in fortress, I send
most of the 8 villagers that were on the tower to coin, food gathers that much
faster. I build the 2 Town Centers. keep constant villager production,
making sure that I have at least 10 villagers on wood. I age to
industrial as soon as I can with the 1700/1200. If hunts are running low,
I'll have a single villager make a paddy and start researching techs.
Otherwise, I'll do this a little later on.
Age 4: Once in industrial, I keep
producing villagers, making sure I have enough on food, and generally more on
coin. Again, fewer villagers on wood, most on coin. Aim for that
3400/4000. I age ASAP, ditching ports as I do so, switching to France.
Age 5: Once in imperial (age with
usually about 8 villagers), I get my imperial wood and food techs, and take the
villagers off coin (though I try to retain about 625 coin for disciplined Gurkha/Sepoy
and white tiger training, since that means less worrying at 37 minutes. Another
150 for Sepoys). I keep about 75/26 on wood, with 2 building walls, houses, and
the monastery, using Sepoys to build up my base's military buildings. I trade
starting at 36:20, having it arrive at 37 minutes. My starting army
consists of about 19-24 Sepoys + Mansabdar, 4 siege elephants, 3 mahouts, and
the rest Gurkhas + Mansabdar, leaving 1 pop space with which I ship the
gendarmes. Once I've got the gendarmes, I abandon France and fight with
the British for hp and cannons. I've stopped using camels since the new
patch, but India ftw. DON'T FORGET COWS AS SOON AS YOU AGE.
Wonder order: Karni Mata, Tower
of Victory, Taj Mahal, Charminar Gate.
Card order: Wood trickle, 20%
wood gather rate, larger wood trickle, Mughal architecture, depending on
current resources, either 20% wood or 15% mills, then the other, 15% mills, 15%
wood gather rate, Good Faith Agreements, Battlefield Construction, Elephant
pop-1, elephant train time & cost down, royal green jackets, fencing
school, riding school, then whatever you want. Make sure fur trade goes
off at 36:20, to arrive at 37. (I also include 3 infinite shipments,
being wood and the two natives. Then there's Shivaji's tactics, favorable
karma, elephant combat, Dravidian martial arts, either cheaper natives OR Dukkha
suffering, which is an experiment. I'm only counting 24, but I don't know
what I'm forgetting...)
This is MY strategy, but it's
certainly not the only one. I also fight upfront, and don't lame India.
_PI's India Boom:
Here's my boom for India, I vary
some bits depending on resources and such in game but this gives you a decent
idea. You can probably skip early cows if you want to; I've done that a few
times recently and still got nice booms. I also never use the elephant trickle
card in a real game, but I did this for a boom contest so I figured why not?
![http://img232.imageshack.us/img232/3549/screen95.th.jpg]()
Pi India Boom.age3Yrec
_PI is pretty good with
India from the recordings I've seen, so I'm sure most of us could learn
something from watching this (I know I did)
Japan
Imawhosure's Japanese
Boom:
I can pump units forever, and I have to
because I am not that good at micro. Many of the people I play say that
it is the best Japanese eco they have seen, and unless they have lots of units,
I am buying spies too!!!!
So, here is how I do it.
While I can age faster than this, this is the best through trial and error I
have found for an extremely good eco and being ready to fight when treaty is
up.
Age 1: All villagers to crates.
While they get them I queue up 2 villagers towards gold. (I know, that sounds
silly, but you need them for market upgrades). When first villagers are done
with crates, I look at wood to see if I have enough for both 1 shrine, and a
market. If I do not, I send all those who got the crates to wood for 15
seconds so as I do. If I do, all go to food but the one that builds the
market. Now I build one shrine.
You should end up with 6 on food,
2 on gold, 1 market, 1 shrine.
Now then, next 8 go to wood.
While this is happening, you take ALL age 1 upgrades in the market. First
card used is either team Chonido, or the card that gives you the 25% wood
gathering bonus. I usually use the wood one, but if you are on a team, I
take one for it and play Chonido.
Now, after your upgrades, as soon as
you have 200 wood, you build the consulate. Pick the ports, and if you
have done it correctly in fluid motion, your second card will be ready long
before consulate is finished being built. You send heavenly Kami.As
soon as the 8 are done for wood, you start keying villagers towards one of the
food patches (whatever you call them, the name escapes me) for a total of 14 on
food. (That is 8 plus the original 6 for a total of 14)
Now then, you have acquired ports and
Heavenly Kami, so now your shrines cost 75 or 76. You use both of those guys
(you know) to start building them as fast as your wood allows.
To age to two, because of your alliance
with the Ports, it is in the 600s, not 800!!!! You take one villager off
food, and start to 2!!!! As soon as he pounds the first time, you send
him back to food, wonder builds itself, and you age with the wonder that gives
1.5 experience.When wonder is 1/2 done, change all of your shrines to gold,
this is very important!!!!!!!!!!Next card to play is the 25% wood card if you
haven't played it or Team Chonido if you haven't played that yet.
Now you have reached age II. You
have all of your shrines, 14 on food, and 2 on gold. Now, usually while
aging, it is time to queues more villagers.
Yeah, don't know this guy or
if his boom is any good. I'd try it in an unrated game first
Someone's Japanese
Boom:
Sorry to whoever posted this boom. I
found it in my documents and I don't know whose it is. If the owner of this
boom steps forward I will give credit.
Age1: Always start with Toshogu Shrine,
followed by Buddha, followed by pavilion, finishing with Shogunate.
Age2-3: Use XP shrines as soon as
you hit age 2 and put shrines on XP,
Age4: get the boost in shrine
production at age 4, as soon as it's finished switch shrines to wood. By now
you've gotten all the eco cards in your deck (should be about 9-11 shipments
obtained). Use Portuguese as consulate as long as you're not age 5. Finish shrine
booming and making a monastery before hitting age 5. As soon as you're near the
age 5 upgrade, break relations you'll get the 600 discount little before it truly
ends.
Age5: Switch to Spain shortly for
the first and 3rd ability, then go to Dutch and get the buildings, keep Dutch
till 5 min from end of treaty, finish with isolation, get 10 units trained at
once instantly and you're ready.
Since I don't play Japanese I don't
know if this strategy is any good.