Introductory. begining. 1 epoch.
Double click on workers, we send to the sheep, then, through the hotkey, select the main building (GZ), building a scout (one) or workers, at once 3-4 in queue. I prefer to do the second scout right away, will help steal on 10 more sheep, what +2500 food, which will allow you to do arable land later, yes, and you will reconnoiter the whole map, when I have time, when you do not need to micronize the base and troops and there is generally time. We make the first controlled group for the scout 1, and the second for the second. How to scout think for yourself, I run with both scouts to the enemy half of the map. left and right, but not around the edges. Then one goes to the center, second on the edges, if you meet an enemy reconnaissance, we assume how he ran and where he runs, so as not to run where he was and will be.
1) Iron rule. WE ALWAYS BUILD WORKERS without stopping at least up to 100 limit. (making it harder than it seems). Ideally, the schedule of workers should be one straight line without kinks to the figure 100 (I find it optimal 120-130 number of economic units including caravans, on the water other figures with fishing boats). Throughout the game, by pressing the key, we return to the GZ and queue up at least 3 workers. Even during army micro-control, we find time to do business at the base. (well, it depends on the importance and complexity of the battle, not to the detriment of the quality of the battle)
In the meantime, we stand alone at once a house, then depending on the playstyle, sawmill, mill (on the Abbasids it is not necessary for the first sheep 6 settlements, and on the bushes with the mill), or mine, but usually it's a sawmill. One in the woods, 5 on food. Then I send one to gold, a bit later than the second on gold, if you send 2 for gold early, then you will save 200 gold, a little earlier than you receive 400 food, to go to 2 era. With experience, you yourself will understand how to distribute workers. Military buildings are usually up to 2 epochs do not build. Rome to China, need to adjust the prelate, an official (at least 1), in the case of china, if you have 8 man but one prey, you can make an official, in theory, it is more effective when 10+ workers on one production, and then it is more profitable than a settlement in economic terms. It is advisable to know in advance what stratum you will play, to extract resources in the right proportions.
Go to 2 era. Rated the card, if there are good defaults, like the barbican of china, put it on gold, or where you need to protect the passage (so that archers don't just kill slaves), in other cases, you can build a turret near the forest, near the mill (depending on the map and where the resources are). In 2 the era does not have to run as fast as possible, but at the first convenient opportunity. It is better to cost at least 5 workers (transition building), take off from the forest, food, gold, where it is closer and more convenient for you in terms of the speed of reaching the workers, and economics (no food, then take off from the forest, need to build workers, while the building is under construction). In 2 era can be sent 2-3 workers on stone, to accumulate 300 stone, to the second town hall, if they don't rush against you, then a second town hall is highly recommended as opposed to 3. It is done according to experience and the situation somewhere in 2 era (in 3 at the end, if the stratum is different). The second town hall is not a strategy rush almost always. Also the rest of the stone will go to the stone walls, and in the future and on castles in 3 era. Rush strategies can be played without stone and without gold, more on that later. If you are rus, then you need to kill as many deer as possible, through shift + a + lkm on deer, waiting for the arrow to fly, further micro strafe on the ground (pkm), as soon as the arrow flew, repeat, so the scout kills deer and other animals much faster. (maybe fix, abuzim). Against Russia, we also kill deer so that it does not scale the economy.
2 epoch. What to counter, rock Paper Scissors.
Barracks: Spearman, counters light horses (yes, and the men at arms of the norms are knocking). Can burn walls and buildings and battering rams when attacking.
Shooting range: archer, counterite spearmen (kite), weak against knights.
Stable: Horses are simple, counter archers.
We see the barracks, we can answer with a shooting range. We see the stable, we can answer with barracks, we see the shooting range we can answer with the stable, or myrrh (mirror), ie. to the barracks barracks, shooting range shooting range. Mixed building sets of your choice. For example, to the stable and the shooting range, I would answer with barracks and shooting range.
About armored troops (early guards, are in 1-2 era, and armored horses, horses counter spearmen, the guards do not counter, so rush by guards is a dangerous thing. Need to hide in towers, kite with archers, twist by any means.
Forge: I definitely didn’t count on when it’s better to upgrade to attack / defense., but it is better to do the attack from the beginning (not defense), the type of troops that you have more or will have more. I think from 10-15+ soldier of the same type, the grade already pays for itself, then I will check, but for now there are not so many troops, it is better to take number and not quality.
It is highly recommended to adjust some troops in 2 era, as soon as possible, although 4-5 units. Spearmen will protect against the onslaught of armored vehicles (so that you do not just work clicks, and then in the towers from them for a long time, and mining time will be lost, it is damage to the economy). Spearmen counter the horses though, but the horses are fast, and spearmen will only be stronger in def, on the right weak positions (Forest, gold, a rock). The scout also looks at how many troops the enemy makes, if there are bushes (they don't see you in them, and you see from them), we put one reconnaissance there, we look when they attack you, forewarned is forearmed. (intelligence is always needed, throughout the game, but I always score myself, after 3 epochs, so at least in the beginning we try). If the card is straight, och allows and you have calculated everything, you can play and score on 5 units, so that earlier in 3 epoch to leave, depends on a situation. Market, I do relatively early in 2 era, in order to buy the necessary resource if something happens, and start making caravans (depends on a situation), but you can wait with it because 150 tree stands. (the market also allows you to give resources to teammates).
Arable land (fields), good thing, but worth a tree. I prefer to sit in the bushes, deer, sheep. If the enemy does not reconnaissance, and even more so without horses, you can run over these points. Run out of sheep and bush? We build a mill for deer and get it there, not protected, but we save the tree, its risks but also great benefits. You need to understand that it takes longer to get food from bushes than from sheep., or fields. I Timed the estimated time without grades, 15.5 from. bush / 14 from. sheeps \ 14 from. arable land (to get 10 food). With deer, it seems to be a bit longer than with a sheep (на 1с, but a bit faster than from a bush). Arable land is required in the pour, but you can, like me from the beginning, get all the deer and bushes from all points of the map (freebie and risk). Defective fields are more often, around the GB with the first radius spam, around the mill 8 pieces (simply 8 press the field once on the center of the mill, it will stand exactly in a circle 8 fields), and need accordingly 8 workers.
Walls. We look at the map, in 2 era, either earlier or later, it is advisable to cover the main aisles with a wall, spending a minimum of wood. Passages on the river (starting from central), or closest to your base. If the map is where there is one big mountain in the center, from 1-2-3-4 passes randomly, (one big in the center, small at the edges randomly), better to close the center right away, until the enemy takes center, but not critical. Will help + will help, from rashes, and just so that the horses do not run over the edges of the map unexpectedly and xs where, on your workers. Always know where the enemy can come from, since all passages are protected. Then we upgrade the second layer of the wall to stone (later town hall second, but here it is as you want). Battering ram can tear down a stone wall, but not everyone grades early for battering rams and battering rams themselves. So behind a stone wall in 2 epoch also has time in which case, and the game feels calmer, like a stone wall, heh. On open maps, walls according to the situation, but usually I don't. If this is the black forest (a lot of woods narrow passages) there walls are required. Close the trading post in the center, close 2-3 passage – time is short, a lot of good. I will add a section about the sea later.
If you are not particularly rushed, we build in 2 era of the second town hall (for gold, for example, a good option), and we also make settlers from it without stopping, boost the economy.
For 2 era is enough 1-2 industrial buildings (the longer in the era, the more you need, depending on how many workers are already). If you constantly build troops, 2 buildings are enough. Economic grades by situation, but the first grades are not very expensive, it makes sense to do, at least to the forest and food, or wherever you have more 10-15 workers.
3 epoch. Engineering workshop, Trading posts. Control of siege weapons.
What to counter.
Shooting range – crossbowmen super cool unit against all armored men, against the guards and men at arms. Against the archer \ spearman \ the horse also shows itself. In theory against the masses of archers, it is more effective to respond also to the masses with archers and not with crossbowmen, but crossbows are highly recommended (in general, range units are easier to play and control).
Barracks. Guardsmen destroy archers (do not take damage from them), lose to crossbowmen, the norms fight all the horses. Good tank unit, but against archers, needs a certain critical mass of guards (not 3-4 pieces), and pieces 10 already impressive.(If we talk about early trades). Crossbowmen lose a little efficiency, against players that spam the meat limit (archers spearmen, all lightly reinforced).
Stable – Plates, expensive strong limit. 3-4 men at arms who run into the economy, when the army is in the other half of the map, another problem, spearmen cannot catch up, bows too, just drive off the point, they will attack another, cause confusion, enrage. For them you need to be able to control and strain, for example breaking caravans (I hate when my caravans touch), and if you do not have your own stable, this is even more problematic. (but their price is high).
I will not consider unique units.
Engineering workshop (most favorite).
1) Springalt, ranged unit, needed to take out enemy siege weapons, any. My favorite unit in the game. makes sense to do 3-4 pieces. Their main task, kill enemy mangonels or bee swarm, we assign them a separate detachment, if mangonels lead us, move out and click them. The priority, of course, is to kill the enemy springals first., so that you have an advantage in the siege plan. Further, already the mangonels \ guns are killed, then trebuchets. (attack range grade is better for springs). Also springalts with 1 blow kill the worker, or is it normal to shoot at horses, from a safe distance, you can kill the enemy army, which, for a number of reasons, cannot fall on you at the moment.
2) Mangoneli, super useful thing, if the enemy uses stacks of archers, spearmen, crossbowmen. Weak against horses, against the guards too weaker (although the damage is normal), but our priority is to shoot at a stack of enemy archers. Recommended to do 1-2 mangoneli, besides 3-4 springs. (From intelligence, you can choose what to do first, we see mangoes, first we build springs, I see springs, building springs, see nothing, build mangoneli). You can run against the Mangonels with a stack of archers, when is she going to shoot, and it kind of reduces the damage, especially if the army was tight and large. So microcontrol, if we got into the range of mangoneli. It probably makes sense to use in-line tuning, either free, then the damage will be less overall.
3) Belly, farthest siege unit. Only needed then, when you go to demolish, and you IRON will be able to defend him and hold his position, he's too expensive to lose. 3 the optimal amount of trebuchet to carry the castle, without non-stop repairs. The rest of the money is better to invest in the army., the economy, other siege equipment.
Describing a theoretical battle. You have an army 40 archers, 20 spearmen, 2 mangoneli, 4 spring. The enemy 40 archers, 20 horses, 2 mangoneli, 2 spring. Let's say we demolish the castle with trebuchets from a safe distance, the whole army is within the springalt's attack radius (a bit further). Behind the army are your mangonels, front or side springs (it is better not to roll them forward ahead of time, so that the enemy spini do not strike the first blow). The enemy begins to pile on the army, we stand as much as possible at the hold position, as soon as the shooters approach the radius, we order the mangonels to attack the archers. We direct the spearmen to the horses. If the enemy inflicts Mangonels, we immediately withdraw the army back, we order the springs to attack the mangonels. If he rolls out and springs and mangonels, we withdraw the army even more from the beginning we kill the springs, then mangoneli. If the enemy runs his horses into the vehicle, take her to in advance, so that while the horses run to the technique, you managed to kill them as much as possible, and the exchange for gold and resources was more profitable. Always looking at enemy Mangonels, they can kill the whole army in no time. If you control everything correctly, you will gain an advantage in siege techniques, and then in battle. If you have 3 spring against 6-7, you will most likely lose the battle. In such cases, you can assess your strength, and for example if the enemy is without mangonels, you can pile on the whole army (for example, you fought not under lock and key, but in the field). You need to understand what your army can do. Ideally, have a squad of men at arms (armored horses), who will run from the side and break all the equipment.
Forgot to describe earlier but:
4) Tarana (the grade is done in the forge). Infantry (everything except horses) can for 300 trees build battering rams on the battlefield. 5 battering rams can easily break both the castle and the town hall, if they are not broken. Houses and towers they snap fast, you can also hide in them by 16 units, when the ram breaks they fall out, not die. A strong thing when rushing, I will describe later.
5) Bombards. Siege Unit as Trebuchet, break locks and houses, more damage and speed, but less range attack. Kind of like a springalt with an attack radius grade. Bombard one-shot springalt, but she can withstand 7-8 spring bolts (not sure). So against 3-4 cannons, 6-7 you most likely will not win with spring gaits, if the enemy controls. (but guns like 4 epoch). The cannon is also good at killing men at arms.. In general, a cool replacement for the trebuchet.
6) Kulevrina (some nations). Ultimate response to cannons and any siege equipment, shoots a little further than a springalt with a grade and less trebuchet. For 2 shot kills the bombard, she is experiencing 4 shot bombards, with coulevrins in the siege plan, you are the strongest. But they hit units and buildings so so. This is a game with a range of attack techniques, and control of its types, I like it very much.
IN 3 era, I recommend having a minimum 4 industrial buildings. (not counting the engineer and the monastery). The engineer is advised to do it early, monastery according to the situation, but also better sooner if you can, you need to capture at least 3 relics, to get a lot of gold (we put the relic in the monastery, 1 relic – 100 gold per minute). This is very decisive in long maps., especially when gold deposits run out, and even more so on cards without trading posts.
Trading posts. From the market we set a collection point to a trading post, caravans carry more gold, the more distance traveled, so you can deliberately put the market away, off the edge of the map. You can also trade with the team's market. You can put the market at the teammate on the base, if your only trading post is too close to your base.
I also do not recommend it when switching to 3 and 4 era (especially in 4) immediately pour all the gold into economic grades, so you can lose the game, scout, but it's better to set up a golden army from the beginning, and a bit of technique, and then if everything is smooth, economic grades. Troop Grades, and in the smithy, according to the situation, but it is better to adjust quickly. Grades are a separate topic altogether., you need to feel and understand all this, what is relevant and needed when, you will understand.
If the enemy moved early to 4 era, and you just managed to adjust the troops and equipment, and your transition to 4 and does not smell, do not panic, it means that the enemy is free, and you either need to go demolish it, taking advantage of military power, his whole economy will then no longer help, if he did not set up the troops in time, and you scored a critical advantage. Either you calmly save money and later go to 4 era, and while the enemy will build an army, you will catch up with him in economic grades, technologies, economy. Similarly, if the enemy moved early to 3 era, Similarly, if the enemy moved early to.
Shooting range: cook – fierce imba, very strong unit, kills everything! (except buildings). A stack of guys like that clicks elephants, men at arms, anything. much more advantageous in strength, it seems to me, second favorite unit in the game. Just protect it from the Mangonels and it's in the bag. In mass theory, the limit of archers can be profitable to trade economically with kulivriners., but in practice they will ruin the archers, although you will want to kill armored units of course, or crossbowmen.
If you want something simple, build on mass with 10-15 shooting ranges (by the way in 4 the era is better to have a minimum 10 industrial buildings). Why is it better to have a lot of production buildings in the late? In order not to lose because of such a trifle. Even if you are stronger in all plans, won the battle, but you order the army with 7 buildings, and the opponent s 20, you will be stupidly passed over and you do not realize either the economy, no military potential. As soon as the first losses in battle ( and if you are in 200 limit, you can order a queue for the production of all units in advance ), you immediately order the troops, even during the battle, you can and should, will take 1-2 seconds, via hotkeys. If you have a fast flow of troops along 15-20 units, with equal exchanges (and the enemy goes along 8-10 pieces), you will win. Manufacturing capacity cannot be ignored. Just take it in one moment 3-5 workers, don't care where, and spam production buildings at least anywhere, if not built in advance. Grade chemistry at the university is well suited to cultivators (+20% to damage). If you have 20+ such shooters, you can already do about a grade. But probably better after 30+.
Rifle units, if your city is attacked, can be hidden between houses, whereas 300 Spartans, enemy horsemen or men at arms, will hit the maximum 3-4 unit, while the rest of the army crowds and does nothing, use and add a kite. In the city, you can easily fight back in this way from losing situations..
Army control. We always try to ride lancers, if horses run into archers, archers can immediately run away, don't care that they won't shoot, spearmen while they beat, further or continue the kite, or take the fight, the main thing is that the spearmen get more time, you can and constantly run archers, you will understand later, the main thing is profitable to trade. We do not let the spearmen into the range of attacks of enemy archers, until your archers can attack them, the attack must be synchronous. Retract the spearmen, if your spearmen start to kite (shoot and run back). Your archers should be around and punish the kite. If you play spearmen and archers, horses and archers run into you, again, mine on horseback, shoot archers at archers. Over time, you will understand what and how to divert, to win moments. Direct crossbowmen on armored targets, kites. It is possible through A + lkm to the ground.
Always build workers, at least up to a digit 100. (with rare exceptions you may be transferred 150 the limit is military against 100, but in practice, 100 the military limit will almost always be enough. In a strong late, you can already kill workers up to 60 and fight for 140 military limit), but when you have accumulated a lot of resources.
In battle, always immediately reorder a new army.
Always change the common rally point for all troops, for the army to move closer to the front, or where you want. (f1 key – all military buildings highlights, then right click on the ground)
Always do reconnaissance (in the leit at least points of gold \ deer) can you send 3-4 soldier, can you send.
can you send, can you send, can you send. You know that nothing threatens your base, and your economy, and you pinch your opponent 1-2 workers, make you climb into the towers, and in the end, your economy will be better. (well, a strong player will certainly sag less), but aggression, good horse raids, archers help. In the late game, forays into the fields 5-6 men at arms, will greatly interfere with the enemy. He may just forget to merit new peasants, since a bunch of things need to be controlled, and now he is no longer on 100 workers and on 60, and you get the advantage. When you strain your opponent with aggression, micro-races, fighting in parallel on the main front, it's harder for him to defuse the whole thing, than you. His attention will dissipate more, than yours. It's better to find good moments for these races.. You need to control a bunch of everything, and you can't keep everything in your head, most will always have drawdowns here and there. Trite in 3 epoch built a monastery, 2-3 monks ordered, and there you need to fight, and there also the horses attacked the mine, through 3-4 watch for a minute, and you understand that you forgot about the monks, and the relics are gone.
You don't have to kill all landmarks, you can kill production buildings from the beginning, useful too. Castles can sometimes be bypassed and the city can be killed from another front, instead of falling into them.
Always monitor the trebuchets, from the race of horses on them and other equipment, will help scouts on the flanks, or just by 1 take the unit, recommend.
Dotting the army also sometimes needs to be defaulted, or choose another route. It happens that trebuchets travel across the entire map, and they are fined, you need to defend and control.
If you select the entire army during the war and press to attack the enemy unit, after you killed him, the whole army that did not reach (all your dots) will stop in place, since the order has already been executed and the target is killed. Do so, allocate the whole army, order to go to the front, then select all the troops at the front and already order them to attack, so that the units do not stand in line across the entire map in place. Units like to drop… Long-range crossbowmen archers, also fail after you have killed nearby archers, otherwise half will shoot, and half afk stand.
Sometimes stand new sawmills closer to the forest, so that they quickly carry the forest. They constantly cut through the forest far away, and run for a very long time, and you sink through the forest.
It is not worth sitting without economic grades for too long. If you are in 3 era, grades from 2 era is almost always worth doing. If you are in 4, it is worth making grades from 3.
Save 10 archers for example for England, as 10 archers (less 10 it is better not to shoot archers ahead of time) perfectly kill a peasant with one salvo, such a detachment can break the economy of an unwary enemy early, and shoot all enemy spearmen and archers, taking advantage of the numerical advantage. Also, for example, you go to the mine, no need to attack workers from the maximum range, come close, and start shooting, the enemy may not react, and so while he reacts and takes them away, you will click the workers in 3 times more =)
PEASANTS CAN BREAK THE DRAIN. Workers 10 vehicle damage, and the spearman 20. If you only have archers, but you need to protect yourself from rams, can be ripped off 10-15 workers, and quickly burn the rams. Or send workers from the flank to the trebuchets, they will burn them quickly, use it helps very much.
If you are rus, then you need to kill as many deer as possible, through shift + a + lkm on deer, waiting for the arrow to fly, further micro strafe on the ground (pkm), as soon as the arrow flew, repeat, so the scout kills deer and other animals much faster. (maybe fix, abuzim)
In addition to the rule, we always build workers, we always build caravans (not always, but if there is a possibility, it's better to build)
Freeloaders that boost the economy, and do not make troops are often punished even by small armies, and vice versa, it happens that those who made a lot of extra troops, as a result, lose to freeloaders in economics. Need to feel the game, do scout.
Then what else do I remember, correspond.
Rush rams in 2 era. Gold is not needed, all to the tree and food. 10 spearmen, the rest in archers, do 3-5 battering rams ( we tried 5, optimally ). One abbasid to make rams without tech, another rome for example, to get more wood. A friend gives a tree to ram. If the enemy has not scouted, zadefatsya will be very difficult. Archers will kill everything enemy, 10 mines will hedge against horses, and since the enemy played without reconnaissance, you are in a situation 2 vs 1 at the enemy base, if the enemy is also free, while he builds production houses 1-2 pieces, and will send troops, you will take down one opponent. It is important that the archers quickly kill the peasants who will go to burn the rams. You don't have to take out the town hall, you can take out production houses, just houses at the beginning there are not so many of them. Even if you lose all battering rams, he will lose part of his houses and a bunch of peasants, further you can develop the economy, or press on the situation. In 2 era, we immediately make troops with 1-2 houses (barracks + shooting range) timeit only from the shooting range (then from two). How the battering rams were completed immediately into battle, and constantly re-order workers at the base and new soldiers.
Solo versions also work with rams.
England – rush by archers. Everything is just a tourist attraction on 50% accelerated production of archers, copy 10 pieces and attack, everything except horses, you usually win, and there are usually few horses by that time. You can manage to beat a lot of peasants, force to build towers, kick out of gold, and order more archers yourself, or already the guards ( and in 2 the era has nothing to beat them), then ram 1-2 and now you can already demolish the towers, and crush, unpleasant thing.
For France, Raid Damage Grade, the peasants are also fired by the men at arms, strain, in the beginning it is difficult against men at arms, tower with 5 soldiers, they are also not very scared.
Strathki in 3 era / 2 on 2. Share with a friend, who builds mangonels who springalts who add trebuchets. Also agree on the composition of the troops, so that one, for example, spearmen do, and you crossbows, the main thing is that everything is coordinated and the army is mixed. Can 2 on 1 lean on and solo raids on your bases, you are more in 1 location, you are stronger, it doesn't matter if your economy suffers, if you take down one opponent. There will be situations and 1 on 1. It's all with experience. The essence is this. 3-4 spring, 2 mangoneli, 1-2 tummy, start doing as soon as you go to 3 era, add an army in the meantime (there must be meat at least, so as not to bare equipment and 10 units guarding it). The army should always be enough to hurt this technique.. Better to finish building some trebuchets later, than losing a battle and throwing wood and gold to nowhere. Well, then control the draft as in chapter o 3 era, methodically diarrhea. What no, and working strategy =) Sharing resources with each other at critical moments, who is not enough for a grade, to whom 100 gold trebuchet, it's better to give and do an important thing earlier.
I will add other pages later, how will i feel better.
F2 – All economic buildings – (to quickly make economic grades at the right time, from the mine, sawmills, mills)
F3 – Forge + University, to build grades on time.
F4 – All sights
We always use it, helps, for example, during the battle, press f1, and via shift 3 click on the soldier, and now 15 queue.
Next are the most important buttons.
1) Focus on the Metropolitan City Council – most important button, to always build peasants quickly.
2) Select all dormant settlers – super important button.
3) ctrl + shift + c – select all military units, almost always used.
4) To another separate scout – useful especially when there are more scouts 1.
5) To another separate religious unit – useful when needed by three monks. control the fence of all relics
6) To another metropolitan council – think for yourself or not, I just put the group on the second town hall 5
7) ctrl + a – highlight all units on the screen, I rarely use
These are the most important buttons, see for yourself. I hope the guide was at least useful.. If there are experienced players from 2 epochs, write comments. Write good stripes. Good skating rink for everyone.