Hera Build Orders-Dec 2020 v1 2
Hera Build Orders-Dec 2020 v1 2
Hera Build Orders-Dec 2020 v1 2
2
Scouts into Skirms ........................................................................................................ 3
Scouts into Knights ...................................................................................................... 4
All-in Scouts .................................................................................................................. 5
Men-at-Arms into Archers ......................................................................................... 6
Men-at-Arms into Eagles ........................................................................................... 7
Drush into Archers ....................................................................................................... 8
Pre-Mill Drush FC .......................................................................................................... 9
Drush FC into Crossbow ............................................................................................ 10
Hybrid Map (Land + Water)........................................................................................ 11
Scouts into Unique Unit............................................................................................. 12
Huns: Scouts into Archers ......................................................................................... 13
Turks: Arena Fast Imp ................................................................................................ 14
Saracens: Drush FC with Market ............................................................................. 15
Cumans: Double TC into Kipchaks ........................................................................... 16
Franks 19 Pop Scouts................................................................................................. 17
- Make archers
- Bowsaw
- + University + Ballistics
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• This strategy works really well to counter archer civs, especially those that open with a drush
• Essentially the scouts work to clear up any drush/maa rush and then go straight to the opponent
to harass him. Then you prepare skirms at home to counter his archer switch!
- + Blacksmith, Fletching
- Wheelbarrow
6 6 villagers to gold 6
- Send berry villagers to farms as they run out
- Make knights
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• This strategy is amazing for civs with a cavalry focus. You go for a quick scout rush, full wall, and
then try to get to Castle Age faster than your opponent to finish him off with knights!
- Make knights
- Bow Saw
• The best thing to do after you have 3 TCs is to drop more stables and flood knights.
• If your opponent has a lot of anti-knight units (camels, pikes, monks) feel free to transition to a
unit that can counter their counter and supplement your knight army the best.
• Don't rush going to imp with cavalry civs because you don’t get that quick power spike as you do
with arbalest civs, so sticking in castle for a bit longer is natural.
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• This is the 2+ stable scouts in Feudal, which can be used by any civ that has bloodlines.
• It works better with civs that have extra bonuses like Magyars, Huns, Malians, etc.
• Starts with a standard 21 pop scouts build order, changes happen in Feudal Age.
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• This strategy is quite common these days. The men-at-arms serve as a buffer to give you time to
make an archer switch, while hitting your opponent nice and early in Feudal Age.
• Men-at-arms have high damage output and are dangerous in the early game!
1 Lure boar #2 11 15
1 1 villager to berries 12 16
1 1 villager to food under TC 13 17
1 Build barracks 18
1 1 villager to wood 5 19
2 Build mining camp on gold 2 21
- + Loom + Click up to Feudal Age 5 14 2 0 21
On the - 5 TC villagers build lumber camp #2 10 9 2 0 21
way up - Make 3 militia, send forward
- Man-at-Arms upgrade
- Seed farms
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• This strategy is very all in and works best with Aztecs or Incas. It starts with a men-at-arms rush
into walls, massing eagles in Feudal, to eventually go all-in 3 barrack eagles in Castle Age.
• You can even use the market to buy/sell resources in order to make the rush more explosive!
1 Lure boar #2 11 15
1 1 villager to berries 12 16
1 1 villager to food under TC 13 17
1 Build barracks 18
1 1 villager to wood 5 19
2 Build mining camp on gold 2 21
- + Loom + click up to Feudal Age 5 13 2 0 21
2 TC villagers to lumber camp #1
On the - + 1 TC villager to gold 7 9 3 0 21
way up
- x3 Make 3 militia, send forward
- Man-at-Arms upgrade
- Build barracks #2
- + Bowsaw + Squires
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• This is very similar to the straight archers build order but has a small step beforehand, the 3
militia drush. This is used to keep your opponent open, and potentially get a bit of harassment off.
• It does slow down your archer rush by 30 seconds or so, but sometimes hitting your opponent
early with a drush is more valuable than a couple of extra archers!
- Bowsaw
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• This is an advanced build order meant to hit your opponent quickly, and also keeps you safe from
counter attacks because you can usually wall up completely.
• This build works for FC into knights or xbow, but works best with xbow.
- Bowsaw
- Wheelbarrow
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• A classic build order that can be used when you have a good map thats easy to wall and protect.
• You start off with 3 militia to harass your opponent early, then follow it up with full walls.
• The faster castle time allows you to get crossbows and try to get a good lead over your opponent
with some early tech advantage!
3 3 villagers to wood 7 21
3 + Food under TC (6 villagers to sheep) 16-17 24
3 Gold 3
- + Loom + click up to Feudal Age 7 16-17 3 0 27
Archery Range (Use 2 Villagers to build) +
- + Blacksmith (Use 1 Villager to Build)
- Make Archers (ASAP)
Click up to Castle Age
- (Idle TC max 20 seconds to click up) X X X X X
On the
way up
- +
Horse Collar + Double Bit Axe
- Bowsaw
• At this point you’re playing it like a standard archer mid game. You can aim for a faster imp with
arbalest, or make a switch to cavalry or skirm if your civ is good at those options.
• Feel free to get some siege and pick up ballistics with a university aswell!
• However, since you went fast castle, you’re probably missing important eco techs, like Gold
Mining, Horse Collar/Heavy Plow and Wheelbarrow. Make sure to pick those up in Castle Age
whenever possible, it’s important!
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• This build is great for those weird maps that have both land and water.
• This build will help you benefit from fishing and early game water bonuses, but will also allow you
to surprise your opponent on the land!
7 7 villagers to gold 7 28
4 2 villagers to berries 11 32
- Build archery range #2
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• This build is great for getting to those powerful unique units quickly, such as conquistadors,
arambai, mangudai, etc.
• You open scouts to give you time to wall, then you wait to drop a defensive castle and start
massing your unique unit! The stable also helps to pick up bloodlines/husbandry later if needed.
• At this point getting a second castle to continue massing unique unit is a strong option.
• You can also tech switch off of it completely and into another option if you wish to do so,
it depends on the civ matchup mostly!
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• This build is specific to the Huns civ, but can be adapted to fit other civs.
• The idea is to open with a scout rush to keep your opponent at bay, and then switch to archers in
mid Feudal to get into a strong crossbow mass in Castle Age.
• It’s best done with arbalest or cavalryarcher civs.
+ University + ballistics
- + Wheelbarrow, bowsaw
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• Note this only works with turks since you get free chemistry.
• A couple other civs can pull off Fast Imps but not quite like the turks!
• At this point you NEED to play aggressive and look to break into your opponent’s base.
• Make sure to micro your units a lot, you can't afford to lose even 1 unit for nothing.
• Don't try to add economy. Stay on one Town Center and put all your resources into military.
• You can start mining stone after a few minutes to potentially get a castle up.
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• This build order will be the drush FC into all-in w/ market using Saracens.
• You can abuse the market with other build orders, but this one lets you full wall rather early so it’s
usually more consistent.
4 Lumber camp #2 8 22
Food under TC (6 villagers to sheep), farms as
2 + needed 14 24
3 3 villagers to gold 3 27
- + Loom + click up to Feudal Age 8 14 3 0 27
- + Archery range + market (Use 2 villagers each)
2 villagers to gold, send berry villagers to gold
2 when berries are gone 5
- Sell + Sell stone, click up to Castle Age 29-30
On the - Double Bit Axe
way up Make archers, make second range
+
- + Crossbow upgrade + Bodkin Arrow
- + University + ballistics
• Some follow up options are to add forward siege, or maybe add third range and get thumbring.
• You can also start mining stone to sell it or go for a forward castle.
• GL HF!
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• This is the most common strategy with Cumans. 2 TC boom on 20 pop is solid for most maps,
and following it up with kipchaks is a solid choice.
- Two-Man Saw
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• This build order can be done with any civ, but civs with big early game bonuses can pull it off way
more effectively, Franks being great at it.
• The idea is to hit your opponent faster than usual, before he has time to wall up.
- Make knights
- Bow Saw
• The best thing to do after you have 3 TCs is to drop more stables and flood knights.
• You can also go to stone for some cheap Frank castles and switch to throwing axemen if your
opponent is heavy into pikes.
• Going to Imperial for cavalier and later paladin is always a good option too!
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