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Capochs Build Orders

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Capoch’s Build Orders

Page Build Order


2 Drush Fast Castle
3 Fast Archer Opening
4 M@A into Archers/Skirms
5 Scout Opening
6 1 TC Cavalry Archers (Huns)
7 Lithuanian Forward
9 Bulgarian Forward
11 How to play Hybrid maps (water and land)
13 How to play Vikings on Islands
15 Map awareness & map control
16 Useful Tips
17 Maps & Top Civs Guide
18 My Custom Hotkeys
Drush Fast Castle
This is a very common strategy used on land maps, in which you usually get a few militia out
early to harass and bother the opponent’s base/economy while walling up. If you can snipe a
few vills, then the damage you are making is really big, but the purpose of this strategy is to
cause a little idle time, waste some resources by making your opponent wall or quick wall, and
gaining some time yourself to wall up.

Dark Age
6 vills to sheep
4 to wood
1 get boar
1 build house then berries
2 more to berries
1 get boar
1 more to berries
1 build house and then barracks
1 mine 10 gold (do not build a mining camp yet)
3 more to wood
3 to sheep under TC
3 to gold (to transition into archers/crossbows later)
Make loom
Click up (at around 31 pop; 27 vills + scout + 3 militia)
Start making 3-4 farms when sheeps are about to be finished

Feudal Age
By now, you should have full Intel on what your opponent is doing (unless he walled earlier
than your militia timing harass, which indicates that he had a great map and very easy to wall).
You should already be fully walled unless you have a crappy map, in which case this strat is a
bit risky.

Make archery range with 2 vills and the blacksmith with 1 vill.
Start making archers as soon as you can, and you might need to have the TC idle for about 10-
20 seconds to click up.
While upping, you should pump archers non stop, get wood upgrade, and fletching. Your castle
time should be around 17-18 mins game.

Castle Age
If you know you are getting to Castle earlier than your opponent, you should move out at 50-
75% of up with your archers and look for weak spots on your opponent’s base.
As soon as you hit castle, you must get cross bow upgrade, bodkin arrow and bow saw.

From now on, you must read the game and play it accordingly. Most common thing while
harassing with crossbow is setting a good eco with 3 TCs, getting wheelbarrow at 22-25 mins,
and then doing what suits the game and your playstyle (ballistics, siege, monks, etc).
Fast Archer Opening
In generated land maps that you can wall easily, this is a good opening, especially if
your opponent doesn’t fully wall so you can do some damage early on. Best civs for
this opening are archers civs such as Britons, Ethiopians, Mayans, Malay, Saracens,
Vietnamese, Vikings.

Dark Age
6 vills to sheep
4 to wood
1 get boar
1 build house then berries
2 more to berries
1 get boar
1 more to berries
1 build house and then food (sheep or boar)
3 to Wood (make 2nd lumber camp; most efficient is to have 5 vills on each LC)
Make loom
Click up (21 pop)
While going up, send 3 vills to gold (from sheep) and make barracks

Feudal Age
As soon as you hit Feudal Age, you should get wood upgrade and 1 or 2 ranges (depending if
your opponent is already fully walled or not). If he’s fully walled, the best to do generally is
open 1 range, get horse collar and start walling yourself. If he’s still open, go for 2 ranges
(delay horse collar for late feudal or while upping to castle) and make a blacksmith for
fletching. You should also start walling slowly with palisades/houses.

While researching fletching or when you just got it, you should move out with archers and look
for opponent’s weak spots.
You should keep farming a lot (probably have 14-16 farms before upping), and once you have
around 400-500 food, around 17 minutes into the game and unless the enemy comes forward
and the game gets messy, you should get wheelbarrow.

After that, try to click up to Castle Age as soon as you can. You should have around 8 vills on
gold to support double range and future Castle upgrades. While upping, make gold upgrade
and archer armor (unless you had to do it before to keep archers alive while fighting).

Castle Age
As soon as you hit castle, you must get cross bow upgrade, bodkin arrow and bow saw.
Next most common thing while harassing with cross bow is setting a good eco with 3 TCs and
then doing what suits the game and your playstyle (ballistics, siege, monks, etc). With this
opening, fast ballistics is really good if you feel that there’s going to be a fight in early castle or
if you think you can do some damage, so doing a fast university even before the 3rd TC can be
a good thing.
M@A Into Archers/Skirms
This is a very good strategy that can break walls with the m@a. It can also work on
hybrid maps. It can be followed with an aggressive tower on the opponent’s base
denying important resources or a strategic location.

Dark Age
6 vills to sheep
4 to wood
1 get boar
1 build house then berries
2 more to berries
1 get boar
1 more to berries (4 in total)
1 build house and then food (sheep or boar)
1 make barracks
1 more to wood (5 in total)
2 to gold
Make loom
Click up (22 pop)
While going up, make new LC with vills and start transferring vills from sheep to new LC (5 in
each LC is ideal).
Make 3 militia

Feudal Age
As soon as you hit Feudal Age, you should get m@a upgrade and wood upgrade (if you can, if
not as soon as possible). Start farming but do not make horse collar until late feudal or while
upping to castle age. Make 1 archery range to start doing archers. M@A will help you scout
what your opponent is doing, so if he goes for a lot of archers, you can start doing skirms and
only having 3-4 vills at gold instead of 7.
You should consider walling slowly the easy parts you can wall so you can predict where your
opponent might hit you later on. 2nd archery range depending on how the game goes (if he’s
fully walled or you are not fighting, you should consider delaying it a bit more and do it before
clicking up). Wheelbarrow should be done when you have around 400-500 food or at 17 min
game.
Click up and transition to what you want, depending on what has happened during the game.

Castle Age
If you have 2 ranges because there was some feudal fighting with archers/skirms: go for cross
bow / elite skirms with bodkin arrow and bow saw. Consider getting ballistics before the 3rd
TC if you can do some damage or there will be a fight soon.
If you stayed on 1 range, you can transition to knights, get bow saw and 2 more TCs.
If hes fully walled, and you are too, you can consider booming hard while staying at 1 range
and maybe add a siege workshop to protect yourself from cross bow raids.
Scout Opening
This strategy is losing popularity lately, mainly to the fact that everyone is walling
earlier than before and by the time you have the scouts out, the opponent is already
fully walled. It’s still very popular in open maps, like Acropolis and Land Madness. It
can also be very good in hybrid maps that are hard to wall too like Four Lakes. Best civs
for this opening are Franks, Magyars, Lithuanians, Mongols, Huns, Persians.

Dark Age
6 vills to sheep
3 to wood
1 get boar
1 to sheep
1 build house then mill in berries
2 more to berries
1 get boar
1 more to berries (4 in total)
1 build house and then food (sheep or boar)
2 more to wood
1 to wood to make new LC
Make loom
Click up (21 pop)
While going up, send 3 more vills from sheeps to new LC
Make barracks

Feudal Age
As soon as you hit Feudal Age, you should build stable with 2 vills and get wood upgrade and
horse collar. Start farming as soon as possible once you have horse collar, and start taking gold
at around 14-15 mins mark. You should consider walling slowly.
You need to try to see what your opponent is doing, scouting is very important so you can
adapt fast and properly. If you see that opponent is going 2 range, you need to adapt fast and
make 1 range skirms to protect yourself (unless you are fully walled already). Blacksmith
according to your scouting Intel, and wheelbarrow at around 15 mins (with 5 vills on gold).
After all this, click up as soon as you can.
On the way to castle age, you should get gold mining upgrade, bloodlines and cavalry armor
(the order is gold mining first, then the others in any order). Make 2nd stable.

Castle Age
Start making knights from both stables and get bow sow. Consider getting 2 TCs more and go
harass your opponent with the knights! Getting 2nd armor early on after bow saw is also a
good thing to make your knights more resilient to enemy cross bows and TC arrows.
TC Cavalry Archers (Huns)
This build continues the scout opening strat but is specially designed for Huns, with
some considerations. Why huns? Because of their cheaper Cavalry Archers.
The strat starts to differ from the scout opening when you start upping to castle age.
On the way up, you shouldn’t reseed farm vills, and send them directly to gold. Make
fletching, armor and gold mining upgrade. Any farm that expires, send it to gold or
wood. You also need to add archery ranges (depending if you did 1 in feudal, you
should consider having 3 or 4 in total, depending on the timing of the up).

Castle Age
As soon as you hit Castle Age, make bodkin arrow and get bow sow. You also need to
start pumping Cavalry Archers non stop, and also get a university as soon as you have
the wood. After that, ballistics and keep pumping CA’s.
You are on a timer here, because you are only staying in 1 TC and your opponent most
likely will try to expand his eco adding TCs, you need to put the pressure on your
opponent’s base. Consider also getting the 2nd armor upgrade, and adding forward
siege to keep pushing and trying to destroy enemy TCs.
After pushing hard, depending on how the game is going and how much damage
you’ve made, you can expand a bit your economy by adding new TCs and getting more
farms.
Lithuanian Forward
This is a very special strategy that can cripple your opponent’s economy early on.
Lithuanians are very good with this strat for 2 reasons: they start with +150 food, and
their spears and skirms move 10% faster. It works well on open land maps, but
sometimes it’s hard to pull off on arabia depending on how good your opponent’s map
is.

Dark Age
6 vills to sheep
3 to wood
1 get boar
1 to sheep
1 build house then mill in berries
2 more to berries
1 get boar
1 more to berries (4 in total)
1 build house and then food (sheep or boar)
1 more to wood
Make loom
Click up (19 pop)
While going up, send 3 vills forward and build barracks between mid map and your opponent’s
base.

Feudal Age
As soon as you hit Feudal Age, get wood upgrade and start making spears. Also, build an
archery range ASAP and start producing skirms. You should start hitting your opponent’s
economy after building the archery range. You should have 2 spears by then, and also use your
3 vills to fight if need to, just make sure that he isn’t fighting with much more.
You need to build a tower in a strategic point, trying to deny wood/gold, wood/berries,
gold/berries is a good thing. Always 2 things is important. You can then get stone with those 3
vills, unless you lose 1 or 2, you can then send them home. Remember to wall your tower, and
an important thing here is if he is counter towering your tower, then let him commit to it, you
can always delete yours and rebuild it elsewhere to deny other important resources.
Always keep making vills, and also you need to scout and see how’s your opponent adapting. If
you see him going stable, protect your eco with 2-3 spears and try to wall your wood/berries at
home.
Keep adding skirms and have a few spears with your army, you need to get blacksmith fast
(after having around 6-8 skirms) for fletching. As soon as your sheeps run out, get horse collar
and start adding farms.
Start mining gold after getting fletching with 4 vills, and add 2-4 more before upping. You can
start adding archers after fletching, and adding more farms.
You should consider going up soon, get wheelbarrow first when you have 5 vills on gold and
click up. If you had your forward vills on stone, considering adding towers to deny more
resources from your opponent’s base, or making 1 or 2 defensive tower if you feel he is going
for your economy. If your map is easy to wall, just wall then.
On the way up to Castle Age, you need to make gold upgrade, make 2 stables, bloodlines and
amor. You are going to transition to knights to make use of your relic bonus later on.

Castle Age
Start making knights from both stables and get bow saw. Consider adding 1 more TC and a
monastery to get the relics around the map ASAP. You can add another TC a bit later, and get
2nd armor also.
From this point on, you need to work on getting 4 relics if you can, harassing your opponent’s
economy with your knights (get husbandry too) and booming with 3 TCs.
If you see enemy going heavy on pikes and cross bow, you might consider adding some skirms
and 2-3 mangonels to push him back or even push his TCs with that combo.
Bulgarian Forward
This is another very special strategy that can cripple your opponent’s economy early
on. Bulgarians are good because you have militia line upgrade for free as soon as you
age up. They are even good on open hybrid maps like Four Lakes which can cause
some chaos at land while also going for the different lakes. The difference is that in
hybrid maps, you dock instead of getting berries.

Dark Age
6 vills to sheep
3 to wood
1 get boar
1 to sheep
1 build house then mill in berries
2 more to berries
1 get boar
1 more to berries (4 in total)
1 build house and then food (sheep or boar)
3 more to wood
Make loom
Click up (21 pop)
While going up, send 3 vills to make a front barracks and make 3 militia while sending those 3
vills forward.
Also, you need to transfer 3 of your sheep vills to gold.

Feudal Age
As soon as you hit Feudal Age, get wood upgrade, add an archery range with forward vills, and
get a spear. Hit your enemy base, add a tower to deny 2 resources (gold/wood, gold/berries).
Start adding archers to your mix. You can do some good damage early on, and usually, your
opponent can’t take a fight because you have 3 very early m@a hitting him, with 3 vills. The
spear helps a lot against scouts. Mine stone with the 3 forward vills after you walled your
tower.
Never stop making vills at home, and after your sheeps expire, get horse collar and start
adding farms. If it’s a hybrid map, you can always add fishing boats instead of making farms
and add a mill for the berries.
You need to add a blacksmith soon, and get fletching. If your opponent is going archer/skirm
mix, you can add some skirms of your own. Add another aggressive tower to keep denying
your opponent’s resources. You can also add a defensive tower if things are calm and he might
go for a counterattack.
Consider getting wheelbarrow later on when you have 5 vills on gold and around 13-15 farms.
If it’s hybrid map, you don’t need it but you should have around 8 fishing boats and
considering redocking in other spots to have closer sea food.
Before going up, make a stone camp at your home and add 3 vills (you should have 6 in total in
stone).
On the way up, get gold and stone upgrade. Add only 1 stable, and get bloodlines and armor.
You can also add another stable, but it’s not that necessary.
Castle Age
Start making knights and get bow sow. Consider adding 1 more TC and a Krepost (it can be
offensive or defensive, depending how the game is going). You can add another TC a bit later,
and get 2nd armor also.
From this point on, you need to keep adding 1 or 2 more Krepost in strategic locations and
keep adding Konniks (no more knights after the 1st Krepost). Get husbandry, and keep
harassing with the Konniks. You should add a 4th TC and even a 5th if you want to and boom
like crazy while harassing with Konniks. Add a castle too and get the Stirrups tech. From here
onwards, keep booming, harassing. Try not to take fights that you can’t win, you can always
defend behind your Kreposts and Castle. Work your way to imperial, you might be a bit later
than your opponent, but your eco will kick in and elite konniks with elite skirms is a very
powerful mix.
How to play hybrid maps (water and land)
Hybrid maps are always tricky to play. Most common strategies are walling on land and
trying to win the water with fire galleys and better economy. Civs with a mix of water
bonus and land bonus are favored here, such as Malay, Japanese, Persians. There are
many viable strategies anyways, like focusing on land and then trying to harass on
water, you have to choose your opening and then adapt to what’s going on.
The following build order is for the most common one which is walling the land and
going for a grush (galley/fire galley rush). Usually, on maps with small lakes or maps
not like islands, going for fire galleys first is usually better. Galleys tend to perform bad
if you don’t have the space to micro them and move them around hitting and running
without getting surrounded.
The following build order covers the opening mentioned above.

Dark Age
6 vills to sheep
4 to wood
1 get boar
1 build house then dock
1 more to wood
Start building fishing boat as soon as dock is done
1 more food
1 build house then get 2nd boar
2 more food
2 more wood
Loom (assuming you’re connected to opponent in land)
Click up (25-26 pop, including 3-4 fishing boats)
While going up, make new LC with vills and start transferring vills from sheep to new LC (at
least 5 in each LC is ideal).
Leave only 1 vill near TC (sheep/boar or wood)
Put 4 vills on gold, make 2nd dock and wall the land

Feudal Age
As soon as you hit feudal, start producing fire galleys with both docks, and scout your
opponent to see what he’s doing and react accordingly. Also, get wood upgrade asap.
If you see he’s going for water also, add a 3rd dock and keep making fire galleys. Once you’ve
made 4-5, add 1-2 demos to start exploding his fire galleys. If you see him going for galleys,
you need to be super aggressive and don’t let him get high numbers because he might
outmicro you and kill your fire galleys.
Usually, unless your opponent is vikings, it’s weird that enemy goes galleys in these type of
hybrid maps, there isn’t just enough water to micro galleys correctly.
If you see him doing some land stuff, get ready to rewall and make barracks/range to counter
enemy push. Also, harass his water with a few fire galleys to win it fast and add fishing boats to
have better eco. Sometimes, opening 1 dock fire galleys and a stable is viable too, depending
on your scouting intel (if you scout and see he isn’t walled for example).
Castle Age
According to what happened in feudal age, if you’re still fighting for water, get the ship
upgrade to get the fire ships and demo ships upgraded, and start building your eco with new
TCs.

You also need to start getting some map control on the land while expanding your eco and still
fighting for water. Usually raiding with cross bows and 1-2 mangonels is good, but you need to
see what army composition your opponent is doing. Depending on your civ too (like persians),
you might consider going knights instead of cross bows.

From this point onwards, you must keep fighting for water so your opponent doesn’t have an
economy lead. If you won water, add fishing boats and gillnets upgrade and then just spread
your ships to deny any future docks from opponent and focus on land. You might have to
adapt and be defensive here, because you’ll have a better economy but probably your
opponent will go heavy on land because of this.
How to play Vikings on Islands
Vikings are a top tier civ in this map, mainly because of their cheap galley bonus and good
economy with wheelbarrow and handcart free. Other top picks are Italians and Portuguese
(the last one is really good with Caravels against Vikings because they lack fire galley line). The
following build order corresponds to a Viking grush (galley rush).

Dark Age
6 vills to sheep
4 to wood
1 get boar
When next vill comes out, grab 1 wood vill build house
1 build dock (depending on what civ you are facing, you want to make it a front or side dock; if
you are facing a civ that will open fire galleys, you probably want to dock on the side to have
more time to build your galley army; if not, building on front is fine)
start building fishing boat as soon as dock is done
1 more wood
1 build house then get 2nd boar or get it with scout
4 more food
3 more wood
Click up (26-27 pop, including 3-4 fishing boats)
While going up, make new LC with vills and start transferring vills from sheep to new LC (at
least 5 in each LC is ideal).
Leave only 1 vill near TC (sheep/boar or wood)
Put 4 vills on gold, make 2nd and 3rd dock

Feudal Age
As soon as you get to Feudal Age, start producing galleys from the 3 docks (3rd dock will
probably finish several seconds after you hit feudal). Get wood upgrade too. First wave of 3
galleys should protect the fishing boats, and once you start producing new 3 galleys, get a
blacksmith and fletching right away.

Keep your scout active in your land to scout for any posible landing from your opponent.

You should move out with 5-6 galleys once you have fletching. Try to keep your fishing boats
on the back so you have time to move them out in case opponent comes with a few ships.

After having fletching and producing from 3 docks, get a 4th dock and start making galleys too.
You need to try to micro heavy those galleys so you can land some hits on enemy galleys/ships.
Use patrol a lot (classic hotkey: Z).

Once you can keep producing from 4 docks, you need to focus on getting food at your base, so
build a mill and keep those 4 fishing boats alive as much as posible. Get more vills on gold, you
need around 8-10 to go up and keep those 4 docks producing galleys. Build a market, trade
your Stone for gold, and then buy some food with the extra gold. You need to try to click up at
around 18-19 mins so you get to Castle Age at 20-21 minutes.
While going up, you need to keep harrassing your opponent’s ships, try to scout his island with
1-2 galleys to harass enemy economy a bit, and make gold upgrade. Keep scouting your island
to prevent landing or to spot it fast.

Castle Age
Once you hit Castle Age, make galley upgrade right away, and also get Bodkin Arrow and Bow
Sow. If you were faster to Castle, you need to push him, if not, play more defensive and make
time until you have your upgrades.
You should also start making Longboats (even though they are a bit more expensive, they are a
bit faster and better to micro and hit and run, and they are also very good at raiding land).
You should then add a university for Ballistics.
After this, you should start expanding your eco, buying stone with gold and making 1-2 TC’s. If
you’re doing good on water, you should start adding fishing boats and expanding to the middle
islands or even landing enemy. From that point on, just do what you think is best!
Map Awareness & Map Control
Trying to read what your opponent is doing is a good thing, and it feels good when you guess,
but good scouting is much better. Good map control usually starts at Castle Age, because
earlier, you can pressure and gain map control, but if your opponent gets to Castle Age first,
you’ll lose that map control really fast.

If you feel like you have an army advantage or you have an economy disadvantage, you should
try to put the pressure on your opponent sending 1-2 forward vills to make a siege
workshop/monastery on a hill. Try to pick good fights like fighting uphill, pressuring enemy
resources while raiding with a few units on other part of the map while building your economy
at home.

Once you have 3 TCs and have a good boom, you should send 6-7 vills to stone and after 6-7
mins, you should have enough for your first castle. You should build it on a hill, and it should
be offensive if you’re putting pressure, or defensive to protect your economy and you are
being pressured. If you’re behind, it’s usually better to place it on a defensive hill because it
can be easily put down with a few enemy trebs.

Once you hit Imperial Age, you should try to have vision of more parts of the map. Send 1-2
vills to each side of the map and start building outposts (you should have town watch by then).
These vills will not only grant you vision, but also be useful to build some forward buildings to
start raiding the sides of enemy economy. They will also help spot other useful golds/stone for
post imperial game. You can later add TCs on those important resources.

On early imperial, you should focus on pushing, gaining control of hills and getting the techs
and upgrades. After that, once you have around 160-180 pop, you need to start raiding with
the side buildings you’ve built with those vills you sent earlier to have map awareness.

You should also prepare to get raided, considering that is really hard to wall at this point, and
walls tend to break easily, you should consider defending your economy with a few easy walls
and 1-2 defensive Castles. By doing this, you are controlling from which part you are allowing
the raid to happen, and this will help you defend it more easily. At the same time, you’ll be
raiding your enemy, and you need to spot weak points from where you can do damage, and
also, while all this is happening, probably a middle fight is going on.

The plan is to weaken your opponent’s economy, while preserving yours. This will help you
push and win the main fight that is happening in the middle.

To sum all this up, by doing all of this, you should gain control of middle and important hills,
while using your main army (most expensive units + siege) on the middle, while raiding with
hussar/light cavs/ews on the sides.
Useful Tips

• Scout with 2 of the 4 initial sheeps. If you find more, keep using them to scout. Always
leave +1 sheep on TC (the one that vills are eating and 1 more).
• If you have deers close enough to TC (and not behind a woodline) you should lure
them (almost at same screen of TC is close enough).
• Lumber metrics: place your LC in a good spot (on the back of your base is usually best
spot unless it’s really far away) and try to keep an eye on your villagers. If you send
them to different trees within the same tile, they will usually stand still). Also, once
they finish a tree, they will “walk around with no sense”, so shift clicking on other trees
before they finish the tree they are cutting is the best idea.
• Wall the easy parts of your base with the houses you need to keep adding pop.
• Scan if your opponent is mining gold/stone while going up in feudal age.
• Check enemy gold to see if he has mined 10 gold for a drush.
• Place a palisade wall (not build it) on top of a wolf. If it’s gone this means he’s coming
with militia or he’s coming forward in this direction.
• Patrol, patrol, patrol. Don’t use attack move, it’s bugged in DE. Instead, patrol all the
time, but be careful, sometimes it doesn’t work well, and sometimes your army will
patrol into buildings.
• Quick walls: they help a lot, so try to use them! You will usually delete them later and
recover the resources. They will save you against an enemy drush while not wasting so
much time and wood while walling your entire base.
• Control + number your buildings: usually a good idea is to control + 1 and control + 2
your main army, while having 3-6 your main production buildings (barracks, ranges,
stables, siege and castles).
• Wall in your villager that is building the dock (this is to prevent enemy scouting from
killing the villager). Also, after the dock is done, you should get the shore fish next to
the dock.
• Remember to use attack ground with mangonels to guess the movement of your
opponent’s army!
• You can scan on the fog of war with a house to see if you’re enemy is going forward or
even if he’s landing you in your island in islands map.
• Try conquering the hills around the map with castles and picking good fights! (fighting
uphill).
• Remember to use flank formation and back to line formation when engaging enemy
mangonels with ranged units. Also useful in getting out of a fight.
• If you are in a mangonel fight, and you are fighting downhill, after the shot of your
mangonel, delete it for maximum damage.
Maps & Top Civs Guide

Open Land Closed Land Islands/Full


Hybrid Maps Arena
Maps Maps Water Maps
Mayans, Celts,
Chinese, Aztecs, Japanese, Vikings, Italians, Aztecs, Malay,
Top Civs Cumans,
Mayans, Franks Malay, Persians Portuguese Britons, Teutons
Mongols
Slavs,
Vikings,
Chinese, Bulgarians, Japanese, Lithuanians,
Good Lithuanians,
Spanish, Khmer, Byzantines, Berbers, Turks,
Civs Bulgarians,
Slavs, Aztecs Huns Mongols Byzantines,
Huns, Etiophians
Khmer, Franks
2 docks fire 3 dock grush Scouts & fight
Drush; M@A;
Top Drush; M@A; galleys & wall; 1 (galley rush); 3 for relics; Trush;
Scouts; Forward;
Openings Wall & Boom dock fire galley dock fire galley; Boom Fast
Trush
& m@a/archers fast longboats Imperial

Open Land Maps: arabia, cenotes, valley, serengeti, kilimanjaro


Closed Land Maps: ghost lake, oasis, yucatan, mongolia, golden pit
Hybrid Maps: continental, four lakes, coastal, highland, rivers, scandinavia
Full Water Maps: islands, team islands, migration
My Custom Hotkeys

I use the default classic hotkeys with some changes:

o Unit Commands:
Garrison & Ungarrison: G

o Cycle Commands:
Go to Mining Camp: CONTROL + L
Go to Stable: CONTROL + G
Go to next idle villager: TAB

o Military Units:
Aggressive: W
Attack Move: Z
Flank: F
Line: Q
Patrol: A
Stand Ground: N

o Villager Build:
Mining Camp: L
Stable: G

o Town Center:
Tech: Age Up: Q
Go Back to Work: W

o Dock:
Unique Warships: Q

o Barracks:
Eagle Warriors: Q
Huskarl: Q

o Mill, Mining Camp & Lumber Camp:


Tech: Q (farm upgrade, gold upgrade, wood upgrade)

o Gate Commands:
Lock/Unlock Gate: Q

Default Zoom: 70%


Health Bars: Classic
Scroll Speed: 25%
Click-drag scrolling button: Disabled
Health Bar Colors: Legacy
Safe Delete: Off

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