Civilisation Guide - Starting Strategy - (Cavalry Focused) Flashcards
1
Q
Armenians
A
- Ideal opening: Scout Rush + Spears
- Use Spears early to pressure your opponent, then follow up with Scouts
- Aim to reach Castle Age quickly for fortified churches and relic control with Warrior Priests
- In Castle Age: Play Knights, then transition to unique unit, Champion, or Halberdiers
*
2
Q
Aztecs
A
- Ideal opening: Aggressive infantry, preferably Eagle Warriors combined with a range in Feudal Age
- Against Archer civs: Eagles + Skirms; Against other civs: Eagles + Archers
- In Castle Age: Eagle Warriors + Pike, mixed with monks
*
3
Q
Bengalis
A
- Ideal opening: Scout Rush or Archer Rush
- Do not play infantry; utilize the extra two Villagers from Feudal Age
- Fast Feudal Age into Scouts or Archers
- In Castle Age: Transition to Light Cavalry + Monks (if starting with Scouts) or Archers into Crossbows + Elephant Archers
- Focus on Monk play
*
4
Q
Berbers
A
- Ideal opening: Scout Rush to transition into Camel Archers or Stable units
- Scout opening gives access to Camel Archers, Genitors, and Knights
- Berbers are stronger in Castle Age, so play passively in Feudal Age
- Use Bloodlines and Husbandry for better Stable units
*
5
Q
Bohemians
A
- Ideal opening: Archers + Spears
- Passive Feudal Age, aiming for fast Castle Age
- In Castle Age: Play Chemistry, Crossbows, or Hand Cannoneers (Hand Cannoneers are very strong)
*
6
Q
Britons
A
- Ideal opening: One-range Archer opening
- Play passively, save up resources to reach Castle Age
- In Castle Age: Benefit from extra range on Crossbows and cheaper Town Centers
*
7
Q
Bulgarians
A
- Ideal opening: Aggressive Men-at-Arms Rush (free Men-at-Arms)
- Follow up with range or Stable for further aggression
- Use army pressure in Feudal Age for messy game and map control
- Set up forward Creposts in Castle Age
*
8
Q
Burgundians
A
- Ideal opening: Passive opening, wall up, and play defensively
- Go to Feudal Age, then transition to Light Cavalry or Cavalier + Monks for Relic control
- Play defensively in Feudal Age to let economic techs boost you ahead
*
9
Q
Burmese
A
- Ideal opening: 2-Militia Feudal Age Drush (take advantage of +1 attack)
- Follow up with range or Stable for a standard game with early pressure
*
10
Q
*Byzantines
A
- Ideal opening: Skirmishers + Spears rush
- Transition to Castle Age while using Skirmishers and Spears
- Upgrade to Elite Skirmishers and Pikemen or switch to *Camels
- Focus on using counter units (discounted) and developing the economy
*
11
Q
Celts
A
- Ideal opening: 2-Militia Feudal Rush
- You can also use Men-at-Arms rush, but 2-Militia requires less investment
- In Feudal Age: Use Celt ranges for Archers/Skirmishers (wood bonus)
- Transition to Siege or Stable + Siege, but avoid Knights without Bloodlines
*
12
Q
Chinese
A
- Ideal opening: Scout Rush
- Survive early Feudal Age, wait for extra Villagers to pay off
- Scouts are versatile and allow flexible transitions
13
Q
Cumans
A
- Ideal strategy: 2-TC play
- If uncontested, 2-TC strategy will likely win the game
- Use Archers, Stable, and Spearmen to survive early, but prioritize stabilizing with 2-TC
14
Q
Dravidians
A
- Two-range opening with Archers and Skirmishers
- Skirmishers fire faster and Spearmen for early Scout rush defense
- Pressure opponent and leverage extra wood bonus
15
Q
Ethiopians
A
- One-range Archer opening into Crossbows in Castle Age
- Add stable with Knights and forward Siege for Archer-Knight-Siege push
16
Q
*Franks
A
- Scouts into Knights, eventually *Paladins
- May add Skirmishers or other units for counterplay
17
Q
*Georgians
A
- Fast Scout rush, utilize healing Scouts
- Transition to Castle Age and mass *Knights/Monaspa units
- Build economy with Town Centers and Churches
18
Q
*Goths
A
- Infantry opening with Militia or Men-at-Arms
- Option for Scout and Spearman rush
- Take advantage of the extra hunt bonus for economic advantage
- *Huskarl plus Halb or Skirm
19
Q
Gurjaras
A
- One-range opening with Archers and Crossbows, then Camels in Castle Age
- Focus on Crossbow and Camel combo
20
Q
*Hindustanis
A
- Start with Scouts and remain flexible
- Options: Archers for building damage or *Camels/Light Cavalry in Castle Age
21
Q
*Huns
A
- Trash Unit: Hussar
- Gold Unit: Heavy Cav Archer
- Siege Unit: Trebuchet
- *Tarkans?, Paladins and Skirms?
22
Q
Incas
A
- Start with Eagles and Skirmishers or Spearmen
- Transition to Crossbows or Eagles in Castle Age
23
Q
Italians
A
- Two best openings: Scout rush or one-range Archer play
- Transition to fully upgraded Knights or Crossbows in Castle Age
- Focus on faster Castle Age
24
Q
Japanese
A
- Men-at-Arms into range for efficient units
- Transition to Crossbows, Skirmishers, or Cavalry Archers
- Aim to end game early
25
Q
Khmer
A
- Scouts with full walling for defense
- Fast farm production with Scouts or Knights
- Transition into mid/late game with Scouts into Knights or Light Cavalry
26
Q
Koreans
A
- Spearmen, Skirmishers, or one-range Archers
- Use wood-based units due to discounts
- Transition to Towers or Siege in Castle Age
27
Q
*Lithuanians
A
- Scouts or Spearmen/Skirmisher opening
- Focus on gathering relics and one Town Center for relics
- Transition to Monasteries for relic collection in Castle Age
- *Knights, Leitis and Skirms
28
Q
*Magyars
A
Scout rush with cheaper Scouts and free forging
Transition into Light Cavalry, Hussar, Knights, or Cavalry Archers in Castle Age
29
Q
Malay
A
- Two-Militia Drush with free armor for tougher Militia
- Transition to Elephants or ranged units in Castle Age
30
Q
Malians
A
- One-range Archer opening into Crossbows in Castle Age
- Focus on gold units due to gold bonus
31
Q
Mayans
A
- Eagles and Archers combination
- Transition to Crossbows or Eagles in Castle Age
- Boom to Imperial Age for gold units
32
Q
Mongols
A
- Scouts into Steppe Lancers
- Alternatively, Fast Castle into Steppe Lancers for riskier play
- Focus on Steppe Lancers or Cavalry Archers
33
Q
*Persians
A
- Scouts into Light Cavalry, Knights, *Camels, or Paladin
- Focus on Cavalry units rather than Cavalry Archers
34
Q
Poles
A
- Scout Rush with farming or forward Tower Rush
- Focus on booming with Knights or Winged Hussar in Castle Age
35
Q
Portuguese
A
- One-range Archers into Crossbows, then Siege or Knights
- Focus on gold units
36
Q
Romans
A
- Scout Rush for better economy
- Transition into Long Swords in Castle Age
37
Q
*Saracens
A
- Archer opening with market to fast Castle
- Options: Archer + Siege push or Crossbows or Skirms and *Camels in Castle Age
38
Q
Sicilians
A
- Scouts into Long Swords or *Cavalry (with UT) + Siege
- or Sergeant rush
- Utilize faster monks with Cavalry in late game
39
Q
Slavs
A
- Scouts into Long Swords or Cavalry + Siege
- Utilize faster monks with Cavalry in late game
40
Q
Spanish
A
- Conquistador transition as primary strategy
- Open with Scouts, Spears, or Archers
- Mix Conquistadors with monks or Mangonels
41
Q
Tatars
A
- Scout rush into Steppe Lancers, Camels, or Knights
- Transition into Cavalry Archers (CA) with free Thumbing
- Alternatively, one-range Archers into Crossbows
42
Q
Teutons
A
- Tower Rush for forward pressure
- Archer opening with Scouts and Spears into Knights
43
Q
Turks
A
- Scouts into Knights, Camels, or Light Cavalry
- Alternatively, one-range Archers into Camels or Light Cavalry
44
Q
Vietnamese
A
- Scouts into Skirmishers or Cavalry Archers
- Avoid Archers to prevent being stuck with Crossbows
45
Q
Vikings
A
- Two-Militia Drush into Aggression
- Transition to economy-focused Castle Age
- Aim for faster Imperial Age with economic advantage