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
    *
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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
    *
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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
    *
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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
    *
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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)
    *
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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
    *
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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
    *
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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
    *
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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
    *
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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
    *
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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
    *
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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
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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
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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
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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
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16
Q

*Franks

A
  • Scouts into Knights, eventually *Paladins
  • May add Skirmishers or other units for counterplay
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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
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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
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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
**Khmer**
* 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
Koreans
* Spearmen, Skirmishers, or one-range Archers * Use wood-based units due to discounts * Transition to Towers or Siege in Castle Age
27
***Lithuanians**
* 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
***Magyars**
Scout rush with cheaper Scouts and free forging Transition into **Light Cavalry, Hussar**, Knights, or Cavalry Archers in Castle Age
29
Malay
* Two-Militia Drush with free armor for tougher Militia * Transition to Elephants or ranged units in Castle Age
30
Malians
* One-range Archer opening into Crossbows in Castle Age * Focus on gold units due to gold bonus
31
Mayans
* Eagles and Archers combination * Transition to Crossbows or Eagles in Castle Age * Boom to Imperial Age for gold units
32
**Mongols**
* Scouts into Steppe Lancers * Alternatively, Fast Castle into **Steppe Lancers** for riskier play * Focus on Steppe Lancers or Cavalry Archers
33
****Persians***
* Scouts into Light Cavalry, Knights, ****Camels***, or **Paladin** * Focus on Cavalry units rather than Cavalry Archers
34
**Poles**
* Scout Rush with farming or forward Tower Rush * Focus on booming with **Knights** or **Winged Hussar** in Castle Age
35
Portuguese
* One-range Archers into Crossbows, then Siege or Knights * Focus on gold units
36
Romans
* Scout Rush for better economy * Transition into Long Swords in Castle Age
37
****Saracens***
* Archer opening with market to fast Castle * Options: Archer + Siege push or Crossbows or Skirms and ****Camels*** in Castle Age
38
**Sicilians**
* Scouts into Long Swords or ***Cavalry** (with UT) + Siege * or **Sergeant** rush * Utilize faster monks with Cavalry in late game
39
**Slavs**
* Scouts into Long Swords or **Cavalry** + Siege * Utilize faster monks with Cavalry in late game
40
**Spanish**
* **Conquistador** transition as primary strategy * Open with Scouts, Spears, or Archers * Mix Conquistadors with monks or Mangonels
41
Tatars
* Scout rush into Steppe Lancers, Camels, or Knights * Transition into Cavalry Archers (CA) with free Thumbing * Alternatively, one-range Archers into Crossbows
42
**Teutons**
* Tower Rush for forward pressure * Archer opening with Scouts and Spears into **Knights**
43
**Turks**
* Scouts into Knights, Camels, or **Light Cavalry** * Alternatively, one-range Archers into Camels or Light Cavalry
44
Vietnamese
* Scouts into Skirmishers or Cavalry Archers * Avoid Archers to prevent being stuck with Crossbows
45
Vikings
* Two-Militia Drush into Aggression * Transition to economy-focused Castle Age * Aim for faster Imperial Age with economic advantage