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
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