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