Before reading the guide, make sure to understand these overall rules:
- EVERYTHING written in this guide can be adapted to specific situations. It’s meant to give you an idea of what to do in most situations, and most strategies are related to my playstyle.
- Walling too early can hurt you on Arabia.
- When you wall, do it QUICKLY. Otherwise, you spend resources and remain exposed.
- Adding town centers as protection can be a decent choice, even if it’s not the ideal move in this situation.
- The first extra Town center should always be placed on a clean woodline.
- “Early farms” are very important for a good Castle Age timing.
- Always play for map control.
- Assume your opponent is playing perfectly—don’t rely on their mistakes.
EARLY FEUDAL
1 or 2 lumber camps? Farm upgrade?
STEP 1
- Bad Matchup:
- Much Slower Civ: 1 Lumbercamp, no farm upgrade
- Same Speed (or a bit slower): 1 Lumbercamp, no farm upgrade
- Faster Civ: 1 Lumbercamp, no farm upgrade
- Even Matchup:
- Much Slower Civ: 1 Lumbercamp, no farm upgrade
- Same Speed (or a bit slower): 2 Lumber Camps, horse collar if good map and slow openings
- Faster Civ: 2 Lumber Camps, horse collar if extra resources (not necessary), put yourself ahead in eco with small aggression
- Good Matchup:
- Much Slower Civ: 1 Lumbercamp, no farm upgrade
- Same Speed (or a bit slower): 2 Lumbercamps, horse collar if good map and slow openings
- Faster Civ: 2 Lumbercamps, horse collar if extra resources (not necessary), put yourself ahead in eco with small aggression
STEP 2
- Big Forest: 1 Lumbercamp (almost always)
- Small Forest: 2 Lumbercamps if matchup allows it
WHAT STRATEGY?
- Slower Civ:
- 19 population with a mill, play mirror or make spear + skirmisher if the map is good.
- If against MAA/militias/range opening → 1 range play.
- If against scouts → go scouts yourself.
- Same Speed + Bad Matchup:
- French Drush/Scouts/Archers with aggressive follow-up.
- Same Speed + Even/Good Matchup:
- Any opening with a good eco
- If against MAA/militias/range opening → 1 range play.
- Faster Civ:
- French Drush or Fast Scouts (if the map is open).
Examples:
- Mongols vs Celts: Faster civ and good matchup. Forests are big. 18 population French Drush with 1 Lumbercamp and farm upgrade.
- Byzantines vs Bohemians: Same speed, good matchup. Forests are small. Mirror play with 2 Lumbercamps (farm up if it’s a very slow game).
CIV EXAMPLES
- Slow Civs:
- Malay, Burgundians
- Neutral Civs:
- Byzantines, Saracens, Turks, Teutons, Spanish…
- Quick Civs:
- Mongols, Ethiopians, Georgians, Japanese, Gurjaras..
If a civ is a bit slower, consider it as equal. For example: Teutons vs Hindustanis (Hindu bonuses are slightly better in early Feudal).
Explanation:
- When you have a slow civ, you need to survive the early game, so don’t be greedy.
- When you have a civ of equal speed in early Feudal, aim to get ahead in eco if the matchup is at least decent. If the matchup is bad, you’ll need to be aggressive to stay in the game.
- When you have a fast civ, use your bonuses in early Feudal to either aggressively pressure your opponent or put yourself in a strong economic position, depending on the matchup.
It’s important to note that these strategies can be adapted based on what your opponent does. For example, if your opponent is Mongols and they go greedy with early walls, you can consider their civ neutral.
Should I trade scout HP or not?
- Faster Civ: No. The scout is more useful if you can play aggressively.
- Slower Civ: Yes. It makes the aggression from your opponent less threatening.
- Going Archers: No. The scout will be useful against skirmishers and for gathering information.
What if we traded scout HP anyway?
If you trade scout HP, a skirmisher opening becomes a possibility!
Mid feudal:
More Farms or Blacksmith?
- Blacksmith needs to be done before the first fight, so:
- Playing defensive (fast range): Farms until the opponent goes forward with an army.
- Playing French Drush aggro: 3 farms, then blacksmith.
- Playing French Drush eco: Farms until the opponent stops chasing the militias.
- Playing Scouts: Blacksmith later.
Going Forward with Army or Not?
- Better eco opening: Scout stays in front of the opponent’s military building and matches his army.
- Aggro opening: Go forward early with the army to deal damage.
Army Transition or Not?
- For Range vs Range Opening:
- Better cav civ in Castle Age: Try to force a skirmisher war. (Better cav civ = Bloodlines? Camels?)
- Worst cav civ in Castle Age: Scout transition if facing skirmishers (we don’t want his skirmishers to reach Castle Age).
- For Scouts vs range Opening:
- Against a bad cav civ: Skirmisher transition (almost always).
- Open map: Skirmisher transition (always needed).
- Close map: Transition or not (not needed if the plan is to go knights).
- Against a bad cav civ on a close map: Skirmisher transition.
- For Scouts vs Scouts Opening:
- Open map (even matchup): Archer + spear transition.
- Close map (even matchup): No transition or a few late archers
- Worst cav matchup (monks/camels/eco): Archer + spear transition.
Important rule for any quick transition: 5-6 on berries and 3 farms are needed before the other production building
Castle age:
What units do I make?
- Against pure cav: Cavalry archers are very strong, along with town centers and some monks (if there are no cavalry archers from the opponent).
- Against pure archers: Skirmishers.
- Against pure skirmishers: Light cavalry and knights (they usually add monks, so light cavalry is needed).
- Against a boom: Use the main unit from your civ.
What’s the Plan?
STEP 1: GET THE MAP CONTROL!!!
-
Ahead in Eco:
-
- You will then have less army.
- DON’T push your advantage.
- Convert the eco lead into army as fast as possible—don’t be greedy with eco (idle town centers to produce more if needed).
-
Ahead in Army:
-
- You will then have less eco.
- DON’T push your advantage.
- Produce enough to keep map control all game while adding eco.
STEP 2: HOW TO USE THIS MAP CONTROL?
- Disturb Opponent:
Disturbing your opponent a bit should help make you even in eco. - Control a Hill in Front of Opponent’s Base:
This will force reactions and mistakes from your opponent. - Secure this Position (workshop if needed and mini-push):
Pressure and make sure you keep control. Do what’s necessary to secure the position. - Place a Castle Here and Go Imp/Full Castle Age Push:
If you can kill in Castle Age, go for it. If not, go Imperial Age for trebuchets. - Take Relics:
Relics are easy to take when the opponent is defending. - Make Outposts on the Map:
We want to see his base expansion.
Should I Go 3 or 4 TCs in Late Castle Age?
- In Imperial Age, I’m going to play:
- Food units: 4 TCs
- Wood/Gold units: 3 TCs
How to Secure a Game I’m Winning?
- REALLY important to keep map control to prevent your opponent from making an all-in push.
- Always think about what unit could kill you soon and prepare countermeasures.
- Melee units are better if you have the possibility (they have less potential to be out microed).
- Be the one pressuring your opponent.
- Take stone for a safe castle.
- Prepare a defensive workshop on a hill you don’t want your opponent to control.
Imperial age
What are my goals?
- Reach 200 population as quickly as possible (aim for it).
- Build as many farms as you can.
- Construct as many production buildings as possible.
- Secure your base against raids.
- Control important hills on the map (especially those near other resources).
How Do I Win a Treb War?
- Get HP upgrades for buildings:
Get them as soon as possible, even while on the way to Imperial Age. - Get BBC if possible:
Research Chemistry instantly if your civilization has access to BBC. - Play melee units:
Melee units can snipe siege units and also raid while the opponent has to protect their trebuchets. - Use hills:
Even a 1-tile hill can help, especially for castles and trebuchets.
Should My Trebs Focus His Trebs or the Castle?
-
Better army at this moment:
Focus on the castle. If his castle goes down, you can win the game instantly.
-
Worst army at this moment:
Focus on the trebuchets. Save your castle, or the opponent’s army will snowball.