Core Principles:

Optimize build orders (BOs):

  • 1 player doing well + 1 dead teammate > 2 average players.

  • Cavalry > archers.

  • Few archers in the game → camel/anti-cav civs (strong unique units) are powerful.

  • BOs are tighter than in 1v1s because army mass matters more. Why? → Counter units like skirms or spears are less viable; gold unit compositions (gold comp > trash comp) dominate.

  • Start trade while you still have gold left, after all key upgrades are researched.

Open land maps (e.g., Arabia, Atacama):

  • Military production > Villager production.

  • In early Feudal: play safe with scouts if your Feudal is late; go aggressive if it’s early.

  • Flanks are slower than pockets → Pockets > Flanks. Put your pockets in a dominating spot to carry. 

  • In 2v2 archer + cav vs archer + cav, initiating a fight puts you at a disadvantage (retreating archers deal damage before the actual fight – “hit and run”). Only fight when you’re sure to win.

  • A winning fight = numerical or upgrade advantage / enemy army split / terrain advantage.

  • If you double the enemy pocket and they chase you → send your reinforcements to the enemy flank.

  • Building a defensive tower > losing your entire base


Flank Role:

Micro:

  • Maximize damage at max range and push forward when you have HP advantage.

  • Always shoot the nearest enemy unit while dodging.

  • Avoid overkilling units – spread damage across multiple enemies.

  • When chasing down an army, use patrol + face direction (units glide faster that way).


General Tips:

  • Eco upgrades don’t matter early → race to mass archers.

  • Army upgrades > economy upgrades.

  • Microing army > watching eco.

  • Stick to one lumber camp for a while.

  • Don’t make too many farms (archers cost no food) → abuse market to click Castle Age.

  • If you have Britons on your team = OP (archer production race).

  • Stay open longer to hit good timings; trading vills for army is often worth it.

  • Attacking camel civs (Hindustanis, Gurjaras) in early Castle can be devastating.

  • Don’t roam alone if enemy cavalry isn’t visible.


Pocket Role:

Micro:

  • Don’t waste HP needlessly.

  • To initiate a fight: block enemy archers by standing on top of them (prevents hit-and-run).

  • Leave a few units on ally’s archers to prevent the same happening to them.

  • To block archers: spam click in front + “stop” hotkey when you are on top of them

General Tips:

  • More HP on scouts → easier game and free raiding.

  • Stick to one lumber camp early.

  • Micro > eco.

  • Cavalry armor (+1 defense) can swing fights (lets you engage earlier).

  • Scouts lose to archers before +1 armor → focus on raiding until then.

  • Continuous scout production → add blacksmith when food builds up (almost 2nd scout queued), then wall.

  • Usually add a second stable preemptively (don’t overfarm).

  • Light cav raids > knight raids early Castle. Light cav is faster and hits timings better.

  • Long Feudal Age → eco upgrades > extra town centers (a few extra vills matter less; eco ups give better return).

  • How to raid: disrupting the enemy pocket gives a big advantage to your flanks. If enemy army is out, sniping reinforcements can be huge.


Water/Mixed Maps:

BO principles for water/mixed maps:

  • Continuous villager production + early fish boats (cost wood) → but vills > fish.

  • Fast Feudal to snipe enemy fish.

  • Reach Castle in a good position on land.

General Tips:

  • Water is overrated → dominate on land by baiting overcommitment to water; just snipe fish.

  • Land damage > killing fish.

  • Feudal: galleys > fire ships.

  • Castle Age: fire ships > galleys.

  • Score lies.

  • Vills > fishing ships.

  • 1 fast fire ship > a billion galleys in Castle.

  • No counter units on water → number of ships snowballs fast.

  • Cavalry > archers because of low army count on land. Same logic for camel civs dominating mixed maps.


Closed Maps:

  • Invest minimally on defense to avoid early damage → boom!

  • Pick “late game” civs, as early game matters less.

  • Good siege is crucial → especially bombard cannons.

  • Map control is key (lets you decide where to fight) → use walls or forward buildings.

  • Strong monks are a bonus.