I forego walls - the advantage of being defensive is gained if the enemy tries to attack in feudal or castle age in any way even if those units are made and never attack me until he/she feels ready. In castle age the castle itself may be delayed as long as the town centers are in the cluster right around where the castle will go anyways - from dark age an end result before going feudal may be 10 vills on wood, 13 on food, 5-6 on stone, horse collar comes after the initial farms are generally almost used up and the farm villagers before reseeding will build the town centers and the castle if needed or prudent. Farm upgrades will be researched right before they become needed - the woodsmen will have had a consistent stream of wood for the most part, and in feudal the first research for faster stone mining will be researched with a backlog of stone in place - once the stone is where it needs to be for however much I intend to build the stone vills may go straight to assist in any other research that might be needed, including wood - castle age would normally be upped by 35-36 villagers with 15 wood, 15 food, 5-6 stone and once you hit castle age the race is on to create 30-50 farms, and then switch to wood and once wood is in a decent spot keep spamming towards wood and take those villagers on wood to the remaining stone and gold piles - up to this point you will sell wood and food for any initial gold expenses that you might want to incur and helps deflate how much the enemy might gain from the market early on, from this will be early armor upgrades and 2 monks and so on as well as to pay for the cost to age up while your economy grows quickly with a sturdy foundation. Shortly youâll be keeping up with your initial military needs and youâll want to quickly gain as many relics as possible. You can forego armor upgrades on the scouts if their main use will be only for relics but armor if you intend to find a raid opening. In castle age the first parts of the army that costs gold may be paid for in initial wood and food excess.
The intial army will be mangonels, knights, monks, Teutonic knights, in that order with knights and mangonels switching for what comes first depending on enemy composition. While getting to 5 monks will happen at the same time. In early castle you may build up to 40 knights if prudent, but they must be healed in a consistent wheel of attack and heals with one group making the attack run and the other healing or both near the healing fortress and attacking/defending while being healed and assisted by the teutonic knight formation in case any pikes appear. to make the most of them and try not to build anymore until the rest of the army has its sturdy foundation as well - upgrade to cavaliers - onagers - palladins - elite tuetonic knights - bombard canons when you hit imp in that order so that everything will strengthen in a good order. When you hit imp get 3 bombard canons asap for defense to snipe trebs if needed.
Imperial should be upped near the 30-35 mark with the 40th minute being the longest you should stall it in most occasions.
This may be adjusted so that feudal is hit by the 21st-24th villager or so for a faster defense in feudal.
In castle age it is preferrable to get the two wheel upgrades from the tc as soon as one is able to without slowing the boom.
I invite the enemy into my base on purpose.
If I wall itâs in very small limited amounts, such as two single piece stone walls per mining camp or a small enclosure with already needed buildings for the woodline.
Picking off raiding units with mangonels while protected by tcs and a castle has its quircks. The next level of that defense being onagers and bombard canons while the offense does its job with little care for eco defense.
Increase to 10 monks before or soon after imp depending on healing needs. Bring to the front lines if prudent.
As the initial farm villagers finish their first farms theyâll be switched to building the base to gather wood depending on needs to increase the boomâs effectiveness meanwhile the farm upgrades will be ready for them before reseeding/seeding.
The first castle and towers may be in range of other important resources while covering the
Farms(castle) and the second castle may be quickly built to cover anything you might still need to and build a tc right next to it for any remaining needed farms if wanted.