I donât see how you can get up at 6:30 unless you had 2 400 food cows to eat in transition to age 2 but then you lose 500 villager seconds gathering up 300 coin and another 200 villager seconds gathering up at least 100 wood for the church? And if you convert one of your starting cows for the 200 coin for the church then you wonât have 2 400 food cows to eatâŠ
However overall I doing your build order for the FF. I would do something slightly different.
Age up berbers with 15 villagers no food upgrade convert first cow for 200+ wood. IFFFFF you can find a wood treasure I would cut for a tp in transition to age 2 and build the tp in the 2nd slot (assuming a 3+ tp map, alternatively I would build one that would require enemy army to walk away from my tc to kill). During the transition to age 2, 40 seconds from aging (once the aging bar crosses the âiâ) I would send the age 1 church card. Meanwhile Iâd macro for 1200 food then rest of my villagers on gold making cows constantly. The purpose of the cow boom is DEFENSE. Since you get the one time conversion of all livestock into influence each cow is at minimum worth 50 influence. Also keep in mind that they generate influence passively and appreciate in value to be worth even more!!
Iâd send in 700 coin as my 3rd shipment (first age 2 shipment) and sell a cow if need be to insure once I pick up the 700 gold I can click up to age 3.
Now letâs recap for a sec. You should have 2 tps and a church and at least 500 influence banked and sitting on your 4th homecity shipment by the time you click up to age 3. Also should at least have 7 cows preferably one that is fully fatten.
Scenario 1: the enemy comes in full attack during transition.
Depending on the enemy composition I would use the 500 influence to ship either the 5 lifidi knights or the 12 skirms or use 250 influence to send the akon musks. If the push is so aggressive that it would destroy your TC before you age I would sell all cows for influence and either age up faster(assuming there is timeâŠ) or use the influence to que minutemen mass and go for a counter timing of shipment pop TC fire and villager melee (upgrade villagers you should have 200f).
Assuming your native embassy is still alive and berber cavs would benefit being in the fight Iâd swap out some minutemen to make a batch of berber cavs to hit with the timed shipment pop plus villagers plus tc and minutemen.
Scenario 2: enemy letâs you age up with disruption.
If there is low aggression you should sell your 500 food cow for 400+ wood and can sell the next one soon after for 200+ wood which combines for more than a 700 wood shipment!!! From there itâs your standard FF build order: house, rax, tier 1 upgrades.
Again I would sit on at least 500 influence until I had about 60 secs until age 3. At which point I would get the church upgrade to age faster.
Lastly based on the game you could afford to make 1 or 3 berber villagers throughout the FF macro.
Youâll get up to age 3 between 7:30-7:45 which isnât a horrible FF timing. Only standard yet faster FF come in at 6:50-7:20 and that still puts their shipment arriving at your base some 50+ seconds later.