The Gurjara everything build
I recently experimented a bit with Gurjaras and figured out there is a 20 pop build that can be adapted to a lot of different openers while also being basically fully walled when hitting feudal.
The build is very tight, requires to get all 4 sheep in (not necessary i minute 3 but definetely at some point). Cause it is tight you might have to idle some of your production for a few seconds in feudal if not everything has gone “perfect”. The build is probably adaptable to make a 21 po maa / archer rush and an one range archer/spear play, but so far I only made:
1 Stable scouts
2 Range Archers
1 Range Skirms
The Adaption comes in play like 80-90 % into feudal where you have to relocate your lumberjacks from the stragglers to other ressources. This gives you a big advantage over the other civs as you can chose what you want to play just 2 minutes before hitting feudal opposed to early dark age.
The build requires you to lure the first boar very early and push in 3 deers. It’s possible to make this “normal” but the tc trick should help. Also you will need to drop of food a few times in dark age. And you shood scout a bit with your 4 starting sheep to find your mill spot asap. So the build isn’t for beginners.
The build will on optimal play leave 1 berry bush under your TC that you can use to que your vills on in feudal when you build up food eco.
Build 2 houses - relocate 1 vill after a few secs to a berry bush under the TC
Que all your vills to that berry bush - find your berries, make a mill, queue that vill to that berry bush under your TC
the 6th vill lures the first boar - it should come in before the berry bush is fully depleted, leave 1 vill to finish the bush and queue it to the boar
whenever ready start pushing your deer and lure the 2nd boar when it fits
vills 7-9 go to stragglers
vill 10 makes a house and then a lumber camp at a woodline. send vills 7-9 to that lumber camp, too
vills 11-16 all go to the hunt under the TC
vills 17-19 can be sent to wall quite shortly you should have enough wood to make a barracks. build in total 3 houses in your walls, that is enough
When the hunt under your TC runs out queue all the vills to the stragglers. you need to chop all 5 of them
make loom and go up. you should have about
When the stragglers are chopped you have to distribute your 12 straggler vills (best you make it in little steps of 3-4 vills):
- 2 Range Archers: 8 on gold mining camp, 4 on berries (1 more on gold and berries is required at some point to sustain production)
- Skirms: 2 Farms, 5-6 on berries, 2-3 on wood
- Scouts: 4 Farms, 8 on berries
When hitting feudal you should be able to make the required productions buildings and dba
Try to makro from that on so you make horsecollar + 2nd lumber camp at some point before placing more farms.
I will probably also make 2 build variations for 21 pop maa/archers and archers/spears at some point.
These builds are imo only viable with Gurjaras, no other civ can have as many ressources+income at the beginning of feudal as them. Only the scout play feels a bit “weak” in comparison to other civs as they have a bit less “free” food than other civs. But the proposed 20 pop build makes scout play viable even without eating your sheep.
The disadvantage of the build is that it is very vulnerbale to drushes.